# spell

material_components:
Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.

description:
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.

      The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.

      The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.

full_text:
Statue
Transmutation
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 round
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.
The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.
Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.


target:
One living creature touched per three levels

description:
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused,  or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

full_text:
Status
Divination
Level:
Cleric 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
One living creature touched per three levels
Duration:
1 hour/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


material_components:
A rotten egg or several skunk cabbage leaves.

description:
stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

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

full_text:
Stinking Cloud
Conjuration (Creation)
Level:
Sorcerer/Wizard 3
Components:
V, S, M
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:
Fortitude negates; see text
Spell Resistance:
No
stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Material Component: A rotten egg or several skunk cabbage leaves.


level:
Cleric 3, Druid 3, Earth 3, Sorcerer/Wizard 4

target:
Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level

arcane_material_components:
Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.

description:
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape,  fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

full_text:
Stone Shape
Transmutation [Earth]
Level:
Cleric 3, Druid 3, Earth 3, Sorcerer/Wizard 4
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.


level:
Druid 5, Earth 6, Sorcerer/Wizard 4, Strength 6

material_components:
Granite and 250 gp worth of diamond dust sprinkled on the target's skin.

description:
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

full_text:
Stoneskin
Abjuration
Level:
Druid 5, Earth 6, Sorcerer/Wizard 4, Strength 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level or until discharged
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.


description:
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.

      You can speak with natural or worked stone.

full_text:
Stone Tell
Divination
Level:
Druid 6
Components:
V, S, DF
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
1 min./level
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.


target:
One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long

description:
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

      The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

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


description:
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.

      If you do not maintain concentration on the spell after casting it, the spell ends.  If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

      2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

      3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

      4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

      5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

      Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the level of the spell the caster is trying to cast.

full_text:
Storm of Vengeance
Conjuration (Summoning)
Level:
Druid 9, Cleric 9
Components:
V, S
Casting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Effect:
360-ft. -radius storm cloud
Duration:
Concentration (maximum 10 rounds) (D)
Saving Throw:
See text
Spell Resistance:
Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends.  If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the level of the spell the caster is trying to cast.


short_description:
Compels subject to follow stated course of action.

material_components:
A snake's tongue and either a bit of honeycomb or a drop of sweet oil.

description:
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

      The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

      A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

full_text:
Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 3
Components:
V, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
1 hour/level or until completed
Saving Throw:
Will negates
Spell Resistance:
Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.


description:
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

full_text:
Suggestion, Mass
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Bard 5, Sorcerer/Wizard 6
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One creature/level, no two of which can be more than 30 ft. apart
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.


effect:
One summoned handheld musical instrument

short_description:
Summons one instrument of the caster's choice.

description:
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands.

full_text:
Summon Instrument
Conjuration (Summoning)
Level:
Bard 0
Components:
V, S
Casting Time:
1 round
Range:
0 ft.
Effect:
One summoned handheld musical instrument
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands.


short_description:
Calls extraplanar creature to fight for you.

description:
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

      The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

      A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

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

arcane_focus:
A tiny bag and a small (not necessarily lit) candle.

full_text:
Summon Monster I
Conjuration (Summoning) [see text]
Level:
Bard 1, Cleric 1, Sorcerer/Wizard 1
Components:
V, S, F/DF
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One summoned creature
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.


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

description:
This spell functions like summon monster I,  except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

full_text:
Summon Monster II
Conjuration (Summoning) [see text for summon monster I]
Level:
Bard 2, Cleric 2, Sorcerer/Wizard 2
Effect:
One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.


description:
This spell functions like summon monster I,  except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

full_text:
Summon Monster III
Conjuration (Summoning) [see text for summon monster I]
Level:
Bard 3, Cleric 3, Sorcerer/Wizard 3
Effect:
One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.


description:
This spell functions like summon monster I,  except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

full_text:
Summon Monster IV
Conjuration (Summoning) [see text for summon monster I]
Level:
Bard 4, Cleric 4, Sorcerer/Wizard 4
Effect:
One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.


description:
This spell functions like summon monster I,  except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

full_text:
Summon Monster V
Conjuration (Summoning) [see text for summon monster I]
Level:
Bard 5, Cleric 5, Sorcerer/Wizard 5
Effect:
One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


description:
This spell functions like summon monster I,  except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

full_text:
Summon Monster VI
Conjuration (Summoning) [see text for summon monster I]
Level:
Bard 6, Cleric 6, Sorcerer/Wizard 6
Effect:
One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


description:
This spell functions like summon monster I,  except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

full_text:
Summon Monster VII
Conjuration (Summoning) [see text for summon monster I]
Level:
Cleric 7, Sorcerer/Wizard 7
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


description:
This spell functions like summon monster I,  except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

full_text:
Summon Monster VIII
Conjuration (Summoning) [see text for summon monster I]
Level:
Cleric 8, Sorcerer/Wizard 8
This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


level:
Chaos 9, Cleric 9, Evil 9, Good 9, Law 9, Sorcerer/Wizard 9

description:
This spell functions like summon monster I,  except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

      

Summon Monster


1st Level

Celestial dog
LG

Celestial owl
LG

Celestial giant fire beetle
NG

Celestial porpoise1
NG

Celestial badger
CG

Celestial monkey
CG

Fiendish dire rat
LE

Fiendish raven
LE

Fiendish monstrous centipede, Medium
NE

Fiendish monstrous scorpion, Small
NE

Fiendish hawk
CE

Fiendish monstrous spider, Small
CE

Fiendish octopus1
CE

Fiendish snake, Small viper
CE

2nd Level

Celestial giant bee
LG

Celestial giant bombardier beetle
NG

Celestial riding dog
NG

Celestial eagle
CG

Lemure (devil)
LE

Fiendish squid1
LE

Fiendish wolf
LE

Fiendish monstrous centipede, Large
NE

Fiendish monstrous scorpion, Medium
NE

Fiendish shark, Medium1
NE

Fiendish monstrous spider, Medium
CE

Fiendish snake, Medium viper
CE

3rd Level

Celestial black bear
LG

Celestial bison
NG

Celestial dire badger
CG

Celestial hippogriff
CG

Elemental, Small (any)
N

Fiendish ape
LE

Fiendish dire weasel
LE

Hell hound
LE

Fiendish snake, constrictor
LE

Fiendish boar
NE

Fiendish dire bat
NE

Fiendish monstrous centipede, Huge
NE

Fiendish crocodile
CE

Dretch (demon)
CE

Fiendish snake, Large viper
CE

Fiendish wolverine
CE

4th Level

Archon, lantern
LG

Celestial giant owl
LG

Celestial giant eagle
CG

Celestial lion
CG

Mephit (any)
N

Fiendish dire wolf
LE

Fiendish giant wasp
LE

Fiendish giant praying mantis
NE

Fiendish shark, Large1
NE

Yeth hound
NE

Fiendish monstrous spider, Large
CE

Fiendish snake, Huge viper
CE

Howler
CE

5th Level

Archon, hound
LG

Celestial brown bear
LG

Celestial giant stag beetle
NG

Celestial sea cat1
NG

Celestial griffon
CG

Elemental, Medium (any)
N

Achaierai
LE

Devil, bearded
LE

Fiendish deinonychus
LE

Fiendish dire ape
LE

Fiendish dire boar
NE

Fiendish shark, Huge
NE

Fiendish monstrous scorpion, Large
NE

Shadow mastiff
NE

Fiendish dire wolverine
CE

Fiendish giant crocodile
CE

Fiendish tiger
CE

6th Level

Celestial polar bear
LG

Celestial orca whale1
NG

Bralani (eladrin)
CG

Celestial dire lion
CG

Elemental, Large (any)
N

Janni (genie)
N

Chaos beast
CN

Devil, chain
LE

Xill
LE

Fiendish monstrous centipede, Gargantuan
NE

Fiendish rhinoceros
NE

Fiendish elasmosaurus1
CE

Fiendish monstrous spider, Huge
CE

Fiendish snake, giant constrictor
CE

7th Level

Celestial elephant
LG

Avoral (guardinal)
NG

Celestial baleen whale1
NG

Djinni (genie)
CG

Elemental, Huge (any)
N

Invisible stalker
N

Devil, bone
LE

Fiendish megaraptor
LE

Fiendish monstrous scorpion, Huge
NE

Babau (demon)
CE

Fiendish giant octopus1
CE

Fiendish girallon
CE

8th Level

Celestial dire bear
LG

Celestial cachalot whale1
NG

Celestial triceratops
NG

Lillend
CG

Elemental, greater (any)
N

Fiendish giant squid1
LE

Hellcat
LE

Fiendish monstrous centipede, Colossal
NE

Fiendish dire tiger
CE

Fiendish monstrous spider, Gargantuan
CE

Fiendish tyrannosaurus
CE

Vrock (demon)
CE

9th Level

Couatl
LG

Leonal (guardinal)
NG

Celestial roc
CG

Elemental, elder (any)
N

Devil, barbed
LE

Fiendish dire shark1
NE

Fiendish monstrous scorpion, Gargantuan
NE

Night hag
NE

Bebilith (demon)
CE

Fiendish monstrous spider, Colossal
CE


Hezrou (demon)
CE


1 May be summoned only into an aquatic or watery environment.


full_text:
Summon Monster IX
Conjuration (Summoning) [see text for summon monster I]
Level:
Chaos 9, Cleric 9, Evil 9, Good 9, Law 9, Sorcerer/Wizard 9
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster


1st Level

Celestial dog
LG

Celestial owl
LG

Celestial giant fire beetle
NG

Celestial porpoise1
NG

Celestial badger
CG

Celestial monkey
CG

Fiendish dire rat
LE

Fiendish raven
LE

Fiendish monstrous centipede, Medium
NE

Fiendish monstrous scorpion, Small
NE

Fiendish hawk
CE

Fiendish monstrous spider, Small
CE

Fiendish octopus1
CE

Fiendish snake, Small viper
CE

2nd Level

Celestial giant bee
LG

Celestial giant bombardier beetle
NG

Celestial riding dog
NG

Celestial eagle
CG

Lemure (devil)
LE

Fiendish squid1
LE

Fiendish wolf
LE

Fiendish monstrous centipede, Large
NE

Fiendish monstrous scorpion, Medium
NE

Fiendish shark, Medium1
NE

Fiendish monstrous spider, Medium
CE

Fiendish snake, Medium viper
CE

3rd Level

Celestial black bear
LG

Celestial bison
NG

Celestial dire badger
CG

Celestial hippogriff
CG

Elemental, Small (any)
N

Fiendish ape
LE

Fiendish dire weasel
LE

Hell hound
LE

Fiendish snake, constrictor
LE

Fiendish boar
NE

Fiendish dire bat
NE

Fiendish monstrous centipede, Huge
NE

Fiendish crocodile
CE

Dretch (demon)
CE

Fiendish snake, Large viper
CE

Fiendish wolverine
CE

4th Level

Archon, lantern
LG

Celestial giant owl
LG

Celestial giant eagle
CG

Celestial lion
CG

Mephit (any)
N

Fiendish dire wolf
LE

Fiendish giant wasp
LE

Fiendish giant praying mantis
NE

Fiendish shark, Large1
NE

Yeth hound
NE

Fiendish monstrous spider, Large
CE

Fiendish snake, Huge viper
CE

Howler
CE

5th Level

Archon, hound
LG

Celestial brown bear
LG

Celestial giant stag beetle
NG

Celestial sea cat1
NG

Celestial griffon
CG

Elemental, Medium (any)
N

Achaierai
LE

Devil, bearded
LE

Fiendish deinonychus
LE

Fiendish dire ape
LE

Fiendish dire boar
NE

Fiendish shark, Huge
NE

Fiendish monstrous scorpion, Large
NE

Shadow mastiff
NE

Fiendish dire wolverine
CE

Fiendish giant crocodile
CE

Fiendish tiger
CE

6th Level

Celestial polar bear
LG

Celestial orca whale1
NG

Bralani (eladrin)
CG

Celestial dire lion
CG

Elemental, Large (any)
N

Janni (genie)
N

Chaos beast
CN

Devil, chain
LE

Xill
LE

Fiendish monstrous centipede, Gargantuan
NE

Fiendish rhinoceros
NE

Fiendish elasmosaurus1
CE

Fiendish monstrous spider, Huge
CE

Fiendish snake, giant constrictor
CE

7th Level

Celestial elephant
LG

Avoral (guardinal)
NG

Celestial baleen whale1
NG

Djinni (genie)
CG

Elemental, Huge (any)
N

Invisible stalker
N

Devil, bone
LE

Fiendish megaraptor
LE

Fiendish monstrous scorpion, Huge
NE

Babau (demon)
CE

Fiendish giant octopus1
CE

Fiendish girallon
CE

8th Level

Celestial dire bear
LG

Celestial cachalot whale1
NG

Celestial triceratops
NG

Lillend
CG

Elemental, greater (any)
N

Fiendish giant squid1
LE

Hellcat
LE

Fiendish monstrous centipede, Colossal
NE

Fiendish dire tiger
CE

Fiendish monstrous spider, Gargantuan
CE

Fiendish tyrannosaurus
CE

Vrock (demon)
CE

9th Level

Couatl
LG

Leonal (guardinal)
NG

Celestial roc
CG

Elemental, elder (any)
N

Devil, barbed
LE

Fiendish dire shark1
NE

Fiendish monstrous scorpion, Gargantuan
NE

Night hag
NE

Bebilith (demon)
CE

Fiendish monstrous spider, Colossal
CE


Hezrou (demon)
CE


1 May be summoned only into an aquatic or watery environment.



description:
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

      A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

      The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

full_text:
Summon Nature's Ally I
Conjuration (Summoning)
Level:
Druid 1, Ranger 1
Components:
V, S, DF
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One summoned creature
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature's Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.


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

description:
This spell functions like summon nature's ally I,  except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

full_text:
Summon Nature's Ally II
Conjuration (Summoning)
Level:
Druid 2, Ranger 2
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.


description:
This spell functions like summon nature's ally I,  except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

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

full_text:
Summon Nature's Ally III
Conjuration (Summoning) [see text]
Level:
Druid 3, Ranger 3
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

full_text:
Summon Nature's Ally IV
Conjuration (Summoning) [see text]
Level:
Animal 4, Druid 4, Ranger 4
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

full_text:
Summon Nature's Ally V
Conjuration (Summoning) [see text]
Level:
Druid 5
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

full_text:
Summon Nature's Ally VI
Conjuration (Summoning) [see text]
Level:
Druid 6
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

full_text:
Summon Nature's Ally VII
Conjuration (Summoning) [see text]
Level:
Druid 7
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

full_text:
Summon Nature's Ally VIII
Conjuration (Summoning) [see text]
Level:
Animal 8, Druid 8
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


description:
This spell functions like summon nature's ally I,  except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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

      

Summon Nature's Ally


1st Level

Dire rat

Eagle (animal)

Monkey (animal)

Octopus1 (animal)

Owl (animal)

Porpoise1 (animal)

Snake, Small viper (animal)

Wolf (animal)

2nd Level

Bear, black (animal)

Crocodile (animal)

Dire badger

Dire bat

Elemental, Small (any)

Hippogriff

Shark, Medium1 (animal)

Snake, Medium viper (animal)

Squid1 (animal)

Wolverine (animal)

3rd Level

Ape (animal)

Dire weasel

Dire wolf

Eagle, giant [NG]

Lion

Owl, giant [NG]

Satyr [CN; without pipes]

Shark, Large1 (animal)

Snake, constrictor (animal)

Snake, Large viper (animal)

Thoqqua

4th Level

Arrowhawk, juvenile

Bear, brown (animal)

Crocodile, giant (animal)

Deinonychus (dinosaur)

Dire ape

Dire boar

Dire wolverine

Elemental, Medium (any)

Salamander, flamebrother [NE]

Sea cat1

Shark, Huge1 (animal)

Snake, Huge viper (animal)

Tiger (animal)

Tojanida, juvenile1

Unicorn [CG]

Xorn, minor

5th Level

Arrowhawk, adult

Bear, polar (animal)

Dire lion

Elasmosaurus1 (dinosaur)

Elemental, Large (any)

Griffon

Janni (genie)

Rhinoceros (animal)

Satyr [CN; with pipes]

Snake, giant constrictor (animal)

Nixie (sprite)

Tojanida, adult1

Whale, orca1 (animal)

6th Level

Dire bear

Elemental, Huge (any)

Elephant (animal)

Girallon

Megaraptor (dinosaur)

Octopus, giant1 (animal)

Pixie* (sprite) [NG; no special arrows]

Salamander, average [NE]

Whale, baleen1

Xorn, average

*Can't cast irresistible dance

7th Level

Arrowhawk, elder

Dire tiger

Elemental, greater (any)

Djinni (genie) [NG]

Invisible stalker

Pixie* (sprite) [NG; with sleep arrows]

Squid, giant1 (animal)

Triceratops (dinosaur)

Tyrannosaurus (dinosaur)

Whale, cachalot1 (animal)

Xorn, elder

*Can't cast irresistible dance

8th Level

Dire shark1

Roc

Salamander, noble [NE]

Tojanida, elder

9th Level

Elemental, elder

Grig [NG; with fiddle] (sprite)

Pixie* (sprite) [NG; with sleep and memory loss arrows]

Unicorn, celestial charger

*Can cast irresistible dance


1 May be summoned only into an aquatic or watery environment.


full_text:
Summon Nature's Ally IX
Conjuration (Summoning) [see text]
Level:
Druid 9
Effect:
One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature's ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally


1st Level

Dire rat

Eagle (animal)

Monkey (animal)

Octopus1 (animal)

Owl (animal)

Porpoise1 (animal)

Snake, Small viper (animal)

Wolf (animal)

2nd Level

Bear, black (animal)

Crocodile (animal)

Dire badger

Dire bat

Elemental, Small (any)

Hippogriff

Shark, Medium1 (animal)

Snake, Medium viper (animal)

Squid1 (animal)

Wolverine (animal)

3rd Level

Ape (animal)

Dire weasel

Dire wolf

Eagle, giant [NG]

Lion

Owl, giant [NG]

Satyr [CN; without pipes]

Shark, Large1 (animal)

Snake, constrictor (animal)

Snake, Large viper (animal)

Thoqqua

4th Level

Arrowhawk, juvenile

Bear, brown (animal)

Crocodile, giant (animal)

Deinonychus (dinosaur)

Dire ape

Dire boar

Dire wolverine

Elemental, Medium (any)

Salamander, flamebrother [NE]

Sea cat1

Shark, Huge1 (animal)

Snake, Huge viper (animal)

Tiger (animal)

Tojanida, juvenile1

Unicorn [CG]

Xorn, minor

5th Level

Arrowhawk, adult

Bear, polar (animal)

Dire lion

Elasmosaurus1 (dinosaur)

Elemental, Large (any)

Griffon

Janni (genie)

Rhinoceros (animal)

Satyr [CN; with pipes]

Snake, giant constrictor (animal)

Nixie (sprite)

Tojanida, adult1

Whale, orca1 (animal)

6th Level

Dire bear

Elemental, Huge (any)

Elephant (animal)

Girallon

Megaraptor (dinosaur)

Octopus, giant1 (animal)

Pixie* (sprite) [NG; no special arrows]

Salamander, average [NE]

Whale, baleen1

Xorn, average

*Can't cast irresistible dance

7th Level

Arrowhawk, elder

Dire tiger

Elemental, greater (any)

Djinni (genie) [NG]

Invisible stalker

Pixie* (sprite) [NG; with sleep arrows]

Squid, giant1 (animal)

Triceratops (dinosaur)

Tyrannosaurus (dinosaur)

Whale, cachalot1 (animal)

Xorn, elder

*Can't cast irresistible dance

8th Level

Dire shark1

Roc

Salamander, noble [NE]

Tojanida, elder

9th Level

Elemental, elder

Grig [NG; with fiddle] (sprite)

Pixie* (sprite) [NG; with sleep and memory loss arrows]

Unicorn, celestial charger

*Can cast irresistible dance


1 May be summoned only into an aquatic or watery environment.



short_description:
Summons swarm of bats, rats, or spiders.

description:
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

full_text:
Summon Swarm
Conjuration (Summoning)
Level:
Bard 2, Druid 2, Sorcerer/Wizard 2
Components:
V, S, M/DF
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One swarm of bats, rats, or spiders
Duration:
Concentration + 2 rounds
Saving Throw:
None
Spell Resistance:
No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component: A square of red cloth.


duration:
1 round/level or until all beams are exhausted

saving_throw:
Reflex negates and Reflex half; see text

description:
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.

      Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.

      An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

      The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

full_text:
Sunbeam
Evocation [Light]
Level:
Druid 7, Sun 7
Components:
V, S, DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Line from your hand
Duration:
1 round/level or until all beams are exhausted
Saving Throw:
Reflex negates and Reflex half; see text
Spell Resistance:
Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.


short_description:
Blinds all within 10 ft., deals 6d6 damage.

description:
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

      An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

      The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

      Sunburst dispels any darkness spells of lower than 9th level within its area.

full_text:
Sunburst
Evocation [Light]
Level:
Druid 8, Sorcerer/Wizard 8, Sun 8
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
80-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Reflex partial; see text
Spell Resistance:
Yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Arcane Material Component: A piece of sunstone and a naked flame.


material_components:
Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

description:
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

      Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

      As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.

