diff --git a/basic-rules-and-legal/character-classes-i.html b/basic-rules-and-legal/character-classes-i.html index f48e659..2f10429 100644 --- a/basic-rules-and-legal/character-classes-i.html +++ b/basic-rules-and-legal/character-classes-i.html @@ -2365,61 +2365,51 @@

Alternative Animal Companions

characteristics and special abilities.

4th Level or Higher (Level –3)

- +

Ape (animal)

+

Bear, black (animal)

+

Bison (animal)

+

Boar (animal)

+

Cheetah (animal)

+

Crocodile (animal)1

+

Dire badger

+

Dire bat

+

Dire weasel

+

Leopard (animal)

+

Lizard, monitor (animal)

+

Shark, Large1(animal)

+

Snake, constrictor (animal)

+

Snake, Large viper (animal)

+

Wolverine (animal)

7th Level or Higher (Level –6)

- +

Bear, brown (animal)

+

Dire wolverine

+

Crocodile, giant (animal)

+

Deinonychus (dinosaur)

+

Dire ape

+

Dire boar

+

Dire wolf

+

Elasmosaurus1(dinosaur)

+

Lion (animal)

+

Rhinoceros (animal)

+

Snake, Huge viper (animal)

+

Tiger (animal)

10th Level or Higher (Level –9)

- +

Bear, polar (animal)

+

Dire lion

+

Megaraptor (dinosaur)

+

Shark, Huge1(animal)

+

Snake, giant constrictor (animal)

+

Whale, orca1(animal)

13th Level or Higher (Level –12)

- +

Dire bear

+

Elephant (animal)

+

Octopus, giant1(animal)

16th Level or Higher (Level –15)

- +

Dire shark1

+

Dire tiger

+

Squid, giant1(animal)

+

Triceratops (dinosaur)

+

Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

Fighter

Alignment: Any.

diff --git a/divine/divine-domains-and-spells.html b/divine/divine-domains-and-spells.html index 8572276..9d9d283 100644 --- a/divine/divine-domains-and-spells.html +++ b/divine/divine-domains-and-spells.html @@ -123,40 +123,40 @@

Artifice Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
1Animate rope1Animate rope
2Wood shape2Wood shape
3Stone shape3Stone shape
4Minor creation4Minor creation
5Fabricate5Fabricate
6Major creation6Major creation
7Hardening7Hardening
8True creation8True creation
9Prismatic sphere9Prismatic sphere
@@ -169,40 +169,40 @@

Charm Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
1Charm person1Charm person
2Calm emotions2Calm emotions
3Suggestion3Suggestion
4Emotion4Emotion
5Charm monster5Charm monster
6Geas/quest6Geas/quest
7Insanity7Insanity
8Demand8Demand
9Dominate monster9Dominate monster
@@ -215,40 +215,40 @@

Community Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
1Bless1Bless
2Shield other2Shield other
3Prayer3Prayer
4Status4Status
5Telepathic bond5Telepathic bond
6Heroes’ feast6Heroes’ feast
7Refuge7Refuge
8Mass heal8Mass heal
9Miracle9Miracle
@@ -261,42 +261,42 @@

Creation Domain Spells

- - + + - - + + - - + - - + + - - + + - - + + - - + + - - + + - - + +
1Create water1Create water
2Minor image2Minor image
3 + 3 Create food and water
4Minor creation4Minor creation
5Major creation5Major creation
6Heroes’ feast6Heroes’ feast
7Permanent image7Permanent image
8True creation8True creation
9Genesis9Genesis
@@ -306,46 +306,46 @@

Darkness Domain Spells

- - + + - - + + - - + + - - + - - + - - + + - - + + - - + - - + +
1Obscuring mist1Obscuring mist
2Blindness2Blindness
3Blacklight3Blacklight
4 + 4 Armor of darkness
5 + 5 Summon monster V (only summons 1d3 shadows)
6Prying eyes6Prying eyes
7Nightmare7Nightmare
8 + 8 Power word, blind
9Power word, kill9Power word, kill
@@ -358,40 +358,40 @@

Glory Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
1Disrupt undead1Disrupt undead
2Bless weapon2Bless weapon
3Searing light3Searing light
4Holy smite4Holy smite
5Holy sword5Holy sword
6Bolt of glory6Bolt of glory
7Sunbeam7Sunbeam
8Crown of glory8Crown of glory
9Gate9Gate
@@ -404,46 +404,46 @@

Liberation Domain Spells

- - + + - - + + - - + + - - + - - + - - + - - + + - - + + - - + +
1Remove fear1Remove fear
2Remove paralysis2Remove paralysis
3Remove curse3Remove curse
4 + 4 Freedom of movement
5 + 5 Break enchantment
6 + 6 Greater dispelling
7Refuge7Refuge
8Mind blank8Mind blank
9Unbinding9Unbinding
@@ -463,44 +463,44 @@

Madness Domain Spells

- - + + - - + + - - + + - - + + - - + - - + - - + + - - + + - - + +
1Random action1Random action
2Touch of madness2Touch of madness
3Rage3Rage
4Confusion4Confusion
5 + 5 Bolts of bedevilment
6 + 6 Phantasmal killer
7Insanity7Insanity
8Maddening scream8Maddening scream
9Weird9Weird
@@ -515,40 +515,40 @@

Nobility Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -569,40 +569,40 @@

Repose Domain Spells

1Divine favor1Divine favor
2Enthrall2Enthrall
3Magic vestment3Magic vestment
4Discern lies4Discern lies
5Greater command5Greater command
6Geas/quest6Geas/quest
7Repulsion7Repulsion
8Demand8Demand
9 + 9 Storm of vengeance
- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -614,56 +614,56 @@

Rune Domain Spells

1Deathwatch1Deathwatch
2Gentle repose2Gentle repose
3Speak with dead3Speak with dead
4Death ward4Death ward
5Slay living5Slay living
6Undeath to death6Undeath to death
7Destruction7Destruction
8Surelife8Surelife
9 + 9 Wail of the banshee
- - + - - + - - + - - + - - + - - + - - + - - + - - + @@ -679,44 +679,44 @@

Scalykind Domain Spells

1 + 1 Erase
2 + 2 Secret page
3 + 3 Glyph of warding
4 + 4 Explosive runes
5 + 5 Lesser planar binding
6 + 6 Greater glyph of warding
7 + 7 Instant summons
8 + 8 Symbol
9 + 9 Teleportation circle
- - + + - - + + - - + - - + + - - + + - - + + - - + - - + + - - + +
1Magic fang1Magic fang
2Animal trance†2Animal trance†
3 + 3 Greater magic fang
4Poison4Poison
5Animal growth†5Animal growth†
6Eyebite6Eyebite
7 + 7 Creeping doom (composed of tiny snakes)
8Animal shapes†8Animal shapes†
9Shapechange9Shapechange
@@ -727,40 +727,40 @@

Weather Domain Spells

- - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -768,17 +768,15 @@

Weather Domain Spells

1Obscuring mist1Obscuring mist
2Fog cloud2Fog cloud
3Call lightning3Call lightning
4Sleet storm4Sleet storm
5Ice storm5Ice storm
6Control winds6Control winds
7Control weather7Control weather
8Whirlwind8Whirlwind
9 + 9 Storm of vengeance

New Spells

Armor of Darkness

- +

Abjuration [Darkness]

+

Level: Darkness 4

+

Components: V, S , D F

+

Casting Time: 1 action

+

Range: Touch

+

Target: Creature touched

+

Duration: 10 minutes/level

+

Saving Throw: Will negates (harmless)

+

Spell Resistance: Yes (harmless)

The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the @@ -789,17 +787,15 @@

Armor of Darkness

armor of darkness also gain +4 turn resistance.

Blacklight

- +

Evocation [Darkness]

+

Level: Darkness 3, Sor/Wiz 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 @@ -817,17 +813,15 @@

Blacklight

blacklight.

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 @@ -859,17 +853,15 @@

Bolt of Glory

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, @@ -877,17 +869,15 @@

Bolts of Bedevilment

special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

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.

@@ -907,17 +897,15 @@

Crown of Glory

Material Component: worth at least 200 gp.

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.

@@ -943,14 +931,12 @@

Genesis

XP Cost: 5,000 XP.

Hardening

- +

Transmutation

+

Level: Sor/Wiz 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

@@ -965,17 +951,15 @@

Hardening

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.

Maddening Scream

- +

Enchantment (Compulsion) [Mind-Affecting]

+

Level: Sor/Wiz 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 @@ -986,17 +970,15 @@

Maddening Scream

20, and makes it impossible to use a shield.

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 @@ -1004,15 +986,13 @@

Rage

fatigue period occurs after the rage is over.)

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 @@ -1024,17 +1004,15 @@

Surelife

duration, the condition has full normal effects if the character is still subjected to it.

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 @@ -1043,14 +1021,12 @@

Touch of Madness

abilities, and so on.

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

@@ -1069,17 +1045,15 @@

True Creation

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

Undeath to Death

- +

Necromancy

+

Level: Sor/Wiz 6, Clr 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 diff --git a/epic/epic-feats.html b/epic/epic-feats.html index 76d9976..c9213d2 100644 --- a/epic/epic-feats.html +++ b/epic/epic-feats.html @@ -2253,41 +2253,29 @@

Magical Beast Companion [Wild][Epic]

1st Level (No Adjustment)

- +

Stirge

+

Darkmantle

4th Level (-3)

- +

Hippogriff

+

Shocker lizard

7th Level (-6)

- +

Cockatrice

+

Ankheg

+

Griffon

+

Owlbear

+

Sea cat*

10th Level (-9)

- +

Basilisk

+

Digerster

+

Girallon

+

Spider eater

13th Level (-12)

- +

Bulette

+

Chimera

+

Remorhaz

16th Level (-15)

- +

Gorgon

+

Gray render

Special: Creatures marked with an asterisk are available only in an aquatic environment.

Magical Beast Wild Shape [Wild][Epic]

Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.

diff --git a/epic/epic-spells.html b/epic/epic-spells.html index dffce4d..3cfc2ac 100644 --- a/epic/epic-spells.html +++ b/epic/epic-spells.html @@ -264,21 +264,19 @@

Epic Spell Descriptions

an example for characters when they attempt to create and develop their own unique epic spells.

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 @@ -289,21 +287,19 @@

Animus Blast

animus blast.

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 @@ -313,21 +309,19 @@

Animus Blizzard

undead created with animus blizzard.

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 @@ -341,25 +335,23 @@

Contingent Resurrection

that has died of old age.

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 @@ -372,23 +364,21 @@

Create Living Vault (Ritual)

XP Cost: 20,000 XP.

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 @@ -421,22 +411,20 @@

Crown of Vermin

crown of vermin.

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 @@ -450,22 +438,20 @@

Damnation

XP Cost: 2,000 XP.

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 @@ -479,21 +465,19 @@

Demise Unseen

undead created with demise unseen.

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 @@ -503,22 +487,20 @@

Dire Winter

XP Cost: 10,000 XP.

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 @@ -528,23 +510,21 @@

Dragon Knight (Ritual)

unused 8th-level spell slot to the casting.

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 @@ -554,21 +534,19 @@

Dragon Strike (Ritual)

XP Cost: 2,000 XP (per caster).

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) S

+

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 @@ -587,23 +565,21 @@

Dreamscape

receive a Will save, negating the effect if successful.

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 @@ -615,23 +591,21 @@

Eclipse

XP Cost: 4,000 XP.

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 @@ -654,23 +628,21 @@

Eidolon

XP Cost: 2,500 XP.

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 @@ -687,21 +659,19 @@

Enslave (Ritual)

XP Cost: 2,000 XP.

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, @@ -711,21 +681,19 @@

Epic Counterspell

character’s spell negates the foe’s spell.

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 @@ -734,21 +702,19 @@

Epic Mage Armor

epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

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 @@ -757,24 +723,22 @@

Epic Repulsion

overcome this protection and touch the warded creature.

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. @@ -782,25 +746,23 @@

Epic Spell Reflection

XP Cost: 9,500 XP.

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: @@ -810,21 +772,19 @@

Eternal Freedom

XP Cost: 10,000 XP.

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 @@ -832,21 +792,19 @@

Greater Spell Resistance

other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

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 @@ -855,22 +813,20 @@

Greater Ruin

XP Cost: 2,000 XP.

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, @@ -882,20 +838,18 @@

Hellball

XP Cost: 200 XP.

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 @@ -912,22 +866,20 @@

Kinetic Control

the character.

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 @@ -935,22 +887,20 @@

Let Go of Me

automatically destroyed.

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 @@ -970,22 +920,20 @@

Living Lightning

quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.

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 @@ -1006,21 +954,19 @@

Lord of Nightmares

XP Cost: 1,000 XP.

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 @@ -1031,21 +977,19 @@

Mass Frog

statistics for the toad.) All the creatures’ equipment drops to the ground upon transformation.

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. @@ -1054,21 +998,19 @@

Momento Mori

surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.

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 @@ -1104,22 +1046,20 @@

Mummy Dust

first wind.

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 @@ -1133,26 +1073,24 @@

Nailed to the Sky

XP Cost: 1,000 XP.

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 SR 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 @@ -1161,16 +1099,14 @@

Origin of Species: Achaierai

XP Cost: 10,000 XP.

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 @@ -1179,23 +1115,21 @@

Peripety

so reflected, the spell ends.

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, @@ -1213,21 +1147,19 @@

Pestilence

XP Cost: 10,000 XP.

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 @@ -1238,25 +1170,23 @@

Rain of Fire

is stationary and persists even if the caster leaves.

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 @@ -1266,21 +1196,19 @@

Raise Island

XP Cost: 2,000 XP.

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 @@ -1289,22 +1217,20 @@

Ruin

XP Cost: 2,000 XP.

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 @@ -1318,23 +1244,20 @@

Safe Time

onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

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 @@ -1348,22 +1271,20 @@

Soul Dominion

character cannot control undead or incorporeal creatures with soul dominion.

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 @@ -1378,21 +1299,19 @@

Soul Scry

actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

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 @@ -1405,21 +1324,19 @@

Spell Worm

obvious to observers.

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 @@ -1429,42 +1346,38 @@

Summon Behemoth

end of their turn.

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.

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 @@ -1498,21 +1411,19 @@

Time Duplicate

self back at one time, nor can a character snatch a version of him or her from farther in the future.

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 @@ -1521,22 +1432,20 @@

Vengeful Gaze of God

200d6 points of damage

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 @@ -1547,25 +1456,23 @@

Verdigris

walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

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 @@ -2073,17 +1980,15 @@

Seed Descriptions

Spellcraft DC, indicates the base DC of the Spellcraft check required to cast an epic spell with this seed.

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 @@ -2100,17 +2005,15 @@

Seed:Afflict

penalties that apply for losing the specified sense.

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 @@ -2123,17 +2026,15 @@

Seed:Animate

To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.

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 @@ -2203,17 +2104,15 @@

Seed:Animate Dead

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 @@ -2225,17 +2124,15 @@

Seed: Armor

bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.

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 @@ -2244,17 +2141,15 @@

Seed: Banish

+20.

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 @@ -2267,17 +2162,15 @@

Seed: Compel

If the condition is not met before the spell using this seed expires, the activity is not performed.

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 @@ -2294,17 +2187,15 @@

Seed: Conceal

purpose, an opposed caster level check determines which spell works.

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 @@ -2324,17 +2215,15 @@

Seed: Conjure

true.

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 @@ -2355,17 +2244,15 @@

Seed: Contact

desire when the spell is cast.

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 @@ -2381,17 +2268,15 @@

Seed: Delude

additional spell development using this or other seeds.

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 @@ -2405,17 +2290,15 @@

Seed: Destroy

spellcaster to bring down a ward spell.

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 @@ -2435,20 +2318,18 @@

Seed: Dispel

character automatically succeeds on the dispel check against any spell that he or she cast him or her self.

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 @@ -2480,15 +2361,13 @@

Seed: Energy

effects requires an additional use of the energy seed.

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% @@ -2506,17 +2385,15 @@

Seed: Foresee

For each additional piece of information revealed, increase the Spellcraft DC by +2.

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 @@ -2559,17 +2436,15 @@

Seed: Fortify

creature’s current age category, all higher age categories are also adjusted accordingly.

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 @@ -2600,17 +2475,15 @@

Seed: Heal

loss.

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 @@ -2637,15 +2510,13 @@

Seed: Life

additional language that he or she knows per point of Intelligence bonus (if any).

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 @@ -2669,17 +2540,15 @@

Seed: Reflect

the spell using the reflect seed is expended.

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 @@ -2707,17 +2576,15 @@

Seed: Reveal

language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.

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. @@ -2731,17 +2598,15 @@

Seed: Slay

make another Fortitude saving throw, or the negative levels are converted to actual level loss.

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, @@ -2768,17 +2633,15 @@

Seed: Summon

resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.

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 @@ -2818,19 +2681,15 @@

Seed: Transform

for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.

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 @@ -2859,20 +2718,18 @@

Seed: Transport

subject for 20 rounds by transporting it to the appropriate time stream. This decreases the Spellcraft DC by –4.

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 @@ -2918,12 +2775,10 @@

Seed: Ward

Epic Psionic Powers

The following adjustments should be made if taking psionic characters to epic levels.

