# spell

effect:
One personal rune or mark, all of which must fit within 1 sq. ft.

short_description:
Inscribes a personal rune (visible or invisible).

description:
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

      See invisibility,  true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

      If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

      arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

full_text:
Arcane Mark
Universal
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
0 ft.
Effect:
One personal rune or mark, all of which must fit within 1 sq. ft.
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility,  true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


description:
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but Arcane sight does not require concentration and discerns aura location and power more quickly.

      You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

      If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

      Arcane sight can be made permanent with a permanency spell.

full_text:
Arcane Sight
Divination
Level:
Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but Arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Arcane sight can be made permanent with a permanency spell.


short_description:
As arcane sight, but also reveals magic effects on creatures and objects.

description:
This spell functions like arcane sight,  except that you automatically know which spells or magical effects are active upon any individual or object you see.

      Greater arcane sight doesn't let you identify magic items.

      Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

full_text:
Arcane Sight, Greater
Divination
Level:
Sorcerer/Wizard 7
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.
Greater arcane sight doesn't let you identify magic items.
Unlike arcane sight, this spell cannot be made permanent with a permanency spell.


target:
You plus one additional willing creature touched per two caster levels

short_description:
Projects you and companions onto Astral Plane.

material_components:
A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

description:
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

      You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

      You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

      While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

      You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

full_text:
Astral Projection
Necromancy
Level:
Cleric 9, Sorcerer/Wizard 9, Travel 9
Components:
V, S, M
Casting Time:
30 minutes
Range:
Touch
Targets:
You plus one additional willing creature touched per two caster levels
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.


short_description:
Removes burden of misdeeds from subject.

focus:
In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

description:
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.

      atonement may be cast for one of several purposes, depending on the version selected.

      Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

      Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

      Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.

      Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

      Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.

      Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.

xp_cost:
When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).

full_text:
Atonement
Abjuration
Level:
Cleric 5, Druid 5
Components:
V, S, M, F, DF, XP
Casting Time:
1 hour
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
Material Component: Burning incense.
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).


short_description:
Learns whether an action will be good or bad.

focus:
A set of marked sticks, bones, or similar tokens of at least 25 gp value.

description:
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

      The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

      
  Weal (if the action will probably bring good results).

  Woe (for bad results).

  Weal and woe (for both).

  Nothing (for actions that don't have especially good or bad results).



      If the spell fails, you get the 'nothing' result. A cleric who gets the 'nothing' result has no way to tell whether it was the consequence of a failed or successful augury.

      The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

full_text:
Augury
Divination
Level:
Cleric 2
Components:
V, S, M, F
Casting Time:
1 minute
Range:
Personal
Target:
You
Duration:
Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

  Weal (if the action will probably bring good results).

  Woe (for bad results).

  Weal and woe (for both).

  Nothing (for actions that don't have especially good or bad results).


If the spell fails, you get the 'nothing' result. A cleric who gets the 'nothing' result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25 gp.
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.


description:
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened).

      The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.

      An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

      An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

      An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).

full_text:
Awaken
Transmutation
Level:
Druid 5
Components:
V, S, DF, XP
Casting Time:
24 hours
Range:
Touch
Target:
Animal or tree touched
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.


saving_throw:
Fortitude negates, Will partial; see text

short_description:
Transforms subject into harmless animal.

description:
As polymorph,  except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.

      If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

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

full_text:
Baleful Polymorph
Transmutation
Level:
Druid 5, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Permanent
Saving Throw:
Fortitude negates, Will partial; see text
Spell Resistance:
Yes
As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.


short_description:
Enemies take -1 on attack rolls and saves against fear.

description:
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

      Bane counters and dispels bless.

full_text:
Bane
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level:
Cleric 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
50 ft.
Area:
All enemies within 50 ft.
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.
Bane counters and dispels bless.


short_description:
Banishes 2 HD/level of extraplanar creatures.

description:
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

      You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.

      Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

arcane_focus:
Any item that is distasteful to the subject (optional, see above).

full_text:
Banishment
Abjuration
Level:
Cleric 6, Sorcerer/Wizard 7
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Arcane Focus: Any item that is distasteful to the subject (optional, see above).


short_description:
Grants +2 (or higher) enhancement to natural armor.

description:
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

      The enhancement bonus provided by Barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

full_text:
Barkskin
Transmutation
Level:
Druid 2, Ranger 2, Plant 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by Barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.


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

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

description:
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

      Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

full_text:
Bear's Endurance
Transmutation
Level:
Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.


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

short_description:
As bear's endurance, affects one subject/level.

description:
Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.

full_text:
Bear's Endurance, Mass
Transmutation
Level:
Cleric 6, Druid 6, Sorcerer/Wizard 6
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature/level, no two of which can be more than 30 ft. apart
Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.


short_description:
-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.

description:
You place a curse on the subject. Choose one of the following three effects.

      
  -6 decrease to an ability score (minimum 1).

  -4 penalty on attack rolls, saves, ability checks, and skill checks.

  Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.



      You may also invent your own curse, but it should be no more powerful than those described above.

      The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

      Bestow curse counters remove curse.

full_text:
Bestow Curse
Necromancy
Level:
Cleric 3, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
Yes
You place a curse on the subject. Choose one of the following three effects.

  -6 decrease to an ability score (minimum 1).

  -4 penalty on attack rolls, saves, ability checks, and skill checks.

  Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.


You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.


components:
The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.

short_description:
Utilizes an array of techniques to imprison a creature.

description:
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

      You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal,  dominate person,  or dominate monster,  your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

      Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions 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, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

      If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

      The binding spell has six versions. Choose one of the following versions when you cast the spell.

      Chaining: The subject is confined by restraints that generate an Antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

      Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

      Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

      Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

      Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

      Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

      You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal,  banishment,  or a similar effect.

      In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

full_text:
Binding
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 8
Components:
V, S, M
Casting Time:
One minute
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
See text (D)
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.
You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal,  dominate person,  or dominate monster,  your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions 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, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an Antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.
Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal,  banishment,  or a similar effect.
Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.


short_description:
Tentacles grapple all within 20 ft. spread.

material_components:
A piece of tentacle from a giant octopus or a giant squid.

description:
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

      Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

      Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

      Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

full_text:
Black Tentacles
Conjuration (Creation)
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius spread
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.


effect:
Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high

description:
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

      If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

      A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

full_text:
Blade Barrier
Evocation [Force]
Level:
Cleric 6, Good 6, War 6
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration:
1 min./level (D)
Saving Throw:
Reflex half or Reflex negates; see text
Spell Resistance:
Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.


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

short_description:
Kills, paralyzes, weakens, or dazes nonevil subjects.

description:
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.


HD
Effect


Equal to caster level
Dazed

Up to caster level -1
Weakened, dazed

Up to caster level -5
Paralyzed, weakened, dazed


Up to caster level -10
Killed, paralyzed, weakened, dazed

      The effects are cumulative and concurrent.

      No saving throw is allowed against these effects.

      Dazed: The creature can take no actions for 1 round, though it defends itself normally.

      Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.

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

      Killed: Living creatures die. Undead creatures are destroyed.