      In this case, 'reading' the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

      You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.

      When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

      You also can attune any number of creatures to the symbol of death,  but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

      Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.

      A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

      symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.

      Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.

full_text:
Symbol of Death
Necromancy [Death]
Level:
Cleric 8, Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
10 minutes
Range:
0 ft.; see text
Effect:
One symbol
Duration:
See text
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.
In this case, 'reading' the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.
When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol of death,  but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.
A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.
symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.


material_components:
Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

description:
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

      Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.

full_text:
Symbol of Fear
Necromancy [Fear, Mind-Affecting]
Level:
Cleric 6, Sorcerer/Wizard 6
Saving Throw:
Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.
Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


short_description:
Triggered rune renders nearby creatures insane.

material_components:
Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

description:
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).

      Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.

      Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.

full_text:
Symbol of Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 8, Sorcerer/Wizard 8
Saving Throw:
Will negates
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).
Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


short_description:
Triggered rune wracks nearby creatures with pain.

description:
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

      Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.

      Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.

full_text:
Symbol of Pain
Necromancy [Evil]
Level:
Cleric 5, Sorcerer/Wizard 5
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.
Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


description:
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

      Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.

      Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.

full_text:
Symbol of Persuasion
Enchantment (Charm) [Mind-Affecting]
Level:
Cleric 6, Sorcerer/Wizard 6
Saving Throw:
Will negates
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.
Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


short_description:
Triggered rune puts nearby creatures into catatonic slumber.

description:
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

      Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.

      Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.

full_text:
Symbol of Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 5, Sorcerer/Wizard 5
Saving Throw:
Will negates
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


description:
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

      Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

full_text:
Symbol of Stunning
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 7, Sorcerer/Wizard 7
Saving Throw:
Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


short_description:
Triggered rune weakens nearby creatures.

description:
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.

      Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.

      Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.

full_text:
Symbol of Weakness
Necromancy
Level:
Cleric 7, Sorcerer/Wizard 7
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.
Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


short_description:
Deals 2d10 damage/round to freestanding structure.

description:
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.

      Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.

full_text:
Sympathetic Vibration
Evocation [Sonic]
Level:
Bard 6
Components:
V, S, F
Casting Time:
10 minutes
Range:
Touch
Target:
One freestanding structure
Duration:
Up to 1 round/level
Saving Throw:
None; see text
Spell Resistance:
Yes
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Focus: A tuning fork.


short_description:
Object or location attracts certain creatures.

material_components:
1,500 gp worth of crushed pearls and a drop of honey.

description:
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

      Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

      Sympathy counters and dispels antipathy.

full_text:
Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Level:
Druid 9, Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
1 hour
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One location (up to a 10-ft. cube/level) or one object
Duration:
2 hours/level (D)
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
Sympathy counters and dispels antipathy.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.


duration:
Concentration (up to 1 round/level) or instantaneous; see text

short_description:
Moves object, attacks creature, or hurls object or creature.

description:
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

      Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

      This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

      An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

      Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

      Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

      You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

      Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

full_text:
Telekinesis
Transmutation
Level:
Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Target or Targets:
See text
Duration:
Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw:
Will negates (object) or None; see text
Spell Resistance:
Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


effect:
1-ft. -diameter/level sphere, centered around creatures or objects

short_description:
As resilient sphere, but you move sphere telekinetically.

material_components:
A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.

description:
This spell functions like resilient sphere,  with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

      You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.

      The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

      You can move the sphere telekinetically even if you are in it.

full_text:
Telekinetic Sphere
Evocation [Force]
Level:
Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
1-ft. -diameter/level sphere, centered around creatures or objects
Duration:
1 min./level (D)
Saving Throw:
Reflex negates (object)
Spell Resistance:
Yes (object)
This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.
Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.


target:
You plus one willing creature per three levels, no two of which can be more than 30 ft. apart

material_components:
Pieces of eggshell from two different kinds of creatures.

description:
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

      If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

      Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

full_text:
Telepathic Bond
Divination
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Material Component: Pieces of eggshell from two different kinds of creatures.


short_description:
Instantly transports you as far as 100 miles/level.

description:
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

      You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

      To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

      Familiarity: 'Very familiar' is a place where you have been very often and where you feel at home. 'Studied carefully' is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. 'Seen casually' is a place that you have seen more than once but with which you are not very familiar. 'Viewed once' is a place that you have seen once, possibly using magic.

      'False destination' is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

      On Target: You appear where you want to be.

      Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly

      Similar Area: You wind up in an area that's visually or thematically similar to the target area.

      Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

      Mishap: You and anyone else teleporting with you have gotten 'scrambled.' You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 'Mishap' comes up, the characters take more damage and must reroll.


Familiarity
On Target
Off Target
Similar Area
Mishap


Very familiar
01-97
98-99
100
-

Studied carefully
01-94
95-97
98-99
100

Seen casually
01-88
89-94
95-98
99-100

Viewed once
01-76
77-88
89-96
97-100


False destination (1d20+80)
-
-
81-92
93-100


full_text:
Teleport
Conjuration (Teleportation)
Level:
Sorcerer/Wizard 5, Travel 5
Components:
V
Casting Time:
1 standard action
Range:
Personal and touch
Target:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
None and Will negates (object)
Spell Resistance:
No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity: 'Very familiar' is a place where you have been very often and where you feel at home. 'Studied carefully' is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. 'Seen casually' is a place that you have seen more than once but with which you are not very familiar. 'Viewed once' is a place that you have seen once, possibly using magic.
'False destination' is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area: You wind up in an area that's visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten 'scrambled.' You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 'Mishap' comes up, the characters take more damage and must reroll.

Familiarity
On Target
Off Target
Similar Area
Mishap


Very familiar
01-97
98-99
100
-

Studied carefully
01-94
95-97
98-99
100

Seen casually
01-88
89-94
95-98
99-100

Viewed once
01-76
77-88
89-96
97-100


False destination (1d20+80)
-
-
81-92
93-100



target:
One touched object of up to 50 lb./level and 3 cu. ft./level

short_description:
As teleport, but affects a touched object.

description:
This spell functions like teleport,  except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

      If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

full_text:
Teleport Object
Conjuration (Teleportation)
Level:
Sorcerer/Wizard 7
Range:
Touch
Target:
One touched object of up to 50 lb./level and 3 cu. ft./level
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.
If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.


short_description:
As teleport, but no range limit and no off-target arrival.

description:
This spell functions like teleport,  except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

full_text:
Teleport, Greater
Conjuration (Teleportation)
Level:
Sorcerer/Wizard 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.


effect:
5-ft. -radius circle that teleports those who activate it

short_description:
Circle teleports any creature inside to designated spot.

material_components:
Amber dust to cover the area of the circle (cost 1,000 gp).

description:
You create a circle on the floor or other horizontal surface that teleports, as greater teleport,  any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

      The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

      teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

      Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

full_text:
Teleportation Circle
Conjuration (Teleportation)
Level:
Sorcerer/Wizard 9
Components:
V, M
Casting Time:
10 minutes
Range:
0 ft.
Effect:
5-ft. -radius circle that teleports those who activate it
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).


material_components:
A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

description:
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

full_text:
Temporal Stasis
Transmutation
Level:
Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Permanent
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.


description:
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

      You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

      You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

full_text:
Time Stop
Transmutation
Level:
Sorcerer/Wizard 9, Trickery 9
Components:
V
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.


effect:
20-ft. -radius sphere centered on your location

material_components:
A small crystal bead that shatters when the spell duration expires or the hut is dispelled.

description:
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

      The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

      The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

full_text:
Tiny Hut
Evocation [Force]
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
20 ft.
Effect:
20-ft. -radius sphere centered on your location
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.


arcane_material_components:
A small clay model of a ziggurat, which shatters when the verbal component is pronounced.

description:
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

      Tongues can be made permanent with a permanency spell.

full_text:
Tongues
Divination
Level:
Bard 2, Cleric 4, Sorcerer/Wizard 3
Components:
V, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.


description:
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

      The subject is immediately fatigued for the spell's duration.

      This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

full_text:
Touch of Fatigue
Necromancy
Level:
Sorcerer/Wizard 0
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Material Component: A drop of sweat.


short_description:
Subject takes 1d6 points of Int, Wis, and Cha damage.

description:
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

      This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

full_text:
Touch of Idiocy
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
10 min./level
Saving Throw:
No
Spell Resistance:
Yes
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.
This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.


material_components:
A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).

description:
You become a virtual fighting machine- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.

      You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

      You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

full_text:
Transformation
Transmutation
Level:
Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
You become a virtual fighting machine- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
Material Component: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).


area:
All metal objects within a 40-ft. -radius burst

description:
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.

      Only limited wish,  miracle,  wish,  or similar magic can restore a transmuted object to its metallic state.

full_text:
Transmute Metal to Wood
Transmutation
Level:
Druid 7
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
All metal objects within a 40-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes (object; see text)
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only limited wish,  miracle,  wish,  or similar magic can restore a transmuted object to its metallic state.


description:
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

      Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

      Transmute mud to rock counters and dispels transmute rock to mud.

full_text:
Transmute Mud to Rock
Transmutation [Earth]
Level:
Druid 5, Sorcerer/Wizard 5
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Up to two 10-ft. cubes/level (S)
Duration:
Permanent
Saving Throw:
See text
Spell Resistance:
No
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.
Transmute mud to rock counters and dispels transmute rock to mud.
Arcane Material Component: Sand, lime, and water.


description:
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

      If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

      Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

      The mud remains until a successful dispel magic or Transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

full_text:
Transmute Rock to Mud
Transmutation [Earth]
Level:
Druid 5, Sorcerer/Wizard 5
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Up to two 10-ft. cubes/level (S)
Duration:
Permanent; see text
Saving Throw:
See text
Spell Resistance:
No
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.
Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
The mud remains until a successful dispel magic or Transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Arcane Material Component: Clay and water.


short_description:
Move instantly from one plant to another of the same kind.

description:
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.

      You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

      You can't use this spell to travel through plant creatures.

      The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.

full_text:
Transport via Plants
Conjuration (Teleportation)
Level:
Druid 6
Components:
V, S
Casting Time:
1 standard action
Range:
Unlimited
Target:
You and touched objects or other touched willing creatures
Duration:
1 round
Saving Throw:
None
Spell Resistance:
No
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
You can't use this spell to travel through plant creatures.
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.


material_components:
Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

focus:
If the trigger object method is used, a special trigger object, prepared as described above, is needed.

description:
Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

      Depending on the version selected, the spell can be triggered in one of two ways.

      Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

      Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

full_text:
Trap the Soul
Conjuration (Summoning)
Level:
Sorcerer/Wizard 8
Components:
V, S, M, (F); see text
Casting Time:
1 standard action or see text
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Permanent; see text
Saving Throw:
See text
Spell Resistance:
Yes; see text
Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
Depending on the version selected, the spell can be triggered in one of two ways.
Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.
Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.
Material Component: Before the actual casting of trap the soul,  you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Focus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.


short_description:
You look exactly like a tree for 1 hour/level.

description:
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

      You can dismiss tree shape as a free action (instead of as a standard action).

full_text:
Tree Shape
Transmutation
Level:
Druid 2, Ranger 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level (D)
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
You can dismiss tree shape as a free action (instead of as a standard action).


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

description:
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.


Type of Tree
Transport Range


Oak, ash, yew
3,000 feet

Elm, linden
2,000 feet

Other deciduous
1,500 feet

Any coniferous
1,000 feet


All other trees
500 feet

      You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.

      You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

full_text:
Tree Stride
Conjuration (Teleportation)
Level:
Druid 5, Ranger 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 hour/level or until expended; see text
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.

Type of Tree
Transport Range


Oak, ash, yew
3,000 feet

Elm, linden
2,000 feet

Other deciduous
1,500 feet

Any coniferous
1,000 feet


All other trees
500 feet

You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.


short_description:
As resurrection, plus remains aren't needed.

material_components:
A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

description:
This spell functions like raise dead,  except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).

      Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.

      You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

      Even true resurrection can't restore to life a creature who has died of old age.

full_text:
True Resurrection
Conjuration (Healing)
Level:
Cleric 9
Casting Time:
10 minutes
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.
Even true resurrection can't restore to life a creature who has died of old age.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.


level:
Cleric 5, Druid 7, Knowledge 5, Sorcerer/Wizard 6

short_description:
Lets you see all things as they really are.

material_components:
An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

description:
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True seeing conferred is 120 feet.

      True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

full_text:
True Seeing
Divination
Level:
Cleric 5, Druid 7, Knowledge 5, Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.


focus:
A small wooden replica of an archery target.

description:
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

full_text:
True Strike
Divination
Level:
Sorcerer/Wizard 1
Components:
V, F
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery target.


area:
Several undead creatures within a 40-ft. -radius burst

material_components:
The powder of a crushed diamond worth at least 500 gp.

description:
This spell functions like circle of death, except that it destroys undead creatures as noted above.

full_text:
Undeath to Death
Necromancy
Level:
Cleric 6, Sorcerer/Wizard 6
Components:
V, S, M/DF
Area:
Several undead creatures within a 40-ft. -radius burst
Saving Throw:
Will negates
This spell functions like circle of death, except that it destroys undead creatures as noted above.
Material Component: The powder of a crushed diamond worth at least 500 gp.


description:
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

full_text:
Undetectable Alignment
Abjuration
Level:
Bard 1, Cleric 2, Paladin 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature or object
Duration:
24 hours
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.


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

description:
unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

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

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

      Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that 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 unhallow again.

      Spell effects that may be tied to an unhallowed site include aid,  bane,  bless,  cause fear,  darkness,  daylight,  death ward,  deeper darkness,  detect magic,  detect good,  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 unhallow spell (and its associated spell effect) at a time.

      unhallow counters but does not dispel hallow.

full_text:
Unhallow
Evocation [Evil]
Level:
Cleric 5, Druid 5
Components:
V, S, M
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
unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that 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 unhallow again.
Spell effects that may be tied to an unhallowed site include aid,  bane,  bless,  cause fear,  darkness,  daylight,  death ward,  deeper darkness,  detect magic,  detect good,  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 unhallow spell (and its associated spell effect) at a time.
unhallow counters but does not dispel hallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.


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

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

description:
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.

      First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

      Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.

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

      Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).

full_text:
Unholy Aura
Abjuration [Evil]
Level:
Cleric 8, Evil 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 malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.


description:
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.

      Only good and neutral (not evil) creatures are harmed by the spell.

      The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal,  but remove curse is effective.

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

full_text:
Unholy Blight
Evocation [Evil]
Level:
Evil 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius spread
Duration:
Instantaneous (1d4 rounds); see text
Saving Throw:
Will partial
Spell Resistance:
Yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.
Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal,  but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.


effect:
One invisible, mindless, shapeless servant

description:
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

      The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

full_text:
Unseen Servant
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)
Effect:
One invisible, mindless, shapeless servant
Duration:
1 hour/level
Saving Throw:
None
Spell Resistance:
No
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.


short_description:
Touch deals 1d6/two levels damage; caster gains damage as hp.

description:
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

full_text:
Vampiric Touch
Necromancy
Level:
Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous/1 hour; see text
Saving Throw:
None
Spell Resistance:
Yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.


short_description:
Changes appearance of group of creatures.

description:
You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.

      Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

full_text:
Veil
Illusion (Glamer)
Level:
Bard 6, Sorcerer/Wizard 6
Components:
V, S
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Targets:
One or more creatures, no two of which can be more than 30 ft. apart
Duration:
Concentration + 1 hour/level (D)
Saving Throw:
Will negates; see text
Spell Resistance:
Yes; see text
You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.
Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.


focus:
A parchment rolled up into a small cone.

description:
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

full_text:
Ventriloquism
Illusion (Figment)
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Intelligible sound, usually speech
Duration:
1 min./level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.


description:
The subject gains 1 temporary hit point.

full_text:
Virtue
Transmutation
Level:
Cleric 0, Druid 0, Paladin 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min.
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
The subject gains 1 temporary hit point.


short_description:
As legend lore, but quicker and strenuous.

description:
This spell functions like legend lore,  except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague.

full_text:
Vision
Divination
Level:
Sorcerer/Wizard 7
Components:
V, S, M, XP
Casting Time:
1 standard action
This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague.
XP Cost: 100 XP.


area:
One living creature/level within a 40-ft. -radius spread

description:
You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.

full_text:
Wail of the Banshee
Necromancy [Death, Sonic]
Level:
Death 9, Sorcerer/Wizard 9
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
One living creature/level within a 40-ft. -radius spread
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.


effect:
Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high

short_description:
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

description:
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

      If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

      Wall of fire can be made permanent with a permanency spell. A permanent Wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

full_text:
Wall of Fire
Evocation [Fire]
Level:
Druid 5, Fire 4, Sorcerer/Wizard 4
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration:
Concentration + 1 round/level
Saving Throw:
None
Spell Resistance:
Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent Wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Arcane Material Component: A small piece of phosphorus.


effect:
Wall whose area is up to one 10-ft. square/level

material_components:
A pinch of powder made from a clear gem.

description:
A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation,  or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door,  teleport,  and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

      The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

      wall of force can be made permanent with a permanency spell.

full_text:
Wall of Force
Evocation [Force]
Level:
Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Wall whose area is up to one 10-ft. square/level
Duration:
1 round /level (D)
Saving Throw:
None
Spell Resistance:
No
A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
wall of force can be made permanent with a permanency spell.
Material Component: A pinch of powder made from a clear gem.


effect:
Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

short_description:
Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

material_components:
A small piece of quartz or similar rock crystal.

description:
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice,  and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

      Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

      Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

      Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

      Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

full_text:
Wall of Ice
Evocation [Cold]
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration:
1 min./level
Saving Throw:
Reflex negates; see text
Spell Resistance:
Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Material Component: A small piece of quartz or similar rock crystal.


effect:
Iron wall whose area is up to one 5-ft. square/level; see text

short_description:
30 hp/four levels; can topple onto foes.

material_components:
A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).

description:
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

      A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

      If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

      Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

full_text:
Wall of Iron
Conjuration (Creation)
Level:
Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Iron wall whose area is up to one 5-ft. square/level; see text
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
No
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).


level:
Cleric 5, Druid 6, Earth 5, Sorcerer/Wizard 5

effect:
Stone wall whose area is up to one 5-ft. square/level (S)

short_description:
Creates a stone wall that can be shaped.

description:
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

      Unlike a wall of iron,  you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

      Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

      It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

full_text:
Wall of Stone
Conjuration (Creation) [Earth]
Level:
Cleric 5, Druid 6, Earth 5, Sorcerer/Wizard 5
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Stone wall whose area is up to one 5-ft. square/level (S)
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
No
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron,  you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Arcane Material Component: A small block of granite.


effect:
Wall of thorny brush, up to one 10-ft. cube/level (S)

description:
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)

      You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

      Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

      Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

      A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.

      Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.

full_text:
Wall of Thorns
Conjuration (Creation)
Level:
Druid 5, Plant 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Wall of thorny brush, up to one 10-ft. cube/level (S)
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.


target:
1 Small wooden object/level, all within a 20-ft. radius

short_description:
Bends wood (shaft, handle, door, plank).

description:
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.

      You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.

      Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

      You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.

      Until the object is completely warped, it suffers no ill effects.

full_text:
Warp Wood
Transmutation
Level:
Druid 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
1 Small wooden object/level, all within a 20-ft. radius
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.
You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.


level:
Cleric 3, Druid 3, Sorcerer/Wizard 3, Water 3

description:
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.

      The spell does not make creatures unable to breathe air.

full_text:
Water Breathing
Transmutation
Level:
Cleric 3, Druid 3, Sorcerer/Wizard 3, Water 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Living creatures touched
Duration:
2 hours/level; see text
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Arcane Material Component: A short reed or piece of straw.


description:
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

      If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

full_text:
Water Walk
Transmutation [Water]
Level:
Cleric 3, Ranger 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
One touched creature/level
Duration:
10 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.


description:
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

full_text:
Waves of Exhaustion
Necromancy
Level:
Sorcerer/Wizard 7
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
No
Spell Resistance:
Yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.


description:
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

full_text:
Waves of Fatigue
Necromancy
Level:
Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
30 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
No
Spell Resistance:
Yes
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.


short_description:
Fills 20-ft. -radius spread with sticky spiderwebs.

description:
web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

      Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

      If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

      The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

      web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

full_text:
Web
Conjuration (Creation)
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Webs in a 20-ft. -radius spread
Duration:
10 min./level (D)
Saving Throw:
Reflex negates; see text
Spell Resistance:
No
web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.


target:
Any number of creatures, no two of which can be more than 30 ft. apart

short_description:
As phantasmal killer, but affects all within 30 ft.

description:
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.

      If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

full_text:
Weird
Illusion (Phantasm) [Fear, Mind-Affecting]
Level:
Sorcerer/Wizard 9
Targets:
Any number of creatures, no two of which can be more than 30 ft. apart
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.
If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.


effect:
Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall

short_description:
Cyclone deals damage and can pick up creatures.

description:
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if comes back within range.)

      Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

full_text:
Whirlwind
Evocation [Air]
Level:
Air 8, Druid 8
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Effect:
Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration:
1 round/level (D)
Saving Throw:
Reflex negates; see text
Spell Resistance:
Yes
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.


duration:
No more than 1 hour/level or until discharged (destination is reached)

description:
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

      You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

      When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth,  whispering wind cannot speak verbal components, use command words, or activate magical effects.

full_text:
Whispering Wind
Transmutation [Air]
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
1 mile/level
Area:
10-ft. -radius spread
Duration:
No more than 1 hour/level or until discharged (destination is reached)
Saving Throw:
None
Spell Resistance:
No
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.
When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth,  whispering wind cannot speak verbal components, use command words, or activate magical effects.


target:
You and one touched creature per three levels

short_description:
You and your allies turn vaporous and travel fast.

description:
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

      Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

      A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

      For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

full_text:
Wind Walk
Transmutation [Air]
Level:
Cleric 6, Druid 7
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
You and one touched creature per three levels
Duration:
1 hour/level (D); see text
Saving Throw:
No and Will negates (harmless)
Spell Resistance:
No and Yes (harmless)
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.


level:
Air 2, Cleric 3, Druid 3, Ranger 2, Sorcerer/Wizard 3

effect:
Wall up to 10 ft./level long and 5 ft./level high (S)

short_description:
Deflects arrows, smaller creatures, and gases.

arcane_material_components:
A tiny fan and a feather of exotic origin.

description:
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

      While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

full_text:
Wind Wall
Evocation [Air]
Level:
Air 2, Cleric 3, Druid 3, Ranger 2, Sorcerer/Wizard 3
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Wall up to 10 ft./level long and 5 ft./level high (S)
Duration:
1 round/level
Saving Throw:
None; see text
Spell Resistance:
Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Arcane Material Component: A tiny fan and a feather of exotic origin.


material_components:
When a Wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

description:
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

      Even wish, however, has its limits.

      A Wish can produce any one of the following effects.

      
  Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.

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

  Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.

  Duplicate any other spell of 5th level or lower even if it's of a prohibited school.

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

  Create a nonmagical item of up to 25,000 gp in value.

  Create a magic item, or add to the powers of an existing magic item.

  Grant a creature a +1 inherent bonus to an ability score. Two to five Wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

  Remove injuries and afflictions. A single Wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A Wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.

  Revive the dead. A Wish can bring a dead creature back to life by duplicating a resurrection spell. A Wish can revive a dead creature whose body has been destroyed, but the task takes two wishes,  one to recreate the body and another to infuse the body with life again. A Wish cannot prevent a character who was brought back to life from losing an experience level.

  Transport travelers. A Wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

  Undo misfortune. A Wish can undo a single recent event. The Wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.



      You may try to use a Wish to produce greater effects than these, but doing so is dangerous. (The Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

      Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

xp_cost:
The minimum XP cost for casting Wish is 5,000 XP. When a Wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a Wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

full_text:
Wish
Universal
Level:
Sorcerer/Wizard 9
Components:
V, XP
Casting Time:
1 standard action
Range:
See text
Target, Effect, or Area:
See text
Duration:
See text
Saving Throw:
See text
Spell Resistance:
Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.
A Wish can produce any one of the following effects.

  Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.

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

  Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.

  Duplicate any other spell of 5th level or lower even if it's of a prohibited school.

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

  Create a nonmagical item of up to 25,000 gp in value.

  Create a magic item, or add to the powers of an existing magic item.

  Grant a creature a +1 inherent bonus to an ability score. Two to five Wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

  Remove injuries and afflictions. A single Wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A Wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.

  Revive the dead. A Wish can bring a dead creature back to life by duplicating a resurrection spell. A Wish can revive a dead creature whose body has been destroyed, but the task takes two wishes,  one to recreate the body and another to infuse the body with life again. A Wish cannot prevent a character who was brought back to life from losing an experience level.

  Transport travelers. A Wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

  Undo misfortune. A Wish can undo a single recent event. The Wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.


You may try to use a Wish to produce greater effects than these, but doing so is dangerous. (The Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a Wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting Wish is 5,000 XP. When a Wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a Wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.


target:
One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level

description:
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.

full_text:
Wood Shape
Transmutation
Level:
Druid 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn't possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.


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

short_description:
Kills, confuses, stuns, or deafens nonchaotic subjects.

description:
Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.

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

      Deafened: The creature is deafened for 1d4 rounds.

      Stunned: The creature is stunned for 1 round.

      Confused: The creature is confused,  as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.

      Killed: Living creatures die. Undead creatures are destroyed.


HD
Effect


Equal to caster level
Deafened

Up to caster level -1
Stunned, deafened

Up to caster level -5
confused, stunned, deafened


Up to caster level -10
Killed, confused, stunned, deafened

      Furthermore, if you are on your home plane when you cast this spell, nonchaotic 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 word of chaos. The banishment effect allows a Will save (at a -4 penalty) to negate.

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

full_text:
Word of Chaos
Evocation [Chaotic, Sonic]
Level:
Chaos 7, Cleric 7
Components:
V
Casting Time:
1 standard action
Range:
40 ft.
Area:
Nonchaotic creatures in a 40-ft. - radius spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will negates; see text
Spell Resistance:
Yes
Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Confused: The creature is confused,  as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.
Killed: Living creatures die. Undead creatures are destroyed.

HD
Effect


Equal to caster level
Deafened

Up to caster level -1
Stunned, deafened

Up to caster level -5
confused, stunned, deafened


Up to caster level -10
Killed, confused, stunned, deafened

Furthermore, if you are on your home plane when you cast this spell, nonchaotic 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 word of chaos. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by word of chaos.


target:
You and touched objects or other willing creatures

description:
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.

      An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.

full_text:
Word of Recall
Conjuration (Teleportation)
Level:
Cleric 6, Druid 8
Components:
V
Casting Time:
1 standard action
Range:
Unlimited
Target:
You and touched objects or other willing creatures
Duration:
Instantaneous
Saving Throw:
None or Will negates (harmless, object)
Spell Resistance:
No or Yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.
An unwilling creature can't be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.


short_description:
Keeps eavesdroppers from overhearing conversations.

description:
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Spot check to read lips can still reveal what's said inside a zone of silence.

full_text:
Zone of Silence
Illusion (Glamer)
Level:
Bard 4
Components:
V, S
Casting Time:
1 round
Range:
Personal
Area:
5-ft. -radius emanation centered on you
Duration:
1 hour/level (D)
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Spot check to read lips can still reveal what's said inside a zone of silence.


description:
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

full_text:
Zone of Truth
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 2, Paladin 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20-ft. -radius emanation
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.


# Adventure Notes-509

Text Account:
They are at rm 18x with a time stop.
***Examining rm,listening at giggling hall open door to hall
***Listening at room B2 open door go in  searching room.
lullaby in 4th rnd sleep lasts 1d6 turns.
Fire color changes to yellow - they leave
*/*all look at paintings Pi=39 Ka=33 Cu=5
**Search end of hall
----
**Down to room B6 - Silken cocoons - body in ghoul room Picture 4 came from
here. This is the larder for the ghoul.
----
*/*Room Picture 4

GHOUL ; AC 6; MV9"; HD 2D8; HP 9;
#AT 3; DMG 1-3(x2)/1-6;

SA PARALYZATION;

SD IMMUNE TO SLEEP & CHARM SPELLS;

INT LOW; AL CE; SIZE M; THAC0:16

Way-9 cup=9 capp=5

XP 175
475 SP           In backpack w/magic
537 GP

1 JEWELRY - TOTAL VALUE 8000 GP -Ruby Necklace w/Plat.
MAGIC-USER SCROLL OF (DISPEL MAGIC)
MAGIC-USER SCROLL OF (DANCING LIGHTS, FORGET, INVISIBILITY)
SCROLL OF PROTECTION FROM UNDEAD
**/splitting up treasure
---
*Picture 10 says "If 2+2=5 and 12+16=35 then what is 8+12" answ.=25 (+1 every
4 points) Dromar answers correctly and get +1 constitution for 19 Hours.
Pisheo +100Exp for puzzle
----
*/*Room B10 Trophy Room

BEETLE, BOMBARDIER (x5); AC 4; MV 9"; HD 2D8+2; HP 6, 12(x2), 18, 9; #AT 1;
DMG 2-12; SA ACID CLOUD; SD FIRING CLOUD; INT NON; AL N; SIZE M; THAC0:16

XP 696

a=12            b=18            c=12          d=6               e=9
dead            dead           dead           dead              dead
Cappy=2+3+4+1  Dromar=9        cupid          gal=9             clef=8+3(m.m.)
gal=4          clef=2          caressa=5+3+7
               Pisheo = 10     Dro(b.Hands)=4
Stunned for 3 rnds Pi,dro,way
#######
**Searching room
Sir Runic takes them to Rm B15 They bar door, take some weapons
rest for 8 hours
&&&&&&&&
Hour 2, Random Encounter
APPARITION (x3); AC 0; MV 12"; HD 6D8;
HP A=32,          B=35, C=36;
#AT 1; DMG NIL; SA ESP and a fear attack;
INT VERY; AL NE; SIZE M; THAC0:19
Turn as Shadow

Caressa turns them
+200
These insedious monsters will read the minds of one or more party members
and discover their deepest fears. They will then produse an illusion
illustrating that fear. A ST vs Spell is needed at a -4 to prevent fleeing
from the area for 1d10 rounds. Rolling a 20 indicates death for that
character from fright.

XP 2250

After rest They memorize spells, heal, ect...
**Door to south covered by giant shield
Door to north is not visibile now.
**They go to Room Entrance 2 The door in the western wall that appears leads
to room A2B with skeleton in chair.
*Go to room A20
*/Looking in A20A
*Look in rmA20B - Zombie Closet

ZOMBIE (x13); AC 8; MV 6"; HD 2D8; HP 3, 8(x2), 13(x3), 6(x2), 9(x5);
#AT 1; DMG 1-8;
SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16
XP 490
No turning done

1-5        2-6        3-2        4-7        5-1        6-1
dead       dead       Dead       dead       dead       dead
Way=4      cappy=3    Cappy=5    cappy=6+7  Cupid=2    cupid=2
clef=2     cupid=3
7-1        8-1        9-2        10-2        11-8        12-3
Dead       dead       dead       dead        dead        dead
Pish=5     pish=3     Gal=2                  Clef=5      Dromar=3
                                             gal=6
13-4
Dromar=3(F. Hand)
clef=4
^^^^^
cannot move, can only rise up in bed
MOLD, YELLOW ; AC 9; MV NIL; HD 0D8; HP 0; #AT 1; DMG 1-8; SA POISON SPORE
CLOUD; SD SEE BELOW; INT NON; AL N; SIZE M; THAC0:SEE BELOW
THAC0: AUTOMATICALLY 'HITS' WHEN TOUCHED.

50% CHANCE WILL RELEASE POISONOUS SPORE CLOUD

IMMUNE TO MOST ATTACK FORMS; FIRE ATTACKS ARE EFFECTIVE; CONTINUAL LIGHT
n   CAUSES DORMANCY

XP 0
^^Strength spell cast on gal by cappy for 3hrs^Leave room, avoid mold
Back to Rm Entrance 2
Time Stop
Base EXP = 264


Text Account:
Back to Rm Entrance 2
Time Stop
Resting after the zombie closet.
Two hours since rest
Entrance Number eight will be visible for the next 24 hours.
Peter is the leader

****#####Healing spells
They want to wait for 24 hours.
Krom puts a peton in the wall. House makes the temprature rise.
Temp rises 10 deg Per turn up to 200 deg from 50 deg up
****** Meets mummy from picture 34.
Illusionary - no rotting disease - silver or better to hit
MUMMY ; AC 3; MV 6"; HD 6D8+3; HP 36; #AT 1; DMG 1-12; SA SEE BELOW; SD SEE
BELOW; INT LOW; AL LE; SIZE M; THAC0:13
ROTTING DISEASE (REQUIRES HEAL DISEASE TO CURE, PREVENTS CURE WOUND SPELLS UNTIL CURED)

SIGHT CAUSES FEAR (SAVE VS MAGIC) OR BE PARALYZED FOR 1-4 MELEE ROUNDS;
ONLY
HARMED BY MAGIC WEAPONS (AT 1/2 DMG, ROUND DOWN); IMMUNE TO SLEEP, CHARM,
HOLD, COLD, POSION, & PARALYSIS SPELLS

XP 1438 (none)  stalen is clawed uncontious - mummy disappeaers.
HP 36

Way  -12-8
Stal -
Krom - 3

--
Drag stallen down to B2 - Fire is burning blue

*They go outside and come right back in
*****Fire color changes to red  Magic absorbing
/****Lullaby - Stalen 1hr - Cappy 5 hrs
Fire color Changes to yellow
**Color changes to Blue
******Color turns Red
*Color turns blue
******Color turns Yellow
**Color turns Blue
*******Color turns Red - choaking 1d6 dam.
Out into West corr.
& Memorizing spells (mostly cure)
####Gal. casts armor
## Curing and Healing
THe move to Room B6 and cut open the sack 10hp strand
They cut open cocoon Treasure on 1 in ten 1
Phato +100 exp for cremating bodies
100 moths Carniverous Will only attack when roused or when a encounter is
EXP-100

indicated. Hit by moths make Roll Poison Sleep All
characters  get 2 att per round. 5 att on each player.
Krom looks at painting 30 She lowers his charisma.
They see Runic. Runic was sent to investigate the disaster of the house
going mad.
Runic is taking them to the turture room.
# Ito great hall
##They find secret door into courtyard (pish)
#Phanto gets +2 to strength for 16 Hours
To Wailing hall.
Room G3 Torture Room They meet
They pass chains and stallen is thrown down the well.
They meet and talk to Dio Mas.
#### Encounter SPIDERS
SPIDER, LARGE (x17); AC 8; MV 6"*15"; HD 1D8+1;

HP 8(x5),      9(x4),    6(x3),    5(x2),    7(x3);
Pis-3,2,3X     Way-10X   Krom-7X   Qua-6X    sta-6-2X
Way-11X        Qua-9X    Krom-11X  Sta-10X   Phan-1
Sta-4          Pis-1     Clef-4    Phan-5X   clef-2
Pis-7          Pha-3
EXP 1000

#AT 1; DMG 1; SA POISON BITE (SAVE AT +2) SLEEP 1D8 ROUNDS AL N; SIZE S;
                                 THAC0:18
Sta - 4,Way - 6,Pis - 7,Kro - 3,Gal - 1,Clef - 6,Cappy - 7 Uncontious
^^^^^^^^^^

***Move back into Wails Corr. and put blocks on doors to cortyard & Tort.
***/&/&/&/Waiting for Sleepers to wake
Encounter With Sheet Ghouls - They are waiting in torture room.

SHEET GHOUL (x3); AC 2; MV 9"; HD 4D8+2; HP 20, 22, 21; #AT 3; DMG
1-3(x2)/1-6; SA Paralization; INT AVERAGE; AL N; SIZE M; THAC0:17

These creatures are created by a sheet phantom. They feed on living
creatures.
Paralization lasts for 1d8 rounds.  They turn as ghouls and take 1d8 HP of
dam. from Holy Water. They can only be hit by silver or magical weapons.
&/&/&/Everyone wakes up
They time stop in the Wails Corr. between courtyard and the torture room.

GHOULS WAITING IN TORTURE ROOM, SPIDERS RUN AWAY.

                    EXP TOTAL 85


Text Account:
They time stop in the Wails Corr. between courtyard and the torture room.
**Put metal door from Torture room against Door to torture room.
Into courtyard - Spiders have fled
**/Searching for secret door behind magic statue. Stal touches +2 to his
chance to charm with instrument.
****Searching Room
Into footstep hall
Up to statue room - 10' Angel Geases The first who touches it (Stallen) to
defoul the temple of Bane. Tells them of Temple of Torm where they are
safe.
**Mapping and searching to temple of Torm
**In whispering corr, Stallen plays to the whispers and they are exorsized by
him. Looses its glow.
At Double to D1 w/lock and trap Poison Pin Save VS Poison or die in 1d10
**rounds. Stallen poisoned Makes save. Pisheo opens lock.

D1 WereSpiders

LYCANTHROPE, WERESPIDER (x10); AC 6; MV 12"; HD 3D8+1;
HP 12(x4), 17(x2), 10(x2), 16, 20;

Stallen Burns Webs in south east corner.
A - 12    B - 12    C - 12    D - 12         I - 16
Pi-7-8    Qu-6-4-3  Dro-1-8-3 Ph-11          Pi-8-4-2-3
Died      Dead      Dead      Dro-8          Dead
                              Dead
E - 17    F - 17    G - 10    H - 10         J - 20
Cap-4-1   Cup-7-11  Pha-7-8   Way-12-        Krom-9
St-6-     Dead      Died      Dead           Pha-6-11
Surrender                                    Dead

270 Exp Each 2700 Total
+100 For Gal,
+50 Pis,
+20 Stal
Phanto +50


#AT 1; DMG BY bite 1d4 st or Paralize
SURPRISES ON A 1-4;
SD SILVER OR +1 OR BETTER WEAPON TO HIT;
INT VERY; AL LE; SIZE M; THAC0:16

They wait in human form apparently stuck in the web. When they are rescued
they will all attack.
**One surrenders and offers to lead them to opening to vault D8.

Searching corredor with creaking
**They find secret door by Vault.

**To Room K11 Will tell party about Moon Shae Isles.(They leave first)

****Room K1
K1 Is brightly lit by hundreds of cont. light globes.

Yung Nuk the
FOO CREATURE DOG ; AC 0; MV 27"; HD 7D8+7; HP 37;
#AT 3; DMG 2-5(x2)/1-12; SA SEE BELOW;
SD SEE BELOW; MR 45%; INT VERY; AL CG; SIZE M; THAC0:12
ATTACK AS 10 DIE CREATURE, VS LAWFUL EVIL CREATURES HITS WITH A +1
Acts as 3rd level Cleric of healing.
BECOME INVIS AT WILL, TRAVELS ASTRAL & ETHEREAL AT WILL, BARKS SUMMON 1-6
ADDITIONAL FOO DOGS, ATTACKED BY EVIL AT -1 HIT & DMG

The party is resting for 48 hours in Torm's Temple. Time Stop with all
spells and HP to full.


Text Account:
4/7/1990
Stallen casts spell Armor and memorizes target bow.

Yung Nuk
FOO CREATURE DOG ; AC 0; MV 27"; HD 7D8+7; HP 37;
#AT 3; DMG 2-5(x2)/1-12; SA SEE BELOW;
SD SEE BELOW; MR 45%; INT VERY; AL CG; SIZE M; THAC0:12
ATTACK AS 10 DIE CREATURE, VS LAWFUL EVIL CREATURES HITS WITH A +1
Acts as 3rd level Cleric of healing.
BECOME INVIS AT WILL, TRAVELS ASTRAL & ETHEREAL AT WILL, BARKS SUMMON 1-6
ADDITIONAL FOO DOGS, ATTACKED BY EVIL AT -1 HIT & DMG

They go to treasure room next to the throne room.
This is done without maps so it is going to be made up on the spot.
The door is made of steel cased with wood

Rankakua Rolumph

VAMPIRE ; AC 1; MV 12"/18"; HD 8D8+3; HP 44; #AT 1; DMG 5-10;
SA SEE BELOW; SD SEE BELOW; INT EXCEPTIONAL; AL CE;
SIZE M; THAC0:12 18/76 STRENGTH; HIT DRAINS 2 LIFE LVLS;
CHARM WITH EYE CONTACT (-2 TO SAVE)
REGEN 3HP/MELEE ROUND; ASSUME GASEOUS FORM; SHAPE CHANGE TO BAT;
IMMUNE TO: SLEEP, CHARM, HOLD, PARALYSIS & POISON;
1/2 DMG FROM COLD & ELECTRICAL ATTACKS; +1 OR BETTER WEAPONS TO HIT,
SUMMON WOLVES (3-18) & OR BATS/RATS (10-100 EACH)
#
She summons bats to the attack.
dro-2 b.hands Qua-3HW Car -4-5HW Way -6-9-9-6 Dro-6-5


BAT, ORDINARY (x72); AC 8/4; MV 1"/24"; HD 1D2; HP 2(x35), 1(x37); #AT 1;
DMG
1; SA SEE BELOW; INT ANIMAL; AL N; SIZE S; THAC0:20
SWARMS CAN PUT OUT TORCHES & CONFUSE SPELL CASTING
+3+3+3++3+3+3+3
9 BATS ARE CALMED BY PISHEO
49-5        50-8        51-4        52-7        53-2        54-7
QU-7        CA-4        CL-4        ST-9        ST-2        pH

55-5        56-1        57-5        58-1        59-2        60-5
PH          CA-3        QU-8        WA-11       CA-6

61-3        62-8        63-7        64-8        65-7        66-4
PH          PH          PH

67-8        68-8        69-6        70-8        71-3        72-7


25-2        26-4        27-1        28-5        29-2        30-7
QU-8        CAR-7       qU-8         QU-9       WA-         CA-7

31-3        32-4        33-5        34-4        35-6        36-3
CL-3        CU-4         PH         PH          PH          PH

37-5        38-7        39-4        40-1        41-1        42-4
PH          PH           PH          PH         PH          PH

43-4        44-6        45-2        46-5        47-3        48-7
PH          QU-7        CA-7         CL-2       ST-3        ST-1

49-5        50-8        51-4        52-7        53-2        54-7
QU-6        QU-9        WA-11       CA-6

55-5        56-1        57-5        58-1        59-2        60-5


61-3        62-8        63-7        64-8        65-7        66-4


67-8        68-8        69-6        70-8        71-3        72-7

Clef -5-7  MMissle

Sleep spell cast (affected have + on MO)
Quantas looks into other room. No Vampire.
Pisheo hides in shadows,silent
## Krom runs away to room that holds a Portal

She opens the door on the left

Quantas and way bad and cappy and stallen
###
They go through the Portal and arrive in the Burial glenn of the great
forest of Myrth Drannor
They arrive in a crypt 200x200' with crypts liningh the walls.
There is a black side to the arrival arch between two column of the
supports to the cliff.
This is elven Construction
The coffin that Krom is in is 120' from the party. There is a different
effect for each of the wsquares.
Neutral Effect Their allignment is detected. This information is then
available. The neutrals will get a -2 to their ST to bad things. Waybad,
Cappy, Stallin have effect.
The next 10' Cast a slow spell. Quantas, Waybad, Dro., Clef, Cupid, Stalen
On to the next square. Fairy fire. Way Bad, Dromnar,Cappy,Cupid,Stallen.
The next square activates the Prysmatic Sphere at red.
Pyrotechnics next square.Pis-1t,way-3t,cupid-4, Blind
Protect from Evil next square. No effect to this party.
Next Square Fumble. Car,clef,dro,capp
Quantis stalin trips next square. Illusionary wall of steel.
They go kitty cvorner. Next square is cause lt wounds to those cursed
before.
The next spell is hold person Qu, Dro, cldf,stal,
Bigbys forcefull hand next spell
Next closer is Advanced Illusion of floor turning to mud.
Next square is Shades Phantoz looses one level in druid!
Next square is Confusion Cappy, Pish, Cupd,
Next is fear Stallen
**Still up at the wall are Car,Pha,Way
They search for traps  and search for secret doors


Text Account:
Yung Nuk summons 4 other Foo dogs and they invite them to climb on their
backs for a trip into the astral plane to escape from the crypts of Myrth
Drannor. Time stop as they leapinto thin air and into the Astral plane.

