# spell

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

description:
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.

      The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

      Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

full_text:
Blacklight
Evocation [Darkness]
Level:
Darkness 3, Sorcerer/Wizard 3
Components:
V, S, M
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
A 20-ft. -radius emanation centered on a creature, object, or point in space
Duration:
1 round/level (D)
Saving Throw:
Will negates or none (object)
Spell Resistance:
Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.


description:
This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:


Creature's Origin/Nature
Damage
Maximum Value


Material Plane, Elemental Plane, neutral outsider
1d6/2 levels
7d6

Negative Energy Plane, evil outsider, undead creature
1d6/level
15d6


Positive Energy Plane, good outsider
-
-


full_text:
Bolt Of Glory
Evocation [Good]
Level:
Glory 6
Components:
V, S, D F
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft./level)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes
This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:

Creature's Origin/Nature
Damage
Maximum Value


Material Plane, Elemental Plane, neutral outsider
1d6/2 levels
7d6

Negative Energy Plane, evil outsider, undead creature
1d6/level
15d6


Positive Energy Plane, good outsider
-
-



description:
This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.

full_text:
Bolts Of Bedevilment
Enchantment [Mind-Affecting]
Level:
Madness 5
Components:
V, S
Casting Time:
One action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.


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

description:
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.

      The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.

      When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a suggestion is given are subject to it.

full_text:
Crown Of Glory
Evocation
Level:
Glory 8
Components:
V, S, M, D F
Casting Time:
1 full round
Range:
Personal
Area:
120-ft. -radius emanation centered on you
Duration:
1 minute/level
Saving Throw:
Will negates
Spell Resistance:
Yes
The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.
The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.
When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a suggestion is given are subject to it.
Material Component: worth at least 200 gp.


effect:
A demiplane on the Ethereal Plane centered on your location

description:
This spell creates an immobile, finite plane with limited access-a demi-plane.

      Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.

      The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.

      Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.

      If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.

full_text:
Genesis
Conjuration (Creation)
Level:
Creation 9
Components:
V, S, M, X P
Casting Time:
1 week (8 hours/day)
Range:
180 ft.
Effect:
A demiplane on the Ethereal Plane centered on your location
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell creates an immobile, finite plane with limited access-a demi-plane.
Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.
The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.
Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.
If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.
XP Cost: 5,000 XP.


target:
One item of a volume no greater than 10 cu. ft./level (see text)

description:
This spell increases the hardness of materials.  For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.

      The hardening spell does not in any way affect resistance to other forms of transformation.

      This spell affects up to 10 cubic feet per level of the spellcaster.

      If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

full_text:
Hardening
Transmutation
Level:
Sorcerer/Wizard 6, Artifice 7
Components:
V, S
Casting Time:
1 action
Range:
Touch
Target:
One item of a volume no greater than 10 cu. ft./level (see text)
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
Yes (object)
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.


description:
The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

      The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

full_text:
Maddening Scream
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sorcerer/Wizard 8, Madness 8
Components:
V
Casting Time:
One action
Range:
Touch
Target:
Living creature touched
Duration:
1d4+1 rounds
Saving Throw:
None
Spell Resistance:
Yes
The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.


short_description:
Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.

description:
The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)

full_text:
Rage
Enchantment
Level:
Madness 3
Components:
V, S
Casting Time:
One action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)


description:
This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster's person. At the end of the spell's duration, the condition has full normal effects if the character is still subjected to it.

full_text:
Surelife
Abjuration
Level:
Repose 8
Components:
V, S, M
Casting Time:
1 round
Range:
Personal
Target:
You
Duration:
1 minute/2 levels
This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster's person. At the end of the spell's duration, the condition has full normal effects if the character is still subjected to it.


description:
The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.

full_text:
Touch Of Madness
Enchantment [Mind-Affecting]
Level:
Madness 2
Components:
V, S
Casting Time:
One action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.


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

description:
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.

      Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

xp_cost:
The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.

full_text:
True Creation
Conjuration (Creation)
Level:
Creation 8
Components:
V, S, M, X P
Casting Time:
10 minutes
Range:
0 ft.
Effect:
Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
XP Cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.


area:
Several undead creatures within a 50-ft. -radius burst

short_description:
Destroys 1d4/level HD of undead (max 20d4).

description:
Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.

full_text:
Undeath To Death
Necromancy
Level:
Sorcerer/Wizard 6, Cleric 6, Repose 6
Components:
V, S, M, D F
Casting Time:
1 action
Range:
Medium (100 ft. + 10 ft./level)
Area:
Several undead creatures within a 50-ft. -radius burst
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes
Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.
Material Component: worth at least 500 gp.


to_develop:
441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks' spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).

description:
When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.

full_text:
Gathering of Maggots
Conjuration (Healing)
Spellcraft DC:
49
Components:
V, S, D F
Casting Time:
7 days
Target:
Dead creature touched
Duration:
Permanent
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
To Develop:
441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks' spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).
When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.


to_develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (-12 DC), 1-action casting time (+20 DC).

description:
When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

full_text:
Animus Blast
Evocation [Cold]
Spellcraft DC:
50
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Area:
20-ft. -radius hemisphere burst
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
To Develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (-12 DC), 1-action casting time (+20 DC).
When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.


to_develop:
702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (-4 DC).

description:
When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

full_text:
Animus Blizzard
Evocation [Cold]
Spellcraft DC:
78
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Area:
20-ft. -radius hemisphere burst
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
To Develop:
702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (-4 DC).
When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.


duration:
Contingent until expended, then instantaneous

to_develop:
468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC).

description:
Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for Contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

full_text:
Contingent Resurrection
Conjuration (Healing)
Spellcraft DC:
52
Components:
V, S, D F
Casting Time:
1 minute
Range:
Touch
Target:
You or creature touched
Duration:
Contingent until expended, then instantaneous
Saving Throw:
None (see text)
Spell Resistance:
Yes (harmless)
To Develop:
468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC).
Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for Contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.


effect:
One living vault, 50 ft. by 50 ft. by 10 ft.

to_develop:
540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to 'grow' to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 9d6 backlash (-9 DC), seven additional casters contributing one epic spell slot (_133 DC), burn 20,000 XP per epic caster (_1,600 DC).

description:
The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.

full_text:
Create Living Vault (Ritual)
Conjuration (Creation)
Spellcraft DC:
58
Components:
V, S, XP
Casting Time:
100 days, 11 minutes
Range:
0 ft.
Effect:
One living vault, 50 ft. by 50 ft. by 10 ft.
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
None
To Develop:
540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to 'grow' to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 9d6 backlash (-9 DC), seven additional casters contributing one epic spell slot (_133 DC), burn 20,000 XP per epic caster (_1,600 DC).
The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.
XP Cost: 20,000 XP.


effect:
Aura of one thousand insects that surrounds you in a 10-ft. -radius spread

to_develop:
504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range to personal (-2 DC).

description:
After casting crown of vermin,  one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own crown of vermin. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the crown of vermin. The vermin have damage reduction 1/epic, so the vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.

      The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. A character can see through his or her crown of vermin without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's crown of vermin.

full_text:
Crown of Vermin
Conjuration (Summoning)
Spellcraft DC:
56
Components:
V, S
Casting Time:
1 minute
Range:
Personal
Effect:
Aura of one thousand insects that surrounds you in a 10-ft. -radius spread
Duration:
20 rounds (D)
Saving Throw:
None (see text)
Spell Resistance:
No
To Develop:
504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range to personal (-2 DC).
After casting crown of vermin, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own crown of vermin. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the crown of vermin. The vermin have damage reduction 1/epic, so the vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.
The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. A character can see through his or her crown of vermin without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's crown of vermin.


to_develop:
873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), Transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC).

description:
The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.

full_text:
Damnation
Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Spellcraft DC:
97
Components:
V, S, XP
Casting Time:
1 standard action
Target:
Creature touched
Duration:
Instantaneous (20 hours for compulsion)
Saving Throw:
Will negates (see text)
Spell Resistance:
Yes
To Develop:
873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), Transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC).
The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.
XP Cost: 2,000 XP.


to_develop:
738,000 gp; 15 days; 29,520 XP. Seeds: Slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (-10 DC), apply to all five senses (+8 DC), 1-action casting time (+20 DC).

description:
The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

full_text:
Demise Unseen
Necromancy (Death, Evil), Illusion (Figment)
Spellcraft DC:
80
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Target:
One creature of up to 80 HD
Duration:
Instantaneous
Saving Throw:
Fort negates
Spell Resistance:
Yes
To Develop:
738,000 gp; 15 days; 29,520 XP. Seeds: Slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (-10 DC), apply to all five senses (+8 DC), 1-action casting time (+20 DC).
The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.