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

      Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

full_text:
Blasphemy
Evocation [Evil, Sonic]
Level:
Cleric 7, Evil 7
Components:
V
Casting Time:
1 standard action
Range:
40 ft.
Area:
Nonevil creatures in a 40-ft. -radius spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will negates; see text
Spell Resistance:
Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD
Effect


Equal to caster level
Dazed

Up to caster level -1
Weakened, dazed

Up to caster level -5
Paralyzed, weakened, dazed


Up to caster level -10
Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil 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 blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.


area:
The caster and all allies within a 50-ft. burst, centered on the caster

short_description:
Allies gain +1 on attack rolls and +1 on saves against fear.

description:
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

      Bless counters and dispels bane.

full_text:
Bless
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 1, Paladin 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
50 ft.
Area:
The caster and all allies within a 50-ft. burst, centered on the caster
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.


material_components:
5 pounds of powdered silver (worth 25 gp).

description:
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.

full_text:
Bless Water
Transmutation [Good]
Level:
Cleric 1, Paladin 1
Components:
V, S, M
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water touched
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Material Component: 5 pounds of powdered silver (worth 25 gp).


description:
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.

      In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

full_text:
Bless Weapon
Transmutation
Level:
Paladin 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


short_description:
Withers one plant or deals 1d6/level damage to plant creature.

description:
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

      This spell has no effect on the soil or surrounding plant life.

full_text:
Blight
Necromancy
Level:
Druid 4, Sorcerer/Wizard 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
One plant
Duration:
Instantaneous
Saving Throw:
Fortitude half; see text
Spell Resistance:
Yes
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.
This spell has no effect on the soil or surrounding plant life.


description:
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

full_text:
Blindness/Deafness
Necromancy
Level:
Bard 2, Cleric 3, Sorcerer/Wizard 2
Components:
V
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature
Duration:
Permanent (D)
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.


short_description:
You randomly vanish and reappear for 1 round/level.

description:
You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

      Blinking has several effects, as follows.

      Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

      If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

      Any individually targeted spell has a 50% chance to fail against you while you're Blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

      While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

      You take only half damage from falling, since you fall only while you are material.

      While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

      Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

      An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

      An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

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

full_text:
Blink
Transmutation
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you're Blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


description:
The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

      A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

      Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

full_text:
Blur
Illusion (Glamer)
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).


level:
Bard 4, Cleric 5, Luck 5, Paladin 4, Sorcerer/Wizard 5

target:
Up to one creature per level, all within 30 ft. of each other

short_description:
Frees subjects from enchantments, alterations, curses, and petrification.

description:
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

      If the spell is one that cannot be dispelled by dispel magic, Break enchantment works only if that spell is 5th level or lower.

      If the effect comes from some permanent magic item Break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

full_text:
Break Enchantment
Abjuration
Level:
Bard 4, Cleric 5, Luck 5, Paladin 4, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 minute
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to one creature per level, all within 30 ft. of each other
Duration:
Instantaneous
Saving Throw:
See text
Spell Resistance:
No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, Break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item Break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.


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

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

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

description:
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

full_text:
Bull's Strength
Transmutation
Level:
Cleric 2, Druid 2, Paladin 2, Sorcerer/Wizard 2, Strength 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.


short_description:
As bull's strength, affects one subject/level.

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

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


description:
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

full_text:
Burning Hands
Evocation [Fire]
Level:
Fire 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
15 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.


effect:
One or more 30-ft. -long vertical lines of lightning

short_description:
Calls down lightning bolts (3d6 per bolt) from sky.

description:
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

      You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

      If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6.

      This spell functions indoors or underground but not underwater.

full_text:
Call Lightning
Evocation [Electricity]
Level:
Druid 3
Components:
V, S
Casting Time:
1 round
Range:
Medium (100 ft. + 10 ft./level)
Effect:
One or more 30-ft. -long vertical lines of lightning
Duration:
1 min./level
Saving Throw:
Reflex half
Spell Resistance:
Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)-each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.


short_description:
As call lightning, but 5d6 damage per bolt.

description:
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

full_text:
Call Lightning Storm
Evocation [Electricity]
Level:
Druid 5
Range:
Long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


description:
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

      The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

full_text:
Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level:
Animal 1, Druid 1, Ranger 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Animals within 30 ft. of each other
Duration:
1 min./level
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.


short_description:
Calms creatures, negating emotion effects.

description:
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

      This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless,  good hope,  and rage,  as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

full_text:
Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Cleric 2, Law 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Creatures in a 20-ft. -radius spread
Duration:
Concentration, up to 1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless,  good hope,  and rage,  as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.


level:
Bard 2, Druid 2, Ranger 2, Sorcerer/Wizard 2

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

description:
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

full_text:
Cat's Grace
Transmutation
Level:
Bard 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
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
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.


short_description:
As cat's grace, affects one subject/level.

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

full_text:
Cat's Grace, Mass
Transmutation
Level:
Bard 6, Druid 6, Sorcerer/Wizard 6
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature/level, no two of which can be more than 30 ft. apart
This spell functions like cat's grace, except that it affects multiple creatures.


level:
Bard 1, Cleric 1, Death 1, Sorcerer/Wizard 1

short_description:
One creature of 5 HD or less flees for 1d4 rounds.

description:
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

      Cause fear counters and dispels remove fear.

full_text:
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level:
Bard 1, Cleric 1, Death 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature with 5 or fewer HD
Duration:
1d4 rounds or 1 round; see text
Saving Throw:
Will partial
Spell Resistance:
Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Cause fear counters and dispels remove fear.


target:
One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

short_description:
1d6/level damage; 1 secondary bolt/level each deals half damage.

focus:
A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.

description:
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

      The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

      Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

full_text:
Chain Lightning
Evocation [Electricity]
Level:
Air 6, Sorcerer/Wizard 6
Components:
V, S, F
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Targets:
One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.


focus:
The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).

description:
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.

      You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

full_text:
Changestaff
Transmutation
Level:
Druid 7
Components:
V, S, F
Casting Time:
1 round
Range:
Touch
Target:
Your touched staff
Duration:
1 hour/level (D)
Saving Throw:
None
Spell Resistance:
No
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).
You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.


description:
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

      The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

      The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

full_text:
Chaos Hammer
Evocation [Chaotic]
Level:
Chaos 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius burst
Duration:
Instantaneous (1d6 rounds); see text
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.


description:
This spell functions like charm person, except that it affects a creature of the animal type.

full_text:
Charm Animal
Enchantment (Charm) [Mind-Affecting]
Level:
Druid 1, Ranger 1
Target:
One animal
This spell functions like charm person, except that it affects a creature of the animal type.


description:
This spell functions like charm person, except that the effect is not restricted by creature type or size.

full_text:
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 4
Target:
One living creature
Duration:
One day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.