They will be landed back in the temple of Torm. The party has lost some
serious levels and there is no reason to penalize them because I forgot the
maps last week, so there will be some way that the levels will be recovered
easily.

It will take 14 hours  to arrive back in the dungeon.

Roll for encounters

% hours later there is an encounter. Creature - Charonodeamon (Taking the
souls through the astral plane to the outer planes after having been judged
by the Underworld God.

Lung Fo is one of the foo dogs

2 appearing
CHARONADAEMON (x2); AC -1; MV 18"; HD 10D8+20; HP 65, 71; #AT 1; DMG 2-8;
SA GAZE AS FEAR SPELL; SD SEE BELOW; INT EXCEPTIONAL; AL NE; SIZE M;
THAC0:9 SUMMON 1-6 HYDRODAEMONS, TELEPORT SELF & CRAFT, MOVE IN THE ASTRAL,
ETHEREAL, PRIME & ALL LOWER PLANES

80% RESISTANT TO 1ST LVL SPELLS

CAN MOVE THROUGH: THE 9 HELLS, THE ASTRAL, ETHEREAL, LOWER PLANES, AND THE
ABYSS AT WILL; HAVE PERSONAL NAMES BY WHICH THEY CAN BE SUMMONED;
PENTAGRAMS PROTECT A PERSON FROM DAEMONKIND; HAVE INFRA AND ULTRA VISION;
SPELL LIKE ABILITIES: DETECT INVIS., READ MAGIC, COMPREHEND LANGUAGES,
INVIS., TELEPATHY WORD OF RECALL.

HALF DMG FROM: ACID, COLD, MAGICAL AND DRAGON FIRE; IMMUNE TO: POISON,
PARALYSIS, AND NORMAL WEAPONS. FULL DMG FROM: ENCHANTED IRON AND SILVER
WEAPONS.

MR IS FOR 1ST LVL SPELLS. -5% MR PER LEVEL OF SPELL ABOVE 1ST. MR IS AS VS
11TH LVL SPELL CASTER. DAEMON MUST FAIL MAGIC SAVING THROW TO USE MAGIC
ITEM.
They avoid the encounter and the deamons have a job to do so they avoide
too. There were 12 of the souls on their way to the Twin Paradises.

No further encounters and arrive safely in the House of Stone.
They arrive in room H16 The Bath.

Basin With a dolphin spout. This water stuns for 1d12 rounds.
Otherwise empty.
No encounters to temple
*

Krom touches the statue in the temple and it gives a suestion to Krom.
Tells him to go the the courtyard and find a clerical scroll burried under
one ofthe statues.
*
Caressa is told that the temple at Ravenscrag is under seige. There will be
damage to the temple but it will remain intact.
*
Stallen touches the statue and it tells him to seek Bane north of the
torture room.
They heal before going to the courtyard.
###
Waybad touches statue statue tells him that he and Runic will be freinds.
The rest and memorize spells for 8 hours-more healing.
****Searching Room A2 for openings on the east wall
They go to A1

Crying girl with tears coming from her eyes to form fountain.

Into room G3. They pass Dio Mas without speaking to go to the courtyard.
*The door to the courtyard dissapears again.
The treasure below is found in a wooden box under the statue of Tempus in
the courtyard:
CLERIC SCROLL OF (CURE BLINDNESS)
SCROLL OF PROTECTION FROM POSESSION
CLERIC SCROLL OF (COMMAND, DETECT EVIL, SPEAK WITH DEAD, REMOVE CURSE,
RESTORE)
***

The box from the vampire is small and like a chinese puzzle box.
**It contains a spell book
*Room G3
*They find their way out of the house!!They are outside and walking back to
the town.
They heading towards the town & temple. No encounters.
They arrive at temple of Tyr. Mother Superior greets them.

NAME:ARNORTHA (Ducky is name of first assistant.)

CLASS:CLERIC
RACE:HALF-ELF
SEX:FEMALE
LEVEL:5
HIT POINTS:27
ALIGNMENT:NEUTRAL GOOD
SEC. SKILL:ARMORER
STR [ 15  ] TO HIT:+0  DAMAGE:+0
INT [ 13  ]
WIS [ 18  ] MAGICAL ATTACK AD:+4
DEX [ 14  ] REACT/ATTACK:+0  DEFENSE:+0

CON [ 10  ] HITS:+0  SYS:70%  RES:75%
CHA [ 16  ] REACTION ADj:+25%

HEIGHT:5'8"    MOVEMENT BASE:12"(6")
WEIGHT:100LB   CARRYING CAPACITY:700GP


THACO:18       ARMOR CLASS:2(3)

LANGUAGES:COMMON, NEUTRAL GOOD, ELVISH,
HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL


SPECIAL: CAN'T USE EDGED WEAPONS, TURN UNDEAD
30% RESISTANCE TO SLEEP/CHARM SPELLS
INFRAVISION 60'
DET. SECRET DOORS ON A 2 IN 6
DETECT CONCEALED DOORS ON A 3 IN 6

SPELLS:
CLERICAL SPELLS: 5 5 2
TURN UNDEAD: SKELETON:T, ZOMBIE:T, GHOUL:T, SHADOW:4, WIGHT:7,
GHAST:10, WRAITH:13, MUMMY:16, SPECTRE:20

SAVING THROWS:
PARALYZE, POISON OR DEATH MAGIC:9
PETRIFY OR POLYMORPH:12
ROD, STAFF OR WAND:13
BREATH WEAPON:15
SPELL:14

PROFICIENT WEAPONS:FLAIL, HAMMER, CLUB
WEAPON IN HAND:CLUB (1-6)
ARMOR WORN:PLATE MAIL, SHIELD

EQUIPMENT:CLUB, HAMMER, PLATE MAIL, SPELL COMPONENTS,
HOLY SYMBOL(SILVER), LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS,
LEATHER BOOTS, BEDROLL, SHIELD, COIL OF ROPE, POCKET KNIFE, BELT POUCH,
TINDER BOX, NEEDLE & THREAD

MONEY: PLATINUM:15        GOLD:335
ELECTRUM:180       SILVER:12

COPPER:17

They go to the city of Katena
They go to the white sleigh inn. There are 14 people in the Inn including
the elders of the town. The mayor Tarnlemore asks for their story.
They give him the parts. 2 giant panther skins 50gp each + auction.
130gp and 190gp. Undead chair (shapechanging ghoul), zombies, ect.
30gp  10gp 70*9gp 5gp 20gp

Stallen gets Compendia of Rankakua 5000exp
Gal gets 3 spell scroll 600exp
CLef gets Prot. F. Undead Exp1500
Dro. gets disp Magic 100exp
Cupid gets 4spell clerical scroll - 700exp
Caressa get Prot. Possession, 2000
C. Blindness. 400
Pisheo gets saddle. +2000EXP

They party in the White Horse Sleigh for one evening.
They return to the temple the next day. Sold 20 vials of holy water for
250gp

Brother Barthelemew is the Tample scribe and librarian.
They travel all day and arrive at the House of Stone on that evening.
Three days have passed since the went out.
They camp out. Time stop at the begining of that night (no enc. rolled)
They talk to Dio Mas about things


Text Account:
4-21-90

They are camping out 2 mi from hill with fog. The are entering
the house. They wil be at entry point 10 Which enteres ont to the
corredors going south and west.
They go to the south.
**Room H12 They leave
*Room to temple I8A is opened and abandoned.
*Room H13 The trap is set off and Waybad goes down but is healed.
*/**They wait for gas to dissipate. Searching for traps.
Horn of good/evil - (Pipes) Flute of Haunting - Lute of instant
deafing.
***
Room H9 Caressa,Clef,Cupid,Wank run away in fear.
They run to room H8 and fail their savint throw vs sleep they
will be out 10 rounds.
Back to room H13 and ghost follows them. She holds them up for 2
rounds.
Stallen 100exp for song! The song lasts 32 rounds (5 total)
*/**Room H8 The baby in the crib starved to death when the ones
responsible for it did not feed it. The soul is exorsized when
the body is paryed over and sung over. The cradle ends it
rocking. It is covered with an old coat by Phanto +20Exp
*Back to music room
*Back to H8 Searching aroundthe maze of rooms between b7&B8
**/Down the No Hall,they retreate.
***Room H7 The Count Is OUT!
Encounter with many giant rats comming froma the hole in the
floor!


Text Account:
Not surprised by giant rats in room H7, the Counts Coffin Room

RAT, GIANT (x19); AC 7; MV 12"//6"; HD 1D4; HP
3(x7), 2(x2), 1(x6), 4(x4); #AT 1; DMG 1-3; SA 5%
CHANCE/WOUND TO CAUSE DISEASE; INT SEMI; AL N; SIZE S;
THAC0:20

Lisa is leader

4 out first, only one advances
A 3       B 3       C 4       D 3
Pas       Pas       Pas       Krom -12
Pas       Pi        Dro -1    Waybad -8
Runs      Cap       Krom - 11
          Quant -11
E 3       F 6
Way -10   Qua -5
          Way -7
The rest of the rats do not attempt to come out the hole.
They want to burn the coffin. They get their torches and oil
ready.
**Searching open coffin.
They break the vials of blood and burn the coffin. They dump the
bodies.
***They go out to search more of the corridors
The carpet has 50HP and does 1d20 per round. Its speed is 3"
Krom -6-6      Pis -3      Way-10  Car -6
Cappy -5 -6    Stal -6     Qu-11

+400EXP
**
*Room I9 They flee from the creatures that just want tot dance
*/for them.
***/Room I8 Azuth temple Statue3 in the room.Azuth speaks in a
poem.

For every one who is alone
For all of those who've turned to stone
The silence grows to larger size
Seek where the gravestones lie.

Nothing comes of nothing it is true
For me and them and specially for you.
What you have for paper will suffice
To free the one in force from mortal strife.

Time stop.


Text Account:
The party goes to room a4 where the meet the gasts
GHAST (x4); AC 4; MV 15"; HD 4D8;
HP 20, 16, 11, 25;

AT 3; DMG 1-4(x2)/1-8;
SA SEE BELOW; SD SEE BELOW; INT VERY; AL CE; SIZE M; THAC0:15
THOSE WITHIN 10' SAVE VS POISON OR -2 ON TO HIT ROLLS;
PARALYSIS TOUCH (ELVES NOT IMMUNE)

IMMUNE TO SLEEP, CHARM, & CIRCLE OF PROTECTION SPELLS

XP 1048

IN LAIR TREAS 3000 EP, 3 GEMS, 11 JEWELRY, 2 SCROLL

SMALL TOPAZ - 200 GP
VERY SMALL ORIENTAL TOPAZ - 65 GP
VERY LARGE BANDED AGATE - 35 GP

3 GEMS - TOTAL VALUE 300 GP

SILVER NECKLACE - 600 GP
SILVER PIN - 900 GP
BEJEWELLED SILVER MEDALLION - 6000 GP
BEJEWELLED SILVER BUCKLE - 2000 GP
GOLD COMB - 1400 GP
GOLD BROOCH - 700 GP
GOLD STATUETTE - 900 GP
GOLD DECANTER - 1000 GP
GOLD GOBLET - 1300 GP
GOLD DIADEM - 1000 GP
BEJEWELLED SILVER RING - 3000 GP

11 JEWELRY - TOTAL VALUE 18800 GP

SCROLL OF PROTECTION FROM UNDEAD

MAGIC-USER SCROLL OF (LIGHT, SHATTER, HALLUCINATORY TERRAIN, WALL OF FORCE)

CLERIC SCROLL OF (CURE CRITICAL WOUNDS, INSECT PLAGUE, FIND THE PATH)

--------

NAME:BILARENA


CLASS:THIEF
RACE:HALF-ELF

SEX:FEMALE
LEVEL:3
HIT POINTS:9
ALIGNMENT:NEUTRAL
SEC. SKILL:ARMORER

STR
[ 06  ] TO HIT:-1  DAMAGE:+0
INT [ 07  ] 
WIS [ 10  ] MAGICAL ATTACK
ADJ:+0
DEX [ 12  ] REACT/ATTACK:+0  DEFENSE:+0
CON [ 08  ] HITS:+0  SYS:60%
RES:65%
CHA [ 13  ] REACTION ADJ:+5%

HEIGHT:4'11"   MOVEMENT
BASE:12"(12")
WEIGHT:109LB   CARRYING CAPACITY:350GP
THACO:21       ARMOR
CLASS:8(8)

LANGUAGES:COMMON, NEUTRAL, THIEVES CANT, ELVISH, GNOME,
HALFLING, GOBLIN, HOBGOBLIN, ORCISH, GNOLL

SPECIAL:
 2 X DAMAGE WITH
BACKSTAB
 30% RESISTANCE TO SLEEP/CHARM SPELLS
 INFRAVISION 60'
 DETECT
SECRET DOORS ON A 2 IN 6
 DETECT CONCEALED DOORS ON A 3 IN 6

THIEVING
SKILLS:
 PICK POCKETS:50%   OPEN LOCKS:33%
 FIND TRAPS:30%     MOVE
SILENTLY:22%
 HIDE/SHADOWS:25%   HEAR NOISE:15%
 CLIMB WALLS:87%    READ
LANGUAGES:0%

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:13
 PETRIFY
OR POLYMORPH:12
 ROD, STAFF OR WAND:14
 BREATH WEAPON:16

SPELL:15

PROFICIENT WEAPONS:DARTS, CLUB

WEAPO N IN HAND:DARTS
(1-3)

ARMOR WORN:LEATHER ARMOR

EQUIPMENT:DARTS, CLUB, LEATHER ARMOR,
THIEVES PICKS & TOOLS, LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER
BOOTS, BEDROLL, BANDAGES, COIL OF ROPE, NEEDLE & THREAD, BELT POUCH, 10'
POLE

MONEY:
 PLATINUM:5         GOLD:120
 ELECTRUM:64 SILVER:15
 COPPER:18
***


Text Account:
R 65,T 5
Time stop     5-5-90
Cindy is the leader
Peter is mapping
In Azuth temple I8.
Caressa talks nice to the house.
*Searching the room.
Flute,(det. magic) Lute and Flugle horn are cursed and begin toaminate
Stallen Falls to det magic cast by the flute.
*They wait for him to wake up(2d6 min) 4
They find no doors in I8A and search for one
The I8 temple has age d suddenly 200 years. The two doors stillexist.
They open door to I8B they see floating pillow.
They want to go in room I10 - Dead Rug
**/Find secret door in corredor 
Encounter

GHAST (x3); AC 4; MV 15"; HD 4D8; HP 25, 14, 19;
#AT 3; DMG 1-4(x2)/1-8; SA SEE BELOW; SD SEE BELOW;
INT VERY; AL CE; SIZE M; THAC0:15
THOSE WITHIN 10' SAVE VS POISON OR -2 ON TO HIT ROLLS;
PARALYSIS TOUCH (ELVES NOT IMMUNE)
IMMUNE TO SLEEP, CHARM, & CIRCLE OF PROTECTION SP
ELLS
A25 Sta(para) -7-7     B14 Pish -5-4-10        C12 Quant
    Krom -7-9          Caressa (para)-          Galr -9
    Way(para)                   Cupid -         Krom-5
*Search bodies Phanto gets 50exp for roleplaying They cut off the*****/***Pizzles of above have been taken for ransom.
*They heal and search forsecret door in corredor.
Room H6 Most of party (F) flees, the rest follow to room G3
**Room G3 - Torture Room Dio Mas
*/*They talk to her and heal for 8 hours No encounter. 
They Cast combine
         Dio Mas              
Allignment - Lawful Neutral   
Possessions - Average         
Apparent Age - Young          
General - Rough               
Sanity - Normal               
General Tendencies - Pessimist
Personality - Taciturn        
Disposition - Unfeeling       
Intellect - Active            
Nature - Jealous              
Materialism - Avaricious      
Honesty - Very Honorable      
Bravery - Normal              
Morals - Lusty                
Piety - Average               
Energy - Normal               
Thrift - Thrifty              
Interest - Drugs              
Collections - Jewelry
She has no canine teeth.	
*They go through the door in the north of the torture room andthen go to the east and find S. door.
*Room G6 Duck back out or the room.
*Room G11 Temple of Bane - Demons
Time Stop


Text Account:
Timestop at the entrance to the the Temple of Bane.

A         B         C         D         E         F         G
56        43        39        39        44        40        46
Way-6\

Stallen held   Krom blinded 2rnd



BARBED LESSER DEVIL (x8); AC 0; MV 12"; HD 8D8;
37(x3), 38(x2); #AT 3; DMG 2-8(x2)/3-12; SA SEE BELOW; SD SUMMON
ANOTHER
BARBED DEVIL; MR 35%; INT VERY; AL LE; SIZE M; THAC0:12
FEAR (AS WAND); SPELLS: PYRO, PRODUCE FLAME, HOLD PERSON

SPELLS: CHARM PERSON, SUGGESTION, ILLUSION, INFRAVISION, TELEPORT
(NO ERROR),
KNOW ALIGNMENT, FEAR, ANIMATE DEAD, SUMMON DEVIL (SIMILAR TO
MONSTER
SUMMONING).

CONVERSE WITH ANY INTELLIGENT CREATURE; HALF DMG FROM: COLD AND
GAS ATTACKS;
TAKE NO DMG FROM: MAGICAL OR DRAGON FIRE.

HORNED MALEBRANCHE ; AC -5; MV 9"/18"; HD 5D8+5; HP 28; #AT SEE
BELOW; DMG
1-4(x2)/2-5/1-3/BY WEAPON; SA SEE BELOW; SD SEE BELOW; MR 50%;
INT HIGHLY; AL
LE; SIZE L; THAC0:13
WHIP (STUN SAVE VS MAGIC); TAIL(BLEEDING FOR 1HP UNTIL HEALED),
SPELLS: PYRO,
PRODUCE FLAME, ESP, DETECT MAGIC, ILLUSION, WALL OF FIRE (TRIPLE
STRENGTH)

+1 OR BETTER WEAPON TO HIT; SUMMON HORNED DEVIL (50%); EXUDE FEAR
IN A 5'
RADIUS (SAVE VS WAND)

4 ATTACKS OR 1 (1-3) + WEAPON

SPELLS: CHARM PERSON, SUGGESTION, ILLUSION, INFRAVISION, TELEPORT
(NO ERROR),
KNOW ALIGNMENT, FEAR, ANIMATE DEAD, SUMMON DEVIL (SIMILAR TO
MONSTER
SUMMONING).

CONVERSE WITH ANY INTELLIGENT CREATURE; HALF DMG FROM: COLD AND
GAS ATTACKS;
TAKE NO DMG FROM: MAGICAL OR DRAGON FIRE.

They flee from the Temple back to the torture room..

Stallen gets 120 add. EXP for poem.
**The party heals and rests for 12 hours

They still are not healed all the way and rest 12 more hours
Still no encounters!!