Epic Psionic Seeds

- +

+ Psionic characters can acquire epic powers. Generally, all the epic spell rules work for epic powers as well, + except as noted below for displays. +

Psionic characters take the Epic Manifestation feat, which works just like the Epic Spellcasting feat. The @@ -3069,17 +2924,15 @@

Epic Psionic Seeds

Non-Epic Spell

Genesis

- +

Conjuration (Creation)

+

Level: Sor/Wiz 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 diff --git a/main.css b/main.css index 8dbe8c1..93e07a0 100644 --- a/main.css +++ b/main.css @@ -88,7 +88,7 @@ th { .middle-line::before, .middle-line::after { background-color: #000; - content: ""; + content: ''; display: inline-block; height: 1px; position: relative; @@ -125,11 +125,15 @@ th { font-size: 16px; } -.by-level-table th, .by-level-table td { + vertical-align: top; border: 0; } +.by-level-table td:first-child { + width: 2.5em; +} + @media screen and (min-width: 832px) { body { max-width: 784px; diff --git a/psionics/psionic-powers-a-c.html b/psionics/psionic-powers-a-c.html index 872e510..b9770f1 100644 --- a/psionics/psionic-powers-a-c.html +++ b/psionics/psionic-powers-a-c.html @@ -79,16 +79,14 @@

Table of Contents

  • Crystallize
  • Adapt Body

    - +

    Psychometabolism

    +

    Level: Psion/wilder 5, psychic warrior 5

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 9

    Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely @@ -104,18 +102,16 @@

    Adapt Body

    usual amount of damage.

    Affinity Field

    - +

    Psychometabolism

    +

    Level: Psion/wilder 9

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 20 ft.

    +

    Area: 20-ft.-radius emanation, centered on you

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Fortitude negates (potentially harmless)

    +

    Power Resistance: Yes

    +

    Power Points: 17

    You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected @@ -131,16 +127,14 @@

    Affinity Field

    to you.

    Anchored Navigation

    - +

    Clairsentience

    +

    Level: Seer 4

    +

    Display: Material and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: 7

    You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free @@ -162,16 +156,14 @@

    Anchored Navigation

    planar boundaries.

    Animal Affinity

    - +

    Psychometabolism

    +

    Level: Egoist 2, psychic warrior 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 3

    You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores @@ -187,18 +179,16 @@

    Animal Affinity

    to another ability.

    Apopsi

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 9

    +

    Display: Auditory, material, and visual

    +

    Manifesting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living psionic creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 17, XP

    By using this power, you delete 1d4 powers permanently from the subject’s mind. You specify the level of each @@ -208,18 +198,16 @@

    Apopsi

    XP Cost: 50 XP per level of the deleted powers.

    Assimilate

    - +

    Psychometabolism

    +

    Level: Psion/wilder 9

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: One living creature touched

    +

    Duration: Instantaneous and 1 hour; see text

    +

    Saving Throw: Fortitude half

    +

    Power Resistance: Yes

    +

    Power Points: 17

    Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form @@ -240,16 +228,14 @@

    Assimilate

    time.

    Astral Caravan

    - +

    Psychoportation

    +

    Level: Nomad 3

    +

    Display: None

    +

    Manifesting Time: 1 hour

    +

    Range: Personal

    +

    Targets: You and touched willing creatures

    +

    Duration: See text

    +

    Power Points: 5

    You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon @@ -363,18 +349,16 @@

    Astral Caravan

    destination (six successful checks within 12 consecutive days still sees you to your desired goal).

    Astral Construct

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 1

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One created astral construct

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears @@ -393,18 +377,16 @@

    Astral Construct

    increases by one.

    Astral Seed

    - +

    Metacreativity

    +

    Level: Shaper 8

    +

    Display: Material; see text

    +

    Manifesting Time: 10 minutes

    +

    Range: 0 ft.

    +

    Effect: One storage crystal

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 15

    This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 @@ -442,18 +424,16 @@

    Astral Seed

    is itself irredeemably evil).

    Astral Traveler

    - +

    Psychoportation

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: None

    +

    Manifesting Time: 1 hour

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: See text

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 1

    This power allows you or a creature you touch to participate in an astral caravan created through use of the @@ -476,18 +456,16 @@

    Astral Traveler

    as necessary to bring the rear guard’s weapon to bear.

    Attraction

    - +

    Telepathy (Charm) [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or @@ -504,16 +482,14 @@

    Attraction

    the bonus on interaction checks increases by 1.

    Aura Alteration

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 6

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One willing creature

    +

    Duration: 10 min./level or instantaneous; see text

    +

    Power Points: 11

    You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a @@ -539,18 +515,16 @@

    Aura Alteration

    additional power points, the subject’s alignment changes to its opposite.

    Aura Sight

    - +

    Clairsentience

    +

    Level: Psion/wilder 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation centered on you

    +

    Duration: Concentration, up to 10 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they @@ -576,18 +550,16 @@

    Aura Sight

    Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet.

    Aversion

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Telepath 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual @@ -605,18 +577,16 @@

    Aversion

    the duration increases by 1 hour.

    Baleful Teleport

    - +

    Psychoportation (Teleportation)

    +

    Level: Nomad 5

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One corporeal creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude half

    +

    Power Resistance: Yes

    +

    Power Points: 9

    You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be @@ -629,20 +599,16 @@

    Baleful Teleport

    for the purpose of overcoming power resistance.

    Banishment, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 6

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 11

    As the banishment spell, except as noted here.

    @@ -653,18 +619,16 @@

    Banishment, Psionic

    your manifester level increases by 1 for the purpose of overcoming power resistance.

    Bend Reality

    - +

    Clairsentience

    +

    Level: Psion/wilder 8

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: See text

    +

    Saving Throw: None; see text

    +

    Power Resistance: Yes

    +

    Power Points: 15, XP

    Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the @@ -701,18 +665,16 @@

    Bend Reality

    XP Cost: 300 XP or more (see above).

    Bestow Power

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: 20 ft.

    +

    Target: One psionic creature

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can @@ -728,16 +690,14 @@

    Bestow Power

    points.

    Biofeedback

    - +

    Psychometabolism

    +

    Level: Psion/wilder 2, psychic warrior 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: Psion/wilder 3, psychic warrior 1

    You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain @@ -747,16 +707,14 @@

    Biofeedback

    Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

    Bite of the Wolf

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 1

    Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each @@ -780,16 +738,14 @@

    Bite of the Wolf

    4d8 points.

    Body Adjustment

    - +

    Psychometabolism (Healing)

    +

    Level: Psion/wilder 3, psychic warrior 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 round

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: Psion/wilder 5, psychic warrior 3

    You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular @@ -800,16 +756,14 @@

    Body Adjustment

    points of damage.

    Body Equilibrium

    - +

    Psychometabolism

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    +

    Power Points: 3

    You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can @@ -819,16 +773,14 @@

    Body Equilibrium

    If you fall from any height while using this power, damage from the impact is halved.

    Body Purification

    - +

    Psychometabolism (Healing)

    +

    Level: Psion/wilder 3, psychic warrior 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 round

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: Psion/wilder 5, psychic warrior 3

    You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal @@ -839,18 +791,16 @@

    Body Purification

    damage to the same ability score.

    Bolt

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 1

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: 0 ft.

    +

    Effect: A normal bolt, arrow, or sling bullet

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate @@ -862,18 +812,16 @@

    Bolt

    enhancement bonus on attack rolls and damage rolls by 1.

    Brain Lock

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Telepath 2

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One humanoid

    +

    Duration: Concentration + 1 round

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    The subject’s higher mind is locked away. He stands dazed, unable to take any psionic actions (including @@ -894,34 +842,30 @@

    Brain Lock

    outsider in addition to the creature types mentioned above.

    Breath of the Black Dragon

    - +

    Psychometabolism [Acid]

    +

    Level: Psion/wilder 6, psychic warrior 6

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: Cone-shaped burst centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Power Resistance: Yes

    +

    Power Points: 11

    Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.

    Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

    Burst

    - +

    Psychoportation

    +

    Level: Nomad 1, psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Power Points: 1

    This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)

    @@ -930,16 +874,14 @@

    Burst

    toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

    Call to Mind

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Mental

    +

    Manifesting Time: 1 minute

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 1

    By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.

    @@ -947,18 +889,16 @@

    Call to Mind

    successful, you instantly recall what was previously buried in your subconscious.

    Call Weaponry

    - +

    Psychoportation (Teleportation)

    +

    Level: Psychic warrior 1

    +

    Display: Material

    +

    Manifesting Time: 1 round

    +

    Range: 0 ft.

    +

    Effect: One weapon; see text

    +

    Duration: 1 min./level; see text (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another @@ -977,18 +917,16 @@

    Call Weaponry

    enhancement bonus on attack rolls and damage rolls by 1.

    Catapsi

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 5, psychic warrior 5

    +

    Display: Mental and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft.-radius emanation centered on you

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: Yes

    +

    Power Points: 9

    By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters @@ -1009,16 +947,14 @@

    Catapsi

    area both increase by 5 feet.

    Catfall

    - +

    Psychoportation

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Until landing or 1 round/ level

    +

    Power Points: 1

    You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far @@ -1033,34 +969,30 @@

    Catfall

    fall were an additional 10 feet shorter.

    Chameleon

    - +

    Psychometabolism

    +

    Level: Egoist 2, psychic warrior 1

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    +

    Power Points: 1

    Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Hide checks.

    Charm, Psionic

    - +

    Telepathy (Charm) [Mind-Affecting]

    +

    Level: Telepath 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    As the charm person spell, except as noted here.

    Augment: You can augment this power in one or more of the following ways.

    @@ -1078,18 +1010,16 @@

    Charm, Psionic

    increases by 1.

    Clairtangent Hand

    - +

    Clairsentience (Scrying)

    +

    Level: Seer 5

    +

    Display: Auditory, mental, and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: See text

    +

    Area: See text

    +

    Duration: Up to 1 min./level; see text (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 9

    You can emulate a far hand effect at any distance while simultaneously emulating @@ -1102,18 +1032,16 @@

    Clairtangent Hand

    power’s duration expires as soon as any of the noted telekinetic powers deals damage.

    Clairvoyant Sense

    - +

    Clairsentience (Scrying)

    +

    Level: Seer 2

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: See text

    +

    Effect: Psionic sensor

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of @@ -1128,16 +1056,14 @@

    Clairvoyant Sense

    The power does not work across planes.

    Claw of Energy

    - +

    Psychokinesis [see text]

    +

    Level: Psychic warrior 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    +

    Power Points: 7

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -1154,16 +1080,14 @@

    Claw of Energy

    This power’s subtype is the same as the type of energy infused in the natural weapon.

    Claws of the Beast

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Visual

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: see text

    You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into @@ -1251,16 +1175,14 @@

    Claws of the Beast

    Claws of the Vampire

    - +

    Psychometabolism

    +

    Level: Psychic warrior 3

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    +

    Power Points: 5

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -1281,18 +1203,16 @@

    Claws of the Vampire

    healing.

    Cloud Mind

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: None

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. +5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. @@ -1313,25 +1233,21 @@

    Cloud Mind

    perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

    Cloud Mind, Mass

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 6

    +

    Target: One creature/level

    +

    Power Points: 11

    As cloud mind, except as noted above. Each creature is affected individually.

    Compression

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 1

    This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This @@ -1364,18 +1280,16 @@

    Compression

    level.

    Conceal Thoughts

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One willing creature

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 1

    You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance @@ -1384,16 +1298,14 @@

    Conceal Thoughts

    mind probe).

    Concealing Amorpha

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Material; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: 0 ft.

    +

    Effect: Quasi-real amorphous film centered on you

    +

    Duration: 1 min./level (D)

    +

    Power Points: 3

    Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the @@ -1403,30 +1315,26 @@

    Concealing Amorpha

    manifest powers without hindrance.

    Concealing Amorpha, Greater

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 3, psychic warrior 3

    +

    Duration: 1 round/level (D)

    +

    Power Points: 5

    As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.

    Concussion Blast

    - +

    Psychokinesis [Force]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature or object

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 3

    A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the @@ -1442,16 +1350,14 @@

    Concussion Blast

    target cannot be more than 15 feet from another target of the power.

    Contingency, Psionic

    - +

    Clairsentience

    +

    Level: Psion/wilder 6

    +

    Display: Olfactory

    +

    Manifesting Time: 10 minutes or longer; see text

    +

    Range: Personal

    +

    Target: You

    +

    Duration: One day/level (D) or until discharged

    +

    Power Points: 11, XP

    You can place another power upon your person so that it comes into effect under some condition you dictate when @@ -1475,18 +1381,16 @@

    Contingency, Psionic

    XP Cost: 15 XP.

    Control Air

    - +

    Psychokinesis

    +

    Level: Kineticist 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 50-ft.-radius spread

    +

    Duration: Concentration, up to 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    You have some control over wind speed and direction. The speed of the wind within the area of this power can be @@ -1500,18 +1404,16 @@

    Control Air

    Powerful enough winds can cause creatures to be blown away, knocked down, or checked.

    Augment: See above.

    Control Body

    - +

    Psychokinesis

    +

    Level: Kineticist 4

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One Medium or smaller creature with humanoid physiology

    +

    Duration: Concentration, up to 1 min./level

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid @@ -1537,18 +1439,16 @@

    Control Body

    category larger.

    Control Flames

    - +

    Psychokinesis [Fire]

    +

    Level: Psion/wilder 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: One nonmagical fire source; see text

    +

    Duration: Concentration, up to 1 min./level

    +

    Saving Throw: See text

    +

    Power Resistance: No

    +

    Power Points: 1

    You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be @@ -1673,18 +1573,16 @@

    Control Flames

    step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.

    Control Light

    - +

    Psychokinesis [Light]

    +

    Level: Psion/wilder 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: Nine 10-ft. cubes + three 10-ft. cubes/level

    +

    Duration: Concentration, up to 1 min./level, or 1 round; see text

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in @@ -1708,18 +1606,16 @@

    Control Light

    but in such a case the power’s duration is only 1 round.

    Control Object

    - +

    Psychokinesis

    +

    Level: Kineticist 1

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One unattended object weighing up to 100 lb.

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under @@ -1738,18 +1634,16 @@

    Control Object

    character gains a +4 bonus on the check.

    Control Sound

    - +

    Psychokinesis [Sonic]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One sound or mixture of related sounds

    +

    Duration: Concentration, up to 1 min./level; see text

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of @@ -1770,18 +1664,16 @@

    Control Sound

    porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

    Co-Opt Concentration

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 6

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 11

    You take over control of a power that was manifested by the subject and that must be maintained through @@ -1801,18 +1693,16 @@

    Co-Opt Concentration

    mean that the power ends earlier than normal).

    Correspond

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Mental

    +

    Manifesting Time: 10 minutes

    +

    Range: See text

    +

    Target: One creature with an Intelligence score of 3 or higher

    +

    Duration: 1 round/level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    You forge a passive mental link with a creature with which you have previously had physical or mental contact. The @@ -1823,18 +1713,16 @@

    Correspond

    opportunity.

    Create Sound

    - +

    Metacreativity (Creation) [Sonic]

    +

    Level: Psion/wilder 1

    +

    Display: Auditory; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Sounds; see text

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of @@ -1856,18 +1744,16 @@

    Create Sound

    control sound.

    Crisis of Breath

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Telepath 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One breathing humanoid

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates, Fortitude partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 5

    You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the @@ -1910,18 +1796,16 @@

    Crisis of Breath

    increases by 1.

    Crisis of Life

    - +

    Telepathy [Mind-Affecting, Death]

    +

    Level: Telepath 7

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 13

    You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit @@ -1932,18 +1816,16 @@

    Crisis of Life

    Dice equal to 11 + the number of additional points.

    Crystal Shard

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 1

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged @@ -1953,18 +1835,16 @@

    Crystal Shard

    Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

    Crystallize

    - +

    Metacreativity

    +

    Level: Shaper 6

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One living creature

    +

    Duration: Permanent

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 11

    You seed the subject’s flesh with supersaturated crystal. In an eyeblink, the subject’s form seems to freeze over, diff --git a/psionics/psionic-powers-d-f.html b/psionics/psionic-powers-d-f.html index f449dbe..49e846b 100644 --- a/psionics/psionic-powers-d-f.html +++ b/psionics/psionic-powers-d-f.html @@ -111,16 +111,14 @@

    Table of Contents

  • Fusion
  • Danger Sense

    - +

    Clairsentience

    +

    Level: Psion/wilder 3, psychic warrior 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 5

    You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you @@ -132,31 +130,27 @@

    Danger Sense

    ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

    Darkvision, Psionic

    - +

    Clairsentience

    +

    Level: Psion/wilder 3, psychic warrior 2

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: Psion/wilder 5, psychic warrior 3

    As the darkvision spell, except as noted here.

    Daze, Psionic

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Material and mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid creature that has 4 HD or less

    +

    Duration: 1 round

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    As the daze spell, except as noted here.

    @@ -164,18 +158,16 @@

    Daze, Psionic

    Dice equal to 4 + the additional points.

    Death Urge

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One living creature

    +

    Duration: 1 round

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the @@ -197,18 +189,16 @@

    Death Urge

    its duration increases by 1 round.

    Deceleration

    - +

    Psychoportation

    +

    Level: Psion/wilder 1

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./level)

    +

    Target: One Medium or smaller creature

    +

    Duration: 1 min./level

    +

    Saving Throw: Reflex negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement @@ -220,18 +210,16 @@

    Deceleration

    category larger.

    Decerebrate

    - +

    Psychoportation [Teleportation]

    +

    Level: Psion/wilder 7

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./level)

    +

    Target: One living creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 13

    With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all @@ -240,18 +228,16 @@

    Decerebrate

    effect of 7th level or higher, the creature perishes in 1d4 days.

    DÉJà Vu

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One creature

    +

    Duration: 1 round

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has @@ -261,18 +247,16 @@

    DÉJà Vu

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Demoralize

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Mental and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft.-radius spread centered on you

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration @@ -283,18 +267,16 @@

    Demoralize

    area both increase by 5 feet, and the power’s save DC increases by 1.

    Destiny Dissonance

    - +

    Clairsentience

    +

    Level: Seer 1

    +

    Display: Material and mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 round/level

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 1

    Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. @@ -302,18 +284,16 @@

    Destiny Dissonance

    manifester.

    Detect Hostile Intent

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft.-radius emanation centered on you

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent @@ -330,18 +310,16 @@

    Detect Hostile Intent

    or dirt blocks it.