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

description:
This spell functions like charm monster,  except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

full_text:
Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level:
Bard 6, Sorcerer/Wizard 8
Components:
V
Targets:
One or more creatures, no two of which can be more than 30 ft. apart
Duration:
One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.


description:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

      The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

full_text:
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid creature
Duration:
1 hour/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.  Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.


target:
Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest

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

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

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


Round
Metal Temperature
Damage


1
Cold
None

2
Icy
1d4 points

3-5
Freezing
2d4 points

6
Icy
1d4 points


7
Cold
None

      Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

      chill metal counters and dispels heat metal.

full_text:
Chill Metal
Transmutation [Cold]
Level:
Druid 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration:
7 rounds
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

Round
Metal Temperature
Damage


1
Cold
None

2
Icy
1d4 points

3-5
Freezing
2d4 points

6
Icy
1d4 points


7
Cold
None

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
chill metal counters and dispels heat metal.


target:
Creature or creatures touched (up to one/level)

saving_throw:
Fortitude partial or Will negates; see text

short_description:
One touch/level deals 1d6 damage and possibly 1 Str damage.

description:
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

      An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

full_text:
Chill Touch
Necromancy
Level:
Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
Creature or creatures touched (up to one/level)
Duration:
Instantaneous
Saving Throw:
Fortitude partial or Will negates; see text
Spell Resistance:
Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


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

material_components:
The powder of a crushed black pearl with a minimum value of 500 gp.

description:
A circle of death snuffs out the life force of living creatures, killing them instantly.

      The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

full_text:
Circle of Death
Necromancy [Death]
Level:
Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Several living creatures within a 40-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.


short_description:
Hear or see at a distance for 1 min./level.

description:
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

arcane_focus:
A small horn (for hearing) or a glass eye (for seeing).

full_text:
Clairaudience/Clairvoyance
Divination (Scrying)
Level:
Bard 3, Knowledge 3, Sorcerer/Wizard 3
Components:
V, S, F/DF
Casting Time:
10 minutes
Range:
Long (400 ft. + 40 ft./level)
Effect:
Magical sensor
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).


short_description:
Large hand provides cover, pushes, or attacks your foes.

description:
This spell functions like interposing hand,  except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

      The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

      The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

      Clerics who cast this spell name it for their deities.

full_text:
Clenched Fist
Evocation [Force]
Level:
Sorcerer/Wizard 8, Strength 8
Components:
V, S, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.


target:
One creature/level in a 20-ft. -radius burst centered on you

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

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

description:
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.

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

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

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

      Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).

full_text:
Cloak of Chaos
Abjuration [Chaotic]
Level:
Chaos 8, Cleric 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 random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.


material_components:
The piece of flesh and various laboratory supplies (cost 1,000 gp).

focus:
Special laboratory equipment (cost 500 gp).

description:
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

      To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

      When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

      The spell duplicates only the original's body and mind, not its equipment.

      A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

full_text:
Clone
Necromancy
Level:
Sorcerer/Wizard 8
Components:
V, S, M, F
Casting Time:
10 minutes
Range:
0 ft.
Effect:
One clone
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.
The spell duplicates only the original's body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).


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

short_description:
Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.

description:
This spell generates a bank of fog, similar to a fog cloud,  except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

      A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

      Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

      Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

      Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

full_text:
Cloudkill
Conjuration (Creation)
Level:
Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Cloud spreads in 20-ft. radius, 20 ft. high
Duration:
1 min./level
Saving Throw:
Fortitude partial; see text
Spell Resistance:
No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.


short_description:
Knocks unconscious, blinds, and/or stuns weak creatures.

material_components:
A pinch each of powder or sand that is colored red, yellow, and blue.

description:
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

      Each creature within the cone is affected according to its Hit Dice.

      2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

      3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

      5 or more HD: The creature is stunned for 1 round.

      Sightless creatures are not affected by color spray.

full_text:
Color Spray
Illusion (Pattern) [Mind-Affecting]
Level:
Sorcerer/Wizard 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
15 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous; see text
Saving Throw:
Will negates
Spell Resistance:
Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.


short_description:
One subject obeys selected command for 1 round.

description:
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

      Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

      Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

      Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

      Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

      Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

      If the subject can't carry out your command on its next turn, the spell automatically fails.

full_text:
Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Cleric 1
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
1 round
Saving Throw:
Will negates
Spell Resistance:
Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.


description:
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

full_text:
Fire Storm
Evocation [Fire]
Level:
Cleric 8, Druid 7, Fire 7
Components:
V, S
Casting Time:
1 round
Range:
Medium (100 ft. + 10 ft./level)
Area:
Two 10-ft. cubes per level (S)
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).


short_description:
Opened object deals 1d4 damage +1/level.

material_components:
A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.

description:
fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

      When casting fire trap,  you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

      A fire trapped item cannot have a second closure or warding spell placed on it.

      A knock spell does not bypass a fire trap.  An unsuccessful dispel magic spell does not detonate the spell.

      Underwater, this ward deals half damage and creates a large cloud of steam.

      You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

      Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).

full_text:
Fire Trap
Abjuration [Fire]
Level:
Druid 2, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
10 minutes
Range:
Touch
Target:
Object touched
Duration:
Permanent until discharged (D)
Saving Throw:
Reflex half; see text
Spell Resistance:
Yes
fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
When casting fire trap,  you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not bypass a fire trap.  An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.


description:
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

      You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

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

full_text:
Fireball
Evocation [Fire]
Level:
Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
20-ft. -radius spread
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano and sulfur.


target:
Fifty projectiles, all of which must be in contact with each other at the time of casting

material_components:
A drop of oil and a small piece of flint.

description:
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

full_text:
Flame Arrow
Transmutation [Fire]
Level:
Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.


short_description:
Touch attack deals 1d8 +1/two levels damage.

description:
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

      The spell does not function underwater.

full_text:
Flame Blade
Evocation [Fire]
Level:
Druid 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
0 ft.
Effect:
Sword-like beam
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
The spell does not function underwater.


short_description:
Smite foes with divine fire (1d6/level damage).

description:
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

full_text:
Flame Strike
Evocation [Fire]
Level:
Cleric 5, Druid 4, Sun 5, War 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Cylinder (10-ft. radius, 40 ft. high)
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.


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

description:
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.

      Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

full_text:
Inflict Light Wounds, Mass
Necromancy
Level:
Cleric 5, Destruction 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will half
Spell Resistance:
Yes
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.
Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.


description:
This spell functions like inflict light wounds,  except that you deal 1 point of damage and a Will save negates the damage instead of halving it.

full_text:
Inflict Minor Wounds
Necromancy
Level:
Cleric 0
Saving Throw:
Will negates
This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.


short_description:
Touch attack, 2d8 damage +1/level (max +10).

description:
This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).

full_text:
Inflict Moderate Wounds
Necromancy
Level:
Cleric 2
This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).


short_description:
Deals 2d8 damage +1/level to many creatures.

description:
This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).

full_text:
Inflict Moderate Wounds, Mass
Necromancy
Level:
Cleric 6
This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).


short_description:
Touch attack, 3d8 damage +1/level (max +15).

description:
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).

full_text:
Inflict Serious Wounds
Necromancy
Level:
Cleric 3
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).


short_description:
Deals 3d8 damage +1/level to many creatures.

description:
This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).

full_text:
Inflict Serious Wounds, Mass
Necromancy
Level:
Cleric 7
This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).


description:
This spell functions like mending,  except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

full_text:
Make Whole
Transmutation
Level:
Cleric 2
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One object of up to 10 cu. ft./level
This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).


short_description:
Designates action that will trigger curse on subject.

description:
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.

      Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.

      Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.

full_text:
Mark of Justice
Necromancy
Level:
Cleric 5, Paladin 4
Components:
V, S, DF
Casting Time:
10 minutes
Range:
Touch
Target:
Creature touched
Duration:
Permanent; see text
Saving Throw:
None
Spell Resistance:
Yes
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.


description:
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.

      On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door,  do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

full_text:
Maze
Conjuration (Teleportation)
Level:
Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
See text
Saving Throw:
None
Spell Resistance:
Yes
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door,  do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.


description:
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

      While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.

      Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

      The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

full_text:
Meld into Stone
Transmutation [Earth]
Level:
Cleric 3, Druid 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.


level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0

description:
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

      Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

full_text:
Mending
Transmutation
Level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
10 ft.
Target:
One object of up to 1 lb.
Duration:
Instantaneous
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).


description:
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence,  1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

      Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

full_text:
Message
Transmutation [Language-Dependent]
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, F
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One creature/level
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.


short_description:
Four exploding spheres each deal 6d6 fire damage.

description:
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

      If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

      Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)

full_text:
Meteor Swarm
Evocation [Fire]
Level:
Sorcerer/Wizard 9
Components:
V, S
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Four 40-ft. -radius spreads; see text
Duration:
Instantaneous
Saving Throw:
None or Reflex half; see text
Spell Resistance:
Yes
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)


effect:
1-ft. -diameter/level sphere, centered around a creature

short_description:
Force globe protects but traps one subject.

material_components:
A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.

description:
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

      The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

full_text:
Resilient Sphere
Evocation [Force]
Level:
Sorcerer/Wizard 4
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 a creature
Duration:
1 min./level (D)
Saving Throw:
Reflex negates
Spell Resistance:
Yes
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.


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

description:
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

      Resistance can be made permanent with a permanency spell.

full_text:
Resistance
Abjuration
Level:
Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.


level:
Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Sorcerer/Wizard 2

short_description:
Ignores first 10 (or more) points of damage/attack from specified energy type.

description:
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

      Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

      Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy,  the protection spell absorbs damage until its power is exhausted.

full_text:
Resist Energy
Abjuration
Level:
Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Sorcerer/Wizard 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy,  the protection spell absorbs damage until its power is exhausted.


short_description:
Restores level and ability score drains.

material_components:
Diamond dust worth 100 gp that is sprinkled over the target.

description:
This spell functions like lesser restoration,  except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.

      Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

      Restoration does not restore levels or Constitution points lost due to death.

full_text:
Restoration
Conjuration (Healing)
Level:
Cleric 4, Paladin 4
Components:
V, S, M
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.


short_description:
As restoration, plus restores all levels and ability scores.

description:
This spell functions like lesser restoration,  except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.

      Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion,  and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.

full_text:
Restoration, Greater
Conjuration (Healing)
Level:
Cleric 7
Components:
V, S, XP
Casting Time:
10 minutes
This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion,  and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
XP Cost: 500 XP.


short_description:
Dispels magical ability penalty or repairs 1d4 ability damage.

description:
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

full_text:
Restoration, Lesser
Conjuration (Healing)
Level:
Cleric 2, Druid 2, Paladin 1
Components:
V, S
Casting Time:
3 rounds
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.


short_description:
As command, but affects one subject/level.

description:
This spell functions like command,  except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

full_text:
Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level:
Cleric 5
Targets:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.


target:
Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

short_description:
Sway the actions of one or more plant creatures.

description:
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

      You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

full_text:
Command Plants
Transmutation
Level:
Druid 4, Plant 4, Ranger 3
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration:
One day/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.


material_components:
A shred of raw meat and a splinter of bone.

description:
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

      A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as 'come here,' 'go there,' 'fight,' 'stand still,' and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

      Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

      Your commands are not telepathic. The undead creature must be able to hear you.

full_text:
Command Undead
Necromancy
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One undead creature
Duration:
One day/level
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as 'come here,' 'go there,' 'fight,' 'stand still,' and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.


short_description:
Deity answers one yes-or-no question/level.

description:
You contact your deity-or agents thereof -and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. 'Unclear' is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

      The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

full_text:
Commune
Divination
Level:
Cleric 5
Components:
V, S, M, DF, XP
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
1 round/level
You contact your deity-or agents thereof -and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. 'Unclear' is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component: Holy (or unholy) water and incense.
XP Cost: 100 XP.


description:
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

      In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings-caves, caverns, and the like-the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

full_text:
Commune with Nature
Divination
Level:
Animal 5, Druid 5, Ranger 4
Components:
V, S
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings-caves, caverns, and the like-the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.


short_description:
You understand all spoken and written languages.

arcane_material_components:
A pinch of soot and a few grains of salt.

description:
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

      Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

      Comprehend languages can be made permanent with a permanency spell.

full_text:
Comprehend Languages
Divination
Level:
Bard 1, Cleric 1, Sorcerer/Wizard 1
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.


description:
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

full_text:
Cone of Cold
Evocation [Cold]
Level:
Sorcerer/Wizard 5, Water 6
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Arcane Material Component: A very small crystal or glass cone.


short_description:
Subjects behave oddly for 1 round/level.

description:
This spell causes the targets to become confused,  making them unable to independently determine what they will do.

      Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.


d%
Behavior


01-10
Attack caster with melee or ranged weapons (or close with caster if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee away from caster at top possible speed.


71-100
Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

      A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

full_text:
Confusion
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 4, Trickery 4
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
All creatures in a 15-ft. radius burst
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.

d%
Behavior


01-10
Attack caster with melee or ranged weapons (or close with caster if attack is not possible).

11-20
Act normally.

21-50
Do nothing but babble incoherently.

51-70
Flee away from caster at top possible speed.


71-100
Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.


description:
As confusion, except that this spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.

full_text:
Confusion, Lesser
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 1
Components:
V, S, DF
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
1 round
As confusion, except that this spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.


short_description:
Fills area with positive energy, making undead weaker.

material_components:
A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

description:
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

      If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

      If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the Consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

      Consecrate counters and dispels desecrate.

full_text:
Consecrate
Evocation [Good]
Level:
Cleric 2
Components:
V, S, M, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20-ft. -radius emanation
Duration:
2 hours/level
Saving Throw:
None
Spell Resistance:
No
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.
If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.
If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the Consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.


short_description:
Lets you ask question of extraplanar entity.

description:
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer.)

      You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

      Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

      Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)

      On rare occasions, this divination may be blocked by an act of certain deities or forces.


Plane Contacted
Avoid Int/Cha Decrease
True Answer
Don't Know
Lie
Random Answer


Elemental Plane
DC 7/1 week
01-34
35-62
63-83
84-100

(appropriate)
(DC 7/1 week)
(01-68)
(69-75)
(76-98)
(99-100)

Positive/Negative Energy Plane
DC 8/1 week
01-39
40-65
66-86
87-100

Astral Plane
DC 9/1 week
01-44
45-67
68-88
89-100

Outer Plane, demideity
DC 10/2 weeks
01-49
50-70
71-91
92-100

Outer Plane, lesser deity
DC 12/3 weeks
01-60
61-75
76-95
96-100

Outer Plane, intermediate deity
DC 14/4 weeks
01-73
74-81
82-98
99-100


Outer Plane, greater deity
DC 16/5 weeks
01-88
89-90
91-99
100

      Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

      Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don't Know: The entity tells you that it doesn't know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

full_text:
Contact Other Plane
Divination
Level:
Sorcerer/Wizard 5
Components:
V
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
Concentration
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer.)
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.