*They travel quickly to the Throne Room D1 Nothing is there at
this time.
The Door hides a hinged blade.
Searching for secret doors. ***
The door is a eggshell opening
*Next room is trapped with a shoot funnel under a false pannel in
the wall A slinding passage leads to Lowest 3 level B
On 3rd level Ogre has 15HP -1 -4 Car -13 Krom
/****
The go down to the third level to the chill room where there is a
giant crystal of Ice. Anything touching the crystal will stick to
it. The crystals that cling on to the ceiling will fall if a loud
noise is done.
The white dragon comes and attacks the party with its breath.
Pi,Way,Car falles to the breath

dio -7     64HP

-6 -10 gal -8-7 cl  -9 Quan -14 kro -st-11 -5-7 dro
age 4

They kill the dragon - Caressa is partally eaten and is permantly
dead unless a restoration is done within 1 day.
They stop in the room with the ice crystal (hs-level three at
chill room at entrance to dragon lair in PI.


Text Account:
5-19-1990

The party recovers the belongings of caressa and spreads them
among themselves.

The party skins and cuts up the dragon (Healing, searching, ect
They spend 40 minutes at this and get enough  for 2 suites of
armor (leather)
The wall leading to the hole oposite the entrance is covered with
ice and therefore -40% to climb walls.
Stallen falls while climbing
*****/ Trying to get up the icy wall
**Inside the corredor
*Maping Room 3-I
*Character is waiting to be fed to baby dragons as they hatch.
**Searching nest and rubble / Find eggs and lower intact egg to
the ground along with the bodies of the fallen priests.
**They take bodies and very valuables to the coirredor to west
and then go back for the coins.
/****** Draging coins into corredor.
/******They bury bodies of two priests in caves in stone carns.
/***  Searcing the sacks ect.

In a long steel tube:
SWORD W/CONT. LIGHT
+1 L.Sword

On Priest:
Clerical Heal/Ressurect/Cure Blindness
6 Vial Holy water
On Friar:
+1 Staff
1 Stick of insense

In a chest:
Transporter (Dio Mas)
SCROLL MAGICAL FIND FAMILIAR
POTION EXTRA HEALING
POTION POLYMORPH
POTION OIL OF SLIPPERYNESS
POTION PLANT GROWTH
POTION LEVITATION

In Leather sack:
 SPINEL  WORTH 1400gp
 ROSE QUARTZ  WORTH 30gp
 IORN PYRITE  WORTH 40gp
 SPINEL  WORTH 1200gp
--------------------------------------COINS--------------------------------
In mounds on the floor:
8000- COPPER(not taken)      2000- SILVER(Not Taken)
3494-
ELECTRUM      4683- GOLD      314- PLATINUM      1-Mythral


Text Account:
5\26\90
Peter Leader - Dave Mapper
Room HS 3-G3
Time stop deviding the treasure from the Dragon and burying the
Priests.
They decide to exit the dungeon and seek ressurection for Waybad.
Trip up to surface takes 6 hours
Encounter at the first hour.
Giant Snails 3

The retreat back to a narrow 2' wide opening when they are
attacked. (Using miniatures)
A 30                B 32           C 28
Krom -15            Phan Calmed    Victor
Stal -10-1Krom-14                            Stal-10 Clef-5-6 Cup
Cappy

They take parts of the single fallen snail(Flails)
They proceed the rest of the way down the tunnel and this takes 3
more hours. There are no more encounters.
They head back to town. Hiding tracks of the party.

They stop first at the temple of Tyr.
Fir'Hou is overgod of Tempus
Dio Mas and Arnortha speak with clerics of party about the diety
of Dio Mas and explain about the dimensional perturbations of the
house.
The party rests and is healed by the temple.
Going to town. They buy stuff (a outfit of adv. clothing for
Mas) and other things.
Dragon embrios (7) at 100gp each Dragon egg-5 rat paws at 10 gp
each-3 hands of undead at 20gp each-White dragon claw at
300gp-Snail 20gp
They spend the night in the White Horse Sleigh (except for
Phanto) and return to the temple the next day, hung over, but
ready!
They return to the entrance at the river.
Time stop


Text Account:
6-2-90
Jim and Eva's wedding day. Big party!
Cindy (Piosheo) is mapper and Lucy (Victorex) is the leader
Although the party is camping out in front of the river entrance,
on further thought they decide to return to the hill of fog.

No encounter to hill
They approach the entrance 10
They goto room I6 The harum
**
Through to H4

*They procede to Small room
######### Fighting the ogre magi

OGRE MAGE (x4); AC 4; MV 9"/15"; HD 5D8+2;
HP 28,m -10 Ph 4-  -9
Krom - 19 Pi-10
Cl-29, -6 pa\h6,  pi-12 -6-11pid -4pha
Clef6 -12 Sta 5-5 tah
15
; #AT 1; DMG 1-12; SA SEE BELOW; SD SEE BELOW; INT AVERAGE; AL
LE; SIZE L;
THAC0:15
SPELLS: FLY, INVIS, CAUSE DARKNESS, POLY (HUMANOID FORMS), CHARM
PERSON,
SLEEP, 8-DIE CONE OF COLD

REGEN 1HP/MELEE ROUND, ASSUME GASEOUS FORM
####Healing the party
*** They roll the rug up as they leave.

Encoucnter Mummy (exploding) If attacked with firethey will burst
into flame and explode in 1d4 rounds for 3d4 pt of damage
They avoid the mummy before he can confrount them.

795PP

POTION OF EXTRA-HEALING
MAGIC-USER SCROLL OF (WALL OF FIRE)
NECKLACE OF PRAYER BEADS
ogre-SIZED PLATE MAIL +2

The couch comes alive and attacks Stallen
** Stal -6 -4 -1   -3 tho -8 -8

Total 235 EXP each
243


Text Account:
6/9/90
In room H5 after the end of the battle with the ogre mage and the
living couch.
Clef is leader and Pisheo is mapper
They are listening at the door out.
***Out and looking around in the corridors. They are plagued by
disappearing doors.
**Room K5 4 giant Wasps
WASP, GIANT (x4); AC 4; MV 6"/21"; HD 4D8;
19, Cappy Pi -4-7 (MM)Stal-9
15, Vict. -11 Pis.-4 Cl-5
22, Cupid -6 Dro-4 sta.-2 Dro.-2 Cl-St-3 Vic.-9
20; (MM)clef-9-8 St-9
#AT 2; DMG 2-8; SA POSION STING; INT NON; AL N; SIZE M; THAC0:15
***
LARGE GARNET - 1500 GP       3
SMALL RUBY - 1000 GP         3
VERY SMALL JACINTH - 500 GP  2
VERY SMALL TOURMALINE - 10 GP3
HUGE HEMATITE - 300 GP       2
HUGE MOSS AGATE - 50 GP      1

6 GEMS - TOTAL VALUE 3360 GP
+30exp to phanto
They cut up the bodies and stallen takes flower pestle+stamen

To room K4 where they meet the crypt thing
32  Cap -6 Vic.-6  Pha-
Strenth-stallen
*#Opening the coffin reveals it is empty. They break it up into
pieces.

10exp Stallen
Waiting in the Wasp room (K3)

Clef is waiting in C10 for 1hr
TT Clef gets AC 0 from leather skin for 80 hrs
Tahoma kills vampire in E4 Gets 3000 GP ruby necklace.
Every one gets back together in 3 hours.


Text Account:
6-15-90 The party is waiting in the room with the tulips and the wasps(K3)

Peter is leading and Lisa is mapping
Make that Stallen and Kalandra

They go into K4 and the Apparition that was there before attacksthem by surprise! Voctorex saves VS teleportation
**They flee and return to K4. Zombie Closet
18 Zombies 
a		b		c		d		e
8dead	6		3dead	2dead	14
Gal-9	Clef-4	Clef-4    Cu-8      capp-

f         g         h         i         j
7dead     12        6         6         11
vic-9     Sta-      gal-4     gal-4     cle-4

k         l         m
3dead     12        7dead
cle-3     cu-5      vic-12
the rest are turned by vicotorex
***
They go out into the corredor to the sittring room
***D7The brush is painting galranwin ##########
Clef legend lores the paint brush and it attacks him they kill it
They destroy the pallet and the painting.

**HHH E4 They go to the room where the Dead Mans Party is goingon. The Lady Rubelenia is celebrating the departure of her life.With her are 2 other Rolmph women. Rinsel (Killed by her husbandwho poisioned her) and Rivona (Killed by her brother who killedwith molten lead in her ear. Also, a man Rarin (killed when hisbed was lit on fire. Half his body is crispy burnt.


Text Account:
6\15\90  Cindy is mapper
Marshal is leader

Starting from Room E4 Where the size of the room is larger than
it could be given the space that the room takes up in the house.
The monolithic stones that make up the rooms lie on their sides
and weeds have grown up around them. In the center of the room is
a table around which the ghostly charadters are gathered. They
will tell the party what little they know of how things are now,
but they have not been alowed to see into the places that are
really evil.

They invite the party to slep in the room. If they do they will
actually sleep for 15 days. They decide to rest in the Temple of
torm in room K1. To memorize spells. and stuff.

They decide to return to the temple of good. Traveling through
the corredors.
***
H***Memorizing spells.
They go back to the vault room.
Traps 3 First, darts fall from the ceiling when the opposite door
is opened. 5 attacks each 1HD to hit.
**2nd is stone to mud spell**
The third room has trap door to thrid level.Pit 4 (J)
The opposite door is locked with 4 locks each with a poison trap,
there is a explosive rune and opens up to reveal hydra room.
They rescue polymorphed crocodile and take it back to the temple
so Dio Mas can rememorize spells. 4 Hours. She tries a disspell
magic which fails. They pary to Torm and Runic arrives. He tries
a dispell magic, and it failes. They wait another 2 hours.They
cast a successful spell to dispell magic on the croc. It becomes
a Centaur and wants to stay in the temple for 2 days and then
leaveif they are not back yet.

The door they originally came through has disappeared and the
other is there.
There are 3 rooms behind this door.
Trap one is slime room -40% to climb and walk. Contact with
expose skin causes rotting disease.
Second room has a gas trap whe door opens.
Third has pit to level 3
*
They find the slime room go back to the temple and then return to
the door. ***
Way bad touches it catches disease.
They throw oil out into room and set it on fire.
Dromar scorches area across to the other door.
H They are at the second door.
**They set off the gas trap and flee out to corr.
*************

Hydras w/7 heads.
Time stop.


Text Account:
6-30-1990
Leader - John(Grey Scale)
Mapper - Cindy(Pisheo)

Time Stop with door to inner vault room closed.
HYDRA in Vault Room
HYDRA (LERNAEAN, 7-HEADED) ; AC 5; MV 9"; HD 7D8; HP 37; 41;
#AT 7; DMG 1-8(x7);
SA SEE BELOW; SD ALL HEADS MUST BE DESTROYED TO KILL; INT SEMI;
AL N; SIZE L;  THAC0:13
WHEN A HEAD IS KILLED, A NEW ONE IS GROWN IN 1-4 MELEE ROUNDS
UNLESS NECK STUMP IS BURNED

MONSTER GAINS 1HD & 1 ATTACK WITH EACH NEW HEAD, DMG/ATTACK &
THACO CAN INCREASE

XP 1020

IN LAIR TREAS 6000 CP, 1000 GP, 4 GEMS
A  37                    B 41
Grey-

Orith - 1 on a     6 on b   heads think the floor is open
1)cupid-9  Clef Gal-5 4r burned
2)Krom-15 2r        Clef-6 Way-11 3r Pha-fires
3)Cappy-6 Dro-9   3r
Phan-Lassoo krom-  orth-1-2 gal-8 2r mpha ties up 3
                    pish-30(back) grey-6 orth-4

4)orth-4 Grey-1-8   3r
5)Grey-2-3 Way-8 2r ph-burn
6)Celff-  krom-17 grey-4 orth -6 2r ph-burn
7)Spelled 2r
pi-10-24 kappy-10 ort-5 kr-10 cap-10
R
The Hydra is waiting for the party to enter again.
They put a spike inbetween door and jam, this pisses the house
off and the second trap room begins to heat up.
Straength spell cast on Cappy.
rr*Getting to the vault door
**rr**
Three traps on secret door
rune - disp
lock poison  gas-pi
*They open treasure room door
Lesser Guardian Spirit Deamon out when they enter.
HP 39
Pish -11-9-11 (Cupid-suggest) Kr-15  Way-15- cap-
Gr-4     Ort-
*/They are inside the room with treasure

Chest1
HUGE HEMATITE - 80 GP
HUGE MOSS AGATE - 50 GP
VERY SMALL SPINEL - 50 GP
VERY LARGE AZURITE - 1500 GP
Magic Helm Spell Book (Clef)Manual of Celestal Travel
POTION OF CLIMBING (Victorex)
OIL OF SLIPPERINESS (Cappy)
POTION OF ANIMAL CONTROL (REPTILE, AMPHIBIAN, FISH)(Krom)

Chest2
100pp
+1 Broad Sword(Cupid)
10,000sp

Chest3
Empty (trap inside)

Chest4
Librum of gainful conj.(Gal)
Nipples (Dio Mas)
3000cp, 6000sp

LARGE TURQUOISE - 100 GP
VERY LARGE ROCK CRYSTAL - 1000 GP
VERY SMALL TOPAZ - 50 GP
VERY LARGE MOSS AGATE - 10 GP

Chest5
GAUNTLETS OF FUMBLING * (Grey)
GAUNTLETS OF SWIMMING & CLIMBING (Pish)
STONE OF CONTROLLING EARTH ELEMENTALS (hemetite) (Waybad)
5000cp, 700gp,

Chest6
+1 L.Sword (Dromar)
+2 leather Armor (Phanto)
2000gp, 230pp, 2kp

total
8686cp,16834sp, 2747gp, 230pp, 2kp


Text Account:
7-3-90
Dromar
Galranwin
Pish
Grey scale
Krom
Cappy
Dio Mas

They are in the secret room off the vault. They want out.
The room between them and their exit (trap 2) is still red hot because they
propped the door open with the dagger.
Room is white hot and stone is melting to the floor.
***They find the secret door in the north wall
The firplace secret door is trapped.
***They emerge into room C8 There is a great pile of stacked wood that is
old and dessicated. On top is a skeletal body holdin a mace on which a
cont. light has been cast.
*
To room c9 Animated Bed HP19 Krom-8-3 Cappy-7-7 Pi-4
They go to D10
****To the end of the corredor.
Back to vault room.
Back to room C8 again.
******Going into C7
Krom and cappy fall in trap with stalagmites
**Room C10 Fountain and Statue and baths
To throne room
Encounter With one of Rolmph Rulersd.

Cindy (Pisheo) mapper
Lisa (Galranwin) leader

They want to go back to the temple of tyr and pick up the centaur.


Text Account:
7-14-90
Leader - Tahoma
Mapper - Pisheo

They are in the Temple of Tyr with the centaur HillTrotter
They are leaving!
*****They goto Room K10
*/*Wandering around trying to find their way out.
They open the door into room H6. Ghosts appear and some chars will not
enter.
*They go to room H5 and H4. Ogre Mage drives them away!
If they ever return to this room, he will try to kill as many of them as
possible because they refused to give him tribute.
*****/ Wandering trying to find a way out
At room I5 They take the wereboars with them. The wearboars have taken the
form of 2 teenage twin girls. They will try to get one of the party members
alone. If they can not they will wate until they are taken outside.
****They return to I8 and sleep for 8 hours. No encounters.
* The party is sleeping. In the temple, while experimenting with his stone,
Waybad summons a Earth Elemental. It tells him that he will perform 3
tasks.
Waybad is excited and asks him to dig a tunnel outside. It is done! The
 party follows the tunnel and they arrive just to the north of the House.
The floor of the Temple is destroyed, and the heating process is
begun. If they return to this room, they will find it destroyed by the
heat. The tunnel made by the EE will be filled with molten rock.
It is 1 hour till sunset
They meet a druid Named Billibong. +20exp for finding Billibong for Gal.
They are welcomed by Arnortha, but the wearboars refuse to enter the
temple, for they fear discovery by Arnortha. They ask to go with
HillTrotter. He demurs, and they attack him!

Wereboar A 27        B 26
         Gray -7-7   Way -9-11
         Dro -5      Cap -6
         Pi -14      Cle -6
         Cu -        Tah

Billibong has followed them, suspecting trouble andis watching from the
forest, and casts a entangle spell on a wereboars.
The Wearboars are killed, and Hill trotter runs away.
Thered is a meeting between Arnortha and Dio Mas. THey discuss Greld,
arrange for the ceremony to put the nipples back on Dio Mas. She tells them
about what the nipples do and how they are the repository for the souls of
a cleric and a wizzard, one from this world and one from Greld.
The next morning, the clerics memorize Combine Spells, and Waybads disease
is cured, the cursed gauntlets are removed from Greyscale. There is a major
cremony of consecration to bless Dio Mas, and fuse the nipples back on.
During this, the Delicate Traceries of Silicon Genetic memory are revealed.
Dio Mas is exausted by the ceremony, and will be resting for 1 Week.


Text Account:
7-20-90
Small game, city adventure
Cindy, kevin, lisa, peter
Starting at the Temple of Tyr outside the city.
They sleep in the temple.
The next morning: They want to do things in town.
Party things to do
Sell Parts
Pisheo - Find out about gauntles
Galranwin - Spending 5 days inscribing scrool (Danc,lights,Invis)
Stallen -
Cupid - Practicing with braodsword (New proficiency)
Hasnovar stands them each a drink and the officials will arrive later 3turns
The giving of the bounty
6 zombie thumbs (5E), 2 wear boars hands (50)  Demon head (150), Hydra
heads(50),b 4 tulips(5), 2 wasps(10), Couch(5), Paint Brush and Pallat (1),
tot. 1076  108gp per party menmber.
1 Lt. Riding hourse each and that is the end of the bounties. The city
funds are gone. There will be a 10% chance that anything they ask for will
be donated. After this outing.

Maghoula is shaking the town down for portection money. The mayer describes
the situation to Stallen. He wants Stallen to remove Maghola and let the
militia stay.
The next day. Krom dislikes Maghoula the leader Luntenant of the guard.

Galranwin, Clef, Dromar, Orith wait in town for a week at least.
Darcy is taking care of the giant tulip for stallen (+50exp for stallen)
Pis, Phan, Have horses, the rest are given horses and saddles given to them
by the city.
They are off to Waterdeep.
They travel there with no encounters.
They are staying at the Unicorns Horn.
They are staying in the city for a month or so.
TIme Stop


Text Account:
Solo Game With Gordon
Cappy and Krom On the town in Watersdeep!
To Meriroth Silks 197 buy 3 silk scarves
To the market. They encounter Shyrrhr. She is acompaning a 350 year old
wife of an elvin diplomat and her daughter who is a princess. He gives her
a bronze statuette. Shyrrhr is in Waterdeep personalities.
They are shopping for clothes. They see members of the Grey Watch
apprehending a suspected spy. The spy is dressed as a beggar and they
apprehend him. They kill the beggar and one of the guardsman is knifed
badly. Krom gives him a shirt to staunch his wound, and he makes a friend
in the guard named bergeron.
They buy boots. And Hats (at Harry's house of hats)
They find Nahingi who is mad. She doesn't remember what happened, but it
occured after she arrived back at Watersdeep.


Text Account:
8-2-90
Lisa (Galranwyn) Solo

EXP for spell descriptions: 11*50=550exp
For developing new Kit 200
Start time at 2:00 PM on 3rd day in city.
Gal. purchases a library for 2400gp that is sufficient to research any 2nd
level alteration spell. It takes two weeks for the books to arrive.

Gal. Looks for lab equipment. It costs 6000gp she does not buy. She looks
for a rental lab and finds one at 90gp per week. This takes 2 more weeks.
During this time she
 1) sells information to Fast Eddie
2) Talk to Kalpian (High level mage)
3) Buy Vellum
4) Spells to sell

The Watchful Order of Magests and Protectors.
---------

A regular of the Order is Kaletaria
Race   -- Human                Interest --  Magic
Class   --  Mage               Occupation -- Jewler/Lapidary
Sex        -- Female           Morals -- Immoral
Strength   -- 13               General -- Foppish
Intelegence -- 16              Intellect -- Dreaming
Wisdom      -- 8               Piety -- Iconclastic
Dexterity   -- 14              Personality -- Taciturn
Constitution -- 14             Hit Dice -- d4
Charisma    -- 13              Nature -- Unforgiving
Comeliness  -- 15              Materialism -- Generous
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 31             Apparent Age -- Ancient
Armor Class  -- 10             Bravery -- Foolhardy
Favored weapon -- Staff        General Tendencies -- Altrust
Height in "   -- 66            Disposition -- Hot Tempered
Weight in #   -- 147           Honesty -- Truthful
Hair Color    -- Brown         Sanity -- Normal
Complexion    -- Light         Energy -- Lazy
Features      -- Corse         Thrift -- Spendthrift
Social Standing - Upper Middle Collections -- Unusual Weapons

Gal. wants to goin guild. Makes appointment with Kal. to demonstrate.
The day ends(15th day of stay)
Does Detect Magic on a piece of wood, burns the wood with a burning hands
spell, puts out the fire by giving a U. Servent a canteen, then does
Pyrotechnics on smoldering wood.

On 20th day, she is reviewed by the Guild elders.