to_develop:
2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (-100 DC).

description:
The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.

full_text:
Dire Winter
Evocation [Cold]
Spellcraft DC:
319
Components:
V, S, X P
Casting Time:
1 minute
Range:
1,000 ft.
Area:
1,000-ft. -radius emanation
Duration:
20 hours
Saving Throw:
None
Spell Resistance:
None
To Develop:
2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (-100 DC).
The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.
XP Cost: 10,000 XP.


to_develop:
342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action casting time (+20 DC). Mitigating factor: two additional casters contributing 8th-level spell slots (-30 DC).

description:
This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.

full_text:
Dragon Knight (Ritual)
Conjuration (Summoning) [Fire]
Spellcraft DC:
38
Components:
V, S, Ritual
Casting Time:
1 standard action
Range:
75 ft.
Effect:
One summoned adult red dragon
Duration:
20 rounds (D)
Saving Throw:
None (see text)
Spell Resistance:
No
To Develop:
342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action casting time (+20 DC). Mitigating factor: two additional casters contributing 8th-level spell slots (-30 DC).
This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.


to_develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (_3 DC).

description:
This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.

full_text:
Dragon Strike (Ritual)
Conjuration (Summoning) [Fire]
Spellcraft DC:
50
Components:
V, S, Ritual, XP
Casting Time:
1 standard action
Range:
75 ft.
Effect:
Ten summoned adult red dragons
Duration:
20 rounds (D)
Saving Throw:
None (see text)
Spell Resistance:
No
To Develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (_3 DC).
This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.
XP Cost: 2,000 XP (per caster).


target:
You and other touched willing creatures weighing up to 1,000 lb.

to_develop:
261,000 gp; 6 days; 10,400 XP. Seed: Transport (DC 27). Factor: transport to region of dreams (+2 DC).

description:
The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when Dreamscape is cast also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.

full_text:
Dreamscape
Conjuration [Teleportation]
Spellcraft DC:
29
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
You and other touched willing creatures weighing up to 1,000 lb.
Duration:
Instantaneous (D)
Saving Throw:
Yes (harmless) (see text)
Spell Resistance:
Yes (harmless)
To Develop:
261,000 gp; 6 days; 10,400 XP. Seed: Transport (DC 27). Factor: transport to region of dreams (+2 DC).
The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when Dreamscape is cast also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.


to_develop:
378,000 gp; 8 days; 15,1200 XP. Seeds: Conjure (DC 21), Transport (to move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC).

description:
With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.

full_text:
Eclipse
Conjuration (Creation) [Transportation]
Spellcraft DC:
42
Components:
V, S, X P
Casting Time:
10 minutes
Range:
200 miles
Area:
5-mile radius, centered on you
Duration:
Up to 8 hours (D)
Saving Throw:
None
Spell Resistance:
No
To Develop:
378,000 gp; 8 days; 15,1200 XP. Seeds: Conjure (DC 21), Transport (to move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC).
With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.
XP Cost: 4,000 XP.


to_develop:
711,000 gp; 15 days; 28,440 XP. Seed: Conjure (to make base substance) (DC 21), transform (DC 21), Transport (to move part of caster's soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500 XP (-25 DC).

description:
Upon casting eidolon,  the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the eidolon spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her eidolon communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.

full_text:
Eidolon
Conjuration (Creation) [Transportation]
Spellcraft DC:
79
Components:
V, S, X P
Casting Time:
1 minute
Range:
5 ft.
Effect:
One duplicate of caster
Duration:
8 hours
Saving Throw:
None
Spell Resistance:
No
To Develop:
711,000 gp; 15 days; 28,440 XP. Seed: Conjure (to make base substance) (DC 21), transform (DC 21), Transport (to move part of caster's soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500 XP (-25 DC).
Upon casting eidolon, the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the eidolon spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her eidolon communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.
XP Cost: 2,500 XP.


to_develop:
720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2 DC), four additional casters contributing one 9th-level spell slot (-68 DC), burn 2,000 XP per caster (-100 DC).

description:
The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it.

full_text:
Enslave (Ritual)
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC:
80
Components:
V, S, XP
Casting Time:
1 standard action
Range:
75 ft.
Target:
One living creature
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
Yes
To Develop:
720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2 DC), four additional casters contributing one 9th-level spell slot (-68 DC), burn 2,000 XP per caster (-100 DC).
The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it.
XP Cost: 2,000 XP.


to_develop:
621,000 gp; 13 days; 24,840 XP. Seed: Dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC).

description:
To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.

full_text:
Epic Counterspell
Abjuration
Spellcraft DC:
69
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Target:
One creature or object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
To Develop:
621,000 gp; 13 days; 24,840 XP. Seed: Dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC).
To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.


to_develop:
414,000 gp; 9 days; 16,560 XP. Seed: Armor (DC 14). Factor: +16 additional armor bonus (+32 DC).

description:
An invisible but tangible field of force surrounds the subject of epic mage armor,  providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

full_text:
Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC:
46
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
Creature touched
Duration:
24 hours (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
To Develop:
414,000 gp; 9 days; 16,560 XP. Seed: Armor (DC 14). Factor: +16 additional armor bonus (+32 DC).
An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.


to_develop:
468,000 gp; 10 days; 18,720 XP. Seed: Ward (DC 14). Factor: permanent 5 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

full_text:
Epic Repulsion
Abjuration
Spellcraft DC:
52
Components:
V, S
Casting Time:
10 minutes
Range:
Touch
Target:
Object or creature touched
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
Yes
To Develop:
468,000 gp; 10 days; 18,720 XP. Seed: Ward (DC 14). Factor: permanent 5 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).
The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.


to_develop:
630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).

description:
The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.

full_text:
Epic Spell Reflection
Abjuration
Spellcraft DC:
68
Components:
V, S, X P
Casting Time:
41 days, 11 minutes
Range:
Touch
Target:
Object or creature touched
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
Yes
To Develop:
630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).
The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.
XP Cost: 9,500 XP.


target:
Touched creature or object of 2,000 lb. or less

to_develop:
1,350,000 gp; 27 days; 54,000 XP. Seed: Ward (DC 14). Factors: specific protections entangle (+0 DC), hold monster (+8 DC), hold person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC); permanent 5 DC). Mitigating factors: ten additional casters contributing 9th-level spell slots (-170 DC), burn 10,000 XP (-100 DC).

description:
The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.

full_text:
Eternal Freedom
Abjuration
Spellcraft DC:
150
Components:
V, S, Ritual, XP
Casting Time:
1 minute
Range:
Touch
Target:
Touched creature or object of 2,000 lb. or less
Duration:
Permanent
Saving Throw:
Will negates
Spell Resistance:
Yes
To Develop:
1,350,000 gp; 27 days; 54,000 XP. Seed: Ward (DC 14). Factors: specific protections entangle (+0 DC), hold monster (+8 DC), hold person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC); permanent 5 DC). Mitigating factors: ten additional casters contributing 9th-level spell slots (-170 DC), burn 10,000 XP (-100 DC).
The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.
XP Cost: 10,000 XP.


to_develop:
405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR (+40 DC). Mitigating factor: two additional casters contributing 6th-level spell slots (-22 DC).

description:
The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

full_text:
Greater Spell Resistance
Transmutation
Spellcraft DC:
45
Components:
V, S, Ritual
Casting Time:
1 minute
Range:
Touch
Target:
Creature touched
Duration:
20 hours
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
To Develop:
405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR (+40 DC). Mitigating factor: two additional casters contributing 6th-level spell slots (-22 DC).
The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.


target:
One creature, or up to a 10-foot cube of nonliving matter

to_develop:
531,000 gp; 11 days; 21,240 XP. Seed: Destroy (DC 29). Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC). Mitigating factor: burn 2,000 XP (-20 DC).

description:
The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

full_text:
Greater Ruin
Transmutation
Spellcraft DC:
59
Components:
V, S, X P
Casting Time:
1 standard action
Range:
12,000 ft.
Target:
One creature, or up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
To Develop:
531,000 gp; 11 days; 21,240 XP. Seed: Destroy (DC 29). Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC). Mitigating factor: burn 2,000 XP (-20 DC).
The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.


to_develop:
810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).

