# spell

short_description:
Subject animal obeys silent mental commands.

description:
You can enchant an animal and direct it with simple commands such as 'Attack,' 'Run,' and 'Fetch.' Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

      Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

full_text:
Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
Level:
Animal 3, Druid 3
Components:
V, S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One animal
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
You can enchant an animal and direct it with simple commands such as 'Attack,' 'Run,' and 'Fetch.' Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.


description:
This spell functions like dominate person,  except that the spell is not restricted by creature type.

full_text:
Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 9
Target:
One creature
This spell functions like dominate person, except that the spell is not restricted by creature type.


description:
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

      If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

      Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

      Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

      By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

      Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

      If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

      Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

full_text:
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 4, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid
Duration:
One day/level
Saving Throw:
Will negates
Spell Resistance:
Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.


short_description:
One subject takes -2 on attack rolls, damage rolls, saves, and checks.

description:
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

full_text:
Doom
Necromancy [Fear, Mind-Affecting]
Level:
Cleric 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.


description:
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

      Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

      If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

      Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.

      The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

full_text:
Dream
Illusion (Phantasm) [Mind-Affecting]
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 minute
Range:
Unlimited
Target:
One living creature touched
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.


level:
Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2

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

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

description:
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.

full_text:
Eagle's Splendor
Transmutation
Level:
Bard 2, Cleric 2, Paladin 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 more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
Arcane Material Component: A few feathers or a pinch of droppings from an eagle.


short_description:
As eagle's splendor, affects one subject/level.

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

full_text:
Eagle's Splendor, Mass
Transmutation
Level:
Bard 6, Cleric 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 eagle's splendor, except that it affects multiple creatures.


level:
Cleric 8, Destruction 8, Druid 8, Earth 7

description:
When you cast earthquake,  an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

      Cave,  Cavern,  or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

      Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

      Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

      Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).

      River,  Lake,  or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

      Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

full_text:
Earthquake
Evocation [Earth]
Level:
Cleric 8, Destruction 8, Druid 8, Earth 7
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
80-ft. -radius spread (S)
Duration:
1 round
Saving Throw:
See text
Spell Resistance:
No
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave,  Cavern,  or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
River,  Lake,  or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.


level:
Air 9, Druid 9, Earth 9, Fire 9, Water 9

effect:
Two or more summoned creatures, no two of which can be more than 30 ft. apart

description:
This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

      When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

      The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

      When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

full_text:
Elemental Swarm
Conjuration (Summoning) [see text]
Level:
Air 9, Druid 9, Earth 9, Fire 9, Water 9
Components:
V, S
Casting Time:
10 minutes
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.


level:
Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1, Sun 1

short_description:
Exist comfortably in hot or cold environments.

description:
A creature protected by Endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.

      Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

full_text:
Endure Elements
Abjuration
Level:
Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1, Sun 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
24 hours
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
A creature protected by Endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


saving_throw:
Fortitude partial; see text for enervation

description:
This spell functions like enervation,  except that the creature struck gains 2d4 negative levels, and the negative levels last longer.

      There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.

      An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

full_text:
Energy Drain
Necromancy
Level:
Cleric 9, Sorcerer/Wizard 9
Saving Throw:
Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.
There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.
An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.


description:
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

      If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

      Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

      Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.

      An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

full_text:
Enervation
Necromancy
Level:
Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray of negative energy
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.


description:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

      A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

      If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

      All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

      Multiple magical effects that increase size do not stack,.

      Enlarge person counters and dispels reduce person.

      Enlarge person can be made permanent with a permanency spell.

full_text:
Enlarge Person
Transmutation
Level:
Sorcerer/Wizard 1, Strength 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 growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.


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

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

full_text:
Enlarge 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 enlarge person, except that it affects multiple creatures.


short_description:
Plants entangle everyone in 40-ft. -radius circle.

description:
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

      Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

full_text:
Entangle
Transmutation
Level:
Druid 1, Plant 1, Ranger 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Plants in a 40-ft. -radius spread
Duration:
1 min./level (D)
Saving Throw:
Reflex partial; see text
Spell Resistance:
No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.


short_description:
Captivates all within 100 ft. + 10 ft./level.

description:
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

      A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

      The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

      If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

      If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

full_text:
Enthrall
Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level:
Bard 2, Cleric 2
Components:
V, S
Casting Time:
1 round
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Any number of creatures
Duration:
1 hour or less
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.


short_description:
Ranged attacks against you have 20% miss chance.

description:
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

full_text:
Entropic Shield
Abjuration
Level:
Cleric 1, Luck 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.


description:
erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes,  a glyph of warding,  a sepia snake sigil,  or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

      Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

full_text:
Erase
Transmutation
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One scroll or two pages
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
No
erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.


description:
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

      An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

      Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

      Treat other ethereal creatures and ethereal objects as if they were material.

      If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

full_text:
Ethereal Jaunt
Transmutation
Level:
Cleric 7, Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.


target:
You and one other touched creature per three levels

short_description:
Travel to Ethereal Plane with companions.

description:
This spell functions like ethereal jaunt,  except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.

      When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

full_text:
Etherealness
Transmutation
Level:
Cleric 9, Sorcerer/Wizard 9
Range:
Touch; see text
Targets:
You and one other touched creature per three levels
Duration:
1 min./level (D)
Spell Resistance:
Yes
This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.
When the spell expires, all affected creatures on the Ethereal Plane return to material existence.


description:
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

full_text:
Expeditious Retreat
Transmutation
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).


target:
One touched object weighing no more than 10 lb.

description:
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

      You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

      Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.

full_text:
Explosive Runes
Abjuration [Force]
Level:
Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
One touched object weighing no more than 10 lb.
Duration:
Permanent until discharged (D)
Saving Throw:
See text
Spell Resistance:
Yes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.


short_description:
Target becomes panicked, sickened, and comatose.

description:
Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.


HD
Effect


10 or more
Sickened

5-9
Panicked, sickened


4 or less
Comatose, panicked, sickened

      The effects are cumulative and concurrent.

      Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

      Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

      Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

      The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

full_text:
Eyebite
Necromancy [Evil]
Level:
Bard 6, Sorcerer/Wizard 6
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
1 round per three levels; see text
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.