    Detect Psionics

    - +

    Clairsentience

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone -shaped emanation centered on you

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any @@ -434,18 +412,16 @@

    Detect Psionics

    feet of wood or dirt blocks it.

    Detect Remote Viewing

    - +

    Clairsentience

    +

    Level: Psion/wilder 4

    +

    Display: Mental and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: 24 hours

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or @@ -459,18 +435,16 @@

    Detect Remote Viewing

    an accurate sense of the remote viewer’s direction and distance from you.

    Detect Teleportation

    - +

    Clairsentience

    +

    Level: Nomad 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: Concentration, up to 1 minute (D)

    +

    Saving Throw: No

    +

    Power Resistance: No

    +

    Power Points: 1

    You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these @@ -483,34 +457,30 @@

    Detect Teleportation

    + 10 ft./level).

    Dimension Door, Psionic

    - +

    Psychoportation (Teleportation)

    +

    Level: Psion/wilder 4, psychic warrior 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target or Targets: You and touched objects or other touched willing creatures

    +

    Duration: Instantaneous

    +

    Saving Throw: None and Will negates (object)

    +

    Power Resistance: No and Yes (object)

    +

    Power Points: 7

    As the dimension door spell, except as noted here.

    Augment: If you spend 6 additional power points, you can manifest this power as a move action.

    Dimension Slide

    - +

    Psychoportation (Teleportation)

    +

    Level: Psychic warrior 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: You; see text

    +

    Duration: Instantaneous

    +

    Power Points: 5

    You instantly transfer yourself from your current location to any other spot within range to which you have line @@ -526,18 +496,16 @@

    Dimension Slide

    Augment: If you spend 4 additional power points, you can manifest this power as a move action.

    Dimension Swap

    - +

    Psychoportation (Teleportation)

    +

    Level: Nomad 2, psychic warrior 2

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Targets: You and one ally in range, or any two allies in range; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless, object)

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 3

    You instantly swap positions between your current position and that of a designated ally in range. Alternatively, @@ -553,33 +521,29 @@

    Dimension Swap

    category larger.

    Dimensional Anchor, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Effect: Ray

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: Yes (object)

    +

    Power Points: 7

    As the dimensional anchor spell, except as noted here.

    Disable

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 20 ft.

    +

    Area: Cone-shaped emanation centered on you

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are @@ -609,18 +573,16 @@

    Disable

    affect targets that have Hit Dice equal to 4 + the number of additional points.

    Disintegrate, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 6

    +

    Display: Auditory, material, and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial (object)

    +

    Power Resistance: Yes

    +

    Power Points: 11

    A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any @@ -648,33 +610,29 @@

    Disintegrate, Psionic

    the target takes if it succeeds on its saving throw.

    Dismissal, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One extraplanar creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    As the dismissal spell, except as noted here.

    Dismiss Ectoplasm

    - +

    Metacreativity

    +

    Level: Psion/wilder 3

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Area: 30-ft.-radius burst

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: No

    +

    Power Points: 5

    You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the @@ -695,18 +653,16 @@

    Dismiss Ectoplasm

    maximum +10) against a DC of 11 + the power’s manifester level.

    Dispel Psionics

    - +

    Psychokinesis

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target or Area: One manifester, creature, or object; or 20-ft.-radius burst

    +

    Duration: Instantaneous or 1d4 rounds; see text

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 5

    You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to @@ -767,21 +723,18 @@

    Dispel Psionics

    2 (to a maximum bonus of +20 for a 5-point expenditure).

    Dispelling Buffer

    - +

    Psychokinesis

    +

    Level: Kineticist 6, psychic warrior 6

    +

    Display: Material and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal or close (25 ft. + 5 ft./2 levels); see text

    +

    + Target: You or one willing creature or one object (object weighing up to 100 lb./level); see text +

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 11

    You create a psychokinetic shield around the subject that improves the chance that any powers affecting the @@ -800,18 +753,16 @@

    Dispelling Buffer

    manifester.

    Dissipating Touch

    - +

    Psychoportation (Teleportation)

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature or object touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes (object)

    +

    Power Points: 1

    Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This @@ -821,18 +772,16 @@

    Dissipating Touch

    Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

    Dissolving Touch

    - +

    Psychometabolism [Acid]

    +

    Level: Psychic warrior 2

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature or object touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You @@ -845,55 +794,49 @@

    Dissolving Touch

    points.

    Dissolving Weapon

    - +

    Psychometabolism [Acid]

    +

    Level: Psychic warrior 2

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: One held weapon; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    As dissolving touch, except your weapon is charged with acid until you make a successful attack.

    Distract

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a –4 penalty.

    Divert Teleport

    - +

    Psychoportation (Teleportation)

    +

    Level: Psion/wilder 7

    +

    Display: Visual

    +

    Manifesting Time: 1 immediate action; see text

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: A circle, centered on you, with a radius of 50 ft. + 10 ft./level

    +

    + Effect: Diverts the teleportation of any object or creature whose weight does not exceed your + maximum load +

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: Will negates (foils diversion)

    +

    Power Resistance: Yes (foils diversion)

    +

    Power Points: 13

    Similar to detect teleportation, except that you know the intended destination, and you can divert the @@ -913,31 +856,27 @@

    Divert Teleport

    you have studied carefully.

    Divination, Psionic

    - +

    Clairsentience

    +

    Level: Psion/wilder 4

    +

    Display: Mental and visual

    +

    Manifesting Time: 10 minutes

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 7

    As the divination spell, except as noted here.

    Dominate, Psionic

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Telepath 4

    +

    Display: Mental

    +

    Manifesting Time: 1 round

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One humanoid

    +

    Duration: Concentration

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    As the dominate person spell, except as noted here.

    Augment: You can augment this power in one or more of the following ways.

    @@ -958,18 +897,16 @@

    Dominate, Psionic

    increases by 1.

    Dream Travel

    - +

    Psychoportation

    +

    Level: Nomad 7

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: You and touched creature or creatures (up to one/level)

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 13

    You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into @@ -998,16 +935,14 @@

    Dream Travel

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Duodimensional Claw

    - +

    Psychometabolism

    +

    Level: Psychic warrior 3

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 5

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -1020,18 +955,16 @@

    Duodimensional Claw

    against ethereal or incorporeal targets this power is ineffective.

    Ecto Protection

    - +

    Metacreativity

    +

    Level: Psion/wilder 1

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action; see text

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: An astral construct you manifest

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    This power reinforces an astral construct created by the @@ -1047,18 +980,16 @@

    Ecto Protection

    dismiss ectoplasm increases by 1.

    Ectoplasmic Cocoon

    - +

    Metacreativity

    +

    Level: Shaper 3

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One Medium or smaller creature

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Reflex negates

    +

    Power Resistance: No

    +

    Power Points: 5

    You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject @@ -1085,16 +1016,14 @@

    Ectoplasmic Cocoon

    1. For every 2 additional power points you spend, this power’s save DC increases by 1.

    2. For every 2 additional power points you spend, this power can affect a target one size category larger.

    Ectoplasmic Cocoon, Mass

    - +

    Metacreativity

    +

    Level: Shaper 7

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: 20-ft.-radius burst

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Reflex negates

    +

    Power Resistance: No

    +

    Power Points: 13

    As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a @@ -1107,16 +1036,14 @@

    Ectoplasmic Cocoon, Mass

    by 5 feet.

    Ectoplasmic Form

    - +

    Psychometabolism

    +

    Level: Egoist 3, psychic warrior 3

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 5

    You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your @@ -1138,18 +1065,16 @@

    Ectoplasmic Form

    their effects may be moot (such as items that provide armor or natural armor bonuses).

    Ectoplasmic Shambler

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 5

    +

    Display: Auditory, material, and olfactory; see text

    +

    Manifesting Time: 1 round

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Effect: One ectoplasmic manifestation of a size equal to ten 10-ft. cubes (S)

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 9

    You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can @@ -1170,18 +1095,16 @@

    Ectoplasmic Shambler

    than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.

    Ego Whip

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. +10 ft./level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points @@ -1193,16 +1116,14 @@

    Ego Whip

    1d4 points and its save DC increases by 2.

    Elfsight

    - +

    Psychometabolism

    +

    Level: Psion/wilder 2, psychic warrior 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: Psion/wilder 3, psychic warrior 1

    You gain low-light vision (as an elf ) for the duration of the power, as well as a +2 bonus on Search and Spot @@ -1217,16 +1138,14 @@

    Elfsight

    of 20 feet.

    Empathic Feedback

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 4, psychic warrior 3

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: Psion/wilder 7, psychic warrior 5

    You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it @@ -1240,16 +1159,14 @@

    Empathic Feedback

    point.

    Empathic Transfer

    - +

    Psychometabolism

    +

    Level: Egoist 2, psychic warrior 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Willing creature touched

    +

    Duration: Instantaneous

    +

    Power Points: 3

    You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you @@ -1275,18 +1192,16 @@

    Empathic Transfer

    damage (to a maximum of 10d10 points per manifestation).

    Empathic Transfer, Hostile

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 3, psychic warrior 3

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half

    +

    Power Resistance: Yes

    +

    Power Points: 5

    You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can @@ -1312,18 +1227,16 @@

    Empathic Transfer, Hostile

    you.

    Empathy

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft.-radius spread centered on you

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic @@ -1340,16 +1253,14 @@

    Empathy

    2. If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.

    Empty Mind

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Power Points: 1

    You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus @@ -1365,16 +1276,14 @@

    Empty Mind

    1.

    Energy Adaptation

    - +

    Psychometabolism [see text]

    +

    Level: Psion/wilder 4, psychic warrior 4

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 7

    Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain @@ -1396,11 +1305,9 @@

    Energy Adaptation

    action.

    Energy Adaptation, Specified

    - +

    Psychometabolism [see text]

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Power Points: 3

    As energy adaptation, except you must choose one type of energy to which you gain resistance when this @@ -1412,18 +1319,16 @@

    Energy Adaptation, Specified

    action.

    Energy Ball

    - +

    Psychokinesis [see text]

    +

    Level: Kineticist 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 20-ft.-radius spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 7

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of @@ -1446,18 +1351,16 @@

    Energy Ball

    (d6). For each extra two dice of damage, this power’s save DC increases by 1.

    Energy Bolt

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: 120 ft.

    +

    Area: 120-ft. line

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 5

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy @@ -1480,18 +1383,16 @@

    Energy Bolt

    (d6). For each extra two dice of damage, this power’s save DC increases by 1.

    Energy Burst

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: 40 ft.

    +

    Area: 40-ft-radius burst centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 5

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable @@ -1517,18 +1418,16 @@

    Energy Burst

    (d6). For each extra two dice of damage, this power’s save DC increases by 1.

    Energy Cone

    - +

    Psychokinesis [see text]

    +

    Level: Kineticist 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 5

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the @@ -1551,18 +1450,16 @@

    Energy Cone

    (d6). For each extra two dice of damage, this power’s save DC increases by 1.

    Energy Conversion

    - +

    Psychometabolism [see text]

    +

    Level: Psion/wilder 7

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal and close (25 ft. + 5 ft./2 levels); see text

    +

    Effect: Ray; see text

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 13

    As energy adaptation, except that instead of radiating away energy as light, you store up the energy and @@ -1578,18 +1475,16 @@

    Energy Conversion

    the course of the power’s duration.

    Energy Current

    - +

    Psychokinesis [see text]

    +

    Level: Kineticist 5

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Any two creatures no more than 15 ft. apart

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 9

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body’s psionically fueled @@ -1634,18 +1529,16 @@

    Energy Current

    additional secondary target cannot be more than 15 feet from another target of the power.

    Energy Missile

    - +

    Psychokinesis [see text]

    +

    Level: Kineticist 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of @@ -1671,18 +1564,16 @@

    Energy Missile

    (d6) and its save DC increases by 1.

    Energy Push

    - +

    Psychokinetic [see text]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of @@ -1716,18 +1607,16 @@

    Energy Push

    impact with an object.

    Energy Ray

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 1

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the @@ -1747,18 +1636,16 @@

    Energy Ray

    (d6).

    Energy Retort

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal and close (25 ft. + 5 ft./2 levels); see text

    +

    Targets: You and creature or object attacking you; see text

    +

    Duration: 1 min./level

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 5

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy @@ -1787,18 +1674,16 @@

    Energy Retort

    Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

    Energy Stun

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 5-ft.-radius burst

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the @@ -1823,21 +1708,19 @@

    Energy Stun

    (d6) and its save DC increases by 1.

    Energy Wall

    - +

    Metacreativity (Creation) [see text]

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    + Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up + to 5 ft./2 levels +

    +

    Duration: Concentration + 1 round/ level

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: No

    +

    Power Points: 5

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy @@ -1868,18 +1751,16 @@

    Energy Wall

    This power’s subtype is the same as the type of energy you manifest.

    Energy Wave

    - +

    Psychokinesis [see text]

    +

    Level: Psion/wilder 7

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: 120 ft.

    +

    Area: Cone-shaped spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half or Fortitude half; see text

    +

    Power Resistance: Yes

    +

    Power Points: 13

    Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the @@ -1902,18 +1783,16 @@

    Energy Wave

    (d6). For each extra two dice of damage, this power’s save DC increases by 1.

    Entangling Ectoplasm

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One Medium or smaller creature

    +

    Duration: 5 rounds

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack @@ -1925,20 +1804,18 @@

    Entangling Ectoplasm

    category larger.

    Eradicate Invisibility

    - +

    Psychokinesis

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 50 ft.

    +

    + Targets: You and all invisible creatures and objects in a 50-ft.-radius burst centered on you +

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex negates

    +

    Power Resistance: No

    +

    Power Points: 5

    You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can’t @@ -1954,16 +1831,14 @@

    Eradicate Invisibility

    burst in which it functions both increase by 5 feet.

    Escape Detection

    - +

    Clairsentience

    +

    Level: Psychic warrior 3, seer 3

    +

    Display: None

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: 5

    You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as @@ -1973,46 +1848,40 @@

    Escape Detection

    manifester level (maximum +10).

    Ethereal Jaunt, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 7

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 13

    As the ethereal jaunt spell, except as noted here.

    Etherealness, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 9

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    + Targets: You and one other touched willing creature/three levels; all targets must be joined by + linked hands +

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 17

    As the etherealness spell, except as noted here.

    Evade Burst

    - +

    Psychometabolism

    +

    Level: Psion/wilder 7, psychic warrior 3

    +

    Display: Material

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: Psion/wilder 13, psychic warrior 5

    You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest @@ -2030,18 +1899,16 @@

    Evade Burst

    save.

    Exhalation of the Black Dragon

    - +

    Psychometabolism [Acid]

    +

    Level: Psychic warrior 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 5

    You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch @@ -2052,16 +1919,14 @@

    Exhalation of the Black Dragon

    points.

    Expansion

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round./level (D)

    +

    Power Points: 1

    This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This @@ -2102,42 +1967,36 @@

    Expansion

    level.

    Fabricate, Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 4

    +

    Display: Material

    +

    Manifesting Time: See spell text

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Up to 10 cu. ft./level; see spell text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    As the fabricate spell, except as noted here.

    Fabricate, Greater Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 6

    +

    Target: Up to 100 cu. ft./level

    +

    Power Points: 11

    As psionic fabricate, except ten times as much material is affected by the power.

    False Sensory Input

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 3

    +

    Display: Mental

    +

    Manifesting Time: 1 round

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target: One creature

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 5

    You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, @@ -2165,18 +2024,16 @@

    False Sensory Input

    target. Any additional target cannot be more than 15 feet from another target of the power.

    Far Hand

    - +

    Psychokinesis

    +

    Level: Psion/wilder 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: A nonmagical, unattended object weighing up to 5 lb.

    +

    Duration: Concentration, up to 1 min.

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as @@ -2187,18 +2044,16 @@

    Far Hand

    1. For every 2 additional power points you spend, this power’s range increases by 5 feet.

    2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

    - +

    Clairsentience

    +

    Level: Seer 3

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Any two living creatures that are initially no more than 30 ft. apart.

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 5

    You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature @@ -2210,16 +2065,14 @@

    No other effects are transferred by the fate link.

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Fate of One

    - +

    Clairsentience

    +

    Level: Seer 7

    +

    Display: Mental and visual

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 13

    Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of @@ -2232,18 +2085,16 @@

    Fate of One

    your turn.

    Feat Leech

    - +

    Clairsentience

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Mental and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. @@ -2267,16 +2118,14 @@

    Feat Leech

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Fiery Discorporation

    - +

    Psychokinesis [Fire]

    +

    Level: Kineticist 5

    +

    Display: Visual

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous and up to one day; see text

    +

    Power Points: 9

    You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power. @@ -2294,16 +2143,14 @@

    Fiery Discorporation

    determine whether you discorporate.

    Fission

    - +

    Psychometabolism

    +

    Level: Egoist 7

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Effect: Duplicate of yourself

    +

    Duration: 1 round/level (D)

    +

    Power Points: 13

    You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and @@ -2343,45 +2190,39 @@

    Fission

    damage, is added together.

    Float

    - +

    Psychoportation

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 1

    You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.

    Fly, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 7

    As the fly spell, except as noted here.

    Force Screen

    - +

    Psychokinesis [Force]

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 1

    You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 @@ -2393,16 +2234,14 @@

    Force Screen

    by 1.

    Form of Doom

    - +

    Psychometabolism

    +

    Level: Psychic warrior 6

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal; see text

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 11

    You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed @@ -2441,31 +2280,27 @@

    Form of Doom

    Augment: For every additional power point you spend, this power’s duration increases by 2 rounds.

    Freedom of Movement, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 4, psychic warrior 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 7

    As the freedom of movement spell, except as noted here.