description:
A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

full_text:
Hellball
Evocation [Acid, Fire, Electricity, Sonic]
Spellcraft DC:
90
Components:
V, S, X P
Casting Time:
1 standard action
Range:
300 ft.
Area:
40-ft. -radius spread
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
To Develop:
810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).
A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.
XP Cost: 200 XP.


to_develop:
927,000 gp; 19 days; 37,080 XP. Seeds: Ward (5 points against bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also against slashing (+4 DC), additional 15 points of protection (+30 DC), contingent reflection of damage on creature touched (+25 DC).

description:
Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn't have to keep track of the type of damage). At any time during the spell's duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell's duration, so long as the character doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.

full_text:
Kinetic Control
Abjuration
Spellcraft DC:
100
Components:
V, S
Casting Time:
1 minute
Range:
Personal; touch
Target:
You; creature or object touched
Duration:
12 hours or until discharged
To Develop:
927,000 gp; 19 days; 37,080 XP. Seeds: Ward (5 points against bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also against slashing (+4 DC), additional 15 points of protection (+30 DC), contingent reflection of damage on creature touched (+25 DC).
Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn't have to keep track of the type of damage). At any time during the spell's duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell's duration, so long as the character doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.


to_develop:
387,000 gp; 8 days; 15,480 XP. Seed: Destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC), 10d6 backlash (-10 DC).

description:
The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.

full_text:
Let Go of Me
Transmutation
Spellcraft DC:
43
Components:
None
Casting Time:
1 free action
Range:
Touch (see text)
Target:
One creature or force grappling you
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
To Develop:
387,000 gp; 8 days; 15,480 XP. Seed: Destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC), 10d6 backlash (-10 DC).
The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.


area:
A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long

to_develop:
1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), giving life to a spell (ad hoc x2 DC).

description:
The character develops a spell that he or she can cast; thereafter, the spell can effectively 'cast itself.' When the character casts the spell, a stroke of energy deals 10d6 points of electricity damage to each creature within the spell's area. Living lightning follows all the standard rules for epic spell casting when the character casts it. Living lightning is sentient and generally friendly toward the character. It has the character's mental ability scores, but it has no physical ability scores. It senses the world through the character's senses and communicates with him or her by thought. As a self-triggering spell, it isn't truly alive but is a fragment of the character's personality. It cares little for the world around it, but at the character's urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare Living lightning normally in order for it to cast itself. When the spell casts itself, it acts on the character's initiative but does not count against his or her own actions in the round. The character cannot simultaneously cast Living lightning while it is casting its own effect, even if it has been prepared more than once. Living lightning uses up one of the character's epic spell slots for the day whenever it casts itself. When the character has used up all his or her epic spell slots for the day (or has cast all his or her prepared Living lightning spells, if a caster who must prepare spells), Living lightning becomes quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.

full_text:
Living Lightning
Evocation [Electricity]
Spellcraft DC:
140
Components:
None
Casting Time:
1 standard action
Range:
300 ft. or 150 ft.
Area:
A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes
To Develop:
1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), giving life to a spell (ad hoc x2 DC).
The character develops a spell that he or she can cast; thereafter, the spell can effectively 'cast itself.' When the character casts the spell, a stroke of energy deals 10d6 points of electricity damage to each creature within the spell's area. Living lightning follows all the standard rules for epic spell casting when the character casts it. Living lightning is sentient and generally friendly toward the character. It has the character's mental ability scores, but it has no physical ability scores. It senses the world through the character's senses and communicates with him or her by thought. As a self-triggering spell, it isn't truly alive but is a fragment of the character's personality. It cares little for the world around it, but at the character's urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare Living lightning normally in order for it to cast itself. When the spell casts itself, it acts on the character's initiative but does not count against his or her own actions in the round. The character cannot simultaneously cast Living lightning while it is casting its own effect, even if it has been prepared more than once. Living lightning uses up one of the character's epic spell slots for the day whenever it casts itself. When the character has used up all his or her epic spell slots for the day (or has cast all his or her prepared Living lightning spells, if a caster who must prepare spells), Living lightning becomes quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.


to_develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31 creature (+58 DC), allow creature to possess body and act at its own discretion (ad hoc -20 DC), 1-action casting time (+20 DC). Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10 DC).

description:
The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.

full_text:
Lord of Nightmares
Conjuration (Summoning)
Spellcraft DC:
50
Components:
V, S, X P
Casting Time:
1 standard action
Range:
75 ft.
Effect:
One summoned creature
Duration:
20 rounds
Saving Throw:
None
Spell Resistance:
No
To Develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31 creature (+58 DC), allow creature to possess body and act at its own discretion (ad hoc -20 DC), 1-action casting time (+20 DC). Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10 DC).
The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.
XP Cost: 1,000 XP.


to_develop:
495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1 action casting time (+20 DC).

description:
This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.

full_text:
Mass Frog
Transmutation
Spellcraft DC:
55
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Area:
40-ft. -radius hemisphere
Duration:
Permanent
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
To Develop:
495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1 action casting time (+20 DC).
This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.


to_develop:
774,000 gp; 16 days; 30,960 XP. Seed: Slay (DC 25). Factor: increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +10 to DC of subject's save (+20 DC).

description:
As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.

full_text:
Momento Mori
Necromancy [Death]
Spellcraft DC:
86
Components:
None
Casting Time:
1 quickened action
Range:
300 ft.
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Fortitude partial (see text)
Spell Resistance:
Yes
To Develop:
774,000 gp; 16 days; 30,960 XP. Seed: Slay (DC 25). Factor: increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +10 to DC of subject's save (+20 DC).
As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.


to_develop:
315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC), expensive material component (ad hoc -4 DC).

material_components:
Specially prepared mummy dust (10,000 gp).

description:
When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.

      Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).

      Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

      An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

full_text:
Mummy Dust
Necromancy [Evil]
Spellcraft DC:
35
Components:
V, S ,M, XP
Casting Time:
1 standard action
Range:
Touch
Effect:
Two 18-HD mummies
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
To Develop:
315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC), expensive material component (ad hoc -4 DC).
When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.
Material Component: Specially prepared mummy dust (10,000 gp).
XP Cost: 2,000 XP.
Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. Skills and Feats: Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).
Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.


target:
Creature or object weighing up to 1,000 lb.

to_develop:
558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), Transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC).

description:
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where Nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.

full_text:
Nailed to the Sky
Conjuration [Teleportation]
Spellcraft DC:
62
Components:
V, S ,XP
Casting Time:
1 standard action
Range:
300 ft.
Target:
Creature or object weighing up to 1,000 lb.
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes
To Develop:
558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), Transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC).
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where Nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.
XP Cost: 1,000 XP.


effect:
One constructed creature up to Medium (20 cu. ft.)

to_develop:
360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability (+33 DC), add spell resistance 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), ten additional casters contributing 8th-level spell slots (-150 DC), ten additional casters contributing 1st-level spell slots (-10 DC).

description:
This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.

full_text:
Origin of Species: Achaierai
Conjuration (Creation, Healing)
Spellcraft DC:
38
Components:
V, S, DF, XP
Casting Time:
100 days, 11 minutes
Range:
0 ft.
Effect:
One constructed creature up to Medium (20 cu. ft.)
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
To Develop:
360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability (+33 DC), add spell resistance 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), ten additional casters contributing 8th-level spell slots (-150 DC), ten additional casters contributing 1st-level spell slots (-10 DC).
This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.
XP Cost: 10,000 XP.


description:
Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.

full_text:
Peripety
Abjuration
Spellcraft DC:
27
Components:
V, S
Casting Time:
1 minute
Range:
Personal
Target:
You
Duration:
12 hours
To Develop:
243,000 gp; 5 days; 9,720 XP. Seed: reflect (DC 27).
Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.


to_develop:
936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft. radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell) (ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (-18 DC), two additional casters contributing epic spell slots (-38 DC), burn 10,000 XP (-100 DC).

description:
When pestilence is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.

      Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.

full_text:
Pestilence
Conjuration, Necromancy
Spellcraft DC:
104
Components:
V, S, Ritual, XP
Casting Time:
10 minutes
Range:
0 ft.
Area:
1,000-ft. -radius hemisphere
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
To Develop:
936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft. radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell) (ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (-18 DC), two additional casters contributing epic spell slots (-38 DC), burn 10,000 XP (-100 DC).
When pestilence is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.
Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.
XP Cost: 10,000 XP.


to_develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC).

description:
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

full_text:
Rain of Fire
Evocation [Fire]
Spellcraft DC:
50
Components:
V, S
Casting Time:
1 minute
Range:
0 ft.
Area:
2-mile-radius emanation
Duration:
20 hours
Saving Throw:
Reflex negates (see text)
Spell Resistance:
Yes
To Develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC).
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.


to_develop:
360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 65 days (-130 DC), nineteen additional casters contributing epic spell slots (-361 DC), one additional caster contributing one 6th-level spell slot (-11 DC), burn 2,000 XP per epic caster (-400 DC), spell only works on liquid (ad hoc -20 DC).

description:
The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.

full_text:
Raise Island
Conjuration (Creation)
Spellcraft DC:
38
Components:
V, S, XP, Ritual
Casting Time:
65 days, 11 minutes
Range:
0 ft.
Area:
100-ft. -radius hemispherical island
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
To Develop:
360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 65 days (-130 DC), nineteen additional casters contributing epic spell slots (-361 DC), one additional caster contributing one 6th-level spell slot (-11 DC), burn 2,000 XP per epic caster (-400 DC), spell only works on liquid (ad hoc -20 DC).
The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.
XP Cost: 2,000 XP.


to_develop:
243,000 gp; 5 days; 9,720 XP. Seed: Destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20 DC).

description:
The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.

full_text:
Ruin
Transmutation
Spellcraft DC:
27
Components:
V, S, X P
Casting Time:
1 full round
Range:
12,000 ft.
Target:
One creature, or up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
To Develop:
243,000 gp; 5 days; 9,720 XP. Seed: Destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20 DC).
The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.
XP Cost: 2,000 XP.


duration:
Contingent until expended, then 1 round of safe time

to_develop:
576,000 gp; 12 days; 23,040 XP. Seed: Transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise take 50 or more points of damage (+25 DC).

description:
Safe time can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

full_text:
Safe Time
Conjuration [Teleportation]
Spellcraft DC:
64
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
You or creature touched
Duration:
Contingent until expended, then 1 round of safe time
Saving Throw:
None
Spell Resistance:
No
To Develop:
576,000 gp; 12 days; 23,040 XP. Seed: Transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise take 50 or more points of damage (+25 DC).
Safe time can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.


to_develop:
648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19), compel (DC 19). Factors: apply to all five senses (+8 DC), total compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

full_text:
Soul Dominion
Divination, Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC:
72
Components:
V, S
Casting Time:
10 minutes
Range:
See text
Target:
One other living creature
Duration:
20 minutes (D)
Saving Throw:
Will negates (see text)
Spell Resistance:
No
To Develop:
648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19), compel (DC 19). Factors: apply to all five senses (+8 DC), total compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).
When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.


to_develop:
495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

full_text:
Soul Scry
Divination
Spellcraft DC:
55
Components:
V, S
Casting Time:
10 minutes
Range:
See text
Target:
One other living creature
Duration:
20 minutes (D)
Saving Throw:
Will negates
Spell Resistance:
No
To Develop:
495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).
When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.


to_develop:
405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC).

description:
On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.

full_text:
Spell Worm
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC:
45
Components:
V, S
Casting Time:
1 standard action
Range:
75 ft.
Target:
One living creature
Duration:
20 hours or until completed
Saving Throw:
Will negates
Spell Resistance:
Yes
To Develop:
405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC).
On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.


to_develop:
648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21 creature (DC +38), 1-action casting time (+20 DC).

description:
The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

full_text:
Summon Behemoth
Conjuration (Summoning)
Spellcraft DC:
72
Components:
V, S
Casting Time:
1 standard action
Range:
75 ft.
Effect:
Summoned creature
Duration:
20 rounds (D)
Saving Throw:
None
Spell Resistance:
No
To Develop:
648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21 creature (DC +38), 1-action casting time (+20 DC).
The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.


to_develop:
531,000 gp; 11 days; 21,240 XP. Seed: Dispel (DC 19). Factors: additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC). Mitigating factor: 10d6 backlash (-10 DC).

description:
As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.

full_text:
Superb Dispelling
Abjuration
Spellcraft DC:
59
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Target:
One creature or object
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
To Develop:
531,000 gp; 11 days; 21,240 XP. Seed: Dispel (DC 19). Factors: additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC). Mitigating factor: 10d6 backlash (-10 DC).
As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.


to_develop:
639,000 gp; 13 days; 25,560 XP. Seed: Transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC).

description:
The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting time duplicate. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.

      Round One: The character casts time duplicate, the future self from round two arrives, and both act normally.

      Round Two: The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.

      Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of time duplicate are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.

full_text:
Time Duplicate
Conjuration [Teleportation]
Spellcraft DC:
71
Components:
V, S
Casting Time:
1 free action
Effect:
You
Duration:
1 round (see text)
Saving Throw:
None (harmless)
Spell Resistance:
None (harmless)
To Develop:
639,000 gp; 13 days; 25,560 XP. Seed: Transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC).
The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting time duplicate. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.
Round One: The character casts time duplicate, the future self from round two arrives, and both act normally.
Round Two: The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.
Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of time duplicate are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.


target:
One creature, or up to a 10-foot cube of nonliving matter in line of sight

to_develop:
3,771,000 gp; 76 days; 150,840 XP. Seed: Destroy (DC 29). Factor: increase damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor: 200d6 backlash (-200 DC).

description:
The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage

full_text:
Vengeful Gaze of God
Transmutation
Spellcraft DC:
419
Components:
V, S
Casting Time:
1 standard action
Range:
12,000 ft.
Target:
One creature, or up to a 10-foot cube of nonliving matter in line of sight
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
To Develop:
3,771,000 gp; 76 days; 150,840 XP. Seed: Destroy (DC 29). Factor: increase damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor: 200d6 backlash (-200 DC).
The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage


to_develop:
522,000 gp; 11 days; 20,880 XP. Seed: Conjure (DC 21). Factors: change area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), deal 10d6 damage during growth (ad hoc +19 DC).

description:
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

full_text:
Verdigris
Conjuration (Creation)
Spellcraft DC:
58
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Area:
100-ft. -radius hemisphere
Duration:
24 hours
Saving Throw:
Reflex half
Spell Resistance:
No
To Develop:
522,000 gp; 11 days; 20,880 XP. Seed: Conjure (DC 21). Factors: change area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), deal 10d6 damage during growth (ad hoc +19 DC).
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.


to_develop:
1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to 20-ft. -radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), eleven additional casters contributing 6th-level spell slots (-121 DC), three additional casters contributing 4th-level spell slots (-21 DC), burn 10,000 XP per 6th-level spell contributor plus caster (-1,200 DC).

description:
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

full_text:
Verdigris Tsunami
Conjuration (Creation)
Spellcraft DC:
170
Components:
V, S, Ritual, XP
Casting Time:
10 minutes
Range:
1,500 ft.
Area:
1,000-ft. -radius hemisphere
Duration:
Permanent
Saving Throw:
Reflex half
Spell Resistance:
No
To Develop:
1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to 20-ft. -radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), eleven additional casters contributing 6th-level spell slots (-121 DC), three additional casters contributing 4th-level spell slots (-21 DC), burn 10,000 XP per 6th-level spell contributor plus caster (-1,200 DC).
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.
XP Cost: 10,000 XP.


description:
Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.

full_text:
Seed: Afflict
Enchantment (Compulsion) [Fear, Mind-Affecting]
Spellcraft DC:
14
Components:
V, S
Casting Time:
1 standard action
Range:
300 ft.
Target:
One living creature
Duration:
20 minutes
Saving Throw:
Will negates
Spell Resistance:
Yes
Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.


description:
This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.

full_text:
Seed: Animate
Transmutation
Spellcraft DC:
25
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Target:
Object or 20 cu. ft. of matter
Duration:
20 rounds
Saving Throw:
None
Spell Resistance:
No
This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.


description:
The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.

      Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.


Undead
Spellcraft DC Modifier
Undead
Spellcraft DC Modifier


Skeleton
-12
Wraith
-2

Zombie
-12
Mummy
+0

Ghoul
-10
Spectre
+2

Shadow
-8
Morhg
+4

Ghast
-6
Vampire
+6


Wight
-4
Ghost
+8


full_text:
Seed: Animate Dead
Necromancy [Evil]
Spellcraft DC:
23
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
One or more corpses touched
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.

Undead
Spellcraft DC Modifier
Undead
Spellcraft DC Modifier


Skeleton
-12
Wraith
-2

Zombie
-12
Mummy
+0

Ghoul
-10
Spectre
+2

Shadow
-8
Morhg
+4

Ghast
-6
Vampire
+6


Wight
-4
Ghost
+8



description:
This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the Armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the Armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.

full_text:
Seed: Armor
Conjuration (Creation) [Force]
Spellcraft DC:
14
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
Creature touched
Duration:
24 hours (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the Armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the Armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.