HD
Effect


10 or more
Sickened

5-9
Panicked, sickened


4 or less
Comatose, panicked, sickened

The effects are cumulative and concurrent.
Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.
Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.
Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.
The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.


short_description:
Transforms raw materials into finished items.

material_components:
The original material, which costs the same amount as the raw materials required to craft the item to be created.

description:
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

      You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

      Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

full_text:
Fabricate
Transmutation
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
See text
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Up to 10 cu. ft./level; see text
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.


area:
Creatures and objects within a 5-ft. -radius burst

short_description:
Outlines subjects with light, canceling blur, concealment, and the like.

description:
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

full_text:
Faerie Fire
Evocation [Light]
Level:
Druid 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Creatures and objects within a 5-ft. -radius burst
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


duration:
1 hour/level or until discharged; see text

short_description:
Gain 1d10 temporary hp +1/level (max +10).

material_components:
A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

description:
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

full_text:
False Life
Necromancy
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.


arcane_material_components:
The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.

description:
Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

full_text:
False Vision
Illusion (Glamer)
Level:
Bard 5, Sorcerer/Wizard 5, Trickery 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Area:
40-ft. -radius emanation
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.
Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.


short_description:
Subjects within cone flee for 1 round/level.

material_components:
Either the heart of a hen or a white feather.

description:
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

full_text:
Fear
Necromancy [Fear, Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
30 ft.
Area:
Cone-shaped burst
Duration:
1 round/level or 1 round; see text
Saving Throw:
Will partial
Spell Resistance:
Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.


target:
One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

saving_throw:
Will negates (harmless) or Will negates (object)

description:
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

      The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

      You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

      This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

      Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

full_text:
Feather Fall
Transmutation
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V
Casting Time:
1 free action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration:
Until landing or 1 round/level
Saving Throw:
Will negates (harmless) or Will negates (object)
Spell Resistance:
Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


material_components:
A handful of clay, crystal, glass, or mineral spheres.

description:
If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

full_text:
Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.
Material Component: A handful of clay, crystal, glass, or mineral spheres.


level:
Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6

focus:
A set of divination counters of the sort you favor.

description:
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.

      The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.

      This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).

full_text:
Find the Path
Divination
Level:
Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6
Components:
V, S, F
Casting Time:
3 rounds
Range:
Personal or touch
Target:
You or creature touched
Duration:
10 min./level
Saving Throw:
None or Will negates (harmless)
Spell Resistance:
No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.


description:
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.

      Note that find traps grants no ability to disable the traps that you may find.

full_text:
Find Traps
Divination
Level:
Cleric 2
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.
Note that find traps grants no ability to disable the traps that you may find.


description:
You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

      The subject might die from damage even if it succeeds on its saving throw.

full_text:
Finger of Death
Necromancy [Death]
Level:
Druid 8, Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance:
Yes
You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject might die from damage even if it succeeds on its saving throw.


target:
Up to four touched acorns or up to eight touched holly berries

short_description:
Acorns and berries become grenades and bombs.

description:
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

      Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.

      Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

      Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.

full_text:
Fire Seeds
Conjuration (Creation) [Fire]
Level:
Druid 6, Fire 6, Sun 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Targets:
Up to four touched acorns or up to eight touched holly berries
Duration:
10 min./level or until used
Saving Throw:
None or Reflex half; see text
Spell Resistance:
No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Material Component: The acorns or holly berries.


short_description:
Creatures attacking you take fire damage; you're protected from heat or cold.

arcane_material_components:
A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.

description:
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

      Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

      When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

      Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

      Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

full_text:
Fire Shield
Evocation [Fire or Cold]
Level:
Fire 5, Sorcerer/Wizard 4, Sun 4
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.


short_description:
Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

arcane_material_components:
A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.

description:
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

      The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

full_text:
Flaming Sphere
Evocation [Fire]
Level:
Druid 2, Sorcerer/Wizard 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
5-ft. -diameter sphere
Duration:
1 round/level
Saving Throw:
Reflex negates
Spell Resistance:
Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.


short_description:
Dazzles one creature (-1 on attack rolls).

description:
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

full_text:
Flare
Evocation [Light]
Level:
Bard 0, Druid 0, Sorcerer/Wizard 0
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Burst of light
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.


description:
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

      Only creatures made of flesh are affected by this spell.

full_text:
Flesh to Stone
Transmutation
Level:
Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.


description:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

      Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

full_text:
Fly
Transmutation
Level:
Sorcerer/Wizard 3, Travel 3
Components:
V, S, F/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 subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.


short_description:
Creates 3-ft. -diameter horizontal disk that holds 100 lb./level.

description:
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

full_text:
Floating Disk
Evocation [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
3-ft. -diameter disk of force
Duration:
1 hour/level
Saving Throw:
None
Spell Resistance:
No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.


description:
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

      A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

      The spell does not function underwater.

full_text:
Fog Cloud
Conjuration (Creation)
Level:
Druid 2, Sorcerer/Wizard 2, Water 2
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft. level)
Effect:
Fog spreads in 20-ft. radius, 20 ft. high
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.


short_description:
Blocks planar travel, damages creatures of different alignment.

material_components:
A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

description:
forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport),  plane shifting,  astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.

      In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.

      Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).

      Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

      Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.

      At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.

      dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level.

      You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.

full_text:
Forbiddance
Abjuration
Level:
Cleric 6
Components:
V, S, M, DF
Casting Time:
6 rounds
Range:
Medium (100 ft. + 10 ft./level)
Area:
60-ft. cube/level (S)
Duration:
Permanent
Saving Throw:
See text
Spell Resistance:
Yes
forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.
dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level.
You can't have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.


area:
Barred cage (20-ft. cube) or windowless cell (10-ft. cube)

short_description:
Cube or cage of force imprisons all inside.

material_components:
Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

description:
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

      Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

      Like a wall of force spell, a forcecage resists dispel magic,  but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

      Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

      Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

full_text:
Forcecage
Evocation [Force]
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic,  but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.


focus:
A sturdy glove made of leather or heavy cloth.

description:
This spell functions like interposing hand,  except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

      A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

full_text:
Forceful Hand
Evocation [Force]
Level:
Sorcerer/Wizard 6
Components:
V, S, F
This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.
A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or heavy cloth.


short_description:
'Sixth sense' warns of impending danger.

description:
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

      When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

full_text:
Foresight
Divination
Level:
Druid 9, Knowledge 9, Sorcerer/Wizard 9
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal or touch
Target:
See text
Duration:
10 min./level
Saving Throw:
None or Will negates (harmless)
Spell Resistance:
No or Yes (harmless)
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane Material Component: A hummingbird's feather.


arcane_material_components:
A few hairs, or a pinch of dung, from a fox.

description:
The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.

full_text:
Fox's Cunning
Transmutation
Level:
Bard 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 smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.
Arcane Material Component: A few hairs, or a pinch of dung, from a fox.


short_description:
As fox's cunning, affects one subject/level.