Kranka the Witch --- ---
Race   -- Human                Interest --  Handicrafts
Class   --  Mage            Occupation -- Husbandman
Sex        -- Female           Morals -- Lusty
Strength   -- 13               General -- Foppish
Intelegence -- 15              Intellect -- Dreaming
Wisdom      -- 14              Piety -- Irreligious
Dexterity   -- 12              Personality -- Modest
Constitution -- 16             Hit Dice -- d4
Charisma    -- 8              Nature -- Jealous
Comeliness  -- 11              Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Exceptional
Age          -- 34             Apparent Age -- Mature
Armor Class  -- 10              Bravery -- Normal
Favored weapon -- Dagger    General Tendencies -- Moody
Height in "   -- 82            Disposition -- Proud
Weight in #   -- 127            Honesty -- Decietful
Hair Color    -- Brown         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Middle Collections -- Armor

She blesses Gal. as the portents say she will make the guild lots of money
and aid her people.

Sal makes a pass at Gal His charisma is 15 and he likes her 5 members
celebrate her being a member of the guild where they go out to have drinks
at the Raven.


She buys spells from the guild and copies them into her spell book.


Text Account:
Kevin and Lucy (Cupid and Victorex)

Quest of the Swords

Going to Rassanaantar to see weaponsmith. No encounters.
Dark Vicar is weaponsmith
Doe's Head Lodge
Rough hewn wood construction, crude wedge split log benches, butcherblock
tables, earthenware bowls, wooden spoons. They have a blue plate special
with is meat of the day along with the regular fare of stew. Dot is the
name of the booxum, wide hipped dark haired servant girl who is a big
flirt.

Vict. and Cupid visit the Vicar. Vicar is priest of Tempus. He thinks they
have been brought togeher to some great purpose

A emmesary of Tempus arrives as they are praying at the shrine behind the
forge and he tells them to give them the sword.

They stay the night at the Vicars. He tells them about the The Missing Krystal.
He says the duke is someone to whom he wos a favor. He shows them a note
telling them about the World Serpent Inn. They will meet the bartender who
will contact their helper and guide. They tell Stallen what they are doing
and write a note to be given to Phanto-z; then they retun to waterdeep.
No Encounters on road.
City Encounter-Avoided



Inside the bartender leads them to the Mage
NAME:Morwenna

CLASS:MAGIC-USER
RACE:HUMAN
SEX:FEMALE
LEVEL:6
HIT POINTS:17
ALIGNMENT:NEUTRAL GOOD
SEC. SKILL:NONE

STR [ 12  ] TO HIT:+0  DAMAGE:+0
INT [ 17  ] SPELLS:75%  MIN:8  MAX:14
WIS [ 15  ] MAGICAL ATTACK ADJ:+1
DEX [ 10  ] REACT/ATTACK:+0  DEFENSE:+0
CON [ 09  ] HITS:+0  SYS:65%  RES:70%
CHA [ 14  ] REACTION ADJ:+10%

HEIGHT:6'0"    MOVEMENT BASE:12"(12")
WEIGHT:130LB   CARRYING CAPACITY:600GP
THACO:19       ARMOR CLASS:10(10)

LANGUAGES:COMMON, NEUTRAL GOOD, DWARVISH, OGRISH, CLOUD GIANT,
GOBLIN, HILL GIANT, SYLPH

SPECIAL:

SPELLS:
 MAGIC-USER SPELLS: 4 2 2

SPELLBOOK:

 LEVEL 1:DETECT MAGIC, ENLARGE, ERASE, FEATHER FALL, FIND FAMILIAR,
         JUMP, LIGHT, PUSH, READ MAGIC, SHIELD, SLEEP, SPIDER CLIMB

 LEVEL 2:DETECT INVISIBILITY, MAGIC MOUTH, MIRROR IMAGE, STINKING CLOUD,
         STRENGTH, WIZARD LOCK

 LEVEL 3:BLINK, CLAIRAUDIENCE, CLAIRVOYANCE, INVISIBILITY 10' RADIUS,
         LEOMUND'S TINY HUT

 LEVEL 4:CONFUSION, DIMENSION DOOR, FIRE CHARM, FUMBLE

SAVING THROWS:
 PARALYZE, POISON OR DEATH MAGIC:13
 PETRIFY OR POLYMORPH:11
 ROD, STAFF OR WAND:9
 BREATH WEAPON:13
 SPELL:10

PROFICIENT WEAPONS:STAFF

WEAPON IN HAND:STAFF (1-6)

ARMOR WORN:ROBE

EQUIPMENT:STAFF, ROBE, SPELL COMPONENTS, SPELLBOOK, LEATHER BACKPACK,
WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, MIRROR, LANTERN,
OIL FLASK, SACK, IRON SPIKES, WOODEN MALLET & STAKES, TORCH

MONEY:
 PLATINUM:8         GOLD:180
 ELECTRUM:96        SILVER:14
 COPPER:18


Text Account:
8-6-90
Solo adventure with Stallen Fars.
In the city.
Starting on the third day in the city.

Purchasing clothes (Miroths silks) 197
The city watch are there getting their "protection" money from Meroth
Meiroth Fine Silks:
Mostly womens clothes but some mens clothes. Mens table and womens table
containing samples of various patterns that could be sewed. Most of the
space in the shop is devoted to bolts of cloth. He has a number of
seamstress the will produce most garments in 1d3 days. A bribe will
generally suffice to have a garment made in one day. A toothless old woman
takes measurments.
Off to Sulmest Shoes 111
Stallen meets Duncan a wimpy/nerdy mage member of the Fire Guard. Long lank
dirty blond hair, skinny with long creepy fingers.
He tells Stallen something about the guild of mages.
At Sulmest Shoes.
Off to the market.
Sees blacksmith.  Named Dakar.
sees priests escorting a high level priestess to a Temple.
Temple of Selune is a half dome covered with silver.
Stallen meets S'Dartha
The temple contains a 25' high silver statue of a beautiful woman with
almost no whispy clothes. She is holding a platinum sphere of the moon in
her right hand.
She rents them a dog cart and they go to the Plynth.
He visits the temple there.
There is a shrine to Oghma on the second floor of the Temple.
Brightly lit by dozens of braziers. There are giant tables in the center of
the room at which studying is going on.
Rolph is high priest.
Tacit(who only talks when he is addressed directly), and Fractal (who is a
a very deep character) are the other priests.
They live in a house where half the house is devoted to a library. There
are a number of books on astronomy and planeology. 400-450 books.
He reads about the planets and the space between the planets.

He wants to play around the town with his flute.
He needs a mentor, so I will find one.

NAME: DELARTOS
CLASS: MAGIC-USER
RACE: HUMAN
SEX: MALE
LEVEL: 7
HIT POINTS: 20
ALIGNMENT: CHAOTIC GOOD
SEC. SKILL: HUNTER
STR [ 10  ] TO HIT:+0 DAMAGE:+0
INT [ 18  ] SPELLS:85%  MIN:9  MAX:18
WIS [ 15  ] MAGICAL ATTACK ADJ:+1
DEX [ 15  ] REACT/ATTACK:+0  DEFENSE:-1
CON [ 07  ] HITS:+0 SYS:55% RES:60%
CHA [ 10  ] REACTION ADJ:+0%
HEIGHT:6'4"    MOVEMENT BASE:12"(12")
WEIGHT:175LB   CARRYING CAPACITY:500GP
THACO:19       ARMOR
CLASS:9(10)
LANGUAGES:COMMON, CHAOTIC GOOD, BLACK DRAGON, BRASS DRAGON, STONE GIANT,
DWARVISH, SYLPH, HOBGOBLIN, HALFLING
SPELLS:
MAGIC-USER SPELLS: 4 3 2 1
SPELLBOOK:

LEVEL 1:
AFFECT NORMAL FIRES, BURNING HANDS, COMPREHEND LANGUAGES, DANCING LIGHTS,
DETECT MAGIC, ENLARGE, FIND FAMILIAR, FRIENDS, MAGIC MISSILE, MESSAGE, READ
MAGIC, SHOCKING GRASP, SPIDER CLIMB, TENSER'S FLOATING DISK, UNSEEN
SERVANT, VENTRILOQUISM

LEVEL 2:
AUDIBLE GLAMER, CONTINUAL LIGHT, DARKNESS 15' RADIUS, DETECT INVISIBILITY,
ESP, FOOLS GOLD, INVISIBILITY, KNOCK, LOCATE OBJECT, MAGIC MOUTH,
PYROTECHNICS, RAY OF ENFEEBLEMENT

LEVEL 3:
CLAIRAUDIENCE, EXPLOSIVE RUNES, FEIGN DEATH, FLY, LEOMUND'S TINY
HUT, WATER BREATHING

LEVEL 4:
FIRE SHIELD, FIRE TRAP, HALLUCINATORY TERRAIN, ICE STORM, POLYMORPH SELF,
REMOVE CURSE

SAVING THROWS:PARALYZE, POISON OR DEATH MAGIC:13
 PETRIFY OR
POLYMORPH:11
 ROD, STAFF OR WAND:9
 BREATH WEAPON:13
 SPELL:10

PROFICIENT
WEAPONS:DAGGER, DARTS

WEAPON IN HAND:DARTS (1-3)

ARMOR
WORN:ROBE

EQUIPMENT:DARTS, DAGGER, ROBE, SPELL COMPONENTS, SPELLBOOK,
LEATHER BACKPACK, WATERSKIN, CLOAK, RATIONS, LEATHER BOOTS, BEDROLL, TORCH,
POCKET KNIFE, NEEDLE & THREAD, BELT POUCH, WOODEN MALLET & STAKES, TINDER
BOX
MONEY: PLATINUM:11        GOLD:247
 ELECTRUM:132
SILVER:29
COPPER:25


Stallen is brought before the council of the guild and they refuse his
application.
Delartos offers to buy him scrolls at the guild.
Advises him that he may reapply to the guild.
Writes some scrolls in his spell book.


Text Account:
8-18-90

They pass the zombies at the gat to the inner cortyard
They go to c31
Strength on Krom Start timing!
Barghest (Devil dogs)
3- Charm
a-28                   b-20                   c-33
Krom -5-8              cap-6                  gal-14-/fire 10-11
Wayb-6-11              krom-                  dead
Dead                   Dro-6-5-5-3            Ko
Devil Dogs are back!   bill-4                 Do-8-4
                                              cap-12
They make chutney of the remains of the Dogs.


Text Account:
Peter is leader. They are at the entrance to the castle
Cindy is mapper

In the courtyard in g31
They search for footprints.
Searching the courtyard

They return to the entrance to the inner courtyard
The zombies begin crouding toward the double doors.
Stallen plays his flute and the clerics turn.
His flute causes them to become very confused amd as they have no choice
Second round:
Invis to undead - Vict.
attacking  cupid casts a bless spell-it does not work on Stawllen as he is
using his wand
They kill them all for 5 rounds
Bill gets 20exp for role playing.

Stallen continues to play his flute and they will follow him. The flute
playing is not necessary, as they will follow him without it once they are
effected.

# They enter room g29 Searching
G30 - They go throug the door theat leads to S25
Going through S24, stallen chants (20exp) and theyb are at the entrabs24
# They take the bones of the skeletons and throw them out the murder holes.
They go to room s1
Through to room S2
#Bill is listening to the survival door. Searching the room.
Bill is searching the survival room. They have no idea what the room is for.
## They search the outer room S21 and consider th way to go up the rotting
ladder.
/#bill climbs up the rotting laddrer and
They go throug R2 and into the tower R3. They are pounding a paton into the
wooden door.
They try to take out the hinges to let them down into the room below
The hinges are partially broken, but not enough for them to get through.
###They can see the top of the tower, and they decide to go back down.
They are back at room G30 trying to decide where next.]

They go to room G27 where they encounter a ghost who inhabits the kitchen.

Stallen casts a spell - Magic Missle
Ghost

GHOST ; AC 0; MV 9"; HD 10D8; HP 42; #AT 1;

DMG SEE BELOW; SA SEE BELOW; SD
SEE BELOW;
INT HIGHLY; AL LE; SIZE M; THAC0:10}
SIGHT CAUSES HUMONOIDS TO AGE 10 YEARS & FLEE UNLESS (SAVE VS MAGIC)
(CLERICS ABOVE LVL 6 IMMUNE, LVL 8 & HIGHER CHARACTERS SAVE AT +2);
MAGIC JAR WITHIN 6'; TOUCH (AGE  10-40 YEARS)~
ONLY HIT BY SILVER OR MAGICAL WEAPONS, ONLY AFFECTED BY SPELLS IF
CASTER IS ETHERAL~
XP 4638~IN LAIR TREAS 1000 EP, 1 POTION, 3 SCROLL}

In room G11 after fleeing from the ghost. They lost no levels, but the
ones with checks lost 10 years of their lives.
Time stop as they are resting.
3


Text Account:
8-31-90
Gordon is leader - Gal is mapper
Marpenoth the 8th of 1507
#They examine the room more closely.
#searching behind the tapistry.
#Random Encounter Wights

They go through sosuth room, up the stairs and are looking out of s24
From s1
WIGHT (x3); AC 5; MV 12"; HD 4D8+3; HP 19, 27(x2); #AT 1; DMG 1-4; SA 1 LVL
ENERGY DRAIN; SD SEE BELOW; INT AVERAGE; AL LE; SIZE M; THAC0:15
SILVER OR MAGIC WEAPONS TO HIT; IMMUNE TO SLEEP, CHARM, COLD, POISON, OR
PARALYSIS

XP 1985

IN LAIR TREAS 1000 CP, 1000 SP, 2 JEWELRY
Krom is hit and stripped of a level!
They retrete to the lower room, and talk about where they are going now.
#They decide to leave.

They enter the G2 room They annoy the poultergist
He attacks calor and misses.
+10 exp for stallen +20exp
#They leave and climb the wall to get out.
#They are outside the castle
he horses have been bothered by the ravins.
They are going to the City of Katina to get Dio Mas and the clerics of the
temple to restore the level Krom lost. This journey will take at least a
week.
Weather K to start No precip
1-k
Day 2 of journey Encounter.2-K
WOlves - 15 They are not hungry, and they are pairing off for mating and
preparing for winters
3-I
4-j
5-k
6-l
7-m
Gal. searches for herbs and spell ingredients.
They arrive in Katana after one week.

They go to the temple.
Dio Mas is happy to see them and will not be happy when they tell her about
their external adventure. She will agree to help Krom but she wants some
kind of agreement with Local 509.

Dio Mas tells them about the heart of the house.
It is a large red ruby covered in a gellatinous sphere that is very
acidic.

Dio Mas does a restore on Krom and it drains all the clerical power from
her nipple. She quickly walks off to her room. Some go to the city (c)
they go to the Bark and byte. This place is like a comedy club. The floor
show is a comic juggler.

Nodkock is the owner of the place. +2+1 gambling winnings.
They see the mayer and his cronies. They spend the night in the white horse
slieigh.
next day they return to the temple to see Dio Mas
Weather - L
They leave for the house.
##They will enter via door 6
##They pass the outhouse and are going in.
#8 graves in the closed room With tombstones 8 of them around the outside
wall.
#
Here lies the family Gael.
RIP Famile Gerral
Roget Rolmph and family.
Rook Rolmph the black
Unintellagale
Ramie rolmph and family
#
Hands will try to grab them from under the earth inb the closed room.
#Through entrance 6
Room E9
Macro to Micro negative accumulation.
Blue glowing cabinet with skull cabinet is protected with a force cage of
cold.
The glass wear would outfit a alchemist almost comletely.
The handle activates the shrinking/teleport rune that transfers them to E9A
#Dromar Stallen krom, cappy. are teleported and shrunk.


Text Account:
Victorex and Cupid's adventure in the outer plane.

Taken from the Missing Kristal. - Page 36 of Outer Plane Adventures

I can't find the notes for the previous adventure, so I am going to be
winging this to a degree. Hopefully, they will know what was going on, and
I can get them to explain what is going on.

The dark vicor led them to the world serpent inn to find Kristal



They are being attacked by one of the stone bears.

A20        B16
Vic-14-8   Cupid-10
           Morwen-7

They are walking long time stone corredor.
It will take 5days and 4 hours for the hole to apear in the spider wheel.
They find a tunnel, but it is a dead end and they have to wait 1and a half
hours to find another hole. They are surprised by this hole and miss it. An
hour and 40 minutes later, they find another hole.
This hole is a dead end and it takes 20 hours for the next hole to appear.
It is a five wayt intersection.
They stretch and sleep and rest for 4 hours.
They meet a stone spider.
Four more arrive at one round intervels
A - 8        B 11    C 5       D 9
Victorex -8  Cu      CU- 13    Cu - 6
             Vic-12  Vic- 13   Vic -13
Moving in the tunnels
TTETTTTTTT


E - 8
Mor-4
Cu-6
Vic-9

Into the game room


Text Account:
Krom, Cappy, Stallen, Dromar are in E9A and the rest are in E9.
Dromar is leader - Pisheo is mapper.

They push the lever back up to no effect.

***Searching room - Dio Mas uses a first level spell Read Magic

E10B Zombie Closet 13

A 6       B 6       C 6      D 5    E 4    F 5    G 6     H 6
Gal -4-5  Gal -4-4  Gal -2-3 Pi-5   Bi-5   Pi-4   Vi-5    Pi-3
Gr- 1                                      Gr-6           Gr-5

I 3     J 2    K 5     L 4

*They use the teleport lever to send the dead zombie bodies.
***Searching the closet.
*Trying to see the way to get past the secret door.


At the Shrunk Room
Stallen, Dromar, Krom, Cappy.
***Stallen gets the lay of the land, he climbs the wall.
*They see the zombies and discuss travelling away.
*They leave a message saying they are travelling to the SE and that the
others should follow them. They set off to the southeast.
*They blaze a trail on the grass fronds.


Back at the other room looking for the way to open the door.
They open the door and see the room with the grass and trees the druid
planted in the room with the illusionary sky.
Under the bed is a potion of insect control. A book on the table is Manual
of insectoid life forms.
** Searching room. Trap in corner is quicksand and Pish is captured.
** Trying to get her out of the quicksand.
**** Resuming to search the room.
Grey finds door and is caught in trap.
This is a stone door that is spring loaded and hinged at the bottom. It
throw the victem into the quicksand and does 2d10 of crushing dammage.
They rescue him from the sand and heal him.

Back at the Shrunk Room.
Walking amoung the grass fronds. Encounter Earwig.
Stallen is cutting down one of the blades of grass to get at an aphid
gnawing on it.

Earwig (x2); AC 3; MV 6"; HD 6D8; HP 25, 32; #AT 1; DMG 2-16; SA
APPENDAGES SEVERED ON NATURAL 19+; INT NON; AL N; SIZE L; THAC0:13
A 25        B 32
Dro-8       Sta-12-11
Kr-5-11     Cappy-10-11
Cappy-7
Stallen-2
Dromars Right Leg is bitten off by the mandibles. Spring worms infect leg.

Fur Ball scavenger is on boot of cappy.
**They take off at a run to the SE.
*Benign encounter with flying fly overhead.
**Beningn Encounter with mushroom. Eatble.
*They run from an encounter with an earthworm.

At the other room.
Grey scale stays at the rear.
********* Searching along corredor behind trapped door. They discover the
snapping corredor.

Back at the little guys.
They cross the low grass between the bamboo and the grass and enter the
bamboo stand.

The rate of travelling is 1/2 of normal in the bamboo.
******/Encounter Daddy Long Legs they avoid.

*Encounter Pearl colored 3' long centepede. Avoid
***Encounter Rhino Beetle
**
  BEETLE, RHINOCEROS (x3); AC 2; MV 6"; HD 12D8; HP 35, 50, 65; #AT 2; DMG
3-18/2-16; INT NON; AL N; SIZE L; THAC0:9

A 35         B 32        C 29
Krom-13-9    Cappy-4-12  Stal-11

They are rescued by rho-faries riding hornets who fly them off to 
their lair.


Text Account:
Small group.
Lisa (galranwin) is leader-Cindy (Pisheo) is mapper

I forgot all my maps at work and have to wing this adventure
completely! I give them a clue to the world serpent inn and a way
out of the dungeon via the room they came in.

Back in E9

***/They search the door outside and open it.
They are talking about wether to throw the switch or not.

They decide to!

They follow the marks left by the first party.
**encounter. 2 Cave Fishers attack them. Dio Mas is attacked.
A 6            B 14
Gal -10        Vict -5

*****Continuing... ENcounter ANt Lion

It is avoided.

****In the bamboo plants Encounter poisonous toad.
They surprise and avoid


* Encounter Bomb beetle - They avoid.
The Faries find them.
They follow Tinitabilal who takes them to the home of the Faries.
*******They have welcomed them, but will demand payment for gold.
They live in housed cut into the bamboo.
favors.
They will charge the party outrageously for their rescue and for
the dinner they provide. They will force the males to stay behind
to sire childeren if they can't pay. The leader of the Su-farie
is a compulsive gambler. Bongberting is the leader.
They have musical ijnstruments that are stick trees on wihcht 4
insects each having differnt pitch. They buzz when hit with a
stick and how hard they are hit determnincs how long they buzz.
They charge 1Kgp for each saved, 2K for guiding them there, and
5Kgp for the dinner.


Text Account:
10-12-90
Leader-Dromar

They have been shrunk to the size of microbes and are in the culture on the
table in Room E9.