Plane Contacted
Avoid Int/Cha Decrease
True Answer
Don't Know
Lie
Random Answer


Elemental Plane
DC 7/1 week
01-34
35-62
63-83
84-100

(appropriate)
(DC 7/1 week)
(01-68)
(69-75)
(76-98)
(99-100)

Positive/Negative Energy Plane
DC 8/1 week
01-39
40-65
66-86
87-100

Astral Plane
DC 9/1 week
01-44
45-67
68-88
89-100

Outer Plane, demideity
DC 10/2 weeks
01-49
50-70
71-91
92-100

Outer Plane, lesser deity
DC 12/3 weeks
01-60
61-75
76-95
96-100

Outer Plane, intermediate deity
DC 14/4 weeks
01-73
74-81
82-98
99-100


Outer Plane, greater deity
DC 16/5 weeks
01-88
89-90
91-99
100

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don't Know: The entity tells you that it doesn't know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.


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

description:
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw).


Disease
DC
Damage


Blinding sickness
16
1d4 Str1

Cackle fever
16
1d6 Wis

Filth fever
12
1d3 Dex and 1d3 Con

Mindfire
12
1d4 Int

Red ache
15
1d6 Str

Shakes
13
1d8 Dex

Slimy doom
14
1d4 Con


1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.


full_text:
Contagion
Necromancy [Evil]
Level:
Cleric 3, Destruction 3, Druid 3, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw).

Disease
DC
Damage


Blinding sickness
16
1d4 Str1

Cackle fever
16
1d6 Wis

Filth fever
12
1d3 Dex and 1d3 Con

Mindfire
12
1d4 Int

Red ache
15
1d6 Str

Shakes
13
1d8 Dex

Slimy doom
14
1d4 Con


1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.



short_description:
Sets trigger condition for another spell.

material_components:
That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.

focus:
A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

description:
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

      The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

      The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being 'cast' instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

      You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

full_text:
Contingency
Evocation
Level:
Sorcerer/Wizard 6
Components:
V, S, M, F
Casting Time:
At least 10 minutes; see text
Range:
Personal
Target:
You
Duration:
One day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being 'cast' instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.


material_components:
You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

description:
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

      Light spells counter and dispel darkness spells of an equal or lower level.

full_text:
Continual Flame
Evocation [Light]
Level:
Cleric 3, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Effect:
Magical, heatless flame
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.


short_description:
Control actions of one or more plant creatures.

description:
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible  the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

      Suicidal or self-destructive commands are simply ignored.

full_text:
Control Plants
Transmutation
Level:
Druid 8, Plant 8
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
No
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.


target:
Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart

short_description:
Undead don't attack you while under your command.

material_components:
A small piece of bone and a small piece of raw meat.

description:
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

      Intelligent undead creatures remember that you controlled them.

full_text:
Control Undead
Necromancy
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.


level:
Cleric 4, Druid 4, Sorcerer/Wizard 6, Water 4

area:
Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

arcane_material_components:
A drop of water (for raise water) or a pinch of dust (for lower water).

description:
Depending on the version you choose, the control water spell raises or lowers water.

      Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

      Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

      With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

full_text:
Control Water
Transmutation [Water]
Level:
Cleric 4, Druid 4, Sorcerer/Wizard 6, Water 4
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration:
10 min./level (D)
Saving Throw:
None; see text
Spell Resistance:
No
Depending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).


level:
Air 7, Cleric 7, Druid 7, Sorcerer/Wizard 7

area:
2-mile-radius circle, centered on you; see text

description:
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.


Season
Possible Weather


Spring
Tornado, thunderstorm, sleet storm, or hot weather

Summer
Torrential rain, heat wave, or hailstorm

Autumn
Hot or cold weather, fog, or sleet

Winter
Frigid cold, blizzard, or thaw


Late winter
Hurricane-force winds or early spring (coastal area)

      You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

      Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

      A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

full_text:
Control Weather
Transmutation
Level:
Air 7, Cleric 7, Druid 7, Sorcerer/Wizard 7
Components:
V, S
Casting Time:
10 minutes; see text
Range:
2 miles
Area:
2-mile-radius circle, centered on you; see text
Duration:
4d12 hours; see text
Saving Throw:
None
Spell Resistance:
No
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

Season
Possible Weather


Spring
Tornado, thunderstorm, sleet storm, or hot weather

Summer
Torrential rain, heat wave, or hailstorm

Autumn
Hot or cold weather, fog, or sleet

Winter
Frigid cold, blizzard, or thaw


Late winter
Hurricane-force winds or early spring (coastal area)

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.


area:
40 ft./level radius cylinder 40 ft. high

description:
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an 'eye' of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

      Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.

      
  A downdraft blows from the center outward in equal strength in all directions.

  An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

  A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

  A blast simply causes the winds to blow in one direction across the entire area from one side to the other.



      Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.

      Strong winds (21+ mph) make sailing difficult.

      A severe wind (31+ mph) causes minor ship and building damage.

      A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

      Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.

      A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

full_text:
Control Winds
Transmutation [Air]
Level:
Air 5, Druid 5
Components:
V, S
Casting Time:
1 standard action
Range:
40 ft./level
Area:
40 ft./level radius cylinder 40 ft. high
Duration:
10 min./level
Saving Throw:
Fortitude negates
Spell Resistance:
No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an 'eye' of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.

  A downdraft blows from the center outward in equal strength in all directions.

  An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

  A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

  A blast simply causes the winds to blow in one direction across the entire area from one side to the other.


Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.


description:
This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.

      In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

full_text:
Corrupt Weapon
Transmutation
Level:
Blackguard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


effect:
Food and water to sustain three humans or one horse/level for 24 hours

short_description:
Feeds three humans (or one horse)/level.

description:
The food that this spell creates is simple fare of your choice-highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.

full_text:
Create Food and Water
Conjuration (Creation)
Level:
Cleric 3
Components:
V, S
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Food and water to sustain three humans or one horse/level for 24 hours
Duration:
24 hours; see text
Saving Throw:
None
Spell Resistance:
No
The food that this spell creates is simple fare of your choice-highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn't go bad as the food does.


short_description:
Create shadows, wraiths, spectres, or devourers.

material_components:
A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

description:
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.


Caster Level
Undead Created


15th or lower
Shadow

16th-17th
Wraith

18th-19th
Spectre


20th or higher
Devourer


full_text:
Create Greater Undead
Necromancy [Evil]
Level:
Cleric 8, Death 8, Sorcerer/Wizard 8
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level
Undead Created


15th or lower
Shadow

16th-17th
Wraith

18th-19th
Spectre


20th or higher
Devourer



level:
Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6

short_description:
Creates ghouls, ghasts, mummies, or mohrgs.

description:
A much more potent spell than animate dead,  this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.