    Fuse Flesh

    - +

    Psychometabolism

    +

    Level: Psion/wilder 6

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 round/level

    +

    Saving Throw: Fortitude negates and Fortitude partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 11

    You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject @@ -2488,16 +2323,14 @@

    Fuse Flesh

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Fusion

    - +

    Psychometabolism

    +

    Level: Egoist 8

    +

    Display: Auditory, material, and visual

    +

    Manifesting Time: 1 round

    +

    Range: Touch

    +

    Targets: You and one touched willing creature of your type and your size or smaller

    +

    Duration: 1 min./level (D)

    +

    Power Points: 15, XP

    You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the diff --git a/psionics/psionic-powers-g-p.html b/psionics/psionic-powers-g-p.html index a6e7acc..6b716fc 100644 --- a/psionics/psionic-powers-g-p.html +++ b/psionics/psionic-powers-g-p.html @@ -101,18 +101,16 @@

    Table of Contents

  • Psychofeedback
  • Genesis

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 9

    +

    Display: Material

    +

    Manifesting Time: One week (8 hours/day)

    +

    Range: 180 ft.; see text

    +

    Effect: A demiplane coterminous with the Astral Plane, centered on your location

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 17, XP

    You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very @@ -148,16 +146,14 @@

    Genesis

    XP Cost: 1,000 XP.

    Graft Weapon

    - +

    Psychometabolism

    +

    Level: Psychic warrior 3

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 24 hours (D)

    +

    Power Points: 5

    You attach any melee weapon you can use in one hand—mundane, psionic, or magical—onto the end of one of your arms. @@ -186,32 +182,28 @@

    Graft Weapon

    When this power’s duration expires, the grafted weapon falls to the ground and your hand returns.

    Grease, Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 1

    +

    Display: Visual and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target or Area: One object or a 10-ft. square

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: See spell text

    +

    Power Resistance: No

    +

    Power Points: 1

    As the grease spell, except as noted here.

    Sometimes this power is referred to as ectoplasmic sheen.

    Grip of Iron

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Visual

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    +

    Power Points: 1

    You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple @@ -228,18 +220,16 @@

    Grip of Iron

    checks increases by 2.

    Hail of Crystals

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 5

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Area: 20-ft.-radius burst

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Power Resistance: No

    +

    Power Points: 9

    A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of @@ -260,16 +250,14 @@

    Hail of Crystals

    the crystal increases by 1d4 points.

    Hammer

    - +

    Psychometabolism

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Power Points: 1

    This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points @@ -279,16 +267,14 @@

    Hammer

    Augment: For every additional power point you spend, this power’s duration increases by 1 round.

    Hustle

    - +

    Psychometabolism

    +

    Level: Egoist 3, psychic warrior 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Effect: 1 extra move action

    +

    Power Points: Egoist 5, psychic warrior 3

    You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using @@ -300,16 +286,14 @@

    Hustle

    limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

    Hypercognition

    - +

    Clairsentience

    +

    Level: Seer 8

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action or 1 immediate action; see text

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 15

    You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your @@ -328,18 +312,16 @@

    Hypercognition

    hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

    Id Insinuation

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. +5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Concentration + 1 round

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    As the confusion spell, except as noted here.

    Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the @@ -381,32 +363,28 @@

    Id Insinuation

    of the power.

    Identify, Psionic

    - +

    Clairsentience

    +

    Level: Psion/wilder 2

    +

    Display: Material and mental

    +

    Manifesting Time: One day

    +

    Range: Touch

    +

    Target: One touched object

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    As the identify spell, except as noted here.

    This power is used to identify the abilities of psionic items.

    Immovability

    - +

    Psychometabolism

    +

    Level: Psychic warrior 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Concentration

    +

    Power Points: 7

    You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the @@ -427,18 +405,16 @@

    Immovability

    action.

    Incarnate

    - +

    Metacreativity

    +

    Level: Psion/wilder 5

    +

    Display: Material

    +

    Manifesting Time: 2 rounds

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: Permanent; see text

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 9, XP

    This power makes certain other powers permanent. Depending on the power to be affected, you must be of a minimum @@ -519,16 +495,14 @@

    Incarnate

    incarnate manifestation.

    Inertial Armor

    - +

    Psychokinesis

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 1; see text

    Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, @@ -544,16 +518,14 @@

    Inertial Armor

    by 1.

    Inertial Barrier

    - +

    Psychokinesis

    +

    Level: Kineticist 4, psychic warrior 4

    +

    Display: Auditory and mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 7

    You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as @@ -561,18 +533,16 @@

    Inertial Barrier

    Inertial barrier also absorbs half the damage you take from any fall.

    Inflict Pain

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 round/level

    +

    Saving Throw: Will partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that @@ -585,18 +555,16 @@

    Inflict Pain

    of the power.

    Insanity

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 7

    +

    Display: Mental

    +

    Manifesting Time: 1 standardaction

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 13

    As the confusion spell, except as noted here.

    @@ -641,18 +609,16 @@

    Insanity

    of the power.

    Intellect Fortress

    - +

    Psychokinesis

    +

    Level: Psion/wilder 4

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: 20 ft.

    +

    Area: 20-ft.-radius spread centered on you

    +

    Duration: 1 round

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and @@ -673,62 +639,54 @@

    Intellect Fortress

    Augment: For every additional power point you spend, this power’s duration increases by 1 round.

    Iron Body, Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 8

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 15

    As the iron body spell, except as noted here.

    Keen Edge, Psionic

    - +

    Metacreativity

    +

    Level: Psion/wilder 3, psychic warrior 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 5

    As the keen edge spell, except as noted here.

    Knock, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

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

    +

    Duration: Instantaneous; see spell text

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    As the knock spell, except as noted here.

    Know Direction and Location

    - +

    Clairsentience

    +

    Level: Psion/wilder 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 1

    You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after @@ -742,16 +700,14 @@

    Know Direction and Location

    astral caravan grants a +2 bonus on the check.

    Leech Field

    - +

    Psychometabolism

    +

    Level: Psion/wilder 5

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal; see text

    +

    Target: You

    +

    Duration: 1 min.

    +

    Power Points: 9

    You raise a field of potentiality that drains the vitality from powers that you successfully save against. When @@ -770,18 +726,16 @@

    Leech Field

    minute.

    Levitate, Psionic

    - +

    Psychoportation

    +

    Level: Nomad 2, psion/wilder 2, psychic warrior 2

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

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

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 3

    As the levitate spell, except as noted here.

    @@ -789,29 +743,25 @@

    Levitate, Psionic

    manifester (not a willing creature or an object).

    Major Creation, Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 5

    +

    Manifesting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Duration: See spell text

    +

    Power Points: 9

    As the major creation spell, except as noted here.

    Matter Agitation

    - +

    Psychokinesis

    +

    Level: Psion/wilder 1

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 2 sq. ft. of surface area of an object or creature

    +

    Duration: Concentration, up to 1 min./level

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You can excite the structure of a nonpsionic, nonmagical object, heating it to the point of combustion over time. @@ -830,18 +780,16 @@

    Matter Agitation

    objects). Skin burns and hair ignites (1d6 points of damage), lead melts.

    Matter Manipulation

    - +

    Metacreativity

    +

    Level: Psion/wilder 8

    +

    Display: Auditory and mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 1 cu. ft./level of inanimate material

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 15, XP

    You can weaken or strengthen the substance of an object or structure. You can affect both mundane and magical @@ -860,16 +808,14 @@

    Matter Manipulation

    XP Cost: 250 XP for each point by which the object’s hardness is altered.

    Mental Barrier

    - +

    Clairsentience

    +

    Level: Psion/wilder 3, psychic warrior 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Power Points: 5

    You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 @@ -885,18 +831,16 @@

    Mental Barrier

    1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.

    2. For every additional power point you spend, this power’s duration increases by 1 round.

    Mental Disruption

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: 10 ft.

    +

    Area: 10-ft.-radius spread centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate @@ -910,16 +854,14 @@

    Mental Disruption

    feet.

    Metaconcert

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psychic warrior 5, telepath 5

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 minute

    +

    Range: 20 ft.

    +

    Target: You and up to nine other willing psionic creatures in range

    +

    Duration: 1 min./level (D)

    +

    Power Points: 9

    You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its @@ -966,16 +908,14 @@

    Metaconcert

    Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

    Metafaculty

    - +

    Clairsentience

    +

    Level: Seer 9

    +

    Display: Mental, olfactory, and visual

    +

    Manifesting Time: 1 hour

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous and 1 min./level (D); see text

    +

    Power Points: 17, XP

    You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions @@ -1015,16 +955,14 @@

    Metafaculty

    XP Cost: 1,000.

    Metamorphosis

    - +

    Psychometabolism

    +

    Level: Egoist 4

    +

    Display: Material and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D) for a creature; 1 hour/level (D) for an object

    +

    Power Points: 7

    You assume the form of a creature of the same type as your normal form, or any other type except construct, @@ -1092,16 +1030,14 @@

    Metamorphosis

    object’s hardness, if any, protects you).

    Metamorphosis, Greater

    - +

    Psychometabolism

    +

    Level: Egoist 9

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D) for a creature; 1 hour/level (D) for an object

    +

    Power Points: 17, XP

    As metamorphosis, except that this power enables you to assume the form of any single nonunique object or @@ -1126,16 +1062,14 @@

    Metamorphosis, Greater

    As an inanimate object, you lose all mobility; however, you retain your ability to manifest powers normally.

    XP Cost: 200 XP.

    Metaphysical Claw

    - +

    Psychometabolism

    +

    Level: Psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 1

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -1152,18 +1086,16 @@

    Metaphysical Claw

    bonus on attack rolls and damage rolls by 1.

    Metaphysical Weapon

    - +

    Metacreativity

    +

    Level: Psychic warrior 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Weapon touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 1

    Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement @@ -1187,18 +1119,16 @@

    Metaphysical Weapon

    attack rolls and damage rolls by 1.

    Microcosm

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 9

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target or Area: One creature; or one or more creatures within a 15-ft.-radius sphere

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 17

    This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a @@ -1230,31 +1160,27 @@

    Microcosm

    points the power can affect increases by 10.

    Mind Blank, Personal

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 7, psychic warrior 6

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: One day

    +

    Power Points: Psion/wilder 13, psychic warrior 11

    As psionic mind blank (see below), except as noted here.

    Mind Blank, Psionic

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 8

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: One day

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 15

    The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or @@ -1267,18 +1193,16 @@

    Mind Blank, Psionic

    at all.

    Mind Probe

    - +

    Telepathy (Charm) [Mind-Affecting]

    +

    Level: Telepath 5

    +

    Display: Auditory, material, and visual

    +

    Manifesting Time: 1 minute

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Will partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 9

    All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those @@ -1299,18 +1223,16 @@

    Mind Probe

    only appropriate visual images in answer to your questions.

    Mind Seed

    - +

    Telepathy (Compulsion) [Evil, Mind-Affecting]

    +

    Level: Telepath 8

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: One touched Medium or smaller humanoid

    +

    Duration: Instantaneous; see text

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 15, XP

    You impress the totality of your psyche into a subject’s subconscious. If successfully implanted, the seed of your @@ -1338,18 +1260,16 @@

    Mind Seed

    XP Cost: 3,000 XP.

    Mind Switch

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 6

    +

    Display: Visual

    +

    Manifesting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Targets: You and one other creature

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: Yes

    +

    Power Points: 11, XP

    You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its @@ -1398,15 +1318,13 @@

    Mind Switch

    XP Cost: 100 XP.

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Mind Switch, True

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 9

    +

    Manifesting Time: 1 minute

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: Yes

    +

    Power Points: 17, XP

    As mind switch, except as noted here. You permanently exchange bodies with the subject. Since this power’s @@ -1426,18 +1344,16 @@

    Mind Switch, True

    XP Cost: 10,000 XP.

    Mind Thrust

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage @@ -1448,18 +1364,16 @@

    Mind Thrust

    points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

    Mind Trap

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 5

    You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power @@ -1472,21 +1386,19 @@

    Mind Trap

    Augment: For every additional power point you spend, this power’s duration increases by 1 round.

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

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

    +

    + Targets: You and one other willing creature within range that has an Intelligence score of 3 or + higher +

    +

    Duration: 10 min./level

    +

    Saving Throw: None; see text

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 1

    You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do @@ -1503,14 +1415,12 @@

    cannot be more than 15 feet from another target of the power.

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 4

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    As mindlink, except that if the target is a psionic character or creature that knows powers, you can @@ -1528,18 +1438,16 @@

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Mindwipe

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Auditory, mental, and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject @@ -1557,36 +1465,32 @@

    Mindwipe

    2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject.

    Minor Creation, Psionic

    - +

    Metacreativity (Creation)

    +

    Level: Shaper 1

    +

    Display: Material

    +

    Manifesting Time: 1 minute

    +

    Range: 0 ft.

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 1

    As the minor creation spell, except as noted here.

    Missive

    - +

    Telepathy [Mind-Affecting, Language-Dependent]

    +

    Level: Psion/wilder 1

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Effect: Mental message delivered to subject

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a @@ -1598,18 +1502,16 @@

    Missive

    and its save DC increases by 1.

    Missive, Mass

    - +

    Telepathy [Mind-Affecting, Language-Dependent]

    +

    Level: Psion/wilder 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Targets: All creatures in a 400 ft. + 40 ft./level radius centered on you; see text

    +

    Effect: Mental message delivered to subjects

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 3

    You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude @@ -1622,44 +1524,38 @@

    Missive, Mass

    and its save DC increases by 1.

    Modify Memory, Psionic

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Telepath 4

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Permanent

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    As the modify memory spell, except as noted here.

    Moment of Prescience, Psionic

    - +

    Clairsentience

    +

    Level: Psion/wilder 7

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level or until discharged

    +

    Power Points: 13

    As the moment of prescience spell, except as noted here.

    My Light

    - +

    Psychokinesis [Light]

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Effect: 20-ft. cone of light emanating from you

    +

    Duration: 10 min./level (D)

    +

    Power Points: 1

    Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk @@ -1673,18 +1569,16 @@

    My Light

    Augment: If you spend 2 additional power points, you can manifest this power as a swift action.

    Null Psionics Field

    - +

    Psychokinesis

    +

    Level: Kineticist 6

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 10 ft.

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: See text

    +

    Power Points: 11

    An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic @@ -1720,16 +1614,14 @@

    Null Psionics Field

    outside the effect is unaffected by the field.

    Oak Body

    - +

    Psychometabolism

    +

    Level: Psion/wilder 7, psychic warrior 5

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: Psion/wilder 13, psychic warrior 9

    This power transforms your body into living oak, which grants you several advantages.

    @@ -1756,18 +1648,16 @@

    Oak Body

    Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

    Object Reading

    - +

    Clairsentience

    +

    Level: Seer 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 minute

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: Concentration, up to 10 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 3

    You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by @@ -1803,29 +1693,25 @@

    Object Reading

    10 minutes.

    Overland Flight, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 6

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 11

    As the overland flight spell, except as noted here.

    Painful Strike

    - +

    Psychometabolism

    +

    Level: Psychic warrior 2

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    +

    Power Points: 3

    Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra @@ -1835,18 +1721,16 @@

    Painful Strike

    Augment: If you spend 6 additional power points, you can manifest this power as a swift action.

    Personality Parasite

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One Medium or smaller humanoid

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the @@ -1874,46 +1758,40 @@

    Personality Parasite

    schism effect.

    Phase Door, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 7

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 0 ft.

    +

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

    +

    Duration: One usage per two levels

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 13

    As the phase door spell, except as noted here. This power is subject to dispel psionics.

    Plane Shift, Psionic

    - +

    Psychoportation

    +

    Level: Psion/wilder 5

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: Willing creature touched, or up to eight willing creatures joining hands

    +

    Duration: Instantaneous

    +

    Power Points: 9

    As the plane shift spell, except as noted here.

    Power Leech

    - +

    Telepathy (Compulsion) [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Any psionic creature

    +

    Duration: Concentration, up to 1 round/level; see text

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points @@ -1928,31 +1806,27 @@

    Power Leech

    5-foot step) instead of a standard action.

    Power Resistance

    - +

    Clairsentience

    +

    Level: Psion/wilder 5

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 9

    The creature gains power resistance equal to 12 + your manifester level.

    Precognition

    - +

    Clairsentience

    +

    Level: Seer 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 1

    Precognition allows your mind to glimpse fragments of potential future events—what you see will probably @@ -1971,16 +1845,14 @@

    Precognition

    elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

    Precognition, Defensive

    - +

    Clairsentience

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 1

    Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. @@ -1993,30 +1865,26 @@

    Precognition, Defensive

    1. For every 3 additional power points you spend, the insight bonus gained increases by 1.

    2. If you spend 6 additional power points, you can manifest this power as a swift action.

    Precognition, Greater

    - +

    Clairsentience

    +

    Level: Seer 6

    +

    Display: Auditory and visual

    +

    Manifesting Time: 10 minutes

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    +

    Power Points: 11

    As precognition, except as noted here.

    You gain a +4 insight bonus instead of a +2 bonus.

    Precognition, Offensive

    - +

    Clairsentience

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action; see text

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 1

    Your awareness extends a fraction of a second into the future, allowing you to better land blows against your @@ -2028,16 +1896,14 @@

    Precognition, Offensive

    2. If you spend 6 additional power points, you can manifest this power as a swift action.

    Prescience, Offensive

    - +

    Clairsentience

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 1

    Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your @@ -2049,16 +1915,14 @@

    Prescience, Offensive

    2. If you spend 6 additional power points, you can manifest this power as a swift action.

    Prevenom

    - +

    Psychometabolism (Creation)

    +

    Level: Psychic warrior 1

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level or until discharged

    +

    Power Points: 1

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -2071,26 +1935,22 @@

    Prevenom

    increases by 2 points.

    Prevenom Weapon

    - +

    Psychometabolism (Creation)

    +

    Level: Psychic warrior 1

    +

    Range: Touch

    +

    Target: Weapon touched

    +

    Power Points: 1

    As prevenom, except your weapon gains the poison coating as long as it remains in your grip.