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

full_text:
Fox's Cunning, Mass
Transmutation
Level:
Bard 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 fox's cunning, except that it affects multiple creatures.


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

description:
The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze,  you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

full_text:
Freedom
Abjuration
Level:
Sorcerer/Wizard 9
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels) or see text
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.


level:
Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4

short_description:
Subject moves normally despite impediments.

material_components:
A leather thong, bound around the arm or a similar appendage.

description:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

      The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

full_text:
Freedom of Movement
Abjuration
Level:
Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4
Components:
V, S, M, DF
Casting Time:
1 standard action
Range:
Personal or touch
Target:
You or creature touched
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.


duration:
Instantaneous or 1 round/level; see text

description:
freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).

      If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

      You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

full_text:
Freezing Sphere
Evocation [Cold]
Level:
Sorcerer/Wizard 6
Components:
V, S, F
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Target, Effect, or Area:
See text
Duration:
Instantaneous or 1 round/level; see text
Saving Throw:
Reflex half; see text
Spell Resistance:
Yes
freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.
Focus: A small crystal sphere.


short_description:
Subject becomes insubstantial and can fly slowly.

description:
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

      A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

full_text:
Gaseous Form
Transmutation
Level:
Air 3, Bard 3, Sorcerer/Wizard 3
Components:
S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Willing corporeal creature touched
Duration:
2 min./level (D)
Saving Throw:
None
Spell Resistance:
No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Arcane Material Component: A bit of gauze and a wisp of smoke.


duration:
Instantaneous or concentration (up to 1 round/level); see text

short_description:
Connects two planes for travel or summoning.

description:
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

      Second, you may then call a particular individual or kind of being through the gate.

      The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

      A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.

      Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

      You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.

      Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate,  although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).

      If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

      A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.

      If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in 'livestock' rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

      Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.

      Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

xp_cost:
1,000 XP (only for the calling creatures function).

full_text:
Gate
Conjuration (Creation or Calling)
Level:
Cleric 9, Sorcerer/Wizard 9
Components:
V, S, XP; see text
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
See text
Duration:
Instantaneous or concentration (up to 1 round/level); see text
Saving Throw:
None
Spell Resistance:
No
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may then call a particular individual or kind of being through the gate.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you-anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate,  although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).
If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in 'livestock' rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling creatures function).


short_description:
As lesser geas, plus it affects any creature.

description:
This spell functions similarly to lesser geas,  except that it affects a creature of any HD and allows no saving throw.

      Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

      A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

      Bards, sorcerers, and wizards usually refer to this spell as geas,  while clerics call the same spell quest.

full_text:
Geas/Quest
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Bard 6, Cleric 6, Sorcerer/Wizard 6
Casting Time:
10 minutes
Target:
One living creature
Saving Throw:
None
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas,  while clerics call the same spell quest.


description:
A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

      The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

      If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

      If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

      A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. dispel magic does not affect a lesser geas.

full_text:
Geas, Lesser
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 4
Components:
V
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature with 7 HD or less
Duration:
One day/level or until discharged (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. dispel magic does not affect a lesser geas.


arcane_material_components:
A pinch of salt, and a copper piece for each eye the corpse has (or had).

description:
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

      The spell also works on severed body parts and the like.

full_text:
Gentle Repose
Necromancy
Level:
Cleric 2, Sorcerer/Wizard 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Corpse touched
Duration:
One day/level
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).


description:
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.

      The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

      Ghost sound can enhance the effectiveness of a silent image spell.

      Ghost sound can be made permanent with a permanency spell.

full_text:
Ghost Sound
Illusion (Figment)
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Illusory sounds
Duration:
1 round/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.


short_description:
Paralyzes one subject, which exudes stEnch that makes those nearby sickened.

material_components:
A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.

description:
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

      Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

full_text:
Ghoul Touch
Necromancy
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Living humanoid touched
Duration:
1d6+2 rounds
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.


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

short_description:
Turns centipedes, scorpions, or spiders into giant vermin.

description:
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.

      Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ('Attack,' 'Defend,' 'Stop,' and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.


Caster Level
Vermin Size


9th or lower
Medium

10th-13th
Large

14th-17th
Huge

18th-19th
Gargantuan


20th or higher
Colossal


full_text:
Giant Vermin
Transmutation
Level:
Cleric 4, Druid 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to three vermin, no two of which can be more than 30 ft. apart
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.
Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands ('Attack,' 'Defend,' 'Stop,' and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

Caster Level
Vermin Size


9th or lower
Medium

10th-13th
Large

14th-17th
Huge

18th-19th
Gargantuan


20th or higher
Colossal



short_description:
You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.

description:
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

      If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

full_text:
Glibness
Transmutation
Level:
Bard 3
Components:
S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.


area:
Creatures and objects within 10-ft. -radius spread

short_description:
Blinds creatures, outlines invisible creatures.

description:
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

      Any creature covered by the dust takes a -40 penalty on Hide checks.

full_text:
Glitterdust
Conjuration (Creation)
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Creatures and objects within 10-ft. -radius spread
Duration:
1 round/level
Saving Throw:
Will negates (blinding only)
Spell Resistance:
No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Material Component: Ground mica.


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

short_description:
As lesser globe of invulnerability, plus 4th-level spell effects.

material_components:
A glass or crystal bead that shatters at the expiration of the spell.

description:
This spell functions like lesser globe of invulnerability,  except that it also excludes 4th-level spells and spell-like effects.

full_text:
Globe of Invulnerability
Abjuration
Level:
Sorcerer/Wizard 6
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.


short_description:
Stops 1st- through 3rd-level spell effects.

description:
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

      Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

      If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

full_text:
Globe of Invulnerability, Lesser
Abjuration
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius spherical emanation, centered on you
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Material Component: A glass or crystal bead that shatters at the expiration of the spell.


material_components:
You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.

description:
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.

      You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.

      When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.

      glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

      Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.

      Depending on the version selected, a glyph either blasts the intruder or activates a spell.

      Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.

      Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.

full_text:
Glyph of Warding
Abjuration
Level:
Cleric 3
Components:
V, S, M
Casting Time:
10 minutes
Range:
Touch
Target or Area:
Object touched or up to 5 sq. ft./level
Duration:
Permanent until discharged (D)
Saving Throw:
See text
Spell Resistance:
No (object) and Yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.


short_description:
As glyph of warding, but up to 10d8 damage or 6th-level spell.

material_components:
You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

description:
This spell functions like glyph of warding,  except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.

full_text:
Glyph of Warding, Greater
Abjuration
Level:
Cleric 6
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.


short_description:
2d4 berries each cure 1 hp (max 8 hp/24 hours).

description:
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

full_text:
Goodberry
Transmutation
Level:
Druid 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
2d4 fresh berries touched
Duration:
One day/level
Saving Throw:
None
Spell Resistance:
Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.


target:
One living creature/level, no two of which may be more than 30 ft. apart

short_description:
Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

description:
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

      Good hope counters and dispels crushing despair.

full_text:
Good Hope
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One living creature/level, no two of which may be more than 30 ft. apart
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.


short_description:
Hand provides cover, pushes, or grapples.

description:
This spell functions like interposing hand,  except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

      Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

      Directing the spell to a new target is a move action.

      The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

      Clerics who cast this spell name it for their deities.

full_text:
Grasping Hand
Evocation [Force]
Level:
Sorcerer/Wizard 7, Strength 7
Components:
V, S, F/DF
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.
Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.
Directing the spell to a new target is a move action.
The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.


short_description:
Makes 10-ft. square or one object slippery.

description:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

      The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

full_text:
Grease
Conjuration (Creation)
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One object or a 10-ft. square
Duration:
1 round/level (D)
Saving Throw:
See text
Spell Resistance:
No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Material Component: A bit of pork rind or butter.


material_components:
Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.

description:
This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

      Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet 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). Saving Throw: None. Spell Resistance: No.

      Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No.

      Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: No.

      Confusion: Where there are choices in direction-such as a corridor intersection or side passage-a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.

      Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.

      In addition, you can place your choice of one of the following five magical effects.

      1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.

      2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No.

      3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: No.

      4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.

      5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: Yes.

      The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage's disjunction destroys the entire guards and wards effect.

full_text:
Guards and Wards
Abjuration
Level:
Sorcerer/Wizard 6
Components:
V, S, M, F
Casting Time:
30 minutes
Range:
Anywhere within the area to be warded
Area:
Up to 200 sq. ft./level (S)
Duration:
2 hours/level (D)
Saving Throw:
See text
Spell Resistance:
See text
This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet 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). Saving Throw: None. Spell Resistance: No.
Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: No.
Confusion: Where there are choices in direction-such as a corridor intersection or side passage-a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.
In addition, you can place your choice of one of the following five magical effects.
1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.
2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No.
3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: No.
4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.
5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: Yes.
The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage's disjunction destroys the entire guards and wards effect.
Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.
Focus: A small silver rod.


short_description:
+1 on one attack roll, saving throw, or skill check.

description:
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

full_text:
Guidance
Divination
Level:
Cleric 0, Druid 0
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute or until discharged
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.


effect:
Line-shaped gust of severe wind emanating out from you to the extreme of the range

short_description:
Blows away or knocks down smaller creatures.

description:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

      A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

      Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

      Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

      Large or larger creatures may move normally within a gust of wind effect.

      A gust of wind can't move a creature beyond the limit of its range.

      Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

      The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

      In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

      gust of wind can be made permanent with a permanency spell.

full_text:
Gust of Wind
Evocation [Air]
Level:
Druid 2, Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Effect:
Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration:
1 round
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
gust of wind can be made permanent with a permanency spell.


area:
40-ft. radius emanating from the touched point

material_components:
Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

description:
Hallow makes a particular site, building, or structure a holy site. This has four major effects.

      First, the site or structure is guarded by a magic circle against evil effect.

      Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

      Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

      Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting Hallow again.

      Spell effects that may be tied to a hallowed site include aid,  bane,  bless,  cause fear,  darkness,  daylight,  death ward,  deeper darkness,  detect evil,  detect magic,  dimensional anchor,  discern lies,  dispel magic,  endure elements,  freedom of movement,  invisibility purge,  protection from energy,  remove fear,  resist energy,  silence,  tongues,  and zone of truth. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)

      An area can receive only one Hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.

full_text:
Hallow
Evocation [Good]
Level:
Cleric 5, Druid 5
Components:
V, S, M, DF
Casting Time:
24 hours
Range:
Touch
Area:
40-ft. radius emanating from the touched point
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting Hallow again.
Spell effects that may be tied to a hallowed site include aid,  bane,  bless,  cause fear,  darkness,  daylight,  death ward,  deeper darkness,  detect evil,  detect magic,  dimensional anchor,  discern lies,  dispel magic,  endure elements,  freedom of movement,  invisibility purge,  protection from energy,  remove fear,  resist energy,  silence,  tongues,  and zone of truth. Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)
An area can receive only one Hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.


short_description:
Makes one type of terrain appear like another (field into forest, or the like).

material_components:
A stone, a twig, and a bit of green plant.

description:
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

full_text:
Hallucinatory Terrain
Illusion (Glamer)
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
10 minutes
Range:
Long (400 ft. + 40 ft./level)
Area:
One 30-ft. cube/level (S)
Duration:
2 hours/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
Material Component: A stone, a twig, and a bit of green plant.


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

description:
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

full_text:
Halt Undead
Necromancy
Level:
Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Up to three undead creatures, no two of which can be more than 30 ft. apart
Duration:
1 round/level
Saving Throw:
Will negates (see text)
Spell Resistance:
Yes
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Material Component: A pinch of sulfur and powdered garlic.


description:
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, Harm deals half this amount, but it cannot reduce the target's hit points to less than 1.

      If used on an undead creature, Harm acts like heal.

full_text:
Harm
Necromancy
Level:
Cleric 6, Destruction 6
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half; see text
Spell Resistance:
Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, Harm deals half this amount, but it cannot reduce the target's hit points to less than 1.
If used on an undead creature, Harm acts like heal.


short_description:
One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

description:
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

      When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

      A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

      All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

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

full_text:
Haste
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:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple haste effects don't stack. haste dispels and counters slow.
Material Component: A shaving of licorice root.


short_description:
Cures 10 points/level of damage, all diseases and mental conditions.

description:
heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused,  dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded,  insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

      heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

      If used against an undead creature, heal instead acts like harm.

full_text:
Heal
Conjuration (Healing)
Level:
Cleric 6, Druid 7, Healing 6
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.


description:
This spell functions like heal,  except as noted above. The maximum number of hit points restored to each creature is 250.

full_text:
Heal, Mass
Conjuration (Healing)
Level:
Cleric 9, Healing 9
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.


short_description:
As heal on warhorse or other special mount.

description:
This spell functions like heal,  but it affects only the paladin's special mount (typically a warhorse).

full_text:
Heal Mount
Conjuration (Healing)
Level:
Paladin 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Your mount touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
This spell functions like heal, but it affects only the paladin's special mount (typically a warhorse).


target:
Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle

short_description:
Make metal so hot it damages those who touch it.

description:
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

      A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.