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

description:
This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.

full_text:
Seed: Banish
Abjuration
Spellcraft DC:
27
Components:
V, S
Casting Time:
1 minute
Range:
75 ft.
Target:
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
This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.


description:
This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation; see below). To compel a creature to follow an outright unreasonable course of action, increase the Spellcraft DC by +10. The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed.

full_text:
Seed: Compel
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC:
19
Components:
V, M
Casting Time:
1 minute
Range:
75 ft.
Target:
One living creature
Duration:
20 hours or until completed
Saving Throw:
Will negates
Spell Resistance:
Yes
This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation; see below). To compel a creature to follow an outright unreasonable course of action, increase the Spellcraft DC by +10. The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed.


target:
You or a creature or object of up to 2,000 lb.

description:
This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. The conceal seed can also be used to block divination spells, spell-like effects, and epic spells developed using the reveal seed; this increases the Spellcraft DC by +6. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works.

full_text:
Seed: Conceal
Illusion (Glamer)
Spellcraft DC:
17
Components:
V, S
Casting Time:
1 minute
Range:
Personal or touch
Target:
You or a creature or object of up to 2,000 lb.
Duration:
200 minutes or until expended (D)
Saving Throw:
None or Will negates (harmless, object)
Spell Resistance:
No or Yes (harmless, object)
This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. The conceal seed can also be used to block divination spells, spell-like effects, and epic spells developed using the reveal seed; this increases the Spellcraft DC by +6. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the conceal seed for this purpose, an opposed caster level check determines which spell works.


effect:
Unattended, nonmagical object of nonliving matter up to 20 cu. ft.

description:
This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.

      The Conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.

full_text:
Seed: Conjure
Conjuration (Creation)
Spellcraft DC:
21
Components:
V, S
Casting Time:
1 minute
Range:
0 ft.
Effect:
Unattended, nonmagical object of nonliving matter up to 20 cu. ft.
Duration:
8 hours
Saving Throw:
None
Spell Resistance:
No
This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.
The Conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.


description:
This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.

      At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.

full_text:
Seed: Contact
Divination
Spellcraft DC:
23
Components:
V, S
Casting Time:
1 minute
Range:
See text
Target:
One creature
Duration:
200 minutes
Saving Throw:
None
Spell Resistance:
No
This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.
At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.


effect:
Visual figment that can extend for up to twenty 30-ft. cubes (S)

description:
A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.

full_text:
Seed: Delude
Illusion (Figment)
Spellcraft DC:
14
Components:
V, S
Casting Time:
1 minute
Range:
12,000 ft.
Effect:
Visual figment that can extend for up to twenty 30-ft. cubes (S)
Duration:
Concentration plus 20 hours
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.


description:
This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the Destroy seed destroys only part of any very large object or structure targeted. The Destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the Ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a Ward spell.

full_text:
Seed: Destroy
Transmutation
Spellcraft DC:
29
Components:
V, S
Casting Time:
1 minute
Range:
12,000 ft.
Target:
One creature, or up to a 10-foot cube of nonliving matter
Duration:
Instantaneous
Saving Throw:
Fortitude half
Spell Resistance:
Yes
This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the Destroy seed destroys only part of any very large object or structure targeted. The Destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the Ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a Ward spell.


description:
This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The Dispel seed can defeat all spells, even those not normally subject to dispel magic. The Dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the Dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, 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 is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the Dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.

full_text:
Seed: Dispel
Abjuration
Spellcraft DC:
19
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Target:
One creature, object, or spell
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The Dispel seed can defeat all spells, even those not normally subject to dispel magic. The Dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the Dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, 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 is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the Dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.


range:
300 ft. or touched creature or object of 2,000 lb. or less

area:
A bolt 5 ft. wide to 300 ft. long; or a 10-ft. -radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.

description:
This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.

      The caster can also use the energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the energy seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.

full_text:
Seed: Energy
Evocation [Acid, Fire, Electricity, Cold, or Sonic]
Spellcraft DC:
19
Components:
V, S
Casting Time:
1 minute
Range:
300 ft. or touched creature or object of 2,000 lb. or less
Area:
A bolt 5 ft. wide to 300 ft. long; or a 10-ft. -radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.
Duration:
Instantaneous or 20 hours (see text)
Saving Throw:
Reflex half
Spell Resistance:
Yes
This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.
The caster can also use the energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the energy seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.


duration:
Instantaneous or concentration (see text)

description:
The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23.  The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and Transport seeds. The foresee seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.

full_text:
Seed: Foresee
Divination
Spellcraft DC:
17
Components:
V, S
Casting Time:
1 minute
Range:
Personal
Target:
You
Duration:
Instantaneous or concentration (see text)
The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23. The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and Transport seeds. The foresee seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.


description:
Spells using the fortify seed grant a +1 enhancement bonus to whichever one of the following the caster chooses:

      
 Any one ability score.

 Any one kind of saving throw.

 Spell resistance.

 Natural armor.



      The fortify seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.

      The fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.

      The fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortify seed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the life seed.

      Granting spell resistance to a creature that doesn't already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each -1 to spell resistance reduces the Spellcraft DC by -2).

      The fortify seed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15.

      A special use of the fortify seed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature's current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature's maximum age do not stack; they overlap. When a spell increases a creature's current age category, all higher age categories are also adjusted accordingly.

full_text:
Seed: Fortify
Transmutation
Spellcraft DC:
17 (see text)
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
Creature touched
Duration:
20 hours; permanent for age adjustment
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
Spells using the fortify seed grant a +1 enhancement bonus to whichever one of the following the caster chooses:

 Any one ability score.

 Any one kind of saving throw.

 Spell resistance.

 Natural armor.


The fortify seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.
The fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.
The fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortify seed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the life seed.
Granting spell resistance to a creature that doesn't already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each -1 to spell resistance reduces the Spellcraft DC by -2).
The fortify seed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15.
A special use of the fortify seed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature's current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature's maximum age do not stack; they overlap. When a spell increases a creature's current age category, all higher age categories are also adjusted accordingly.


description:
Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.

      Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

      An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

full_text:
Seed: Heal
Conjuration (Healing)
Spellcraft DC:
25
Components:
V, S, DF
Casting Time:
1 minute
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Yes (harmless; see text)
Spell Resistance:
Yes (harmless)
Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.
Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.
An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.


description:
A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.

      An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).

      The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).

full_text:
Seed: Life
Conjuration (Healing)
Spellcraft DC:
27
Components:
V, S, DF
Casting Time:
1 minute
Range:
Touch
Target:
Dead creature touched
Duration:
Instantaneous
Saving Throw:
None (see text)
Spell Resistance:
Yes (harmless)
A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.
An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).
The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).


description:
Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.

      The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.

      If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.

full_text:
Seed: Reflect
Abjuration
Spellcraft DC:
27
Components:
V, S
Casting Time:
1 minute
Range:
Personal
Target:
You
Duration:
Until expended or 12 hours
Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.
The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.
If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.


description:
The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, the caster must maintain line of effect to the sensor at all times. If the line of effect is obstructed, the spell ends. To free the caster of the line of effect restriction for casting spells through the sensor, multiply the Spellcraft DC by x10.

      The reveal seed has a base Spellcraft DC of 25 if used to pierce illusions and see things as they really are. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet.

      The reveal seed can also be used to develop spells that will do any one of the following: duplicate the read magic spell, comprehend the written and verbal language of another, or speak in the written or verbal language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.

full_text:
Seed: Reveal
Divination
Spellcraft DC:
19 (see text)
Components:
V, S
Casting Time:
1 minute
Range:
See text
Effect:
Magical sensor
Duration:
20 minutes (D)
Saving Throw:
None
Spell Resistance:
No
The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, the caster must maintain line of effect to the sensor at all times. If the line of effect is obstructed, the spell ends. To free the caster of the line of effect restriction for casting spells through the sensor, multiply the Spellcraft DC by x10.
The reveal seed has a base Spellcraft DC of 25 if used to pierce illusions and see things as they really are. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet.
The reveal seed can also be used to develop spells that will do any one of the following: duplicate the read magic spell, comprehend the written and verbal language of another, or speak in the written or verbal language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.


description:
A spell developed using the Slay seed snuffs out the life force of a living creature, killing it instantly. The Slay seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the Slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

full_text:
Seed: Slay
Necromancy [Death]
Spellcraft DC:
25
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Target:
One living creature
Duration:
Instantaneous
Saving Throw:
Fortitude partial or half (see text)
Spell Resistance:
Yes
A spell developed using the Slay seed snuffs out the life force of a living creature, killing it instantly. The Slay seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the Slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.


description:
This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.