    Prowess

    - +

    Clairsentience

    +

    Level: Psychic warrior 2

    +

    Display: Mental

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 3

    If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your @@ -2102,18 +1962,16 @@

    Prowess

    limit of one quickened power per round.

    Psionic Blast

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft. cone-shaped burst

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 5

    The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. @@ -2124,16 +1982,14 @@

    Psionic Blast

    by 1 round.

    Psionic Lion’s Charge

    - +

    Psychometabolism

    +

    Level: Psychic warrior 2

    +

    Display: Mental

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 3

    You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round. @@ -2148,18 +2004,16 @@

    Psionic Lion’s Charge

    current round gains a circumstance bonus on damage equal to the number of additional points spent.

    Psionic Lock

    - +

    Psychoportation

    +

    Level: Psion/wilder 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Door, chest, or portal touched, up to 30 sq. ft./level in size

    +

    Duration: Permanent

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own @@ -2168,18 +2022,16 @@

    Psionic Lock

    portal affected by this power.

    Psionic Repair Damage

    - +

    Metacreativity

    +

    Level: Shaper 2

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Construct touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 3

    When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to @@ -2191,17 +2043,15 @@

    Psionic Repair Damage

    points of damage.

    Psionic Revivify

    - +

    Psychometabolism (Healing) [Good]

    +

    Level: Egoist 5

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Dead creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 9, XP

    Psionic revivify lets a manifester reconnect a corpse’s psyche with its body, restoring life to a recently @@ -2220,16 +2070,14 @@

    Psionic Revivify

    manifestation of this power can be delayed by 1 additional round.

    Psionic Scent

    - +

    Psychometabolism

    +

    Level: Psychic warrior 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    +

    Power Points: 3

    You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to @@ -2256,18 +2104,16 @@

    Psionic Scent

    psionic scent, you ignore the effects of surface conditions and poor visibility.

    Psychic Chirurgery

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 9

    +

    Display: Auditory, mental, and visual

    +

    Manifesting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 17, XP; see text

    You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of @@ -2302,18 +2148,16 @@

    Psychic Chirurgery

    so, you can split this cost evenly.

    Psychic Crush

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 5

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. +5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will partial; see text

    +

    Power Resistance: Yes

    +

    Power Points: 9

    Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The @@ -2325,18 +2169,16 @@

    Psychic Crush

    points.

    Psychic Reformation

    - +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 4

    +

    Display: Auditory, mental, and visual

    +

    Manifesting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7, XP; see text

    When this power is manifested, the subject can choose to spend its most recently gained skill points differently @@ -2359,18 +2201,16 @@

    Psychic Reformation

    50 XP. The manifester and subject split all XP costs evenly.

    Psychic Vampire

    - +

    Psychometabolism

    +

    Level: Egoist 4, psychic warrior 4

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 7

    This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s @@ -2390,16 +2230,14 @@

    Psychic Vampire

    Intelligence, Wisdom, or Charisma damage (your choice).

    Psychofeedback

    - +

    Psychometabolism

    +

    Level: Egoist 5, psychic warrior 5

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 9

    You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select diff --git a/psionics/psionic-powers-list.html b/psionics/psionic-powers-list.html index f4b43cf..805735a 100644 --- a/psionics/psionic-powers-list.html +++ b/psionics/psionic-powers-list.html @@ -135,275 +135,237 @@

    Table of Contents

    Psion/Wilder Powers

    1st-Level Psion/Wilder Powers

    - +

    Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.

    +

    AttractionA: Subject has an attraction you specify.

    +

    BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.

    +

    Call to Mind: Gain additional Knowledge check with +4 competence bonus.

    +

    CatfallA: Instantly save yourself from a fall.

    +

    Conceal Thoughts: You conceal your motives.

    +

    Control FlamesA: Take control of nearby open flame.

    +

    Control Light: Adjust ambient light levels.

    +

    Create Sound: Create the sound you desire.

    +

    Crystal ShardA: Ranged touch attack for 1d6 points of piercing damage.

    +

    Daze, PsionicA: Humanoid creature of 4 HD or less loses next action.

    +

    DecelerationA: Target’s speed is halved.

    +

    Déjà VuA: Your target repeats his last action.

    +

    DemoralizeA: Enemies become shaken.

    +

    Detect Psionics: You detect the presence of psionics.

    +

    DisableA: Subjects incorrectly believe they are disabled.

    +

    Dissipating TouchA: Touch deals 1d6 damage.

    +

    Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks.

    +

    + Ecto ProtectionA: An astral construct gains bonus against dismiss ectoplasm. +

    +

    EmpathyA: You know the subject’s surface emotions.

    +

    Empty MindA: You gain +2 on Will saves until your next action.

    +

    Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.

    +

    Entangling Ectoplasm: You entangle a foe in sticky goo.

    +

    Far HandA: Move small objects at a limited distance.

    +

    FloatA: You buoy yourself in water or other liquid.

    +

    Force ScreenA: Invisible disc provides +4 shield bonus to AC.

    +

    Grease, Psionic: Makes 10-ft. square or one object slippery.

    +

    HammerA: Melee touch attack deals 1d8/round.

    +

    Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.

    +

    Know Direction and Location: You discover where you are and what direction you face.

    +

    Matter Agitation: You heat a creature or object.

    +

    Mind ThrustA: Deal 1d10 damage.

    +

    MissiveA: Send a one-way telepathic message to subject.

    +

    My LightA: Your eyes emit 20-ft. cone of light.

    +

    Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.

    +

    Precognitionion, OffensiveA: Gain +1 insight bonus on your attack rolls.

    +

    Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.

    +

    Sense LinkA: You sense what the subject senses (single sense).

    +

    Skate: Subject slides skillfully along the ground.

    +

    Synesthete: You receive one kind of sense when another sense is stimulated.

    +

    Telempathic Projection: Alter the subject’s mood.

    +

    VigorA: Gain 5 temporary hit points.

    2nd-Level Psion/Wilder Powers

    - +

    Bestow PowerA: Subject receives 2 power points.

    +

    BiofeedbackA: Gain damage reduction 2/–.

    +

    Body Equilibrium: You can walk on nonsolid surfaces.

    +

    Cloud Mind: You erase knowledge of your presence from target’s mind.

    +

    Concealing Amorpha: Quasi-real membrane grants you concealment.

    +

    Concussion BlastA: Deal 1d6 force damage to target.

    +

    Control Sound: Create very specific sounds.

    +

    Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

    +

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

    +

    + Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. +

    +

    Energy Adaptation, SpecifiedA: Gain resistance 10 against one energy type.

    +

    Energy PushA: Deal 2d6 damage and knock subject back.

    +

    Energy StunA: Deal 1d6 damage and stun target if it fails both saves.

    +

    Feat LeechA: Borrow another’s psionic or metapsionic feats.

    +

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

    +

    Identify, Psionic: Learn the properties of a psionic item.

    +

    + Inflict PainA: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes + the save. +

    +

    Knock, Psionic: Opens locked or psionically sealed door.

    +

    Levitate, Psionic: You move up and down, forward and back via mental support.

    +

    Mental DisruptionA: Daze creatures within 10 feet for 1 round.

    +

    Missive, MassA: You send a one-way telepathic message to an area.

    +

    Psionic Lock: Secure a door, chest, or portal.

    +

    Recall AgonyA: Foe takes 2d6 damage.

    +

    Sense Link, Forced: Sense what subject senses.

    +

    Share Pain: Willing subject takes some of your damage.

    +

    Sustenance: Go without food and water for one day.

    +

    Swarm of CrystalsA: Crystal shards are sprayed forth doing 3d4 slashing damage.

    +

    Thought ShieldA: Gain PR 13 against mind-affecting powers.

    +

    Tongues, Psionic: You can communicate with intelligent creatures.

    3rd-Level Psion/Wilder Powers

    - +

    Body AdjustmentA: You heal 1d12 damage.

    +

    Body PurificationA: You restore 2 points of ability damage.

    +

    Danger SenseA: You gain +4 bonus against traps.

    +

    Darkvision, Psionic: See 60 ft. in total darkness.

    +

    Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.

    +

    Dispel PsionicsA: Cancels psionic powers and effects.

    +

    Energy BoltA: Deal 5d6 energy damage in 120-ft. line.

    +

    Energy BurstA: Deal 5d6 energy damage in 40-ft. burst.

    +

    + Energy RetortA: Ectoburst of energy automatically targets your attacker for 4d6 damage + once each round. +

    +

    Energy Wall: Create wall of your chosen energy type.

    +

    Eradicate InvisibilityA: Negate invisibility in 50-ft. burst.

    +

    Keen Edge, Psionic: Doubles normal weapon’s threat range.

    +

    Mental BarrierA: Gain +4 deflection bonus to AC until your next action.

    +

    + Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power. +

    +

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

    +

    Share Pain, ForcedA: Unwilling subject takes some of your damage.

    +

    Solicit PsicrystalA: Your psicrystal takes over your concentration power.

    +

    Telekinetic ForceA: Move an object with the sustained force of your mind.

    +

    Telekinetic ThrustA: Hurl objects with the force of your mind.

    +

    Time HopA: Subject hops forward in time 1 round/level.

    +

    TouchsightA: Your telekinetic field tells you where everything is.

    +

    Ubiquitous Vision: You have all-around vision.

    4th-Level Psion/Wilder Powers

    - +

    + Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis. +

    +

    Correspond: Hold mental conversation with another creature at any distance.

    +

    Death UrgeA: Implant a self-destructive compulsion.

    +

    Detect Remote Viewing: You know when others spy on you remotely.

    +

    Dimension Door, Psionic: Teleports you short distance.

    +

    Divination, Psionic: Provides useful advice for specific proposed action.

    +

    Empathic FeedbackA: When you are hit in melee, your attacker takes damage.

    +

    Energy AdaptationA: Your body converts energy to harmless light.

    +

    Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.

    +

    + Intellect FortressA: Those inside fortress take only half damage from all powers and + psi-like abilities until your next action. +

    +

    MindwipeA: Subject’s recent experiences wiped away, bestowing negative levels.

    +

    + Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 + round/level. +

    +

    + Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round. +

    +

    + Psychic ReformationX: Subject can choose skills, feats, and powers anew for previous + levels. +

    +

    + Telekinetic ManeuverA: Telekinetically bull rush, disarm, grapple, or trip your + target. +

    +

    Trace TeleportA: Learn destination of subject’s teleport.

    +

    Wall of Ectoplasm: You create a protective barrier.

    5th-Level Psion/Wilder Powers

    - +

    Adapt Body: Your body automatically adapts to hostile environments.

    +

    CatapsiA: Psychic static inhibits power manifestation.

    +

    + Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area. +

    +

    IncarnateX: Make some powers permanent.

    +

    Leech FieldA: Leech power points each time you make a saving throw.

    +

    Major Creation, Psionic: As psionic minor creation, plus stone and metal.

    +

    Plane Shift, Psionic: Travel to other planes.

    +

    Power Resistance: Grant PR equal to 12 + level.

    +

    + Psychic CrushA: Brutally crush subject’s mental essence, reducing subject to –1 hit + points. +

    +

    Shatter Mind Blank: Cancels target’s mind blank effect.

    +

    + Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within + 10 ft. until your next turn. +

    +

    True Seeing, PsionicA: See all things as they really are.

    6th-Level Psion/Wilder Powers

    - +

    Aura AlterationA: Repairs psyche or makes subject seem to be something it is not.

    +

    Breath of the Black DragonA: Breathe acid for 11d6 damage.

    +

    Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.

    +

    Contingency, PsionicX: Sets trigger condition for another power.

    +

    Co-opt Concentration: Take control of foe’s concentration power.

    +

    Disintegrate, PsionicA: Turn one creature or object to dust.

    +

    Fuse FleshA: Fuse subject’s flesh, creating a helpless mass.

    +

    Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.

    +

    + Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance. +

    +

    RetrieveA: Teleport to your hand an item you can see.

    +

    Suspend Life: Put yourself in a state akin to suspended animation.

    +

    Temporal AccelerationA: Your time frame accelerates for 1 round.

    7th-Level Psion/Wilder Powers

    - +

    Decerebrate: Remove portion of subject’s brain stem.

    +

    Divert Teleport: Choose destination for another’s teleport.

    +

    Energy Conversion: Offensively channel energy you’ve absorbed.

    +

    Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-ft. cone.

    +

    Evade BurstA: You take no damage from a burst on a successful Reflex save.

    +

    + InsanityA: Subject is permanently + confused. +

    +

    Mind Blank, Personal: You are immune to scrying and mental effects.

    +

    Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.

    +

    Oak BodyA: Your body becomes as hard as oak.

    +

    Phase Door, Psionic: Invisible passage through wood or stone.

    +

    + Sequester, PsionicX: Subject invisible to sight and remote viewing; renders subject + comatose. +

    +

    UltrablastA: Deal 13d6 damage in 15-ft. radius.

    8th-Level Psion/Wilder Powers

    - +

    Bend RealityX: Alters reality within power limits.

    +

    Iron Body, Psionic: Your body becomes living iron.

    +

    Matter ManipulationX: Increase or decrease an object’s base hardness by 5.

    +

    + Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing. +

    +

    Recall Death: Subject dies or takes 5d6 damage.

    +

    Shadow Body: You become a living shadow (not the creature).

    +

    + Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target + arrival. +

    +

    True Metabolism: You regenerate 10 hit points/round.

    9th-Level Psion/Wilder Powers

    - +

    Affinity Field: Effects that affect you also affect others.

    +

    ApopsiX: You delete target’s psionic powers.

    +

    Assimilate: Incorporate creature into your own body.

    +

    Etherealness, Psionic: Become ethereal for 1 min./level.

    +

    + MicrocosmA: Creature or creature lives forevermore in world of his own imagination. +

    +

    Reality RevisionX: As bend reality, but fewer limits.

    +

    Timeless Body: Ignore all harmful, and helpful, effects for 1 round.

    Psion Discipline Powers

    Egoist (Psychometabolism) Discipline Powers

    - - + + - - + - - + - - + - - + - - + + - - + + - - + + - - + @@ -465,12 +423,12 @@

    Kineticist (Psychokinesis) D

    1 - Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level. - 1Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
    2 + 2 Animal AffinityA: Gain +4 enhancement to one ability.
    Chameleon: @@ -412,8 +374,8 @@

    Egoist (Psychometabolism) Dis

    3 + 3 Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
    Hustle: @@ -421,15 +383,15 @@

    Egoist (Psychometabolism) Dis

    4 + 4 Metamorphosis: Assume shape of creature or object.
    Psychic Vampire: Touch attack drains 2 power points/level from foe.
    5 + 5 Psionic RevivifyAX: Return the dead to life before the psyche leaves the corpse.
    Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
    Restore Extremity: Return a lost digit, limb, or other @@ -437,24 +399,20 @@

    Egoist (Psychometabolism) Dis

    6 - Restoration, Psionic: Restores level and ability score drains. - 6Restoration, Psionic: Restores level and ability score drains.
    7Fission: You briefly duplicate yourself.7Fission: You briefly duplicate yourself.
    8 - FusionX: You combine your abilities and form with another. - 8FusionX: You combine your abilities and form with another.
    9 + 9 Metamorphosis, GreaterX: Assume shape of any nonunique creature or object each round.
    - - + + - - + - - + + - - + - - + - - + - - + + - - + + - - + @@ -531,8 +485,8 @@

    Nomad (Psychoportation) Discipl

    1Control Object: Telekinetically animate a small object.1Control Object: Telekinetically animate a small object.
    2 + 2 Control AirA: You have control over wind speed and direction.
    Energy MissileA: @@ -478,14 +436,12 @@

    Kineticist (Psychokinesis) D

    3 - Energy ConeA: Deal 5d6 energy damage in 60-ft. cone. - 3Energy ConeA: Deal 5d6 energy damage in 60-ft. cone.
    4 + 4 Control BodyA: Take rudimentary control of your foe’s limbs.
    Energy BallA: @@ -493,16 +449,16 @@

    Kineticist (Psychokinesis) D

    5 + 5 Energy CurrentA: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
    Fiery DiscorporationA: Cheat death by discorporating into nearby fire for one day.
    6 + 6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
    Null Psionics Field: @@ -510,18 +466,16 @@

    Kineticist (Psychokinesis) D

    7Reddopsi: Powers targeting you rebound on manifester.7Reddopsi: Powers targeting you rebound on manifester.
    8 - Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it. - 8Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
    9 + 9 Tornado BlastA: Vortex of air subjects your foes to 17d6 damage and moves them.
    - - + - - + - - + - - + - - + - - + + - - + - - + + - - + @@ -609,15 +559,15 @@

    Seer (Clairsentience) Discipline

    1 + 1 Burst: Gain +10 ft. to speed this round.
    Detect TeleportationA: @@ -540,8 +494,8 @@

    Nomad (Psychoportation) Discipl

    2 + 2 Dimension SwapA: You and ally or two allies switch positions.
    Levitate, Psionic: @@ -549,15 +503,15 @@

    Nomad (Psychoportation) Discipl

    3 + 3 Astral CaravanA: You lead astral traveler-enabled group to a planar destination.
    4 + 4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
    Dismissal, Psionic: @@ -566,8 +520,8 @@

    Nomad (Psychoportation) Discipl

    5 + 5 Baleful TeleportA: Destructive teleport deals 9d6 damage.
    Teleport, Psionic: @@ -576,14 +530,12 @@

    Nomad (Psychoportation) Discipl

    6 - Banishment, PsionicA: Banishes extraplanar creatures. - 6Banishment, PsionicA: Banishes extraplanar creatures.
    7 + 7 Dream TravelA: Travel to other places through dreams.
    Ethereal Jaunt, Psionic: @@ -591,14 +543,12 @@