      On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.


Round
Metal
 Temperature
Damage


1
Warm
None

2
Hot
1d4 points

3-5
Searing
2d4 points

6
Hot
1d4 points


7
Warm
None

      Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, Heat metal deals half damage and boils the surrounding water.

      Heat metal counters and dispels chill metal.

full_text:
Heat Metal
Transmutation [Fire]
Level:
Druid 2, Sun 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration:
7 rounds
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.

Round
Metal
 Temperature
Damage


1
Warm
None

2
Hot
1d4 points

3-5
Searing
2d4 points

6
Hot
1d4 points


7
Warm
None

Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, Heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.


description:
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.

      When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.


Distance
Time to Locate


100 ft. or less
1 round

1,000 ft.
1 minute

1 mile
10 minutes

2 miles
1 hour

3 miles
2 hours

4 miles
3 hours


5 miles
4 hours

      Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.

      The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.

      If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.

      If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.

      The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

full_text:
Helping Hand
Evocation
Level:
Cleric 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
5 miles
Effect:
Ghostly hand
Duration:
1 hour/level
Saving Throw:
None
Spell Resistance:
No
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.

Distance
Time to Locate


100 ft. or less
1 round

1,000 ft.
1 minute

1 mile
10 minutes

2 miles
1 hour

3 miles
2 hours

4 miles
3 hours


5 miles
4 hours

Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.
The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.
If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.
The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can't pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.


description:
This spell functions like hold person,  except that it affects an animal instead of a humanoid.

full_text:
Hold Animal
Enchantment (Compulsion) [Mind-Affecting]
Level:
Animal 2, Druid 2, Ranger 2
Components:
V, S
Target:
One animal
This spell functions like hold person, except that it affects an animal instead of a humanoid.


arcane_material_components:
One hard metal bar or rod, which can be as small as a three-penny nail.

description:
This spell functions like hold person,  except that it affects any living creature that fails its Will save.

full_text:
Hold Monster
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 4, Law 6, Sorcerer/Wizard 5
Components:
V, S, M/DF
Target:
One living creature
This spell functions like hold person, except that it affects any living creature that fails its Will save.
Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.


description:
This spell functions like hold person,  except that it affects multiple creatures and holds any living creature that fails its Will save.

full_text:
Hold Monster, Mass
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 9
Targets:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.


short_description:
Paralyzes one humanoid for 1 round/level.

description:
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

      A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

full_text:
Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Cleric 2, Sorcerer/Wizard 3
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One humanoid creature
Duration:
1 round/level (D); see text
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Arcane Focus: A small, straight piece of iron.


target:
One or more humanoid creatures, no two of which can be more than 30 ft. apart

description:
This spell functions like hold person,  except as noted above.

full_text:
Hold Person, Mass
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 7
Targets:
One or more humanoid creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except as noted above.


description:
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

      For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

full_text:
Hold Portal
Abjuration
Level:
Sorcerer/Wizard 1
Component:
V
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One portal, up to 20 sq. ft./level
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.


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

focus:
A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

description:
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded 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 evil, this benefit applies against all attacks, not just against attacks by evil creatures.

      Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.

      Third, the abjuration blocks possession and mental influence, just as protection from evil does.

      Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).

full_text:
Holy Aura
Abjuration [Good]
Level:
Cleric 8, Good 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 brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded 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 evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.


description:
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.

      The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.

      The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

full_text:
Holy Smite
Evocation [Good]
Level:
Good 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius burst
Duration:
Instantaneous (1 round); see text
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.


short_description:
Weapon becomes +5, deals +2d6 damage against evil.

description:
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.

      If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.

      This spell does not work on artifacts.

      Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.

full_text:
Holy Sword
Evocation [Good]
Level:
Paladin 4
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Melee weapon touched
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.


area:
Nongood creatures in a 40-ft. -radius spread centered on you

short_description:
Kills, paralyzes, slows, or deafens nongood subjects.

description:
Any nongood creature within the area that hears the holy word suffers the following ill effects.


HD
Effect


Equal to caster level
Deafened

Up to caster level
-1 Blinded, deafened

Up to caster level
-5 Paralyzed, blinded, deafened


Up to caster level
-10 Killed, paralyzed, blinded, deafened

      The effects are cumulative and concurrent. No saving throw is allowed against these effects.

      Deafened: The creature is deafened for 1d4 rounds.

      Blinded: The creature is blinded for 2d4 rounds.

      Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.

      Killed: Living creatures die. Undead creatures are destroyed.

      Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.

      Creatures whose HD exceed your caster level are unaffected by holy word.

full_text:
Holy Word
Evocation [Good, Sonic]
Level:
Cleric 7, Good 7
Components:
V
Casting Time:
1 standard action
Range:
40 ft.
Area:
Nongood creatures in a 40-ft. -radius spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will negates; see text
Spell Resistance:
Yes
Any nongood creature within the area that hears the holy word suffers the following ill effects.

HD
Effect


Equal to caster level
Deafened

Up to caster level
-1 Blinded, deafened

Up to caster level
-5 Paralyzed, blinded, deafened


Up to caster level
-10 Killed, paralyzed, blinded, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by holy word.


target:
Living creatures, no two of which can be more than 60 ft. apart

description:
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

full_text:
Horrid Wilting
Necromancy
Level:
Sorcerer/Wizard 8, Water 8
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Targets:
Living creatures, no two of which can be more than 60 ft. apart
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Arcane Material Component: A bit of sponge.


effect:
Colorful lights in a 10-ft. -radius spread

short_description:
Fascinates (2d4 + level) HD of creatures.

material_components:
A glowing stick of incense or a crystal rod filled with phosphorescent material.

description:
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

      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:
Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V (Brd only), S, M; see text
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Colorful lights in a 10-ft. -radius spread
Duration:
Concentration + 2 rounds
Saving Throw:
Will negates
Spell Resistance:
Yes
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.
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 glowing stick of incense or a crystal rod filled with phosphorescent material.


area:
Several living creatures, no two of which may be more than 30 ft. apart

description:
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

      If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

      While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

      A creature that fails its saving throw does not remember that you enspelled it.

full_text:
Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
Several living creatures, no two of which may be more than 30 ft. apart
Duration:
2d4 rounds (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.


short_description:
Hail deals 5d6 damage in cylinder 40 ft. across.

arcane_material_components:
A pinch of dust and a few drops of water.

description:
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

full_text:
Ice Storm
Evocation [Cold]
Level:
Druid 4, Sorcerer/Wizard 4, Water 5
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Cylinder (20-ft. radius, 40 ft. high)
Duration:
1 full round
Saving Throw:
None
Spell Resistance:
Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.


arcane_material_components:
A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

description:
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

      Identify does not function when used on an artifact.

full_text:
Identify
Divination
Level:
Bard 1, Magic 2, Sorcerer/Wizard 1
Components:
V, S, M/DF
Casting Time:
1 hour
Range:
Touch
Targets:
One touched object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.


material_components:
A lead-based ink (cost of not less than 50 gp).

description:
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.

      Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include 'Close the book and leave,' 'Forget the existence of the book,' and so forth. If successfully dispelled by dispel magic,  the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

      The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

full_text:
Illusory Script
Illusion (Phantasm) [Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 minute or longer; see text
Range:
Touch
Target:
One touched object weighing no more than 10 lb.
Duration:
One day/level (D)
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include 'Close the book and leave,' 'Forget the existence of the book,' and so forth. If successfully dispelled by dispel magic,  the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Material Component: A lead-based ink (cost of not less than 50 gp).


short_description:
Wall, floor, or ceiling looks real, but anything can pass through.

description:
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

full_text:
Illusory Wall
Illusion (Figment)
Level:
Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Image 1 ft. by 10 ft. by 10 ft.
Duration:
Permanent
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.


description:
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.


HD of Recipient
Spells Imbued


2 or lower
One 1st-level spell

3-4
One or two 1st-level spells


5 or higher
One or two 1st-level spells and one 2nd-level spell

      The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.

      Once you cast imbue with spell ability,  you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.

      To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.

full_text:
Imbue with Spell Ability
Evocation
Level:
Cleric 4, Magic 4
Components:
V, S, DF
Casting Time:
10 minutes
Range:
Touch
Target:
Creature touched; see text
Duration:
Permanent until discharged (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.

HD of Recipient
Spells Imbued


2 or lower
One 1st-level spell

3-4
One or two 1st-level spells


5 or higher
One or two 1st-level spells and one 2nd-level spell

The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.
Once you cast imbue with spell ability,  you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.
To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.


description:
You create a destructive resonance in a corporeal creature's body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

      You can target a particular creature only once with each casting of the spell.

      Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

full_text:
Implosion
Evocation
Level:
Cleric 9, Destruction 9
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One corporeal creature/round
Duration:
Concentration (up to 4 rounds)
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You create a destructive resonance in a corporeal creature's body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.


description:
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball,  a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.

full_text:
Imprisonment
Abjuration
Level:
Sorcerer/Wizard 9
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.


description:
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

      As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

      As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

full_text:
Incendiary Cloud
Conjuration (Creation) [Fire]
Level:
Fire 8, Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Cloud spreads in 20-ft. radius, 20 ft. high
Duration:
1 round/level
Saving Throw:
Reflex half; see text
Spell Resistance:
No
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.


short_description:
Touch attack, 4d8 damage +1/level (max +20).

description:
This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).

full_text:
Inflict Critical Wounds
Necromancy
Level:
Cleric 4, Destruction 4
This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).


short_description:
Deals 4d8 damage +1/level to many creatures.

description:
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).

full_text:
Inflict Critical Wounds, Mass
Necromancy
Level:
Cleric 8
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).


short_description:
Touch attack, 1d8 damage +1/level (max +5).

description:
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).

      Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

full_text:
Inflict Light Wounds
Necromancy
Level:
Cleric 1, Destruction 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half
Spell Resistance:
Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.


description:
The affected creature suffers from a continuous confusion effect, as the spell.

      Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

full_text:
Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes
The affected creature suffers from a continuous confusion effect, as the spell.
Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.


effect:
One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm

description:
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.

full_text:
Insect Plague
Conjuration (Summoning)
Level:
Cleric 5, Druid 5
Components:
V, S, DF
Casting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Effect:
One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won't pursue creatures that flee.


target:
One object weighing 10 lb. or less whose longest dimension is 6 ft. or less

description:
You call some nonliving item from virtually any location directly to your hand.

      First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

      If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

      The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

      The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

full_text:
Instant Summons
Conjuration (Summoning)
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
See text
Target:
One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Duration:
Permanent until discharged
Saving Throw:
None
Spell Resistance:
No
You call some nonliving item from virtually any location directly to your hand.
First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
Material Component: A sapphire worth at least 1,000 gp.


short_description:
Hand provides cover against one opponent.

description:
interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

      An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

      The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

      Disintegrate or a successful dispel magic destroys it.

      Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

      Directing the spell to a new target is a move action.

full_text:
Interposing Hand
Evocation [Force]
Level:
Sorcerer/Wizard 5
Components:
V, S, F
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
10-ft. hand
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
Yes
interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.
Directing the spell to a new target is a move action.
Focus: A soft glove.


area:
10-ft. -radius emanation around the creature or object touched

description:
This spell functions like invisibility,  except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

      Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

full_text:
Invisibility Sphere
Illusion (Glamer)
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S, M
Area:
10-ft. -radius emanation around the creature or object touched
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.


arcane_material_components:
A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.

description:
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

      You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

      You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

      Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

      Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.

full_text:
Iron Body
Transmutation
Level:
Earth 8, Sorcerer/Wizard 8
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.
Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.


effect:
An ironwood object weighing up to 5 lb./level

material_components:
Wood shaped into the form of the intended ironwood object.

description:
ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

      Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.

full_text:
Ironwood
Transmutation
Level:
Druid 6
Components:
V, S, M
Casting Time:
1 minute/lb. created
Range:
0 ft.
Effect:
An ironwood object weighing up to 5 lb./level
Duration:
One day/level (D)
Saving Throw:
None
Spell Resistance:
No
ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Material Component: Wood shaped into the form of the intended ironwood object.


description:
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

full_text:
Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 6, Sorcerer/Wizard 8
Components:
V
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
1d4+1 rounds
Saving Throw:
None
Spell Resistance:
Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.


material_components:
A grasshopper's hind leg, which you break when the spell is cast.

description:
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

full_text:
Jump
Transmutation
Level:
Druid 1, Ranger 1, Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material Component: A grasshopper's hind leg, which you break when the spell is cast.


target:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting

description:
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)

      Multiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.

full_text:
Keen Edge
Transmutation
Level:
Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration:
10 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
Multiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.