Caster Level
Undead Created


11th or lower
Ghoul

12th-14th
Ghast

15th-17th
Mummy


18th or higher
Mohrg

      You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

      This spell must be cast at night.

full_text:
Create Undead
Necromancy [Evil]
Level:
Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 hour
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One corpse
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level
Undead Created


11th or lower
Ghoul

12th-14th
Ghast

15th-17th
Mummy


18th or higher
Mohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.


description:
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles.

      Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

full_text:
Create Water
Conjuration (Creation) [Water]
Level:
Cleric 0, Druid 0, Paladin 1
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Up to 2 gallons of water/level
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large-possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


range:
Close (25 ft. + 5 ft./2 levels)/100 ft.; see text

short_description:
Swarms of centipedes attack at your command.

description:
When you utter the spell of creeping doom,  you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.

      You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).

full_text:
Creeping Doom
Conjuration (Summoning)
Level:
Druid 7
Components:
V, S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)/100 ft.; see text
Effect:
One swarm of centipedes per two levels
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
No
When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).


short_description:
Subjects take -2 on attack rolls, damage rolls, saves, and checks.

description:
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

      Crushing despair counters and dispels good hope.

full_text:
Crushing Despair
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
30 ft.
Area:
Cone-shaped burst
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.


short_description:
Large hand provides cover, pushes, or crushes your foes.

description:
This spell functions like interposing hand,  except that the hand can interpose itself, push, or crush one opponent that you select.

      The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

      The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

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

      Clerics who cast this spell name it for their deities.

full_text:
Crushing Hand
Evocation [Force]
Level:
Sorcerer/Wizard 9, Strength 9
Components:
V, S, M, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing the spell to a new target is a move action.
Clerics who cast this spell name it for their deities.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.


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

full_text:
Cure Critical Wounds
Conjuration (Healing)
Level:
Bard 4, Cleric 4, Druid 5, Healing 4
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).


saving_throw:
Will half (harmless) or Will half; see text

short_description:
Cures 4d8 damage +1/level for many creatures.

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

full_text:
Cure Critical Wounds, Mass
Conjuration (Healing)
Level:
Cleric 8, Druid 9, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).


level:
Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2

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

      Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

full_text:
Cure Light Wounds
Conjuration (Healing)
Level:
Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half (harmless); see text
Spell Resistance:
Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


short_description:
Cures 1d8 damage +1/level for many creatures.

description:
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

      Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

full_text:
Cure Light Wounds, Mass
Conjuration (Healing)
Level:
Bard 5, Cleric 5, Druid 6, Healing 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will half (harmless) or Will half; see text
Spell Resistance:
Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


description:
This spell functions like cure light wounds, except that it cures only 1 point of damage.

full_text:
Cure Minor Wounds
Conjuration (Healing)
Level:
Cleric 0, Druid 0
This spell functions like cure light wounds, except that it cures only 1 point of damage.


level:
Bard 2, Cleric 2, Druid 3, Healing 2, Paladin 3, Ranger 3

description:
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).

full_text:
Cure Moderate Wounds
Conjuration (Healing)
Level:
Bard 2, Cleric 2, Druid 3, Healing 2, Paladin 3, Ranger 3
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).


short_description:
Cures 2d8 damage +1/level for many creatures.

description:
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).

full_text:
Cure Moderate Wounds, Mass
Conjuration (Healing)
Level:
Bard 6, Cleric 6, Druid 7
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).


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

description:
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).

full_text:
Cure Serious Wounds
Conjuration (Healing)
Level:
Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 3
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).


short_description:
Cures 3d8 damage +1/level for many creatures.

description:
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).

full_text:
Cure Serious Wounds, Mass
Conjuration (Healing)
Level:
Cleric 7, Druid 8
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).


description:
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

full_text:
Curse Water
Necromancy [Evil]
Level:
Cleric 1
Components:
V, S, M
Casting Time:
1 minute
Range:
Touch
Target:
Flask of water touched
Duration:
Instantaneous
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).


effect:
Up to four lights, all within a 10- ft. -radius area

description:
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The Dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

      Dancing lights can be made permanent with a permanency spell.

full_text:
Dancing Lights
Evocation [Light]
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Up to four lights, all within a 10- ft. -radius area
Duration:
1 minute (D)
Saving Throw:
None
Spell Resistance:
No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The Dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
Dancing lights can be made permanent with a permanency spell.


arcane_material_components:
A bit of bat fur and either a drop of pitch or a piece of coal.

description:
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

      Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

      If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

      darkness counters or dispels any light spell of equal or lower spell level.

full_text:
Darkness
Evocation [Darkness]
Level:
Bard 2, Cleric 2, Sorcerer/Wizard 2
Components:
V, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.


material_components:
Either a pinch of dried carrot or an agate.

description:
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

      Darkvision can be made permanent with a permanency spell.

full_text:
Darkvision
Transmutation
Level:
Ranger 3, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Darkvision can be made permanent with a permanency spell.
Material Component: Either a pinch of dried carrot or an agate.


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

description:
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

      If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.

      daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

      daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

full_text:
Daylight
Evocation [Light]
Level:
Bard 3, Cleric 3, Druid 3, Paladin 3, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.
daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


short_description:
Humanoid creature of 4 HD or less loses next action.

description:
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

full_text:
Daze
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 0, Sorcerer/Wizard 0
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One humanoid creature of 4 HD or less
Duration:
1 round
Saving Throw:
Will negates
Spell Resistance:
Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Material Component: A pinch of wool or similar substance.


short_description:
Living creature of 6 HD or less loses next action.

description:
This spell functions like daze,  but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

full_text:
Daze Monster
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 2
Range:
Medium (100 ft. + 10 ft./level)
Target:
One living creature of 6 HD or less
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.


duration:
Instantaneous/10 minutes per HD of subject; see text

short_description:
Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.

description:
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

full_text:
Death Knell
Necromancy [Death, Evil]
Level:
Cleric 2, Death 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
Instantaneous/10 minutes per HD of subject; see text
Saving Throw:
Will negates
Spell Resistance:
Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.


short_description:
Grants immunity to death spells and negative energy effects.

description:
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

      This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

      Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

full_text:
Death Ward
Necromancy
Level:
Cleric 4, Death 4, Druid 5, Paladin 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.


short_description:
Reveals how near death subjects within 30 ft. are.

description:
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

      Deathwatch sees through any spell or ability that allows creatures to feign death.

full_text:
Deathwatch
Necromancy [Evil]
Level:
Cleric 1
Components:
V, S
Casting Time:
1 standard action
Range:
30 ft.
Area:
Cone-shaped emanation
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death.


area:
One or more living creatures within a 10-ft. -radius burst

material_components:
A pinch of fine sand, rose petals, or a live cricket.

description:
This spell functions like sleep,  except that it affects 10 HD of creatures.

full_text:
Deep Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 3, Sorcerer/Wizard 3
Range:
Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.


short_description:
Object sheds supernatural shadow in 60-ft. radius.

description:
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

      daylight brought into an area of Deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

      Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

full_text:
Deeper Darkness
Evocation [Darkness]
Level:
Cleric 3
Duration:
One day/level (D)
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.
daylight brought into an area of Deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.