    Nomad (Psychoportation) Discipl

    8 - Time Hop, MassA: Willing subjects hop forward in time. - 8Time Hop, MassA: Willing subjects hop forward in time.
    9 + 9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
    Time RegressionX: Relive the last round.
    - - + - - + - - + - - + - - + - - + + - - + + - - + + - - +
    1 + 1 Destiny Dissonance: Your dissonant touch sickens a foe.
    Precognition: Gain +2 insight bonus to one roll.
    2 + 2 Clairvoyant Sense: See and hear a distant location.
    Object ReadingA: @@ -626,8 +576,8 @@

    Seer (Clairsentience) Discipline

    3 + 3 Escape Detection: You become difficult to detect with clairsentience powers.
    Fate LinkA: @@ -635,16 +585,16 @@

    Seer (Clairsentience) Discipline

    4 + 4 Anchored NavigationA: Establish a mishap-free teleport beacon.
    Remote ViewingX: See, hear, and potentially interact with subjects at a distance.
    5 + 5 Clairtangent HandA: Emulate far hand at a distance.
    Second ChanceX: @@ -652,22 +602,20 @@

    Seer (Clairsentience) Discipline

    6 - Precognition, Greater: Gain +4 insight bonus to one roll. - 6Precognition, Greater: Gain +4 insight bonus to one roll.
    7Fate of One: Reroll any roll you just failed.7Fate of One: Reroll any roll you just failed.
    8Hypercognition: You can deduce almost anything.8Hypercognition: You can deduce almost anything.
    9 + 9 MetafacultyX: You learn details about any one creature.
    Reality RevisionX: @@ -680,8 +628,8 @@

    Shaper (Metacreativity) Discipl - - + - - + + - - + - - + - - + - - + - - + + - - + + - - +
    1 + 1 Astral ConstructA: Creates astral construct to fight for you.
    Minor Creation, Psionic: @@ -689,14 +637,12 @@

    Shaper (Metacreativity) Discipl

    2 - Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level. - 2Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
    3 + 3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
    Ectoplasmic CocoonA: @@ -704,8 +650,8 @@

    Shaper (Metacreativity) Discipl

    4 + 4 Fabricate, Psionic: Transforms raw goods to finished items.
    Quintessence: @@ -713,14 +659,14 @@

    Shaper (Metacreativity) Discipl

    5 + 5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
    6 + 6 Crystallize: Turn subject permanently to crystal.
    Fabricate, Greater Psionic: @@ -728,20 +674,16 @@

    Shaper (Metacreativity) Discipl

    7 - Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius. - 7Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
    8 - Astral Seed: You plant the seed of your rebirth from the Astral Plane. - 8Astral Seed: You plant the seed of your rebirth from the Astral Plane.
    9 + 9 GenesisX: You instigate a new demiplane on the Astral Plane.
    True CreationX: @@ -754,8 +696,8 @@

    Telepath (Telepathy) Discipline Po - - + - - + - - + - - + - - + - - + - - + + - - + + - - +
    1 + 1 Charm, PsionicA: Makes one person your friend.
    MindlinkA: @@ -763,8 +705,8 @@

    Telepath (Telepathy) Discipline Po

    2 + 2 AversionA: Subject has aversion you specify.
    Brain LockA: @@ -774,8 +716,8 @@

    Telepath (Telepathy) Discipline Po

    3 + 3 Crisis of BreathA: Disrupt subject’s breathing.
    Empathic Transfer, HostileA: @@ -784,8 +726,8 @@

    Telepath (Telepathy) Discipline Po

    4 + 4 Dominate, PsionicA: Control target telepathically.
    Mindlink, ThievingA: @@ -794,29 +736,29 @@

    Telepath (Telepathy) Discipline Po

    5 + 5 MetaconcertA: Mental concert of two or more increases the total power of the participants.
    Mind Probe: You discover the subject’s secret thoughts.
    6 + 6 Mind SwitchA, X: You switch minds with another.
    7Crisis of LifeA: Stop subject’s heart.7Crisis of LifeA: Stop subject’s heart.
    8Mind SeedX: Subject slowly becomes you.8Mind SeedX: Subject slowly becomes you.
    9 + 9 Mind Switch, TrueX: A permanent brain swap.
    Psychic ChirurgeryX: @@ -827,128 +769,111 @@

    Telepath (Telepathy) Discipline Po

    Psychic Warrior Powers

    1st-Level Psychic Warrior Powers

    -
      -
    • - Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip. -
    • -
    • BiofeedbackA: Gain DR 2/–.
    • -
    • Bite of the Wolf: Gain bite attack for 1d8 damage.
    • -
    • Burst: Gain +10ft. to speed this round.
    • -
    • Call WeaponryA: Create temporary weapon.
    • -
    • CatfallA: Instantly save yourself from a fall.
    • -
    • Chameleon: Gain +10 enhancement bonus on Hide checks.
    • -
    • Claws of the BeastA: Your hands become deadly claws.
    • -
    • CompressionA: You grow smaller.
    • -
    • Conceal Thoughts: You conceal your motives.
    • -
    • Detect Psionics: You detect the presence of psionics.
    • -
    • Dissipating TouchA: Touch deals 1d6 damage.
    • -
    • Distract: Subject gets –4 on Listen, Search, Sense Motive, and Spot checks.
    • -
    • - Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. -
    • -
    • Empty Mind: Gain +2 on Will saves until your next action.
    • -
    • ExpansionA: Become one size category larger.
    • -
    • FloatA: Buoy yourself in water or other liquid.
    • -
    • Force ScreenA: Invisible disc provides +4 shield bonus to AC.
    • -
    • Grip of IronA: Your iron grip gives +4 bonus on grapple checks.
    • -
    • HammerA: Melee touch attack deals 1d8/round.
    • -
    • - Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC. -
    • -
    • Metaphysical ClawA: Your natural weapon gains +1 bonus.
    • -
    • Metaphysical WeaponA: Weapon gains +1 bonus.
    • -
    • My LightA: Your eyes emit 20-ft. cone of light.
    • -
    • Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
    • -
    • Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
    • -
    • Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
    • -
    • PrevenomA: Your claws gain a poison coating.
    • -
    • Prevenom WeaponA: Your weapon is mildly venomous.
    • -
    • Skate: Subject slides skillfully along the ground.
    • -
    • StompA: Subjects fall prone and take 1d4 nonlethal damage.
    • -
    • Synesthete: You receive one kind of sense when another sense is stimulated.
    • -
    • Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
    • -
    • VigorA: Gain 5 temporary hit points.
    • -
    +

    Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.

    +

    BiofeedbackA: Gain DR 2/–.

    +

    Bite of the Wolf: Gain bite attack for 1d8 damage.

    +

    Burst: Gain +10ft. to speed this round.

    +

    Call WeaponryA: Create temporary weapon.

    +

    CatfallA: Instantly save yourself from a fall.

    +

    Chameleon: Gain +10 enhancement bonus on Hide checks.

    +

    Claws of the BeastA: Your hands become deadly claws.

    +

    CompressionA: You grow smaller.

    +

    Conceal Thoughts: You conceal your motives.

    +

    Detect Psionics: You detect the presence of psionics.

    +

    Dissipating TouchA: Touch deals 1d6 damage.

    +

    Distract: Subject gets –4 on Listen, Search, Sense Motive, and Spot checks.

    +

    + Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. +

    +

    Empty Mind: Gain +2 on Will saves until your next action.

    +

    ExpansionA: Become one size category larger.

    +

    FloatA: Buoy yourself in water or other liquid.

    +

    Force ScreenA: Invisible disc provides +4 shield bonus to AC.

    +

    Grip of IronA: Your iron grip gives +4 bonus on grapple checks.

    +

    HammerA: Melee touch attack deals 1d8/round.

    +

    Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.

    +

    Metaphysical ClawA: Your natural weapon gains +1 bonus.

    +

    Metaphysical WeaponA: Weapon gains +1 bonus.

    +

    My LightA: Your eyes emit 20-ft. cone of light.

    +

    Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.

    +

    Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.

    +

    Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.

    +

    PrevenomA: Your claws gain a poison coating.

    +

    Prevenom WeaponA: Your weapon is mildly venomous.

    +

    Skate: Subject slides skillfully along the ground.

    +

    StompA: Subjects fall prone and take 1d4 nonlethal damage.

    +

    Synesthete: You receive one kind of sense when another sense is stimulated.

    +

    Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.

    +

    VigorA: Gain 5 temporary hit points.

    2nd-Level Psychic Warrior Powers

    -
      -
    • Animal AffinityA: Gain +4 enhancement to one ability.
    • -
    • Body AdjustmentA: Heal 1d12 damage.
    • -
    • Body Equilibrium: You can walk on nonsolid surfaces.
    • -
    • Body PurificationA: Restore 2 points of ability damage.
    • -
    • Concealing Amorpha: Quasi-real membrane grants you concealment.
    • -
    • Darkvision, Psionic: See 60 ft. in total darkness.
    • -
    • Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
    • -
    • Dimension SwapA: You and an ally switch positions.
    • -
    • Dissolving TouchA: Your touch deals 4d6 acid damage.
    • -
    • Dissolving WeaponA: Your weapon deals 4d6 acid damage.
    • -
    • Empathic TransferA: Transfer another’s wounds to yourself.
    • -
    • Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
    • -
    • Feat LeechA: Borrow another’s psionic or metapsionic feats.
    • -
    • Hustle: Instantly gain a move action.
    • -
    • Levitate, Psionic: You move up and down, forward and back, via mental support.
    • -
    • Painful StrikeA: Your natural weapons deal an extra 1d6 nonlethal damage.
    • -
    • Prowess: Instantly gain another attack of opportunity.
    • -
    • Psionic Scent: Gain the scent ability.
    • -
    • Psionic Lion’s ChargeA: You can make full attack in same round you charge.
    • -
    • Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.
    • -
    • Sustenance: You can go without food and water for one day.
    • -
    • Thought ShieldA: Gain PR 13 against mind-affecting powers.
    • -
    • Wall Walker: Grants ability to walk on walls and ceilings.
    • -
    +

    Animal AffinityA: Gain +4 enhancement to one ability.

    +

    Body AdjustmentA: Heal 1d12 damage.

    +

    Body Equilibrium: You can walk on nonsolid surfaces.

    +

    Body PurificationA: Restore 2 points of ability damage.

    +

    Concealing Amorpha: Quasi-real membrane grants you concealment.

    +

    Darkvision, Psionic: See 60 ft. in total darkness.

    +

    Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

    +

    Dimension SwapA: You and an ally switch positions.

    +

    Dissolving TouchA: Your touch deals 4d6 acid damage.

    +

    Dissolving WeaponA: Your weapon deals 4d6 acid damage.

    +

    Empathic TransferA: Transfer another’s wounds to yourself.

    +

    Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.

    +

    Feat LeechA: Borrow another’s psionic or metapsionic feats.

    +

    Hustle: Instantly gain a move action.

    +

    Levitate, Psionic: You move up and down, forward and back, via mental support.

    +

    Painful StrikeA: Your natural weapons deal an extra 1d6 nonlethal damage.

    +

    Prowess: Instantly gain another attack of opportunity.

    +

    Psionic Scent: Gain the scent ability.

    +

    Psionic Lion’s ChargeA: You can make full attack in same round you charge.

    +

    Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.

    +

    Sustenance: You can go without food and water for one day.

    +

    Thought ShieldA: Gain PR 13 against mind-affecting powers.

    +

    Wall Walker: Grants ability to walk on walls and ceilings.

    3rd-Level Psychic Warrior Powers

    -
      -
    • Claws of the Vampire: Heal half of your claw’s base damage.
    • -
    • Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
    • -
    • Danger Sense: Gain +4 bonus against traps.
    • -
    • Dimension SlideA: Teleports you very short distance.
    • -
    • Duodimensional Claw: Increases your natural weapon’s threat range.
    • -
    • Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
    • -
    • Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
    • -
    • Empathic Transfer, HostileA: Your touch transfers your hurt to another.
    • -
    • Escape Detection: You become difficult to detect with clairsentience powers.
    • -
    • Evade BurstA: You take no damage from a burst on a successful Reflex save.
    • -
    • - Exhalation of the Black DragonA: Your acid breath deals 3d6 damage to a close - target. -
    • -
    • Graft Weapon: Your hand is replaced seamlessly by your weapon.
    • -
    • Keen Edge, Psionic: Doubles normal weapon’s threat range.
    • -
    • Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
    • -
    • Ubiquitous Vision: You have all-around vision.
    • -
    • Vampiric Blade: You heal half of your base weapon damage.
    • -
    +

    Claws of the Vampire: Heal half of your claw’s base damage.

    +

    Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.

    +

    Danger Sense: Gain +4 bonus against traps.

    +

    Dimension SlideA: Teleports you very short distance.

    +

    Duodimensional Claw: Increases your natural weapon’s threat range.

    +

    Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.

    +

    Empathic FeedbackA: When you are hit in melee, your attacker takes damage.

    +

    Empathic Transfer, HostileA: Your touch transfers your hurt to another.

    +

    Escape Detection: You become difficult to detect with clairsentience powers.

    +

    Evade BurstA: You take no damage from a burst on a successful Reflex save.

    +

    + Exhalation of the Black DragonA: Your acid breath deals 3d6 damage to a close target. +

    +

    Graft Weapon: Your hand is replaced seamlessly by your weapon.

    +

    Keen Edge, Psionic: Doubles normal weapon’s threat range.

    +

    Mental BarrierA: Gain +4 deflection bonus to AC until your next action.

    +

    Ubiquitous Vision: You have all-around vision.

    +

    Vampiric Blade: You heal half of your base weapon damage.

    4th-Level Psychic Warrior Powers

    -
      -
    • Claw of Energy: Your claws deal additional energy damage.
    • -
    • Dimension Door, Psionic: Teleports you short distance.
    • -
    • Energy AdaptationA: Your body converts energy to harmless light.
    • -
    • Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
    • -
    • Immovability: You are almost impossible to move and gain DR 15/–.
    • -
    • Inertial Barrier: Gain DR 5/–.
    • -
    +

    Claw of Energy: Your claws deal additional energy damage.

    +

    Dimension Door, Psionic: Teleports you short distance.

    +

    Energy AdaptationA: Your body converts energy to harmless light.

    +

    Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.

    +

    Immovability: You are almost impossible to move and gain DR 15/–.

    +

    Inertial Barrier: Gain DR 5/–.

    Psychic Vampire. Touch attack drains 2 power points/level from foe.

    Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

    Truevenom: Your natural weapons are covered in horrible poison.

    Truevenom Weapon: Your weapon is horribly poisonous.

    Weapon of Energy: Weapon deals additional energy damage.

    5th-Level Psychic Warrior Powers

    -
      -
    • Adapt Body: Your body automatically adapts to hostile environments.
    • -
    • CatapsiA: Psychic static inhibits power manifestation.
    • -
    • - MetaconcertA: Mental concert of two or more increases the total power of the - participants. -
    • -
    • Oak BodyA: Your body becomes as hard as oak.
    • -
    • Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
    • -
    +

    Adapt Body: Your body automatically adapts to hostile environments.

    +

    CatapsiA: Psychic static inhibits power manifestation.

    +

    + MetaconcertA: Mental concert of two or more increases the total power of the + participants. +

    +

    Oak BodyA: Your body becomes as hard as oak.

    +

    Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.

    6th-Level Psychic Warrior Powers

    -
      -
    • Breath of the Black DragonA: Breathe acid for 11d6 damage.
    • -
    • Dispelling Buffer: You are buffered from one dispel psionics effect.
    • -
    • Form of DoomA: You transform into a frightening tentacled beast.
    • -
    • Mind Blank, Personal: You are immune to scrying and mental effects.
    • -
    • Suspend Life: Put yourself into a state akin to suspended animation.
    • -
    +

    Breath of the Black DragonA: Breathe acid for 11d6 damage.

    +

    Dispelling Buffer: You are buffered from one dispel psionics effect.

    +

    Form of DoomA: You transform into a frightening tentacled beast.

    +

    Mind Blank, Personal: You are immune to scrying and mental effects.

    +

    Suspend Life: Put yourself into a state akin to suspended animation.

    diff --git a/psionics/psionic-powers-q-w.html b/psionics/psionic-powers-q-w.html index 37ec6db..7429a57 100644 --- a/psionics/psionic-powers-q-w.html +++ b/psionics/psionic-powers-q-w.html @@ -90,18 +90,16 @@

    Table of Contents

  • Weapon of Energy
  • Quintessence

    -
      -
    • Metacreativity (Creation)
    • -
    • Level: Shaper 4
    • -
    • Display: Material; see text
    • -
    • Manifesting Time: 1 round
    • -
    • Range: 0 ft.
    • -
    • Effect: 1-inch-diameter dollop of quintessence; see text
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: None
    • -
    • Power Resistance: No
    • -
    • Power Points: 7
    • -
    +

    Metacreativity (Creation)

    +

    Level: Shaper 4

    +

    Display: Material; see text

    +

    Manifesting Time: 1 round

    +

    Range: 0 ft.

    +

    Effect: 1-inch-diameter dollop of quintessence; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called @@ -129,18 +127,16 @@

    Quintessence

    will is a full-round action rather than a standard action.

    Read Thoughts

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Telepath 2
    • -
    • Display: Mental
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 60 ft.
    • -
    • Area: Cone-shaped emanation centered on you
    • -
    • Duration: Concentration, up to 1 min./level (D)
    • -
    • Saving Throw: Will negates; see text
    • -
    • Power Resistance: No
    • -
    • Power Points: 3
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 2

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation centered on you

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: No

    +

    Power Points: 3

    You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that @@ -158,13 +154,11 @@

    Read Thoughts

    inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Reality Revision

    -
      -
    • Clairsentience
    • -
    • Level: Psion/wilder 9
    • -
    • Saving Throw: See text
    • -
    • Power Resistance: See text
    • -
    • Power Points: 17, XP
    • -
    +

    Clairsentience

    +

    Level: Psion/wilder 9

    +

    Saving Throw: See text

    +

    Power Resistance: See text

    +

    Power Points: 17, XP

    As bend reality, but with more farreaching effects. A reality revision can produce any one of the @@ -228,18 +222,16 @@

    Reality Revision

    or improving the item, plus an additional 5,000 XP.