      If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.

      Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target's name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target's spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.

full_text:
Seed: Summon
Conjuration (Summoning)
Spellcraft DC:
14
Components:
V, S
Casting Time:
1 minute
Range:
75 ft.
Effect:
One summoned creature
Duration:
20 rounds (D)
Saving Throw:
Will negates (see text)
Spell Resistance:
Yes (see text)
This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.
If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.
Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target's name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target's spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.


target:
One creature or inanimate, nonmagical object

description:
Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.

      Transformations involving nonmagical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1.

      To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by +10.

      The transform seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual (including memories and mental abilities), increase the Spellcraft DC by +25. If the transformed creature doesn't have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject's equipment, if any, remains untransformed or melds into the new form's body, at the caster's option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling. Objects transformed into creatures gain that creature's average physical ability scores, but are considered to have mental ability scores of 0 (the fortify seed can add points to each mental ability, if desired). For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than the caster has or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.

full_text:
Seed: Transform
Transmutation
Spellcraft DC:
21
Components:
V, S
Casting Time:
1 minute
Range:
300 ft.
Target:
One creature or inanimate, nonmagical object
Duration:
Permanent
Saving Throw:
Fortitude negates (see text)
Spell Resistance:
Yes
Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.
Transformations involving nonmagical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1.
To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by +10.
The transform seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual (including memories and mental abilities), increase the Spellcraft DC by +25. If the transformed creature doesn't have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject's equipment, if any, remains untransformed or melds into the new form's body, at the caster's option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling. Objects transformed into creatures gain that creature's average physical ability scores, but are considered to have mental ability scores of 0 (the fortify seed can add points to each mental ability, if desired). For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than the caster has or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.


target:
You and touched objects or other touched willing creatures weighing up to 1,000 lb.

duration:
Instantaneous, or 5 rounds for temporal transport

description:
Spells using the Transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the Transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the Transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.

      As a special use of the Transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream (leaving the caster in the same physical location); this increases the Spellcraft DC by +8. If the caster moves him or herself, or the subject, into a slower time stream for 5 rounds, time ceases to flow for the subject, and its condition becomes fixed-no force or effect can harm it until the duration expires. If the caster moves him or her self into a faster time stream, the caster speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold, poison gas, and similar effects can still harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time. Because of the branching nature of time, epic spells used to transport a subject into a faster time stream cannot be made permanent, nor can the duration of 5 rounds be extended. More simply, the seed can haste or slow a subject for 20 rounds by transporting it to the appropriate time stream. This decreases the Spellcraft DC by -4.

full_text:
Seed: Transport
Conjuration [Teleportation]
Spellcraft DC:
27
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target:
You and touched objects or other touched willing creatures weighing up to 1,000 lb.
Duration:
Instantaneous, or 5 rounds for temporal transport
Saving Throw:
None or Will negates (see text)
Spell Resistance:
No or Yes (see text)
Spells using the Transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the Transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the Transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.
As a special use of the Transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream (leaving the caster in the same physical location); this increases the Spellcraft DC by +8. If the caster moves him or herself, or the subject, into a slower time stream for 5 rounds, time ceases to flow for the subject, and its condition becomes fixed-no force or effect can harm it until the duration expires. If the caster moves him or her self into a faster time stream, the caster speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The caster is free to act for 5 rounds of apparent time. Fire, cold, poison gas, and similar effects can still harm the caster. While the caster is in the fast time stream, other creatures are invulnerable to his or her attacks and spells; however, the caster can create spell effects and leave them to take effect when he or she reenters normal time. Because of the branching nature of time, epic spells used to transport a subject into a faster time stream cannot be made permanent, nor can the duration of 5 rounds be extended. More simply, the seed can haste or slow a subject for 20 rounds by transporting it to the appropriate time stream. This decreases the Spellcraft DC by -4.


target:
Touched creature or object of 2,000 lb. or less; or 10-ft. -radius spherical emanation, centered on you

effect:
Touched creature or object of 2,000 lb. or less; or 10-ft. -radius spherical emanation, centered on you

description:
This seed can grant a creature protection from damage of a specified type. The caster can protect a creature from standard damage or from energy damage. The caster can protect a creature or area from magic. Alternatively, he or she can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from whichever two the caster selects of the three damage types: bludgeoning, piercing, and slashing. For a ward against all three types, increase the Spellcraft DC by +4. Each round, the spell created with the Ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2.

      A ward against energy grants a creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient's equipment as well. For each additional point of protection, increase the Spellcraft DC by +1.

      A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

      A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the Dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the Destroy seed if the enemy spellcaster succeeds at a caster level check.

      Instead of creating an epic spell that uses the Ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.

full_text:
Seed: Ward
Abjuration
Spellcraft DC:
14
Components:
V, S
Casting Time:
1 minute
Range:
Touch
Target or Effect:
Touched creature or object of 2,000 lb. or less; or 10-ft. -radius spherical emanation, centered on you
Duration:
24 hours
Saving Throw:
None
Spell Resistance:
Yes
This seed can grant a creature protection from damage of a specified type. The caster can protect a creature from standard damage or from energy damage. The caster can protect a creature or area from magic. Alternatively, he or she can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from whichever two the caster selects of the three damage types: bludgeoning, piercing, and slashing. For a ward against all three types, increase the Spellcraft DC by +4. Each round, the spell created with the Ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2.
A ward against energy grants a creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient's equipment as well. For each additional point of protection, increase the Spellcraft DC by +1.
A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward. The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the Dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the Destroy seed if the enemy spellcaster succeeds at a caster level check.
Instead of creating an epic spell that uses the Ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.


effect:
A demiplane coterminous with the Ethereal Plane, centered on your location

description:
The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.

      A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.

      The spellcaster determines the environment within the demiplane when he or she first casts genesis,  reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time.

full_text:
Genesis
Conjuration (Creation)
Level:
Sorcerer/Wizard 9, Creation 9
Components:
V, S, M, XP
Casting Time:
1 week (8 hours/day)
Range:
180 ft. (see text)
Effect:
A demiplane coterminous with the Ethereal Plane, centered on your location
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.
A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the demiplane when he or she first casts genesis,  reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time.
Material Component: A crystalline sphere
XP Cost: 5,000 XP.


short_description:
Eavesdrop on thoughts of up to eight other creatures.

material_components:
A spider of any size or kind. It can be dead, but must still have all eight legs.

description:
This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

      
  Individual trains of thought in whatever order you desire.

  Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.

  A study of the thoughts and memories of one creature of the group in detail.



      Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion,  using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.

      You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings The spell cannot reach those who make a successful Will save.

full_text:
Brain Spider
Divination [Mind-Affecting]
Level:
Cleric 8, Mind 7
Components:
V, S, M, DF
Casting Time:
1 round
Range:
Long (400 ft. + 40 ft./level)
Targets:
Up to eight living creatures
Duration:
1 min./level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

  Individual trains of thought in whatever order you desire.

  Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.

  A study of the thoughts and memories of one creature of the group in detail.


Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion,  using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.
You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings The spell cannot reach those who make a successful Will save.
Material Component: A spider of any size or kind. It can be dead, but must still have all eight legs.


short_description:
Convert spellcasting into psionic power points.

description:
With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference,  a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.

      For each spell you cast into the dweomer of transference,  the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

      

Spell Level
Power Points Acquired


0
0

1st
1

2nd
2

3rd
4

4th
6

5th
8

6th
10

7th
12

8th
14


9th
16


full_text:
Dweomer of Transference
Evocation
Level:
Cleric 4, Sorcerer/Wizard 4
Components:
V, S
Casting Time:
1 minute
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One willing psionic creature
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.
For each spell you cast into the dweomer of transference,  the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

Spell Level
Power Points Acquired


0
0

1st
1

2nd
2

3rd
4

4th
6

5th
8

6th
10

7th
12

8th
14


9th
16



short_description:
Cone-shaped shriek distracts smart foes, makes concentrating difficult.

description:
You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). In addition, a creature within the spell's area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round. These effects happen whether or not the creature succeeded on its save.

full_text:
Glossolalia
Evocation [Sonic, Mind-Affecting]
Level:
Bard 2
Components:
V
Casting Time:
1 standard action
Range:
60 ft.
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
Fortitude partial; see text
Spell Resistance:
Yes
You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 3 or higher. Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9). In addition, a creature within the spell's area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round. These effects happen whether or not the creature succeeded on its save.


material_components:
A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell).

description:
For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

      
  Mind ThrustA: Deal 1d10 damage.

  Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.

  Psionic BlastA: Stun creatures in 30-ft. cone for 1 round.

  Id Insinuation: Swift tendrils of thought disrupt and confuse your target.

  Psychic CrushA: Brutally crush subject's mental essence, reducing subject to -1 hit points.



      You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.

      Any unspent power points dissipate when the spell ends.

full_text:
Mental Pinnacle
Transmutation
Level:
Sorcerer/Wizard 6
Components:
V, S, M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level
For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

  Mind ThrustA: Deal 1d10 damage.

  Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.

  Psionic BlastA: Stun creatures in 30-ft. cone for 1 round.

  Id Insinuation: Swift tendrils of thought disrupt and confuse your target.

  Psychic CrushA: Brutally crush subject's mental essence, reducing subject to -1 hit points.


You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.
Any unspent power points dissipate when the spell ends.
Material Component: A potion of fox's cunning,  which you drink (its effect is overridden by the effect of this spell).


short_description:
Read subject's memories, one question/round.

description:
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

full_text:
Probe Thoughts
Divination [Mind-Affecting]
Level:
Mind 6, Sorcerer/Wizard 6
Components:
V, S
Casting Time:
1 minute
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Concentration
Saving Throw:
Fortitude negates; see text
Spell Resistance:
Yes
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.


area:
40-ft. -radius emanation centered on a point in space

short_description:
Invisible field leeches psionic power points away.

material_components:
Five playing cards, which are torn in half when the spell is cast.

description:
With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.

      When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.

full_text:
Psychic Turmoil
Abjuration
Level:
Cleric 5, Sorcerer/Wizard 5
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
40-ft. -radius emanation centered on a point in space
Duration:
1 round/level
Saving Throw:
Will partial; see text
Spell Resistance:
Yes
With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.
When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.
Material Component: Five playing cards, which are torn in half when the spell is cast.


short_description:
As psychic turmoil, but you gain power points as temporary hit points.

description:
As psychic turmoil,  except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.

full_text:
Psychic Turmoil, Greater
Abjuration
Level:
Cleric 7, Sorcerer/Wizard 7
Duration:
1 round/level
As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.


target:
You and one willing creature within 30 ft.

short_description:
As telepathic bond, but you and one other creature.

description:
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

full_text:
Telepathic Bond, Lesser
Divination [Mind-Affecting]
Level:
Cleric 3, Mind 3, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
30 ft.
Targets:
You and one willing creature within 30 ft.
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
No
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).


short_description:
Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

material_components:
Powdered rhubarb leaf and an adder's stomach.

description:
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

full_text:
Acid Arrow
Conjuration (Creation) [Acid]
Level:
Sorcerer/Wizard 2
Components:
V, S, M, F
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Effect:
One arrow of acid
Duration:
1 round + 1 round per three levels
Saving Throw:
None
Spell Resistance:
No
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Material Component: Powdered rhubarb leaf and an adder's stomach.
Focus: A dart.


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

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

description:
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

full_text:
Acid Fog
Conjuration (Creation) [Acid]
Level:
Sorcerer/Wizard 6, Water 7
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Fog spreads in 20-ft. radius, 20 ft. high
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.


description:
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

full_text:
Acid Splash
Conjuration (Creation) [Acid]
Level:
Sorcerer/Wizard 0
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
One missile of acid
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.


short_description:
+1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).

description:
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

full_text:
Aid
Enchantment (Compulsion) [Mind-Affecting]
Level:
Cleric 2, Good 2, Luck 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Living creature touched
Duration:
1 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


target:
Creature (Gargantuan or smaller) touched

short_description:
Subject treads on air as if solid (climb at 45-degree angle).

description:
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

      A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

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

      You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

full_text:
Air Walk
Transmutation [Air]
Level:
Air 4, Cleric 4, Druid 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature (Gargantuan or smaller) touched
Duration:
10 min./level
Saving Throw:
None
Spell Resistance:
Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.


area:
20-ft. -radius emanation centered on a point in space

description:
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

      Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

      Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

      In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

      Ethereal or astral creatures do not trigger the alarm.

      alarm can be made permanent with a permanency spell.

arcane_focus:
A tiny bell and a piece of very fine silver wire

full_text:
Alarm
Abjuration
Level:
Bard 1, Ranger 1, Sorcerer/Wizard 1
Components:
V, S, F/DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
20-ft. -radius emanation centered on a point in space
Duration:
2 hours/level (D)
Saving Throw:
None
Spell Resistance:
No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
alarm can be made permanent with a permanency spell.
Arcane Focus: A tiny bell and a piece of very fine silver wire


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

short_description:
Weapon becomes good, evil, lawful, or chaotic.

description:
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

      You can't cast this spell on a natural weapon, such as an unarmed strike.

      When you make a weapon good, evil, lawful, or chaotic, Align weapon is a good, evil, lawful, or chaotic spell, respectively.

full_text:
Align Weapon
Transmutation [see text]
Level:
Cleric 2
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration:
1 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can't cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, Align weapon is a good, evil, lawful, or chaotic spell, respectively.


description:
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

      You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

      You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

      If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

      You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

      You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

      You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.

      You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

      When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

full_text:
Alter Self
Transmutation
Level:
Bard 2, Sorcerer/Wizard 2
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.
You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.


focus:
A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

description:
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

      An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

      analyze dweomer does not function when used on an artifact.

full_text:
Analyze Dweomer
Divination
Level:
Bard 6, Sorcerer/Wizard 6
Components:
V, S, F
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One object or creature per caster level
Duration:
1 round/level (D)
Saving Throw:
None or Will negates; see text
Spell Resistance:
No
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
analyze dweomer does not function when used on an artifact.
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.


target:
Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart

description:
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.

      The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

      All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

      Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

      The spell gives no means of command or influence over the enlarged animals.

      Multiple magical effects that increase size do not stack.

full_text:
Animal Growth
Transmutation
Level:
Druid 5, Ranger 4, Sorcerer/Wizard 5
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration:
1 min./level
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.


short_description:
Sends a Tiny animal to a specific place.

description:
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

      Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

      During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).

full_text:
Animal Messenger
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Druid 2, Ranger 1
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One Tiny animal
Duration:
One day/level
Saving Throw:
None; see text
Spell Resistance:
Yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).
Material Component: A morsel of food the animal likes.


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

short_description:
One ally/level polymorphs into chosen animal.

description:
As polymorph,  except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

full_text:
Animal Shapes
Transmutation
Level:
Animal 7, Druid 8
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Up to one willing creature per level, all within 30 ft. of each other
Duration:
1 hour/level (D)
Saving Throw:
None; see text
Spell Resistance:
Yes (harmless)
As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.


target:
Animals or magical beasts with Intelligence 1 or 2

description:
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

      A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

full_text:
Animal Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level:
Bard 2, Druid 2
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
Animals or magical beasts with Intelligence 1 or 2
Duration:
Concentration
Saving Throw:
Will negates; see text
Spell Resistance:
Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.


short_description:
Food for one creature/level cures and grants combat bonuses.

description:
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.