target:
One door, box, or chest with an area of up to 10 sq. ft./level

description:
The knock spell opens stuck, barred, locked, held,  or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

full_text:
Knock
Transmutation
Level:
Sorcerer/Wizard 2
Components:
V
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One door, box, or chest with an area of up to 10 sq. ft./level
Duration:
Instantaneous; see text
Saving Throw:
None
Spell Resistance:
No
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.


description:
You instantly know the direction of north from your current position. The spell is effective in any environment in which 'north' exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

full_text:
Know Direction
Divination
Level:
Bard 0, Druid 0
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which 'north' exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.


short_description:
Lets you learn tales about a person, place, or thing.

focus:
Four strips of ivory (worth 50 gp each) formed into a rectangle.

description:
legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

      During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

full_text:
Legend Lore
Divination
Level:
Bard 4, Knowledge 7, Sorcerer/Wizard 6
Components:
V, S, M, F
Casting Time:
See text
Range:
Personal
Target:
You
Duration:
See text
legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Material Component: Incense worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.


range:
Personal or close (25 ft. + 5 ft./2 levels)

target:
You or one willing creature or one object (total weight up to 100 lb./level)

short_description:
Subject moves up and down at your direction.

focus:
Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

description:
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated,  and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

      A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.

full_text:
Levitate
Transmutation
Level:
Sorcerer/Wizard 2
Components:
V, S, F
Casting Time:
1 standard action
Range:
Personal or close (25 ft. + 5 ft./2 levels)
Target:
You or one willing creature or one object (total weight up to 100 lb./level)
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.
Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.


arcane_material_components:
A firefly or a piece of phosphorescent moss.

description:
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

      A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

full_text:
Light
Evocation [Light]
Level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components:
V, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.


material_components:
A bit of fur and an amber, crystal, or glass rod.

description:
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

      The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

full_text:
Lightning Bolt
Evocation [Electricity]
Level:
Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
120 ft.
Area:
120-ft. line
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, crystal, or glass rod.


description:
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

      
  Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.

  Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.

  Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.

  Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.

  Undo the harmful effects of many spells, such as geas/quest or insanity.

  Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.



      A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

full_text:
Limited Wish
Universal
Level:
Sorcerer/Wizard 7
Components:
V, S, XP
Casting Time:
1 standard action
Range:
See text
Target, Effect, or Area:
See text
Duration:
See text
Saving Throw:
None; see text
Spell Resistance:
Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

  Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.

  Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.

  Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.

  Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.

  Undo the harmful effects of many spells, such as geas/quest or insanity.

  Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.


A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above).


description:
This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.

      liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.

      If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

full_text:
Liveoak
Transmutation
Level:
Druid 6
Components:
V, S
Casting Time:
10 minutes
Range:
Touch
Target:
Tree touched
Duration:
One day/level (D)
Saving Throw:
None
Spell Resistance:
No
This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.


area:
Circle, centered on you, with a radius of 400 ft. + 40 ft./level

short_description:
Indicates direction to familiar creature.

description:
This spell functions like locate object,  except this spell locates a known or familiar creature.

      You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

      The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

      Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

full_text:
Locate Creature
Divination
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S, M
Duration:
10 min./level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Material Component: A bit of fur from a bloodhound.


level:
Bard 2, Cleric 3, Sorcerer/Wizard 2, Travel 2

short_description:
Senses direction toward object (specific or type).

description:
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

      The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.

full_text:
Locate Object
Divination
Level:
Bard 2, Cleric 3, Sorcerer/Wizard 2, Travel 2
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Arcane Focus: A forked twig.


description:
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

full_text:
Longstrider
Transmutation
Level:
Druid 1, Ranger 1, Travel 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component: A pinch of dirt.


area:
Living creatures within a 10-ft. -radius burst

short_description:
Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.

description:
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the Lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

full_text:
Lullaby
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Living creatures within a 10-ft. -radius burst
Duration:
Concentration + 1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the Lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.


description:
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

      Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

full_text:
Mage Armor
Conjuration (Creation) [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S, F
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Focus: A piece of cured leather.


target:
One nonmagical, unattended object weighing up to 5 lb.

description:
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

full_text:
Mage Hand
Transmutation
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One nonmagical, unattended object weighing up to 5 lb.
Duration:
Concentration
Saving Throw:
None
Spell Resistance:
No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


area:
All magical effects and magic items within a 40-ft. -radius burst

description:
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.

      You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction,  no items within it are disjoined.

      Even artifacts are subject to disjunction,  though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

      Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

full_text:
Mage's Disjunction
Abjuration
Level:
Magic 9, Sorcerer/Wizard 9
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
All magical effects and magic items within a 40-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
No
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction,  no items within it are disjoined.
Even artifacts are subject to disjunction,  though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


duration:
1 hour/caster level or until discharged, then 1 round/caster level; see text

material_components:
A tiny silver whistle, a piece of bone, and a thread.

description:
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

      If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

      The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

      The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.

full_text:
Mage's Faithful Hound
Conjuration (Creation)
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Phantom watchdog
Duration:
1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw:
None
Spell Resistance:
No
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.
If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.
The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.
Material Component: A tiny silver whistle, a piece of bone, and a thread.


short_description:
Wizard only. Recalls spell of 5th level or lower.

description:
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

      If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

full_text:
Mage's Lucubration
Transmutation
Level:
Wizard 6
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
Instantaneous
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.
If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.


effect:
Extradimensional mansion, up to three 10-ft. cubes/level (S)

focus:
A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).

description:
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

      You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

      Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

full_text:
Mage's Magnificent Mansion
Conjuration (Creation)
Level:
Sorcerer/Wizard 7
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).


short_description:
Prevents anyone from viewing or scrying an area for 24 hours.

material_components:
A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.

description:
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

      Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

      The spell does not prevent creatures or objects from moving into and out of the area.