level:
Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1

short_description:
Stops poison from harming subject for 1 hour/level.

description:
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.

full_text:
Delay Poison
Conjuration (Healing)
Level:
Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.


short_description:
1d6/level fire damage; you can postpone blast for 5 rounds.

description:
This spell functions like fireball,  except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

      The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

full_text:
Delayed Blast Fireball
Evocation [Fire]
Level:
Sorcerer/Wizard 7
Duration:
5 rounds or less; see text
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.


short_description:
As sending, plus you can send suggestion.

material_components:
A short piece of copper wire and some small part of the subject-a hair, a bit of nail, or the like.

description:
This spell functions like sending,  but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand,  if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

      The demand's message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.

full_text:
Demand
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 8
Saving Throw:
Will partial
Spell Resistance:
Yes
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand's message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.
Material Component: A short piece of copper wire and some small part of the subject-a hair, a bit of nail, or the like.


short_description:
Fills area with negative energy, making undead stronger.

material_components:
A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

description:
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

      If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).

      Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

      If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the Desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

      Desecrate counters and dispels consecrate.

full_text:
Desecrate
Evocation [Evil]
Level:
Cleric 2, Evil 2
Components:
V, S, M, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20-ft. -radius emanation
Duration:
2 hours/level
Saving Throw:
None
Spell Resistance:
Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the Desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.


focus:
A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).

description:
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

full_text:
Destruction
Necromancy [Death]
Level:
Cleric 7, Death 7
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature
Duration:
Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance:
Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).


description:
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.

      1st Round: Presence or absence of that kind of animal or plant in the area.

      2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.

      3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.

      Conditions: For purposes of this spell, the categories of condition are as follows:

      Normal: Has at least 90% of full normal hit points, free of disease.

      Fair: 30% to 90% of full normal hit points remaining.

      Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

      Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

      If a creature falls into more than one category, the spell indicates the weaker of the two.

      Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Animals or Plants
Divination
Level:
Druid 1, Ranger 1
Components:
V, S
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Area:
Cone-shaped emanation
Duration:
Concentration, up to 10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in the area.
2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


short_description:
Reveals creatures, spells, or objects of selected alignment.

description:
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

full_text:
Detect Chaos
Divination
Level:
Cleric 1
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.


description:
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

      1st Round: Presence or absence of evil.

      2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

      If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.

      3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

      Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.


-------- Aura Power --------

Creature/Object
Faint
Moderate
Strong
Overwhelming

Evil creature1 (HD)
10 or lower
11-25
26-50
51 or higher

Undead (HD)
2 or lower
3-8
9-20
21 or higher

Evil outsider (HD)
1 or lower
2-4
5-10
11 or higher

Cleric of an evil deity 2 (class levels)
1
2-4
5-10
11 or higher

Evil magic item or spell (caster level)
2nd or lower
3rd-8th
9th-20th
21st or higher


1 Except for undead and outsiders, which have their own entries on the table.


2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

      Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:


Original Strength
Duration of
 Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

      Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

      Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Evil
Divination
Level:
Cleric 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

-------- Aura Power --------

Creature/Object
Faint
Moderate
Strong
Overwhelming

Evil creature1 (HD)
10 or lower
11-25
26-50
51 or higher

Undead (HD)
2 or lower
3-8
9-20
21 or higher

Evil outsider (HD)
1 or lower
2-4
5-10
11 or higher

Cleric of an evil deity 2 (class levels)
1
2-4
5-10
11 or higher

Evil magic item or spell (caster level)
2nd or lower
3rd-8th
9th-20th
21st or higher


1 Except for undead and outsiders, which have their own entries on the table.


2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength
Duration of
 Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


description:
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

full_text:
Detect Good
Divination
Level:
Cleric 1
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.


description:
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

full_text:
Detect Law
Divination
Level:
Cleric 1
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.


short_description:
Detects spells and magic items within 60 ft.

description:
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

      1st Round: Presence or absence of magical auras.

      2nd Round: Number of different magical auras and the power of the most potent aura.

      3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

      Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

      Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, Detect magic indicates the stronger of the two.


--------- Aura Power ---------


Spell or Object
Faint
Moderate
Strong
Overwhelming

Functioning spell (spell level)
3rd or lower
4th-6th
7th-9th
10th+ (deity-level)


Magic item (caster level)
5th or lower
6th-11th
12th-20th
21st+ (artifact)

      Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If Detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:


Original Strength
Duration of Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

      Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

      Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

      Detect magic can be made permanent with a permanency spell.

full_text:
Detect Magic
Divination
Level:
Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, Detect magic indicates the stronger of the two.

--------- Aura Power ---------


Spell or Object
Faint
Moderate
Strong
Overwhelming

Functioning spell (spell level)
3rd or lower
4th-6th
7th-9th
10th+ (deity-level)


Magic item (caster level)
5th or lower
6th-11th
12th-20th
21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If Detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength
Duration of Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.


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

target:
One creature, one object, or a 5-ft. cube

area:
One creature, one object, or a 5-ft. cube

short_description:
Detects poison in one creature or small object.

description:
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

      The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Poison
Divination
Level:
Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target or Area:
One creature, one object, or a 5-ft. cube
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


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

material_components:
A small piece of mirror and a miniature brass hearing trumpet.

description:
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.

      If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

full_text:
Detect Scrying
Divination
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
40 ft.
Area:
40-ft. -radius emanation centered on you
Duration:
24 hours
Saving Throw:
None
Spell Resistance:
No
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
Material Component: A small piece of mirror and a miniature brass hearing trumpet.


description:
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

      1st Round: Presence or absence of secret doors.

      2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

      Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Secret Doors
Divination
Level:
Bard 1, Knowledge 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


description:
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

      Detect snares and pits does detect certain natural hazards-quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

      The amount of information revealed depends on how long you study a particular area.

      1st Round: Presence or absence of hazards.

      2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

      Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

      Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Snares and Pits
Divination
Level:
Druid 1, Ranger 1
Components:
V, S
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 10 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards-quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


description:
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

      1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

      2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

      3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

      Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Thoughts
Divination [Mind-Affecting]
Level:
Bard 2, Knowledge 2, Sorcerer/Wizard 2
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 1 min./level (D)
Saving Throw:
Will negates; see text
Spell Resistance:
No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.


description:
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

      1st Round: Presence or absence of undead auras.

      2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

      3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

      Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:


HD
Strength


1 or lower
Faint

2-4
Moderate

5-10
Strong


11 or higher
Overwhelming

      Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:


Original Strength
Duration of Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

      Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

full_text:
Detect Undead
Divination
Level:
Cleric 1, Paladin 1, Sorcerer/Wizard 1
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped emanation
Duration:
Concentration, up to 1 minute/level (D)
Saving Throw:
None
Spell Resistance:
No
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

HD
Strength


1 or lower
Faint

2-4
Moderate

5-10
Strong


11 or higher
Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength
Duration of Lingering Aura


Faint
1d6 rounds

Moderate
1d6 minutes

Strong
1d6x10 minutes


Overwhelming
1d6 days

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: A bit of earth from a grave.


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

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

description:
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.