      If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

full_text:
Heroes' Feast
Conjuration [Creation]
Level:
Bard 6, Cleric 6
Components:
V, S, DF
Casting Time:
10 minutes
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Feast for one creature/level
Duration:
1 hour plus 12 hours; see text
Saving Throw:
None
Spell Resistance:
No
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.


short_description:
Gives +2 bonus on attack rolls, saves, skill checks.

description:
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

full_text:
Heroism
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 2, Sorcerer/Wizard 3
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.


short_description:
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

description:
This spell functions like heroism,  except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

full_text:
Heroism, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 5, Sorcerer/Wizard 6
Duration:
1 min./level
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).


short_description:
Animals can't perceive one subject/level.

description:
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

full_text:
Hide from Animals
Abjuration
Level:
Druid 1, Ranger 1
Components:
S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
One creature touched/level
Duration:
10 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.


short_description:
Undead can't perceive one subject/level.

description:
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

full_text:
Hide from Undead
Abjuration
Level:
Cleric 1
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Targets:
One touched creature/level
Duration:
10 min./level (D)
Saving Throw:
Will negates (harmless); see text
Spell Resistance:
Yes
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.


short_description:
Subject loses actions for 1 round/level.

material_components:
Tiny tarts that are thrown at the target and a feather that is waved in the air.

description:
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

      A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.

full_text:
Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 1, Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature; see text
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.
Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.


target:
You or a creature or object weighing no more than 100 lb./level

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

spell_resistance:
Yes (harmless) or Yes (harmless, object)

short_description:
Subject is invisible for 1 min./level or until it attacks.

arcane_material_components:
An eyelash encased in a bit of gum arabic.

description:
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

      Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

      Of course, the subject is not magically silenced,  and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

      Invisibility can be made permanent (on objects only) with a permanency spell.

full_text:
Invisibility
Illusion (Glamer)
Level:
Bard 2, Sorcerer/Wizard 2, Trickery 2
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Personal or touch
Target:
You or a creature or object weighing no more than 100 lb./level
Duration:
1 min./level (D)
Saving Throw:
Will negates (harmless) or Will negates (harmless, object)
Spell Resistance:
Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced,  and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Arcane Material Component: An eyelash encased in a bit of gum arabic.


short_description:
As invisibility, but subject can attack and stay invisible.

description:
This spell functions like invisibility, except that it doesn't end if the subject attacks.

full_text:
Invisibility, Greater
Illusion (Glamer)
Level:
Bard 4, Sorcerer/Wizard 4
Components:
V, S
Target:
You or creature touched
Duration:
1 round/level (D)
Saving Throw:
Will negates (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.


target:
Any number of creatures, no two of which can be more than 180 ft. apart

short_description:
As invisibility, but affects all in range.

material_components:
An eyelash encased in a bit of gum arabic.

description:
This spell functions like invisibility,  except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)

full_text:
Invisibility, Mass
Illusion (Glamer)
Level:
Sorcerer/Wizard 7
Components:
V, S, M
Range:
Long (400 ft. + 40 ft./level)
Targets:
Any number of creatures, no two of which can be more than 180 ft. apart
This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)
Material Component: An eyelash encased in a bit of gum arabic.


short_description:
Dispels invisibility within 5 ft./level.

description:
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

      Anything invisible becomes visible while in the area.

full_text:
Invisibility Purge
Evocation
Level:
Cleric 3
Components:
V, S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.


short_description:
Illusory double can talk and cast spells.

material_components:
A small replica of you (a doll), which costs 5 gp to create.

description:
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

      You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

      If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

      Objects are affected by the projected image as if they had succeeded on their Will save.

      You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door,  teleport,  plane shift,  or a similar spell that breaks your line of effect, even momentarily, the spell ends.

full_text:
Project Image
Illusion (Shadow)
Level:
Bard 6, Sorcerer/Wizard 7
Components:
V, S, M
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
One shadow duplicate
Duration:
1 round/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door,  teleport,  plane shift,  or a similar spell that breaks your line of effect, even momentarily, the spell ends.
Material Component: A small replica of you (a doll), which costs 5 gp to create.


focus:
A piece of shell from a tortoise or a turtle.

description:
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

full_text:
Protection from Arrows
Abjuration
Level:
Sorcerer/Wizard 2
Components:
V, S, F
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 hour/level or until discharged
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise or a turtle.


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

short_description:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.

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

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

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


level:
Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Sorcerer/Wizard 3

short_description:
Absorb 12 points/level of damage from one kind of energy.

description:
protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

      Note: Protection from energy overlaps (and does not stack with) resist 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:
Protection from Energy
Abjuration
Level:
Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Sorcerer/Wizard 3
Components:
V, S, DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 min./level or until discharged
Saving Throw:
Fortitude negates (harmless)
Spell Resistance:
Yes (harmless)
protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy,  the protection spell absorbs damage until its power is exhausted.


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

description:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

      First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

      Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

      Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

full_text:
Protection from Evil
Abjuration [Good]
Level:
Cleric 1, Good 1, Paladin 1, Sorcerer/Wizard 1
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.


material_components:
You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

description:
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

      The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

      Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

      The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

      Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

      Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

full_text:
Animate Dead
Necromancy [Evil]
Level:
Cleric 3, Death 3, Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Targets:
One or more corpses touched
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


target:
One Small object per caster level; see text

description:
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

      An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

      This spell cannot animate objects carried or worn by a creature.

      Animate objects can be made permanent with a permanency spell.

full_text:
Animate Objects
Transmutation
Level:
Bard 6, Chaos 6, Cleric 6
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
One Small object per caster level; see text
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.


target:
One Large plant per three caster levels or all plants within range; see text

short_description:
One or more plants animate and fight for you.

description:
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

      Use the statistics for animated objects,  except that plants smaller than Large usually don't have hardness.

      Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

      Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

full_text:
Animate Plants
Transmutation
Level:
Druid 7, Plant 7
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets:
One Large plant per three caster levels or all plants within range; see text
Duration:
1 round/level or 1 hour/level; see text
Saving Throw:
None
Spell Resistance:
No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects,  except that plants smaller than Large usually don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.


target:
One ropelike object, length up to 50 ft. + 5 ft./level; see text

description:
You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

      Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

      The possible commands are 'coil' (form a neat, coiled stack), 'coil and knot,' 'loop,' 'loop and knot,' 'tie and knot,' and the opposites of all of the above ('uncoil,' and so forth). You can give one command each round as a move action, as if directing an active spell.

      The rope can enwrap only a creature or an object within 1 foot of it-it does not snake outward-so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

      The rope itself and any knots tied in it are not magical.

      This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

      The spell cannot animate objects carried or worn by a creature.

full_text:
Animate Rope
Transmutation
Level:
Bard 1, Sorcerer/Wizard 1
Components:
V, S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target:
One ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No
You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.
Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.
The possible commands are 'coil' (form a neat, coiled stack), 'coil and knot,' 'loop,' 'loop and knot,' 'tie and knot,' and the opposites of all of the above ('uncoil,' and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it-it does not snake outward-so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.
The spell cannot animate objects carried or worn by a creature.


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

short_description:
10-ft. -radius field hedges out living creatures.

description:
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

      The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

      This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

full_text:
Antilife Shell
Abjuration
Level:
Animal 6, Cleric 6, Druid 6
Components:
V, S, DF
Casting Time:
1 round
Range:
10 ft.
Area:
10-ft. -radius emanation, centered on you
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.


level:
Cleric 8, Magic 6, Protection 6, Sorcerer/Wizard 6

arcane_material_components:
A pinch of powdered iron or iron filings.

description:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

      An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

      Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

      A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. dispel magic does not remove the field.

      Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force,  prismatic sphere, and prismatic wall,  remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

      Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

full_text:
Antimagic Field
Abjuration
Level:
Cleric 8, Magic 6, Protection 6, Sorcerer/Wizard 6
Components:
V, S, M/DF
Casting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius emanation, centered on you
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
See text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force,  prismatic sphere, and prismatic wall,  remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Arcane Material Component: A pinch of powdered iron or iron filings.


target:
One location (up to a 10-ft. cube/level) or one object

short_description:
Object or location affected by spell repels certain creatures.

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

      Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

      A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

      Antipathy counters and dispels sympathy.

full_text:
Antipathy
Enchantment (Compulsion) [Mind-Affecting]
Level:
Druid 9, Sorcerer/Wizard 8
Components:
V, S, M/DF
Casting Time:
1 hour
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One location (up to a 10-ft. cube/level) or one object
Duration:
2 hours/level (D)
Saving Throw:
Will partial
Spell Resistance:
Yes
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
Arcane Material Component: A lump of alum soaked in vinegar.


description:
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

full_text:
Antiplant Shell
Abjuration
Level:
Druid 4
Components:
V, S, DF
Casting Time:
1 standard action
Range:
10 ft.
Area:
10-ft. -radius emanation, centered on you
Duration:
10 min./level (D)
Saving Throw:
None
Spell Resistance:
Yes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.


short_description:
Invisible floating eye moves 30 ft./round.

description:
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

      The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

      You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

full_text:
Arcane Eye
Divination (Scrying)
Level:
Sorcerer/Wizard 4
Components:
V, S, M
Casting Time:
10 minutes
Range:
Unlimited
Effect:
Magical sensor
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
Material Component: A bit of bat fur.


target:
The door, chest, or portal touched, up to 30 sq. ft./level in size

description:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

full_text:
Arcane Lock
Abjuration
Level:
Sorcerer/Wizard 2
Components:
V, S, M
Casting Time:
1 standard action
Range:
Touch
Target:
The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration:
Permanent
Saving Throw:
None
Spell Resistance:
No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)
Material Component: Gold dust worth 25 gp.