      Mage's private sanctum can be made permanent with a permanency spell.

full_text:
Mage's Private Sanctum
Abjuration
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
30-ft. cube/level (S)
Duration:
24 hours (D)
Saving Throw:
None
Spell Resistance:
No
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage's private sanctum can be made permanent with a permanency spell.
Material Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.


focus:
A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.

description:
This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

      The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

      Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

      The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

      If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

full_text:
Mage's Sword
Evocation [Force]
Level:
Sorcerer/Wizard 7
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One sword
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
Yes
This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.
The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.


target:
One touched object weighing up to 5 lb./level

focus:
A small square of silk that must be passed over the object that receives the aura.

description:
You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

      If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

      If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

      Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

full_text:
Magic Aura
Illusion (Glamer)
Level:
Bard 1, Magic 1, Sorcerer/Wizard 1
Components:
V, S, F
Casting Time:
1 standard action
Range:
Touch
Target:
One touched object weighing up to 5 lb./level
Duration:
One day/level (D)
Saving Throw:
None; see text
Spell Resistance:
No
You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Focus: A small square of silk that must be passed over the object that receives the aura.


level:
Cleric 3, Law 3, Paladin 3, Sorcerer/Wizard 3

area:
10-ft. -radius emanation from touched creature

short_description:
As protection spells, but 10-ft. radius and 10 min./level.

arcane_material_components:
A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

description:
This spell functions like magic circle against evil,  except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.

full_text:
Magic Circle against Chaos
Abjuration [Lawful]
Level:
Cleric 3, Law 3, Paladin 3, Sorcerer/Wizard 3
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.


level:
Cleric 3, Good 3, Paladin 3, Sorcerer/Wizard 3

description:
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

      This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding,  planar binding,  and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

      A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection,  blink,  dimension door,  etherealness,  gate,  plane shift,  shadow walk,  teleport,  and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle,  but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

      You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

      A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

      This spell is not cumulative with protection from evil and vice versa.

full_text:
Magic Circle against Evil
Abjuration [Good]
Level:
Cleric 3, Good 3, Paladin 3, Sorcerer/Wizard 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Area:
10-ft. -radius emanation from touched creature
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
No; see text
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding,  planar binding,  and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection,  blink,  dimension door,  etherealness,  gate,  plane shift,  shadow walk,  teleport,  and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle,  but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.


description:
This spell functions like magic circle against evil,  except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

full_text:
Magic Circle against Good
Abjuration [Evil]
Level:
Cleric 3, Evil 3, Sorcerer/Wizard 3
This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.


description:
This spell functions like magic circle against evil,  except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

full_text:
Magic Circle against Law
Abjuration [Chaotic]
Level:
Chaos 3, Cleric 3, Sorcerer/Wizard 3
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.


short_description:
One natural weapon of subject creature gets +1 on attack and damage rolls.

description:
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.)

      Magic fang can be made permanent with a permanency spell.

full_text:
Magic Fang
Transmutation
Level:
Druid 1, Ranger 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.)
Magic fang can be made permanent with a permanency spell.


short_description:
One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).

description:
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).

      Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

      Greater magic fang can be made permanent with a permanency spell.

full_text:
Magic Fang, Greater
Transmutation
Level:
Druid 3, Ranger 3
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.


duration:
1 hour/level or until you return to your body

description:
By casting magic jar,  you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

      To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

      While in the magic jar,  you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

      You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

      Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar,  and the target automatically succeeds on further saving throws if you attempt to possess its body again.

      If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

      As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

      If the host body is slain, you return to the magic jar,  if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

      If the spell ends while you are in the magic jar,  you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.

full_text:
Magic Jar
Necromancy
Level:
Sorcerer/Wizard 5
Components:
V, S, F
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One creature
Duration:
1 hour/level or until you return to your body
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.
To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar,  you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar,  and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar,  if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar,  you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.
Focus: A gem or crystal worth at least 100 gp.


target:
Up to five creatures, no two of which can be more than 15 ft. apart

short_description:
1d4+1 damage; +1 missile per two levels above 1st (max 5).

description:
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

      The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

      For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

full_text:
Magic Missile
Evocation [Force]
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Up to five creatures, no two of which can be more than 15 ft. apart
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


material_components:
A small bit of honeycomb and jade dust worth 10 gp.

description:
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, Magic mouth can be placed upon a tree, rock, or any other object or creature.

      The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A Magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

      The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a Magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

      Magic mouth can be made permanent with a permanency spell.

full_text:
Magic Mouth
Illusion (Glamer)
Level:
Bard 1, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature or object
Duration:
Permanent until discharged
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, Magic mouth can be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A Magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a Magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Magic mouth can be made permanent with a permanency spell.
Material Component: A small bit of honeycomb and jade dust worth 10 gp.


short_description:
Three stones gain +1 on attack rolls, deal 1d6+1 damage.

description:
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

full_text:
Magic Stone
Transmutation
Level:
Cleric 1, Druid 1, Earth 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
Up to three pebbles touched
Duration:
30 minutes or until discharged
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.


short_description:
Armor or shield gains +1 enhancement per four levels.

description:
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

      An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

full_text:
Magic Vestment
Transmutation
Level:
Cleric 3, Strength 3, War 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Armor or shield touched
Duration:
1 hour/level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.


level:
Cleric 1, Paladin 1, Sorcerer/Wizard 1, War 1

description:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)

      You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

full_text:
Magic Weapon
Transmutation
Level:
Cleric 1, Paladin 1, Sorcerer/Wizard 1, War 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


target:
One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

description:
This spell functions like magic weapon,  except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

      Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

full_text:
Magic Weapon, Greater
Transmutation
Level:
Cleric 4, Paladin 3, Sorcerer/Wizard 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration:
1 hour/level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component: Powdered lime and carbon.


effect:
Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

short_description:
As minor creation, plus stone and metal.

material_components:
A tiny piece of matter of the same sort of item you plan to create with minor creation.

description:
This spell functions like minor creation,  except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.


Hardness and Rarity Examples
Duration


Vegetable matter
2 hr./level

Stone, crystal, base metals
1 hr./level

Precious metals
20 min./level

Gems
10 min./level

Rare metal1
1 round/level


1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.


full_text:
Major Creation
Conjuration (Creation)
Level:
Sorcerer/Wizard 5
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Duration:
See text
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

Hardness and Rarity Examples
Duration


Vegetable matter
2 hr./level

Stone, crystal, base metals
1 hr./level

Precious metals
20 min./level

Gems
10 min./level

Rare metal1
1 round/level


1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.



effect:
Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

short_description:
As silent image, plus sound, smell and thermal effects.

description:
This spell functions like silent image,  except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

      The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

full_text:
Major Image
Illusion (Figment)
Level:
Bard 3, Sorcerer/Wizard 3
Duration:
Concentration + 3 rounds
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.


short_description:
Subject is immune to mental/emotional magic and scrying.

description:
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye,  the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

full_text:
Mind Blank
Abjuration
Level:
Protection 8, Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
24 hours
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.


short_description:
Subjects in fog get -10 to Wis and Will checks.

description:
mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

      A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.

      The fog is thin and does not significantly hamper vision.

full_text:
Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Fog spreads in 20-ft. radius, 20 ft. high
Duration:
30 minutes and 2d6 rounds; see text
Saving Throw:
Will negates
Spell Resistance:
Yes
mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.