HD
Effect


Equal to caster level
Deafened

Up to caster level -1
slowed, deafened

Up to caster level -5
Paralyzed, slowed, deafened


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

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

      Deafened: The creature is deafened for 1d4 rounds.

      Slowed: The creature is slowed,  as by the slow spell, for 2d4 rounds.

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

      Killed: Living creatures die. Undead creatures are destroyed.

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

      Creatures whose HD exceed your caster level are unaffected by dictum.

full_text:
Dictum
Evocation [Lawful, Sonic]
Level:
Cleric 7, Law 7
Components:
V
Casting Time:
1 standard action
Range:
40 ft.
Area:
Nonlawful creatures in a 40-ft. -radius spread centered on you
Duration:
Instantaneous
Saving Throw:
None or Will negates; see text
Spell Resistance:
Yes
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD
Effect


Equal to caster level
Deafened

Up to caster level -1
slowed, deafened

Up to caster level -5
Paralyzed, slowed, deafened


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

The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Slowed: The creature is slowed,  as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful 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 dictum. The banishment effect allows a Will save (at a -4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by dictum.


target:
You and touched objects or other touched willing creatures

description:
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. 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. 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.

      If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

      If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

full_text:
Dimension Door
Conjuration (Teleportation)
Level:
Bard 4, Sorcerer/Wizard 4, Travel 4
Components:
V
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
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)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. 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. 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.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.


description:
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection,  blink,  dimension door,  ethereal jaunt,  etherealness,  gate,  maze,  plane shift,  shadow walk,  teleport,  and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

      A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

full_text:
Dimensional Anchor
Abjuration
Level:
Cleric 4, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


short_description:
Teleportation and interplanar travel blocked for one day/level.

description:
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection,  blink,  dimension door,  ethereal jaunt,  etherealness,  gate,  maze,  plane shift,  shadow walk,  teleport,  and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

      A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

full_text:
Dimensional Lock
Abjuration
Level:
Cleric 8, Sorcerer/Wizard 8
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Area:
20-ft. -radius emanation centered on a point in space
Duration:
One day/level
Saving Throw:
None
Spell Resistance:
Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.


short_description:
Reduces size or blights growth of normal plants.

description:
This spell has two versions.

      Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.

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

      You may also designate portions of the area that are not affected.

      Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.

      Diminish plants counters plant growth.

      This spell has no effect on plant creatures.

full_text:
Diminish Plants
Transmutation
Level:
Druid 3, Ranger 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
See text
Target or Area:
See text
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell has two versions.
Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.
You may also designate portions of the area that are not affected.
Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.
Diminish plants counters plant growth.
This spell has no effect on plant creatures.


description:
Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

      Each round, you may concentrate on a different subject.

full_text:
Discern Lies
Divination
Level:
Cleric 4, Paladin 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
Concentration, up to 1 round/level
Saving Throw:
Will negates
Spell Resistance:
No
Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different subject.


level:
Cleric 8, Knowledge 8, Sorcerer/Wizard 8

short_description:
Reveals exact location of creature or object.

description:
A Discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

      To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

full_text:
Discern Location
Divination
Level:
Cleric 8, Knowledge 8, Sorcerer/Wizard 8
Components:
V, S, DF
Casting Time:
10 minutes
Range:
Unlimited
Target:
One creature or object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
A Discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.


description:
You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

      The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

      If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

      A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

full_text:
Disguise Self
Illusion (Glamer)
Level:
Bard 1, Sorcerer/Wizard 1, Trickery 1
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


description:
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

      When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

      A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

      Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

full_text:
Disintegrate
Transmutation
Level:
Destruction 7, Sorcerer/Wizard 6
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
Fortitude partial (object)
Spell Resistance:
Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component: A lodestone and a pinch of dust.


short_description:
Forces a creature to return to native plane.

description:
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

full_text:
Dismissal
Abjuration
Level:
Cleric 4, Sorcerer/Wizard 5
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One extraplanar creature
Duration:
Instantaneous
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.


target:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object

duration:
1 round/level or until discharged, whichever comes first

short_description:
+4 bonus against attacks by chaotic creatures.

description:
This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.

full_text:
Dispel Chaos
Abjuration [Lawful]
Level:
Cleric 5, Law 5, Paladin 4
This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.


short_description:
+4 bonus against attacks by evil creatures.

description:
Shimmering, white, holy energy surrounds you. This power has three effects.

      First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

      Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

      Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

full_text:
Dispel Evil
Abjuration [Good]
Level:
Cleric 5, Good 5, Paladin 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target or Targets:
You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
Duration:
1 round/level or until discharged, whichever comes first
Saving Throw:
See text
Spell Resistance:
See text
Shimmering, white, holy energy surrounds you. This power has three effects.
First, you gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.


short_description:
+4 bonus against attacks by good creatures.

description:
This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.

full_text:
Dispel Good
Abjuration [Evil]
Level:
Cleric 5, Evil 5
This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.


short_description:
+4 bonus against attacks by lawful creatures.

description:
This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.

full_text:
Dispel Law
Abjuration [Chaotic]
Level:
Chaos 5, Cleric 5
This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.


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

target:
One spellcaster, creature, or object; or 20-ft. -radius burst

area:
One spellcaster, creature, or object; or 20-ft. -radius burst

description:
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. dispel magic can dispel (but not counter) spell-like effects just as it does spells.

      Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

      You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

      Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

      If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

      If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

      You automatically succeed on your dispel check against any spell that you cast yourself.

      Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

      For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.

      For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

      For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

      For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

      If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

      You may choose to automatically succeed on dispel checks against any spell that you have cast.

      Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

full_text:
Dispel Magic
Abjuration
Level:
Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target or Area:
One spellcaster, creature, or object; or 20-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.


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

description:
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

      Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

full_text:
Dispel Magic, Greater
Abjuration
Level:
Bard 5, Cleric 6, Druid 6, Sorcerer/Wizard 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.


material_components:
A small strip of leather twisted into a loop.

description:
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

full_text:
Displacement
Illusion (Glamer)
Level:
Bard 3, Sorcerer/Wizard 3
Components:
V, M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.
Material Component: A small strip of leather twisted into a loop.


description:
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

full_text:
Disrupt Undead
Necromancy
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.


saving_throw:
Will negates (harmless, object); see text

description:
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.

full_text:
Disrupting Weapon
Transmutation
Level:
Cleric 5
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Targets:
One melee weapon
Duration:
1 round/level
Saving Throw:
Will negates (harmless, object); see text
Spell Resistance:
Yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.


short_description:
Provides useful advice for specific proposed actions.

material_components:
Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

description:
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

      As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

full_text:
Divination
Divination
Level:
Cleric 4, Knowledge 4
Components:
V, S, M
Casting Time:
10 minutes
Range:
Personal
Target:
You
Duration:
Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.


short_description:
You gain +1 per three levels on attack and damage rolls.

description:
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.

full_text:
Divine Favor
Evocation
Level:
Cleric 1, Paladin 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn't apply to spell damage.


short_description:
You gain attack bonus, +6 to Str, and 1 hp/level.

description:
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

full_text:
Divine Power
Evocation
Level:
Cleric 4, War 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.