They discover that they are walking on a surface of a yeast culture
(sugar,water and yeast).
They start to walk in a random direction then bill 
at 60' a brass tack is easily seen, at 100' it begins to get difficult to see.
**/*They begin walking again.
They find out they can jump 40' high and 150' long and Krom begins to
assume poses as he travels on his jump. His fails a dex roll and go into
the water. Salt does a d3 of dammage
It will take them a week to get to the edge of the dish.
**Encounter with Paramecium. HD 2 HP 12 bill -2    Stallen -5-12
rrr                                      Gal -1-10  Dro -3-2
H Dromar skins the paramicium and has the leathery skin.
They move at 10 miles per hour in their jumping without getting tired. They
can move a max of 4 times that fi they push it.

HH/ They are jumping away.
As long as they remain above the surface they will not be attacked by
anything other than a paramicium.
HHHHH They continuing in a direction. They are lost!
HHHHHHHHHH They stop and rest. 10 hours. Memorizing spells.
They set off in the same direction. 
In three hours (1d100) they see the edge of the culture.
They get to the edge of the culture. The edges of the culture have been
treated to repell the surface tension.
HHHHH/ They parallel the wall.
See exoskeletons of Gonyaulax.
HHHHHHHHHH They rest.
HH/ They discover the giant string. They begin to climb up the string.
HHHHHHHHH It takes them 9 hours to climb up to the top. Cappy falles off
the strand and falles for a min and a half. He takes no damage. He climbs
up the strand to  meet the party who is waiting for him. The rope
themselves together. They get to the top of the glass.
HHHHHH They rest again.
They are tied together and go down the thread.
HHHHHH
They climb down to the table top.
They are on the irregular surface.
They are walking around the top of the table.
HHHH They find the rune in the table top. 
Time stop while they are thinking about what kind of symbol they are
standing on.

58 hours Total


Text Account:
11-13-90

Victorex, CUpid and MOrwenna continue their strugle to find Crystal in
the elemental plane.  They are in a corredor outside the closed door to
the game room

They are discussing their good luck in escaping the kobalds. 
Going down the corredor, the find the moving stone that leads to the
spider stone.

****** They wait for an opening.
It will take 60 hours for it to appear.
They wait 15 hours for another hole to appear.
 Tiny passage 3x3' 
5 turns to 5 way intersection.
They go down a corrdor 5. 
This leads to Fanghorn.
7 trurns. 
They enter the pentagon room, and search
They find the Faces.
They find the truthful one and he tells them of the one key he has, and
they command him top give it to them. He is also asked if anything else
is necessary and he tells them of the emerald gardn. 
They go back the way they came and begin to search for the garden.

They go down the second opening that leads to the emerald garden with
the fist.
Victorex is missed by fist.
In order to cast an shrink spell, the party rests 8 hours.

The shrink spell works and Jaggak gets pissed.
Jaggak trades victorexes potion for the stone.
They go toward where they were told that the crystal garden is.

They put the gems in the eye sockets and proceed down the tunnel.
They are hit by the arrows, but make it through to the crystal room.

32 Hp Crysmal -12 Vict   -4 Cup -3-4 Mor

Vict hits red crystal -8-9-17-6-10-14-10
They succeswsfully rescue krystal


Text Account:
11-16-1990

Peter (Stallen) is leader, Cindy (Pisheo) is mapper, Vict is sub leader

Some are meeting the folks in 2K while the others wait in 2G

Stallen, Way, Dro, Krom, Cappy are in 2K 

Nanacire - Amazon
Race   -- Human                Interest --  Drugs              
Class   --  Fighter            Occupation -- Gambler           
Sex        -- Female           Morals -- Lustful               
Strength   -- 16               General -- Foppish              
Intelegence -- 10              Intellect -- Scheming           
Wisdom      -- 9               Piety -- Average                 
Dexterity   -- 15              Personality -- Rash             
Constitution -- 13             Hit Dice -- d10                 
Charisma    -- 15              Nature -- Vengeful              
Comeliness  -- 16              Materialism -- Aesthetic        
Allignment  -- Chaotic Neutral Possessions -- Scant            
Age          -- 19             Apparent Age -- Youthful        
Armor Class  -- 4              Bravery -- Normal               
Favored weapon -- L. sword     General Tendencies -- Moody     
Height in "   -- 73            Disposition -- Hot Tempered     
Weight in #   -- 155           Honesty -- Liar                
Hair Color    -- Blond         Sanity -- Normal                
Complexion    -- Black         Energy -- Normal                
Features      -- Anglar        Thrift -- Wastral               
Social Standing - Lower Upper  Collections -- Unusual Weapons  
HP 17 

Dirc - Warrior KILLED BY ZOMBIE GIANT
Race   -- Human                Interest --  Magic                
Class   --  Fighter            Occupation -- Fisher (Fresh Water)
Sex        -- Male             Morals -- Immoral                 
Strength   -- 16               General -- Non-descript           
Intelegence -- 10              Intellect -- Active               
Wisdom      -- 15              Piety -- Average                  
Dexterity   -- 14              Personality -- Rude               
Constitution -- 13             Hit Dice -- d10                   
Charisma    -- 16              Nature -- Resentful               
Comeliness  -- 10              Materialism -- Covetous           
Allignment  -- Lawful Evil     Possessions -- Average            
Age          -- 18             Apparent Age -- Ancient           
Armor Class  -- 2              Bravery -- Foolhardy              
Favored weapon -- L. bow       General Tendencies -- Curious     
Height in "   -- 83            Disposition -- Harsh              
Weight in #   -- 117           Honesty -- Average               
Hair Color    -- Brown         Sanity -- Normal                  
Complexion    -- Black         Energy -- Driven                  
Features      -- Dull          Thrift -- Miserly                 
Social Standing - Upper Lower  Collections -- Shields            
HP 10

Krank - Warrior
Race   -- Half Ork             Interest --  Weapons       
Class   --  Fighter            Occupation -- Mason         
Sex        -- Female           Morals -- Virtuous          
Strength   -- 13               General -- Dirty            
Intelegence -- 14              Intellect -- Ponderous      
Wisdom      -- 6               Piety -- Irreverant          
Dexterity   -- 11              Personality -- Well Spoken  
Constitution -- 10             Hit Dice -- d10             
Charisma    -- 7               Nature -- Soft Hearted       
Comeliness  -- 7               Materialism -- Greedy       
Allignment  -- Neutral Good    Possessions -- Average      
Age          -- 16             Apparent Age -- Middle-aged 
Armor Class  -- 2              Bravery -- Brave            
Favored weapon -- B. sword     General Tendencies -- Moody 
Height in "   -- 60            Disposition -- Easy Going   
Weight in #   -- 127           Honesty -- Scrupulous      
Hair Color    -- Brown         Sanity -- Normal            
Complexion    -- Swarthy       Energy -- Energetic         
Features      -- Sharp         Thrift -- Spendthrift       
Social Standing - Lower Middle Collections -- Armor        
HP 21 -9+5

Lethlaron - Warrior
Race   -- Elf                  Interest --  Community Service 
Class   --  Fighter            Occupation -- Mason            
Sex        -- Male             Morals -- Lusty                
Strength   -- 14               General -- Non-descript        
Intelegence -- 9               Intellect -- Anti-intellectual  
Wisdom      -- 11              Piety -- Average               
Dexterity   -- 13              Personality -- Friendly        
Constitution -- 15             Hit Dice -- d10                
Charisma    -- 17              Nature -- Jealous              
Comeliness  -- 11              Materialism -- Generous        
Allignment  -- Neutral Evil    Possessions -- Exceptional     
Age          -- 150            Apparent Age -- Mature        
Armor Class  -- 2              Bravery -- Normal              
Favored weapon -- Spear        General Tendencies -- Pessimist
Height in "   -- 59            Disposition -- Morose          
Weight in #   -- 100           Honesty -- Average            
Hair Color    -- Brown         Sanity -- Very Stable          
Complexion    -- Pale          Energy -- Energetic            
Features      -- Refined       Thrift -- Average              
Social Standing - Upper Middle Collections -- Gems            


Flash - Rogue
Race   -- Human                Interest --  Cooking          
Class   --  Thief              Occupation -- Cabinet Maker     
Sex        -- Male             Morals -- Immoral             
Strength   -- 14               General -- Imposing           
Intelegence -- 6               Intellect -- Anti-intellectual 
Wisdom      -- 17              Piety -- Irreverant           
Dexterity   -- 15              Personality -- Aloof          
Constitution -- 14             Hit Dice -- d6                
Charisma    -- 11              Nature -- Sharing             
Comeliness  -- 16              Materialism -- Greedy         
Allignment  -- Chaotic Neutral Possessions -- Average        
Age          -- 22             Apparent Age -- Middle-aged   
Armor Class  -- 7              Bravery -- Normal             
Favored weapon -- L. sword     General Tendencies -- Curious  
Height in "   -- 67            Disposition -- Hot Tempered   
Weight in #   -- 146           Honesty -- Average           
Hair Color    -- White         Sanity -- Normal              
Complexion    -- Tanned        Energy -- Lazy                
Features      -- Anglar        Thrift -- Thrifty             
Social Standing - Upper Middle Collections -- Shields        

*****They talk to party and when they find that there are more in the party
than those that are there. Nanacier like the boys!

*/**They send Nanacier to meet the rest in 2G.
They meet and eventually arrange to have them accompany the party. There
is not much trust in the party. Krank helps them about what they did.

** Carrying The chair, they try to find their way out.
*** Quickly through room 2B and on.
/**** Down to third level PI.
** Thru 3I 
/** Searching corredors
*2 Zombie Giants - 2 zombie centaurs
One of the zombies is controled by Stallen

A 24 Giant    B 15 Centaur     C 37 Giant
-3-2 Bill         -1Dirc           -11 Krank
-8-6 Dro          -12 -7Way          -5-3-4 Grey
Dirc dies!        - Pi               -1-5Timber
-2 Grey           -3 Grey           -Way -8 Cappy
-13 Cappy         -7 Victorex
-13 Stal
-11 Gal

**They search bodies of monsters and dirc. 
Change MO

Down to 3H
**/***
They find the way outside. 
Encounter at exit.
4Hours to get outside.

Only Nancier goes with them to the temple.
They are welcomed at the temple.


Text Account:
Experience Points - 

Pisheo - 1501
Grey scale - 1523
Waybad - 940
Dromar - 1490
Galranwin - 1755
Victorex - 1690
Cupid - 1420 (includes sword adv.)
Krom - 1694
Cappy - 812
Stalin - 1810
Phanto - 909
Bill - 1324
Timber - 632

-They are at the Temple of Tyr outside the house of stone.

They will ultimatly go to Waterdeep, but first Dio Mas and the priestess
have some stuff to say first.

Dio Mas receives the coins that were provided for her by the Temple
Elders from the city. There is a KP for each player who will sell her
their share of the Helm, or 2KP if they will agree to accompany her to
get a ship and man it.

Dio Mas offers 10Kp to Clef for her book.
Lucy (Victorex) is leader

They want to stay for a day. In the village and the temple.
Bill, Gal., staying in temple the rest go to town.
They whoop it up at the White horse sleighm, but there are no encounters
or roumers.
Stallen goes to visit his giant tulips seeds.  It's 6' tall now. He cuts
it down and when he doesn't get the gem inside he kills the man. +50exp

They set off for Waterdeep with Dio Mas. She is wearing the usual very
heavy cloaks etc.

First Day - Encount morn.
Giant Spiders 5
A 23 -8gal -10st -12vict cap       B 21 -2gal-8dro-v-c-18bill
C 20 -7 Nan -6Bil-10St       D 21 -5-2nan -2-8-1-9 Pi
They find treasure - CX4 Random Spider

Fifth Day - Encount. Aftern. 
Hill  Giants
A 64 -9-2-8 pi -5nan -3-10-8cap -7-8-1-7bil -2-2dr    
B 76 -18-8-17-vi -Ti-7nan -10gal -6bil -10cap
C 67 -13-12-12St-8-6cap-3dr-4ti-11bi     
D 55 -9gal -2-ti -10 vi -3-10St -7-6bil -1-1-8nan -6-3dr -3capp
They kill the four of them and find their treasure.
They continue on to the city

Encounter Midday Gold Dragon - Drrahhcole
Age 9 Mature adult - 
Dio Mas takes off to look for a ship with the dragon. THey party
continues on to the city.


Day 7 Encounter Herd Animal 

Day 10 They arrive in the city.


Text Account:
Time stop at arrival to Waterdeep
City adventure - small party! Pisheo and Stallen
Npcs grey scale, Waybad

They are approaching Northgate and ...at 3:00

It is spring

They find the vendors outside the inner gate
Fishmonger, Gambler-Dozer, Carpenter(makes bird houses), Cheesemaker, 
cobbler, Sharpener-Celmaor, Dairy (fresh milk), Whore, 


Race   -- Half Elf             Interest --  Learning          
Class   --  Thief              Occupation -- Trader              
Sex        -- Female           Morals -- Virtuous              
Strength   -- 7                General -- Immaculate            
Intelegence -- 16              Intellect -- Anti-intellectual  
Wisdom      -- 9               Piety -- Average                 
Dexterity   -- 15              Personality -- Friendly         
Constitution -- 10             Hit Dice -- d6                  
Charisma    -- 9               Nature -- Jealous                
Comeliness  -- 13              Materialism -- Average          
Allignment  -- Chaotic Neutral Possessions -- None             
Age          -- 44             Apparent Age -- Mature          
Armor Class  -- 7              Bravery -- Craven               
Favored weapon -- Dart         General Tendencies -- Curious    
Height in "   -- 34            Disposition -- Hot Tempered     
Weight in #   -- 52            Honesty -- Decietful            
Hair Color    -- Black         Sanity -- Neurotic              
Complexion    -- Swarthy       Energy -- Normal                
Features      -- Dull          Thrift -- Thrifty               
Social Standing - Upper Middle Collections -- Jewelry          

She has a verrrry good reaction to Stallen! She tries to pick his pocket
and fails! She tries to charm her self out of him catching her by
offering herself to stallen for nothing.It works.
They give their weapons to the sharpener. They will be ready at sundown.

They get up on their horses and they go into the main part of town. 
They check out the buildings on the road to their inn, The unicorn,s
horn.
Theres a modest size common room, and the aivy that appears on the
outside of the building also appears on the inside of the inn growing
around the bar and stall where 4 to 13 persons may sit.
Thadeus is the name of the proprietor and he is an elf. Nelthan is his
wife.
Waybad gets his own keg of ale. He pays 30gp for it. Dreven talks him
into purchasing another so he can carry them on either side of his horse
as he wanders around town. Dreven offers to send a boy back to the
sharpener to pick up their weapons.

They all go to Balthors 29. Timmon always wears funny hats. 34years old
balding pencil non matching clothes. They have everything in this place.

Talakaberry tastes like plum wine. +3 Chain, +1 leather 2000, Necklace of
Prayer beads 13-5 /8/5/18/14, +1 studded, +2 spear, Potions(oil of acid
resist 500, Oil of sllippery 650,Clairaudience 550,Extra Healing 450), +3
Shield 3500 (+4 VS evil).
They return to the Unicorn's Horn that night. 3225gp for shield.
Phanto goes to his camp, goes to his temple and casts such spells as they
command, he hangs out with the party in the mornings, May go on short
adventures for them, 

Krom buys a pair of two handed swords, 2 spears,

Stallen looks at musical instruments. Buys 2 flutes and a lute.

He examines his spell situation and compares notes with Galran.
They exchange spells and write several in their spell books.

Galranwyn goes to the Guild of Magests and Protectors.

She buys a travelling spell book, many pages of vellum and a Wraithform
spell and she is broke again!

The next day she goes to the Guild with stallen. She checks into
bartering Stallens book for a spell and they refuse. She finds a mage
selling a scroll of Bladethirst and he wants 1Kgp for it. She goes to a
jewler to get the cash.


Text Account:
Solo adventure with Galranwin.
In town after her trip to the temple. She wants to make a donation of
20gp. Talking to Therisa. She reccomends a book on Mystra "Mystra
Revieled". She tells her that it is at the Zoarstar , the Scribes guild
headquatres. Galranwin is also a scribe and is very interested. She is
startled on the street by a town crier "Gorton is to be executed
tommorow morning at dawn for the crime of treason. He will be executed
by dismemberment."

Zoarstar is a large building with 20 high desks and bar stools with men
copying documents and taking dictation. Books are by request only and
never less than 15gp each.  The runners  wear green 3 corner hats. 

She goes back to the Unicorns Horn.

She happens on a group of guards trying to capture a giant Ape. It is
behind a cart where it has killed a horse and the man driving the cart.
The covered thing on the back of the cart is a cage. They were
delivering the beast to a local animal trainer. 


It hears her comming around the corner, and a little confused. She goes
invisible and casts paralize. She is detected, and struck at but the hit
fails. It takes her 2 tryes to thouch it, but it fails is ST.

She goes back to her Inn.
Thadeus the bartender greets her 2gp per night.

Unicorns Horn Bethona is his wife. 

Nihingi comes into the bar. She is obsesed with Zebans kingdom and is
still a bit crazy.

Nahinghi personality
-------- -----------
Interest --  Exotic Animals
Occupation -- Leather Tanner
Morals -- Perverted
General -- Nervous
Intellect -- Scheming
Piety -- Religious
Personality -- Rash
Hit Dice -- d8
Nature -- Unforgiving
Materialism -- Greedy
Possessions -- None
Apparent Age -- Youthful
Bravery -- Normal
General Tendencies -- Hedonist
Disposition -- Harsh
Honesty -- Truthful
Sanity -- Very Stable
Energy -- Energetic
Thrift -- Average
Collections -- Gems


Gal is surprised when Dio Mas tell her about the other Greldian she
found. She tells them that she will be back in 3 days. She wants to go
to him.


Text Account:
They are in the city begining the fourth day which is the last day gal
has played. So this is the day nahingi comes to the inn, and Dio Mas
gives her message.

Dromar goes to Gondalims to find fast eddie. Gerblodget is gnome roumer
monger. He will buy and trade information. 

Aristocrat is hiring retainers. Brokengulf 1st cousen of is looking.
He goes to Guild of magests.They refer him to Gal.
He returns to the Unicorns horn and asks Gal. She accepts and will
sponser hime the next day. Dio Mas walks in. 
She tells them of Io Dou who is in Calimport in Calimshan. She thinks
she can find a ship to Murann and hopes to find a ship around the
penninsula and down to Calimport.

The ship will leave in three days and they have that long to prepare if
they want to go with her. The journey will be many months long. SHe has
chartered a ship, and offers them 200gp each for the journey now, and
hopefully more later.

12x90=1180 miles, Coaster 3mph Roughly 16 days altogether, but will take
14 to 30 depending on conditions.

Dromar is taken to the guild by gal. Dro has appointment to get judged
in 2 days. 

Victorex - challenges the "best fighter in the temple" of Tyr and fights
Tlemren a 11th level fighter with plate and she looses. +20gp RP

Dromar is questioned by and allwed entrance into the Guild. He buys
stuff, and parties that night.

"The Proud Lady" is the name of the ship.

65'x20' fair condition.

Their rooms are 6x8 with 3 hammocks and 1 cot.

6'5" 300lbs Capt. Howard 

3'6" 98Lb Corprel Fine
2 encounter per day ,1180mi 16 days min
They will travel 70 miles per day

Day 1 Lt. Breeze 
Day 2 Gale ; the ship wallows and takes on water travel x4
Day 3 Becalmed 
Day 4 Favorable x2
Day 5 Strong Winds x3
Day 6 Gale Unfavorable -x4
Day 7 Becalmed 
Day 8 Becalmed
Day 9 Strong winds x3
Day 10 Strong winds 
Day 11 Becalmed
Day 12 Favorable x2
Day 13 Strong wind x3
Day 14 Strong wind continues and 
Day 15 Encounter Giant Squid, it avoides them x1
Day 16 Becalmed
Day 17 Favorable x3
They arrive in Murann. They arrive at 1:00 in afternoon. 
It is a young but thriving town of 4000 people


No encounters for 20 days


Text Account:
12-29-90.txt
Leader - Lisa (Galranwin)    

They are arriving in the small fishing/trading village Murann. Cpt. Howard
tells them he will carry them all the way to Calimport for a cost of 100gp
each.