    Recall Agony

    -
      -
    • Clairsentience [Mind-Affecting]
    • -
    • Level: Psion/wilder 2
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • Target: One creature
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will half
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 3
    • -
    +

    Clairsentience [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half

    +

    Power Resistance: Yes

    +

    Power Points: 3

    The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). @@ -250,28 +242,24 @@

    Recall Agony

    For each extra 2d6 points of damage, this power’s save DC increases by 1.

    Recall Death

    -
      -
    • Clairsentience [Death, Mind-Affecting]
    • -
    • Level: Psion/wilder 8
    • -
    • Saving Throw: Will partial; see text
    • -
    • Power Points: 15
    • -
    +

    Clairsentience [Death, Mind-Affecting]

    +

    Level: Psion/wilder 8

    +

    Saving Throw: Will partial; see text

    +

    Power Points: 15

    As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save. it dies. If the save succeeds, the target instead takes 5d6 points of damage.

    Reddopsi

    -
      -
    • Psychokinesis
    • -
    • Level: Kineticist 7
    • -
    • Display: Auditory, mental, and olfactory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: Until discharged or 10 min./level
    • -
    • Power Points: 13
    • -
    +

    Psychokinesis

    +

    Level: Kineticist 7

    +

    Display: Auditory, mental, and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Until discharged or 10 min./level

    +

    Power Points: 13

    When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This @@ -284,18 +272,16 @@

    Reddopsi

    once more upon you.

    Remote View Trap

    -
      -
    • Clairsentience [Electricity]
    • -
    • Level: Psion/wilder 6
    • -
    • Display: Mental and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 24 hours + 1 hour/level
    • -
    • Saving Throw: Will half; see text
    • -
    • Power Resistance: No
    • -
    • Power Points: 11
    • -
    +

    Clairsentience [Electricity]

    +

    Level: Psion/wilder 6

    +

    Display: Mental and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 24 hours + 1 hour/level

    +

    Saving Throw: Will half; see text

    +

    Power Resistance: No

    +

    Power Points: 11

    When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your @@ -307,18 +293,16 @@

    Remote View Trap

    true for remote viewing whether or not you use this power).

    Remote Viewing

    -
      -
    • Clairsentience (Scrying; see text)
    • -
    • Level: Seer 4
    • -
    • Display: Mental
    • -
    • Manifesting Time: 1 hour
    • -
    • Range: See text
    • -
    • Effect: Quasi-real viewpoint
    • -
    • Duration: 1 min./level (D)
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 7, XP
    • -
    +

    Clairsentience (Scrying; see text)

    +

    Level: Seer 4

    +

    Display: Mental

    +

    Manifesting Time: 1 hour

    +

    Range: See text

    +

    Effect: Quasi-real viewpoint

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 7, XP

    You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and @@ -410,18 +394,16 @@

    Remote Viewing

    XP Cost: 20 XP.

    Restoration, Psionic

    -
      -
    • Psychometabolism (Healing)
    • -
    • Level: Egoist 6
    • -
    • Display: Material
    • -
    • Manifesting Time: 3 rounds
    • -
    • Range: Touch
    • -
    • Target: Creature touched
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates (harmless)
    • -
    • Power Resistance: Yes (harmless)
    • -
    • Power Points: 11
    • -
    +

    Psychometabolism (Healing)

    +

    Level: Egoist 6

    +

    Display: Material

    +

    Manifesting Time: 3 rounds

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 11

    This power cures all ability damage, and it restores all points drained from a single ability score (your choice @@ -435,18 +417,16 @@

    Restoration, Psionic

    advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

    Restore Extremity

    -
      -
    • Psychometabolism (Healing)
    • -
    • Level: Egoist 5
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Target: Creature touched
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will half (harmless)
    • -
    • Power Resistance: Yes (harmless)
    • -
    • Power Points: 9
    • -
    +

    Psychometabolism (Healing)

    +

    Level: Egoist 5

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 9

    You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power @@ -456,18 +436,16 @@

    Restore Extremity

    spark of identity, and can be considered so much dead tissue.

    Retrieve

    -
      -
    • Psychoportation (Teleportation)
    • -
    • Level: Psion/wilder 6
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • Target: One object you can hold or carry in one hand, weighing up to 10 lb./level
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates; see text
    • -
    • Power Resistance: No
    • -
    • Power Points: 11
    • -
    +

    Psychoportation (Teleportation)

    +

    Level: Psion/wilder 6

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One object you can hold or carry in one hand, weighing up to 10 lb./level

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Power Resistance: No

    +

    Power Points: 11

    You automatically teleport an item you can see within range directly to your hand. If the object is in the @@ -478,16 +456,14 @@

    Retrieve

    10 pounds.

    Schism

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Telepath 4
    • -
    • Display: Auditory and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round/level (D)
    • -
    • Power Points: 7
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Telepath 4

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 7

    Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one @@ -514,16 +490,14 @@

    Schism

    haste effect, although you gain the overall standard benefits.

    Second Chance

    -
      -
    • Clairsentience
    • -
    • Level: Seer 5
    • -
    • Display: Mental
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round/level or until discharged
    • -
    • Power Points: 9
    • -
    +

    Clairsentience

    +

    Level: Seer 5

    +

    Display: Mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level or until discharged

    +

    Power Points: 9

    You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative @@ -533,16 +507,14 @@

    Second Chance

    with your original roll.

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 1
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./level)
    • -
    • Target: One willing creature
    • -
    • Duration: Concentration, up to 1min./level
    • -
    • Power Points: 1
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One willing creature

    +

    Duration: Concentration, up to 1min./level

    +

    Power Points: 1

    You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is @@ -571,31 +543,27 @@

    2. If you spend 4 additional power points, you can link to a second sense of the same subject.

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 2
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 3
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    As sense link, except you can use this power on any creature (willing or unwilling), and this power can’t be augmented.

    Sensitivity to Psychic Impressions

    -
      -
    • Clairsentience
    • -
    • Level: Seer 2
    • -
    • Display: Auditory and material
    • -
    • Manifesting Time: 1 hour
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
    • -
    • Duration: Concentration, up to 10 min./level
    • -
    • Saving Throw: None
    • -
    • Power Resistance: No
    • -
    • Power Points: 3
    • -
    +

    Clairsentience

    +

    Level: Seer 2

    +

    Display: Auditory and material

    +

    Manifesting Time: 1 hour

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you

    +

    Duration: Concentration, up to 10 min./level

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate @@ -617,32 +585,28 @@

    Sensitivity to Psychic Impressions

    Sequester, Psionic

    -
      -
    • Clairsentience
    • -
    • Level: Psion/wilder 7
    • -
    • Display: None
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Target: One willing creature or one object (up to a 2-ft. cube/level) touched
    • -
    • Duration: One day/level (D)
    • -
    • Saving Throw: None or Will negates (object)
    • -
    • Power Resistance: No or Yes (object)
    • -
    • Power Points: 13, XP
    • -
    +

    Clairsentience

    +

    Level: Psion/wilder 7

    +

    Display: None

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: One day/level (D)

    +

    Saving Throw: None or Will negates (object)

    +

    Power Resistance: No or Yes (object)

    +

    Power Points: 13, XP

    As the sequester spell, except as noted here.

    XP Cost: 75 XP.

    Shadow Body

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 8
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level (D)
    • -
    • Power Points: 15
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 8

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 15

    Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any @@ -667,16 +631,14 @@

    Shadow Body

    attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed.

    Share Pain

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 2
    • -
    • Display: Material and mental
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Targets: You and one willing creature, or two willing creatures; see text
    • -
    • Duration: 1 hour/level (D)
    • -
    • Power Points: 3
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 2

    +

    Display: Material and mental

    +

    Manifesting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: You and one willing creature, or two willing creatures; see text

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 3

    This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are @@ -692,16 +654,14 @@

    Share Pain

    other.

    Share Pain, Forced

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 3
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Target: One creature
    • -
    • Duration: 1 round/level (D)
    • -
    • Saving Throw: Fortitude negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 5
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 3

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Fortitude negates

    +

    Power Resistance: Yes

    +

    Power Points: 5

    As share pain, except as noted here.

    @@ -710,18 +670,16 @@

    Share Pain, Forced

    Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

    Shatter Mind Blank

    -
      -
    • Telepathy
    • -
    • Level: Psion/wilder 5
    • -
    • Display: Olfactory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 30 ft.
    • -
    • Area: 30-ft.-radius burst centered on you
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 9
    • -
    +

    Telepathy

    +

    Level: Psion/wilder 5

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: 30-ft.-radius burst centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 9

    This power can negate a psionic mind blank or a personal mind blank affecting the target. If the @@ -731,21 +689,19 @@

    Shatter Mind Blank

    personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers.

    Skate

    -
      -
    • Psychoportation
    • -
    • Level: Psion/wilder 1, psychic warrior 1
    • -
    • Display: Material and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal or touch; see text
    • -
    • - Target: You or one willing creature or one unattended object (total weight up to 100 - lb./level); see text -
    • -
    • Duration: 1 min./level (D)
    • -
    • Saving Throw: None
    • -
    • Power Resistance: Yes (harmless, object)
    • -
    • Power Points: 1
    • -
    +

    Psychoportation

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal or touch; see text

    +

    + Target: You or one willing creature or one unattended object (total weight up to 100 lb./level); + see text +

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes (harmless, object)

    +

    Power Points: 1

    You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you @@ -764,18 +720,16 @@

    Skate

    purpose of dragging it along the ground.

    Solicit Psicrystal

    -
      -
    • Telepathy
    • -
    • Level: Psion/wilder 3
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 swift action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Target: Your psicrystal
    • -
    • Duration: 1 round/level (D)
    • -
    • Saving Throw: No
    • -
    • Power Resistance: No
    • -
    • Power Points: 5
    • -
    +

    Telepathy

    +

    Level: Psion/wilder 3

    +

    Display: Auditory

    +

    Manifesting Time: 1 swift action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Your psicrystal

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: No

    +

    Power Resistance: No

    +

    Power Points: 5

    Your psicrystal takes over the responsibility of maintaining concentration on any single power you

    @@ -795,16 +749,14 @@

    Solicit Psicrystal

    round.

    Steadfast Perception

    -
      -
    • Clairsentience
    • -
    • Level: Psychic warrior 4
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level (D)
    • -
    • Power Points: 7
    • -
    +

    Clairsentience

    +

    Level: Psychic warrior 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    +

    Power Points: 7

    Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as @@ -814,18 +766,16 @@

    Steadfast Perception

    steadfast perception.

    Stomp

    -
      -
    • Psychokinesis
    • -
    • Level: Psychic warrior 1
    • -
    • Display: Auditory and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 20 ft.
    • -
    • Area: Cone-shaped spread
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Reflex negates
    • -
    • Power Resistance: No
    • -
    • Power Points: 1
    • -
    +

    Psychokinesis

    +

    Level: Psychic warrior 1

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 20 ft.

    +

    Area: Cone-shaped spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex negates

    +

    Power Resistance: No

    +

    Power Points: 1

    Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and @@ -837,16 +787,14 @@

    Stomp

    1d4 points.

    Strength of My Enemy

    -
      -
    • Psychometabolism
    • -
    • Level: Psychic warrior 2
    • -
    • Display: Visual; see text
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round/level (D)
    • -
    • Power Points: 3
    • -
    +

    Psychometabolism

    +

    Level: Psychic warrior 2

    +

    Display: Visual; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    +

    Power Points: 3

    You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or manufactured @@ -862,18 +810,16 @@

    Strength of My Enemy

    2. If you spend 6 additional power points, you can manifest this power as a swift action.

    Suggestion, Psionic

    -
      -
    • Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
    • -
    • Level: Telepath 2
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Target: One creature
    • -
    • Duration: 1 hour/level or until completed
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 3
    • -
    +

    Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]

    +

    Level: Telepath 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 hour/level or until completed

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 3

    As the suggestion spell, except as noted here.

    @@ -881,16 +827,14 @@

    Suggestion, Psionic

    target. Any additional target cannot be more than 15 feet from another target of the power.

    Suspend Life

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 6, psychic warrior 6
    • -
    • Display: Olfactory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: Permanent unless ended or dismissed; see text
    • -
    • Power Points: 11
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 6, psychic warrior 6

    +

    Display: Olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Permanent unless ended or dismissed; see text

    +

    Power Points: 11

    You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect @@ -906,34 +850,30 @@

    Suspend Life

    use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.

    Sustenance

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 2, psychic warrior 2
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: Instantaneous
    • -
    • Power Points: 3
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 3

    You can go without food and water for one day. Each time you manifest this power, your body manufactures suffi- cient solid and liquid nourishment to satisfy your needs for that time.

    Swarm of Crystals

    -
      -
    • Metacreativity (Creation)
    • -
    • Level: Psion/wilder 2
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 15 ft.
    • -
    • Area: Cone-shaped spread
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: None
    • -
    • Power Resistance: No
    • -
    • Power Points: 3
    • -
    +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: 15 ft.

    +

    Area: Cone-shaped spread

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 3

    Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything @@ -943,16 +883,14 @@

    Swarm of Crystals

    Augment: For every additional power point you spend, this power’s damage increases by 1d4 points.

    Synesthete

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 1, psychic warrior 1
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level (D)
    • -
    • Power Points: 1
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    +

    Power Points: 1

    You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel @@ -982,18 +920,16 @@

    Synesthete

    not deafened or blinded).

    Telekinetic Force

    -
      -
    • Psychokinesis [Force]
    • -
    • Level: Psion/wilder 3
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • Target: One object at a time
    • -
    • Duration: Concentration, up to 1 round/level
    • -
    • Saving Throw: Will negates (object); see text
    • -
    • Power Resistance: Yes (object)
    • -
    • Power Points: 5
    • -
    +

    Psychokinesis [Force]

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One object at a time

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: Will negates (object); see text

    +

    Power Resistance: Yes (object)

    +

    Power Points: 5

    You move an object by concentrating your mind upon its current location and then the location you desire, creating @@ -1016,18 +952,16 @@

    Telekinetic Force

    25 pounds.

    Telekinetic Maneuver

    -
      -
    • Psychokinesis [Force]
    • -
    • Level: Psion/wilder 4
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • Target: One creature
    • -
    • Duration: Concentration, up to 1 round/level
    • -
    • Saving Throw: None
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 7
    • -
    +

    Psychokinesis [Force]

    +

    Level: Psion/wilder 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 7

    You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. @@ -1042,35 +976,29 @@

    Telekinetic Maneuver

    checks involving bull rush, disarm, grapple, or trip attempts.

    Telekinetic Sphere, Psionic

    -
      -
    • Psychokinesis [Force]
    • -
    • Level: Kineticist 8
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
    • -
    • Duration: 1 min./level (D)
    • -
    • Saving Throw: Reflex negates (object)
    • -
    • Power Resistance: Yes (object)
    • -
    • Power Points: 15
    • -
    +

    Psychokinesis [Force]

    +

    Level: Kineticist 8

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Reflex negates (object)

    +

    Power Resistance: Yes (object)

    +

    Power Points: 15

    As the telekinetic sphere spell, except as noted here.

    Telekinetic Thrust

    -
      -
    • Psychokinesis
    • -
    • Level: Psion/wilder 3
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • - Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less -
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates or Will negates (object); see text
    • -
    • Power Resistance: Yes or Yes (object); see text
    • -
    • Power Points: 5
    • -
    +

    Psychokinesis

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates or Will negates (object); see text

    +

    Power Resistance: Yes or Yes (object); see text

    +

    Power Points: 5

    You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at @@ -1099,18 +1027,16 @@

    Telekinetic Thrust

    increases by 25 pounds.

    Telempathic Projection

    -
      -
    • Telepathy (Charm) [Mind-Affecting]
    • -
    • Level: Psion/wilder 1
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Medium (100 ft. + 10 ft./ level)
    • -
    • Target: One creature
    • -
    • Duration: 1 min./level
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 1
    • -
    +

    Telepathy (Charm) [Mind-Affecting]

    +

    Level: Psion/wilder 1

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./ level)

    +

    Target: One creature

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 1

    You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, @@ -1118,54 +1044,46 @@

    Telempathic Projection

    own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

    Teleport, Psionic

    -
      -
    • Psychoportation (Teleportation)
    • -
    • Level: Nomad 5
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal and touch
    • -
    • Target or Targets: You and touched objects or other touched willing creatures
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: None or Will negates (object)
    • -
    • Power Resistance: No or Yes (object)
    • -
    • Power Points: 9
    • -
    +

    Psychoportation (Teleportation)

    +

    Level: Nomad 5

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal and touch

    +

    Target or Targets: You and touched objects or other touched willing creatures

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates (object)

    +

    Power Resistance: No or Yes (object)

    +

    Power Points: 9

    As the teleport spell, except as noted here.

    Teleport, Psionic Greater

    -
      -
    • Psychoportation (Teleportation)
    • -
    • Level: Psion/wilder 8
    • -
    • Power Points: 15
    • -
    +

    Psychoportation (Teleportation)

    +

    Level: Psion/wilder 8

    +

    Power Points: 15

    As the greater teleport spell, except as noted here.

    Teleportation Circle, Psionic

    -
      -
    • Psychoportation (Teleportation)
    • -
    • Level: Nomad 9
    • -
    • Display: Mental
    • -
    • Manifesting Time: 10 minutes
    • -
    • Range: 0 ft.
    • -
    • Effect: 5-ft.-radius circle that teleports those who activate it
    • -
    • Duration: 10 min./level (D)
    • -
    • Saving Throw: None
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 17
    • -
    +

    Psychoportation (Teleportation)

    +

    Level: Nomad 9

    +

    Display: Mental

    +

    Manifesting Time: 10 minutes

    +

    Range: 0 ft.