They arrive in Murann.
The Ashen Seagull Inn
Race   -- Half Elf             Interest --  Learning
Class   --  Thief              Occupation -- Trader
Sex        -- Female           Morals -- Virtuous
Strength   -- 7                General -- Immaculate
Intelegence -- 16              Intellect -- Anti-intellectual
Wisdom      -- 9               Piety -- Average
Dexterity   -- 15              Personality -- Friendly
Constitution -- 10             Hit Dice -- d6
Charisma    -- 9               Nature -- Jealous
Comeliness  -- 13              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 44             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dart         General Tendencies -- Curious
Height in "   -- 34            Disposition -- Hot Tempered
Weight in #   -- 52            Honesty -- Decietful
Hair Color    -- Black         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Normal
Features      -- Dull          Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Jewelry

Veteran and Yachtsman House
Nelarie the Whip
Race   -- Human                Interest --  Husbandry (dogs) 
Class   --  Fighter            Occupation -- Carpenter
Sex        -- Male             Morals -- Virtuous
Strength   -- 10               General -- Unkempt
Intelegence -- 10              Intellect -- Brilliant
Wisdom      -- 12              Piety -- Iconclastic
Dexterity   -- 12              Personality -- Friendly
Constitution -- 15             Hit Dice -- d10
Charisma    -- 11              Nature -- Forgiving
Comeliness  -- 7               Materialism -- Philanthropic
Allignment  -- Chaotic Neutral Possessions -- Scant
Age          -- 17             Apparent Age -- Mature
Armor Class  -- 2              Bravery -- Brave
Favored weapon -- 2H. sword    General Tendencies -- Pessimist
Height in "   -- 81            Disposition -- Harsh
Weight in #   -- 115           Honesty -- Average
Hair Color    -- Black         Sanity -- Normal
Complexion    -- Swarthy       Energy -- Driven
Features      -- Anglar        Thrift -- Miserly
Social Standing - Lower Middle Collections -- Artwork

Horse in Hand Tavern
Leech and Dolphin Cellar

Dromar disguises himself as a sailor and cruses for information about other
ways to get to Calimport.
Some other boats heading to Calimport
Capt. Blinkey  of the Fiery Flute Guesthouse, the only ship in harbor
leaving for Calimport in the next few days. Room for 3.

Capt. Bligh is skipper of anther ship leavin for Calim in 1-2weeks. Tinker
Bell.

Capt. Barney of the goodship rubble.

They spend the night at the V&Y House.
Next morning: They plot against the Capt. of their ship.
Pisheo sneakes around and watches him. She sees him go into the Ashen
Seagull. They wait 2 hours and go in, pretending they're drunk.
Stallen plays (brakes 2 strings) , they buy the Capt. drinks.

On the way back to the inn where the party is staying, Phanto casts a
charm, and he fails his ST.

He lowers the price of their passage to Calimport to 50gp.

2 encounter per day ,1180mi 16 days min
They will travel 70 miles per day

Day 1 - Favorable x1
Day 2 - Gale  -  Encounter in the evening - Sharks A sailor goes overboard
and is attacked by the sharks. Stallen uses a plumbob and line to help,
ropes are thrown and Krom wounds one.

SHARK, COMMON (x9); AC 6; MV 24"; HD 8D8; HP 33(x2), 26(x3), 25, 29,
A 33    B 33    C 26    D 26
Krom -3
39(x2);#AT 1; DMG 3-12; INT NON; AL N; SIZE L; THAC0:12

MONSTER IS THE LARGEST OF ITS KIND. SMALLER ONES DO LESS DMG.
The sailor dies in the jaws of the sharks.

Day 3 Storm 0
Day 4 Gale 0
Day 5 Strong winds 0
Day 6 Light breeze x1
Day 7 Becalmed 0
Day 8 Becalmed 0 Encounter Day
SEA LION (x10); AC 5/3; MV 18"; HD 6D8; HP 35(x2), 30(x2), 31(x3), 20(x2),
28;#AT 3; DMG 1-6(x2)/2-12; INT SEMI; AL N; SIZE L; THAC0:13
Phanto talks to them.
Day 9 Becalmed
Day 10 Strong Winds x3
Day 11 Favorable x1
Day 12 Strong Winds x4 
Day 13 Storm x3
Day 14 Favorable x2
Day 15 Favorable x1 12
Day 16 Favorable x2 Encounter 
BARRACUDA (x4); AC 6; MV 30"; HD 3D8; HP 14, 11, 18, 22; #AT 1; DMG 2-8;
INT NON; AL N; SIZE L; THAC0:16

They arrive in Calimport on the 16th of Kythorn, year 1510

They use pilots to get the ships into their birth at 6gp for 3 days. They
are met by beggars and sellers at the dock. They hire paliquins to travel
to the Vizier. Rashad is a trader known to the Captain.


Text Account:
They are in the forested area well hidden but within sight of Tunnel 8.
They have been watching for 1/2 Hr at time stop. It is about mid-day.
They see some action in the tunnel about 3 hrs later.
Carying a deer into the tunnels. They take no action.
One of them is taken by those beneth. The deer are paid for, they will
leave before dark. 40 min later, they emerge. The party is not seen.
They want to find a new place to camp; search an hour, don't find a spot
where the hill is visible. They settle for one where a person climbs a
tree to see the hill.
Pi, Tim, will climb the tree to watch. They see nothing from the hill. 
No ENC.
Next Morning - Memorize spells
They go to tunnel 9 and look inside. 
The rocks fall and do 2d6 dam to the first it hits, dex roll means is
passes them, fail means in crushes for an additional 1d4 dam.
They pound spikes into the rock to keep it from moving while Krom holds
them in place.
TTT pounding spikes
T Healing and talking. Strengh spells cast on cappy, kagar.
They approach the entrance to tunnel 8. 

They encounter Rev Apes
T
APE, CARNIVOROUS (x10); AC 6; MV 12"; HD 5D8; - Hunting Party
23 -4-3Gal-9-12Vict-8Stalx
31 -5Gal-11-12Krom-7Stalx
31 -5Gal-12-12Cappy-3VarX
31 ff-15-13-10Vicx
15 ff-10-5Cap-9galx
15 ff-12-Krom -3Tim-2galx
15 s -12Vic-5galx
16 s-12-13victx
18 s-6-8cap-12victx
18 s-9-2-3-8Pishx
#AT 3; DMG 1-4(x2)/1-8; SA RENDING (1-8) WHEN BOTH HANDS STRIKE;
INT LOW; AL N; SIZE L; THAC0:15
TT-searching bodies and healing
T-They go toward the shaft. They get to the shaft and stop.
The rest of the ape males are waiting in the roots to ambush the party as
the try to get down.The females have gone out another entrance, and they
are piling wood at the entrance to make a fire trapping them in the
tunnel. They post one woman 40' from them to give them time to light the fire.
APE, CARNIVOROUS (x10); AC 6; MV 12"; HD 5D8; - Hunting Party
23
31
31
31
15
15
16
18
18
#AT 3; DMG 1-4(x2)/1-8; SA RENDING (1-8) WHEN BOTH HANDS STRIKE;
INT LOW; AL N; SIZE L; THAC0:15
TTTT Waiting at the entrance. They want to set fire to the roots by
throwing oil on them and doing a burning hands. 

TTThe fire does minor damage to the vines closest to the opening. The
apes draw up some of the vines and wait for them to come out.


Text Account:
LEADER - Dale
11 AM
Time stop where the ogres ambush them along the forest trail 5 days out of
where their ship was burned.


OGRES (x16); AC 5; MV 9"; HD 4D8+1; 

Brown 24(x5), A         B            C          D          E
              Color-Ori -17-15Way   -3-2dro    -12-17Way     -11ori
              Cappy                 -5cap
Dk. Blue 27(x2), F          G 
                -6 Gal      -17-15Krom
 
Red 22(x4),   H           I             J             K
             Color-Ori   -4 Gal        -4Dro*        -13cappy
             Dead-cap    -11-14Krom    -7-8dro
Lt. Blue 19(x3),L         M          N
                -10-12way   -16-14Krom
               -2tim
Black 28(x2);   O      P
                -10pi  -13-12dro-13Ti
                -2Orth*
#AT 1; DMG 1-10/BY WEAPON; INT LOW; AL CE; SIZE L; THAC0:15
19 GEMS

WEASEL, GIANT ; AC 6; MV 15"; HD 3D8+3; HP 11;
#AT 1; DMG 2-12; SA SEE BELOW; INT ANIMAL; AL N; SIZE M;THAC0:16
SUCCESSFUL STRIKE DRAINS BLOOD FOR 2-12


In Lair Only
OGRE FEMALE (x6); AC 5; MV 9"; HD 4D6; HP 13(x2),
15, 10, 14, 17; #AT 1; DMG 2-8/BY WEAPON; INT LOW; AL CE; SIZE L;
THAC0:15²■TREAS 293 GP²XP 950■

OGRE CHILD (x3); AC 5; MV 9"; HD 1D8; HP 1,
3, 8; #AT 1; DMG 1-6/BY WEAPON; INT LOW; AL CE; SIZE L; THAC0:19²■TREAS 17
GP²XP 330■IN LAIR TREAS 1000 SP, 3000 GP, 4 JEWELRY, 7 POTION²  S;

THAC0:20²PRIMARY WEAPON JAVELIN (1-6), SECONDARY WEAPON SHORT SWORD
(1-6)■TREAS 407 CP²XP 169■

KOBOLD, CHIEF/BODYGUARD (x17); AC 4; MV 6"; HD
1D8; HP 8(x17); #AT 1; DMG 1-4/BY WEAPON; SA SEE BELOW; INT AVERAGE; AL LE;
SIZE S; THAC0:19²PRIMARY WEAPON SPEAR (2-7), SECONDARY WEAPON LONG SWORD
(2-9)


They are not surprised when they attack from ambush Time stop.
They are helped at the end of the battle where Den thinks they are in
danger of loosing. She will hide in the trees until she wants to display
herself She fabricates a story that she was hunting the Ogres
when they came along. Dio Mas will detect her lie if it becomes important.
118(x2) double sized gold peices and 50(2x)sp

Denathaia
Race   -- Elf                  Interest --  Learning
Class   --  Thief              Occupation -- Trader
Sex        -- Female           Morals -- Virtuous
Strength   -- 7                General -- Immaculate
Intelegence -- 16              Intellect -- Anti-intellectual
Wisdom      -- 9               Piety -- Average
Dexterity   -- 15              Personality -- Friendly
Constitution -- 10             Hit Dice -- d6
Charisma    -- 9               Nature -- Jealous
Comeliness  -- 13              Materialism -- Average
Allignment  -- Chaotic Neutral Possessions -- None
Age          -- 44             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Craven
Favored weapon -- Dart         General Tendencies -- Curious
Height in "   -- 34            Disposition -- Hot Tempered
Weight in #   -- 52            Honesty -- Decietful
Hair Color    -- Black         Sanity -- Neurotic
Complexion    -- Swarthy       Energy -- Normal
Features      -- Sharp         Thrift -- Thrifty
Social Standing - Upper Middle Collections -- Jewelry

They heal themselfs and then go up the trail till the tracks disappear into
the forest. They return and search the bodies. They make a camp off the
trail. They send out scouts to hunt and find water.
Krom, Timber, Way, Dro are hunting. Find possum. Giant Otter by stream.

A 25             B 28
-8 Way            -8 Dro
-3-7 dro          -9-7 Krom
-8 Krom           -8 Way

They follow them and track them down. They will try to attack the party.
They return to camp with otters and skin them. The cut jerkey strips, they
make stew and bar-b-q some. They spen the night there and will stay there
for a day or two.

Encounter 2:00am Elf Tribe Elmanesse.
*ELF (x12); AC 5; MV 12"; HD 1D8+1; HP 8(x2), 9(x5), 3, 4(x2), 2(x2); #AT 1;
DMG 1-10/BY WEAPON; SA SEE BELOW; SD SEE BELOW; INT HIGHLY; AL CG; SIZE M;
THAC0:20

These follow the 3 to their fishing
SWORD (1-8), BOW (1-6)
(x2) SWORD (1-8), SPEAR (1-6)
SWORD (1-8)
TWO HANDED SWORD (1-10)

Stay at the camp
(x4) SPEAR (1-6)
(x3) BOW (1-6)

They watch the party that night and try to decide what to do with them by
morning.
Timber, Krom, Cappy go fishing
Pisheo and Galranwin search around the camp while invisible. Pish finds one
of the archers watching the camp. It explanins that they mean them no harm
and Pish let it go.

The fishers are surprised by the stream after cappy takes 6 fish. They
march them back to the camp.

Lathara is leader of elfs (2hand sword). He wants 100gp for each otter, but
Denathia faces him down and convinces him to allow her to escort them out
of the forest. They must kill the rest of the ogres in their lair. They can
kill no more game. They agree.

Time Stop where Den is talking about the Ogre Lair.


Text Account:
Krom is Leader and Cindy is mapper
9Hours since the went into tunnel - 
Stallen tries to wake up the priest. He wakes and is being interegated.
NAME - Luh Kak Very pale Soft and Decident looking
Wears Black Eye makeup. 

Race   -- Human                Interest --  Politics
Class   --  Thief              Occupation -- Trapper
Sex        -- Female           Morals -- Lusty
Strength   -- 7                General -- Unkempt
Intelegence -- 16              Intellect -- Brilliant
Wisdom      -- 9               Piety -- Average
Dexterity   -- 15              Personality -- Hostile
Constitution -- 10             Hit Dice -- d6
Charisma    -- 9               Nature -- Resentful
Comeliness  -- 13              Materialism -- Average
Allignment  -- Chaotic Evil    Possessions -- Average
Age          -- 19             Apparent Age -- Mature
Armor Class  -- 7              Bravery -- Cowardly
Favored weapon -- Club         General Tendencies -- Kindly
Height in "   -- 75            Disposition -- Harsh
Weight in #   -- 125           Honesty -- Average
Hair Color    -- Blond         Sanity -- Normal
Complexion    -- Pale          Energy -- Slothful
Features      -- Corse         Thrift -- Average
Social Standing - Upper Lower  Collections -- Animal Skins
Eunich priest.
He is obnoxious and is trying to get them to throw him into the black
field. They gag him and hobble him with a leash. 
TTT/NoEnc.
They want to go west. The priest struggles and does not want to go with
them. They sap him again -2 HP from sap.
TTTThey go to the door to 61. They listen for sounds. Searched for traps. 
They open the door and see the bodies. A relativly intact shield is seen
inside the rooma dn Krom goes in to get it. No disease. He smells bad but
is OK. The prisoner gets 18' away before they catch him.
TT
T/No Enc. They get to the bridge across the aquaduct.

They are standing in front of the door to 86. They look at it but pass it
by. Gal finds the S. Door to 57.  TT They enter. They search the sacks
and make sure there is a floor underneith. The latch is "locked". They
want to rest for 12 hours. Vict. casts heal on prisoner and party
members. They eat and sleep and memorize spells.
Encounter Hour 2 - Spell Bubble - Precipitation
The rain falls for 2 Min. They go out into the corredor and then go back
in.
No more encounters to 12 hours. They are rested.
The prisoner is wakened and has a Charm spell cast on him, but the spell
fails. He pretends to be affected by the spell, and answers all their
questions . Problem is, he tells them all lies. He wants them to let him
go and will agree to anything that will seperate him from the party. He
has no intention of doing anything but raising an army to attack them.
They let him go. Stallen examines the medalion they took from Luh Kak and
finds is is clerical magic and evil. Time Stop


Text Account:
Dale (Timber) is leader.

The party is 7 days away from the ship wreck, talking about the Ogre lair
that they are going to eliminate.

Dio Mas doesn't trust Denathaia, and tells Timber that she will watch her
personally and take care of any treachery. 

They have an encounter on the way to the ogre encounter.

SPIDER, LARGE (x11); AC 8; MV 6"*15"; HD 1D8+1; 
HP 4(x2), A             B
          -8 Krom       -3 Nan
                        -10Krom
7(x5), C           D             E          F          G
       -9 Way      -1-6Timber    -2-8Dro    -4Ori     -3Nan
                   -2Pis                    -8Way     -13Krom
8(x2), H           I
       -5Pis       Color(Dro)
       -3 Nan
5,J
-8 Way

9;#AT 1; DMG 1; SA POISON BITE (SAVE AT +2); INT NON; AL N; SIZE S;
THAC0:18

They cut the rest of the stuck party members (Cap,Vic,Ori,Way) from the
web. Parts are taken and they search for non-existant treasure.
They find a secluded place to allow Cappy to sleep off the effects of the
poison bite he had.

They send out a scout party of Elves (Den,Ori,Pish,Gal,Tim)
The scouts arive at the Ogre camp undetected and spend 10 min. observing
the layout of the camp and taking notes (Den)
They return to camp without encounters.

The ogres live in crude huts.
3 WEASEL, GIANT ; AC 6; MV 15"; HD 3D8+3; 
HP 21,             19,              22 
   -26 Krom        -8Pis            Gal-11-10
                   -19Vic
;#AT 1; DMG 2-12; SA SEE BELOW; INT ANIMAL; AL N; 
SIZE M;THAC0:16
SUCCESSFUL STRIKE DRAINS BLOOD FOR 2-12

In Lair Only

OGRE FEMALE (x6); AC 5; MV 9"; HD 4D6; 
HP 13(x2),
Red 15, -10-13Pis
Lt. Blue 10 -9-10 Way, 
Dk. Blue 14,-5-9Tim-Cap
Black 17; -4-8Ori -16-21Krom

OGRE MALES (x4); AC 4; MV 9"; HD 4d+1
Dk Brn. 22
Lt. Brn. 10-7Nan-Vic-9Way
Cape 23
Cape W/SDh. 31 (LEADER) AC 2
-1Nan-11Gal-33Krom

#AT 1; DMG 2-8 BY WEAPON; INT LOW; AL CE; SIZE L;THAC0:15
TREAS 293 GP

OGRE CHILD (x3); AC 5; MV 9"; HD 1D8; 
HP 1,
3, 
8; 

#AT 1; 
DMG 1-6/BY WEAPON; INT LOW; AL CE; SIZE L; THAC0:19²■TREAS 17GP

TREAS 1000 SP, 3000 GP, 4 JEWELRY, 

7 POTIONS
Climbing
Super Heroism
Mamal Control
Unknown-Delusion
Oil Of Etherial
Claraudiance
Clarvoiance

THAC0:20
PRIMARY WEAPON JAVELIN (1-6), SECONDARY WEAPON SHORT SWORD(1-6)
TREAS 407 CP
The Kobalds (Other than the ones who die) flee when they see the
opportunity to escape the slavery of the Ogres
KOBOLD, CHIEF/BODYGUARD (x17); AC 4; MV 6"; HD1D8; 
HP 8(x17); 
A		B		C		D		E
-Cap            -3Den           -5Tim           -8Dro
-9Vic
F		G		H		I		J
Killed          Killed          Killed          Killed          Killed
by Dromar's Illusion of a Golden Dragon

K		L		M		N		O


P		Q		R		S		T


U		V

#AT 1;
DMG 1-4/BY WEAPON; SA SEE BELOW; INT AVERAGE; AL LE;
SIZE S; THAC0:19
PRIMARY WEAPON SPEAR (2-7), SECONDARY WEAPON LONG SWORD

PLATINUM NECKLACE - 1500 GP
BEJEWELLED SILVER BOX - 6000 GP
SILVER & GOLD DECANTER - 700 GP
GOLD CHAIN - 1700 GP

4 JEWELRY - TOTAL VALUE 9900 GP
2000 CP in Kobald quaters

They devide up the treasure and burn the bodies of the ogres. Den
again promises to take them to Murran.
They are 2 days away on foot.


Text Account:
Vict. is leader and Pish is mapper
They have spent 4 hours in room 57. TIME STOP before SPELL BUBBLE
encounter. 
Stallen casts fant. force of empty room. Grey guards door.

Brodda is hit by Wraith Form for 4 hours.
Gal. goes wraith and they look in the coredor outside.
5 hours ENCOUNTER Shadow


SHADOW (x8); AC 7; MV 12"; HD 3D8+3; 
A 22		B 22		C 18		D 18
-8 Var		-4 Gal
		-11Krom		Kait

E 20,		F 12,		G17;		H 18


#AT 1; DMG 2-5; 
SA STRENGTH DRAIN/STRIKE; SD +1 OR BETTER WEAPON TO HIT; 
INT LOW; AL-CE;SIZE M; THAC0:16
NOT AFFECTED BY SLEEP, HOLD, OR CHARM; IMMUNE TO COLD-BASED ATTACKS; 90%
UNDETECTABLE
WraithForm Brodda drives them away. With victorex.
12 Hours pass with no encounter.
They go outside into the corredor. 
TTT Pish sees secret door to 55.
T They open door and investigate from outside.
T Vict. casts dispel magic on room and dispells the illusion.
T/T They enter. Search for traps and doors.
They go back out into corredor.
TT Room 52 They all go inside. 

T A cube from 51 hears the vibrations and comes into the room.
GELATINOUS CUBE ; AC 8; MV 6"; HD 4D8; HP 10; #AT 1; DMG 2-8; SA SEE
BELOW; SD
-5 Kagar
-8 Vict.
SEE BELOW; INT NON; AL N; SIZE L; THAC0:15
TOUCH CAUSES PARALYSIS (SAVE VS PARALYSIS); SURPRISES ON 1-3

IF FAIL SAVE VS COLD SLOWED 50% & TAKE 1-4 DMG; IMMUNE TO ELECTRICITY,
FEAR,HOLDS, PARALYZATION, POLY, & SLEEP ATTACKS

TREAS 11 CP, 11 SP, 3 EP, 5 GP, 5 PP
T/ They investigate room 52A. Grey drinks. They fill their canteens.
T They go to room 51.
Acta'aqua (2)
A38		B 39

Gal. Turns to B.Fly
T They go back to 52 and out to corredor
NO ENC.
TT Going to Room 53. Set off the trap.
TTT They get the chest.

SMALL ROCK CRYSTAL - 150 GP
Carved HUGE OBSIDIAN - 400 GP (Tortus shell carved)
Large TOPAZ - 290 GP
Very Large  CHRYOPRASE - 116 GP
T They go back out in corredor.
They look down the corredor to the south and find nothing. TIME STOP