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: Yes

    +

    Power Points: 17

    As the teleportation circle spell, except as noted here.

    Teleport Trigger

    -
      -
    • Psychoportation (Teleportation)
    • -
    • Level: Nomad 5
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 hour/level (D)
    • -
    • Power Points: 9
    • -
    +

    Psychoportation (Teleportation)

    +

    Level: Nomad 5

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    +

    Power Points: 9

    You specify a situation that triggers your automatic manifestation of a @@ -1178,16 +1096,14 @@

    Teleport Trigger

    be described in general terms or specific terms.

    Temporal Acceleration

    -
      -
    • Psychoportation
    • -
    • Level: Psion/wilder 6
    • -
    • Display: None
    • -
    • Manifesting Time: 1 swift action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round (in apparent time); see text
    • -
    • Power Points: 11
    • -
    +

    Psychoportation

    +

    Level: Psion/wilder 6

    +

    Display: None

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round (in apparent time); see text

    +

    Power Points: 11

    You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are @@ -1228,16 +1144,14 @@

    Temporal Acceleration

    increases by 1 round.

    Thicken Skin

    -
      -
    • Psychometabolism
    • -
    • Level: Egoist 1, psychic warrior 1
    • -
    • Display: Material and olfactory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level
    • -
    • Power Points: 1
    • -
    +

    Psychometabolism

    +

    Level: Egoist 1, psychic warrior 1

    +

    Display: Material and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 1

    Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your Armor @@ -1247,16 +1161,14 @@

    Thicken Skin

    1. For every 3 additional power points you spend, the enhancement bonus increases by 1.

    2. If you spend 6 additional power points, you can manifest this power as a swift action.

    Thought Shield

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 2, psychic warrior 2
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 immediate action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round
    • -
    • Power Points: 3
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2, psychic warrior 2

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round

    +

    Power Points: 3

    You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.

    @@ -1269,18 +1181,16 @@

    Thought Shield

    and the power resistance it provides increases by 1 point.

    Time Hop

    -
      -
    • Psychoportation
    • -
    • Level: Psion/wilder 3
    • -
    • Display: Auditory and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Targets: One Medium or smaller creature, or one object weighing 300 lb. or less
    • -
    • Duration: 1 round/level; see text
    • -
    • Saving Throw: Will negates
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 5
    • -
    +

    Psychoportation

    +

    Level: Psion/wilder 3

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Targets: One Medium or smaller creature, or one object weighing 300 lb. or less

    +

    Duration: 1 round/level; see text

    +

    Saving Throw: Will negates

    +

    Power Resistance: Yes

    +

    Power Points: 5

    The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject @@ -1306,16 +1216,14 @@

    Time Hop

    target cannot be more than 15 feet from another target of the power.

    Time Hop, Mass

    -
      -
    • Psychoportation
    • -
    • Level: Nomad 8
    • -
    • Display: Auditory and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Targets: All willing creatures in range
    • -
    • Duration: Up to 1 hour/level; see text
    • -
    • Power Points: 15
    • -
    +

    Psychoportation

    +

    Level: Nomad 8

    +

    Display: Auditory and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Targets: All willing creatures in range

    +

    Duration: Up to 1 hour/level; see text

    +

    Power Points: 15

    As time hop, except you can affect any number of willing subjects in range, including yourself. You can @@ -1328,16 +1236,14 @@

    Time Hop, Mass

    action.

    Time Regression

    -
      -
    • Psychoportation
    • -
    • Level: Nomad 9
    • -
    • Display: None
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: Instantaneous
    • -
    • Power Points: 17, XP
    • -
    +

    Psychoportation

    +

    Level: Nomad 9

    +

    Display: None

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    +

    Power Points: 17, XP

    You can regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. The @@ -1368,34 +1274,30 @@

    Timeless Body

    This power cannot be quickened.

    Tongues, Psionic

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 2
    • -
    • Display: None
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level
    • -
    • Power Points: 3
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 2

    +

    Display: None

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    +

    Power Points: 3

    As the tongues spell, except as noted here. This power does not enable you to speak with creatures immune to mind-affecting powers.

    Tornado Blast

    -
      -
    • Psychokinesis
    • -
    • Level: Kineticist 9
    • -
    • Display: Auditory and visual; see text
    • -
    • Manifesting Time: 1 round
    • -
    • Range: Long (400 ft. + 40 ft./level)
    • -
    • Area: 40-ft.-radius spread
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Reflex half; see text
    • -
    • Power Resistance: No
    • -
    • Power Points: 17
    • -
    +

    Psychokinesis

    +

    Level: Kineticist 9

    +

    Display: Auditory and visual; see text

    +

    Manifesting Time: 1 round

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 40-ft.-radius spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half; see text

    +

    Power Resistance: No

    +

    Power Points: 17

    You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air @@ -1421,16 +1323,14 @@

    Tornado Blast

    extra 2d6 points of damage, this power’s save DC increases by 1.

    Touchsight

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 3
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal; see text
    • -
    • Target: You
    • -
    • Duration: 1 min./level (D)
    • -
    • Power Points: 5
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal; see text

    +

    Target: You

    +

    Duration: 1 min./level (D)

    +

    Power Points: 5

    You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total @@ -1446,18 +1346,16 @@

    Touchsight

    touchsight field increases by 10 feet.

    Tower of Iron Will

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 5
    • -
    • Display: Auditory
    • -
    • Manifesting Time: 1 immediate action
    • -
    • Range: 10 ft.
    • -
    • Area: 10-ft.-radius emanation centered on you
    • -
    • Duration: 1 round
    • -
    • Saving Throw: None (harmless)
    • -
    • Power Resistance: Yes (harmless)
    • -
    • Power Points: 9
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 5

    +

    Display: Auditory

    +

    Manifesting Time: 1 immediate action

    +

    Range: 10 ft.

    +

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

    +

    Duration: 1 round

    +

    Saving Throw: None (harmless)

    +

    Power Resistance: Yes (harmless)

    +

    Power Points: 9

    You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving @@ -1475,18 +1373,16 @@

    Tower of Iron Will

    and the power resistance it provides increases by 1 point.

    Trace Teleport

    -
      -
    • Clairsentience
    • -
    • Level: Psion/wilder 4
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: None
    • -
    • Power Resistance: No
    • -
    • Power Points: 7
    • -
    +

    Clairsentience

    +

    Level: Psion/wilder 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    As detect teleportation, except you can trace the destination of any psionic or magical teleportation made @@ -1503,12 +1399,10 @@

    Trace Teleport

    + 10 ft./level).

    True Creation

    -
      -
    • Metacreativity (Creation)
    • -
    • Level: Shaper 9
    • -
    • Duration: Instantaneous
    • -
    • Power Points: 17, XP
    • -
    +

    Metacreativity (Creation)

    +

    Level: Shaper 9

    +

    Duration: Instantaneous

    +

    Power Points: 17, XP

    As psionic major creation, except items created are enduring and cannot be negated by dispelling magic or @@ -1516,16 +1410,14 @@

    True Creation

    XP Cost: 1/5 of the item’s gold piece value, or a minimum of 1 XP.

    True Metabolism

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 8
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 round
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level
    • -
    • Power Points: 15
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 8

    +

    Display: Material

    +

    Manifesting Time: 1 round

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 15

    You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points @@ -1540,30 +1432,26 @@

    True Metabolism

    score to gain any of this power’s benefits.

    True Seeing, Psionic

    -
      -
    • Clairsentience
    • -
    • Level: Psion/wilder 5
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level
    • -
    • Power Points: 9
    • -
    +

    Clairsentience

    +

    Level: Psion/wilder 5

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 9

    As the true seeing power, except as noted here.

    Truevenom

    -
      -
    • Psychometabolism
    • -
    • Level: Psychic warrior 4
    • -
    • Display: Material; see text
    • -
    • Manifesting Time: 1 swift action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level or until discharged
    • -
    • Saving Throw: None and Fortitude negates; see text
    • -
    • Power Points: 7
    • -
    +

    Psychometabolism

    +

    Level: Psychic warrior 4

    +

    Display: Material; see text

    +

    Manifesting Time: 1 swift action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level or until discharged

    +

    Saving Throw: None and Fortitude negates; see text

    +

    Power Points: 7

    If you have a claw attack (either from an actual natural weapon or from an effect such as @@ -1573,29 +1461,25 @@

    Truevenom

    attack can negate each instance of damage with a Fortitude save.

    Truevenom Weapon

    -
      -
    • Psychometabolism (Creation)
    • -
    • Level: Psychic warrior 4
    • -
    • Range: Touch
    • -
    • Target: Weapon touched
    • -
    • Power Points: 7
    • -
    +

    Psychometabolism (Creation)

    +

    Level: Psychic warrior 4

    +

    Range: Touch

    +

    Target: Weapon touched

    +

    Power Points: 7

    As truevenom, except your weapon gains the poison coating as long as it remains in your grip, until the effect is discharged, or until the duration expires, whichever occurs first.

    Ubiquitous Vision

    -
      -
    • Clairsentience
    • -
    • Level: Psion/wilder 3, psychic warrior 3
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level (D)
    • -
    • Power Points: 5
    • -
    +

    Clairsentience

    +

    Level: Psion/wilder 3, psychic warrior 3

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    +

    Power Points: 5

    You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in @@ -1606,18 +1490,16 @@

    Ubiquitous Vision

    take a –4 penalty on saves against all gaze attacks during the power’s duration.

    Ultrablast

    -
      -
    • Telepathy [Mind-Affecting]
    • -
    • Level: Psion/wilder 7
    • -
    • Display: Auditory; see text
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 15 ft.
    • -
    • Area: 15-ft.-radius spread centered on you
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will half
    • -
    • Power Resistance: Yes
    • -
    • Power Points: 13
    • -
    +

    Telepathy [Mind-Affecting]

    +

    Level: Psion/wilder 7

    +

    Display: Auditory; see text

    +

    Manifesting Time: 1 standard action

    +

    Range: 15 ft.

    +

    Area: 15-ft.-radius spread centered on you

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half

    +

    Power Resistance: Yes

    +

    Power Points: 13

    You “grumble” psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek @@ -1628,32 +1510,28 @@

    Ultrablast

    Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

    Vampiric Blade

    -
      -
    • Psychometabolism
    • -
    • Level: Psychic warrior 3
    • -
    • Display: Material and visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: 0 ft.
    • -
    • Target: One weapon you hold
    • -
    • Duration: 1 round/level
    • -
    • Power Points: 5
    • -
    +

    Psychometabolism

    +

    Level: Psychic warrior 3

    +

    Display: Material and visual

    +

    Manifesting Time: 1 standard action

    +

    Range: 0 ft.

    +

    Target: One weapon you hold

    +

    Duration: 1 round/level

    +

    Power Points: 5

    As claws of the vampire, except your weapon is affected as long as it remains in your grip or until this power’s duration expires.

    Vigor

    -
      -
    • Psychometabolism
    • -
    • Level: Psion/wilder 1, psychic warrior 1
    • -
    • Display: Material and olfactory
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level
    • -
    • Power Points: 1
    • -
    +

    Psychometabolism

    +

    Level: Psion/wilder 1, psychic warrior 1

    +

    Display: Material and olfactory

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 1

    You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier @@ -1664,21 +1542,19 @@

    Vigor

    increases by 5.

    Wall of Ectoplasm

    -
      -
    • Metacreativity (Creation)
    • -
    • Level: Psion/wilder 4
    • -
    • Display: Visual
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • - Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a - radius of up to 1 ft./level -
    • -
    • Duration: 1 min./level (D)
    • -
    • Saving Throw: None
    • -
    • Power Resistance: No
    • -
    • Power Points: 7
    • -
    +

    Metacreativity (Creation)

    +

    Level: Psion/wilder 4

    +

    Display: Visual

    +

    Manifesting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    + Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius + of up to 1 ft./level +

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Power Resistance: No

    +

    Power Points: 7

    You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot move once it is formed. It is 1 @@ -1704,16 +1580,14 @@

    Wall of Ectoplasm

    object or creature, the power fails.

    Wall Walker

    -
      -
    • Psychoportation
    • -
    • Level: Psychic warrior 2
    • -
    • Display: Material
    • -
    • Manifesting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level
    • -
    • Power Points: 3
    • -
    +

    Psychoportation

    +

    Level: Psychic warrior 2

    +

    Display: Material

    +

    Manifesting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    +

    Power Points: 3

    You can walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these @@ -1722,17 +1596,15 @@

    Wall Walker

    You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you.

    Weapon of Energy

    -
      -
    • Psychokinesis [see text]
    • -
    • Level: Psychic warrior 4
    • -
    • Display: Visual
    • -
    • Range: Touch
    • -
    • Target: Weapon touched
    • -
    • Duration: 1 round/level
    • -
    • Saving Throw: Fortitude negates (object, harmless)
    • -
    • Power Resistance: None
    • -
    • Power Points: 7
    • -
    +

    Psychokinesis [see text]

    +

    Level: Psychic warrior 4

    +

    Display: Visual

    +

    Range: Touch

    +

    Target: Weapon touched

    +

    Duration: 1 round/level

    +

    Saving Throw: Fortitude negates (object, harmless)

    +

    Power Resistance: None

    +

    Power Points: 7

    As claw of energy, except this power can be manifested on a touched weapon. This power’s subtype is the diff --git a/psionics/psionic-spells.html b/psionics/psionic-spells.html index 35c4c74..e97a014 100644 --- a/psionics/psionic-spells.html +++ b/psionics/psionic-spells.html @@ -77,32 +77,20 @@

    Table of Contents

    Bard Spells

    2nd-Level Bard Spell

    -
      -
    • Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
    • -
    +

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

    Cleric Spells

    3rd-Level Cleric Spell

    -
      -
    • Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
    • -
    +

    Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.

    4th-Level Cleric Spell

    -
      -
    • Dweomer of Transference: Convert spellcasting into psionic power points.
    • -
    +

    Dweomer of Transference: Convert spellcasting into psionic power points.

    5th-Level Cleric Spell

    -
      -
    • Psychic Turmoil: Invisible field leeches psionic power points away.
    • -
    +

    Psychic Turmoil: Invisible field leeches psionic power points away.

    7th-Level Cleric Spell

    -
      -
    • - Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp. -
    • -
    +

    + Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hp. +

    8th-Level Cleric Spell

    -
      -
    • Brain Spider: Listen to thoughts of up to eight other creatures.
    • -
    +

    Brain Spider: Listen to thoughts of up to eight other creatures.

    Mind Domain

    Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on @@ -112,50 +100,40 @@

    Mind Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -163,43 +141,31 @@

    Mind Domain Spells

    1 - Comprehend Languages: You understand all spoken and written languages. - 1Comprehend Languages: You understand all spoken and written languages.
    2Detect Thoughts: Allows “listening” to surface thoughts.2Detect Thoughts: Allows “listening” to surface thoughts.
    3 - Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level. - 3Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
    4Discern Lies: Reveals deliberate falsehoods.4Discern Lies: Reveals deliberate falsehoods.
    5Telepathic Bond: Link lets allies communicate.5Telepathic Bond: Link lets allies communicate.
    6 - Probe Thoughts: Read subject’s memories, one question/ round. - 6Probe Thoughts: Read subject’s memories, one question/ round.
    7 - Brain Spider: Eavesdrop on thoughts of up to eight other creatures. - 7Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
    8 - Mind Blank: Subject is immune to mental/emotional magic and scrying. - 8Mind Blank: Subject is immune to mental/emotional magic and scrying.
    9 + 9 Weird: Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.

    Sorcerer/Wizard Spells

    3rd-Level Sorcerer/Wizard Spell

    -
      -
    • Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
    • -
    +

    Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.

    4th-Level Sorcerer/Wizard Spell

    -
      -
    • Dweomer of Transference: Convert spellcasting into psionic power points.
    • -
    +

    Dweomer of Transference: Convert spellcasting into psionic power points.

    5th-Level Sorcerer/Wizard Spell

    -
      -
    • Psychic Turmoil: Invisible field leeches psionic power points away.
    • -
    +

    Psychic Turmoil: Invisible field leeches psionic power points away.

    6th-Level Sorcerer/Wizard Spells

    -
      -
    • Mental PinnacleM: You gain the mental powers of a psion.
    • -
    • Probe Thoughts: Read subject’s memories, one question/ round.
    • -
    +

    Mental PinnacleM: You gain the mental powers of a psion.

    +

    Probe Thoughts: Read subject’s memories, one question/ round.

    7th-Level Sorcerer/Wizard Spell

    -
      -
    • - Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit - points. -
    • -
    +

    + Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit + points. +

    Spell Descriptions

    The following spell descriptions are presented in alphabetical order.

    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
    • -
    +

    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, @@ -230,17 +196,15 @@

    Brain Spider

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

    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)
    • -
    +

    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 @@ -306,17 +270,15 @@

    Dweomer of Transference

    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
    • -
    +

    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 @@ -328,15 +290,13 @@

    Glossolalia

    succeeded on its save.

    Mental Pinnacle

    -
      -
    • Transmutation
    • -
    • Level: Sorcerer/wizard 6
    • -
    • Components: V, S, M
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 round/level
    • -
    +

    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 @@ -364,17 +324,15 @@

    Mental Pinnacle

    effect of this spell).

    Probe Thoughts

    -
      -
    • Divination [Mind-Affecting]
    • -
    • Level: Mind 6, Wiz/Sor 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
    • -
    +

    Divination [Mind-Affecting]

    +

    Level: Mind 6, Wiz/Sor 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 @@ -387,17 +345,15 @@

    Probe Thoughts

    less intelligent creatures may yield up only appropriate visual images in answer to your questions.

    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
    • -
    +

    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 @@ -413,28 +369,24 @@

    Psychic Turmoil

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

    Psychic Turmoil, Greater

    -
      -
    • Abjuration
    • -
    • Level: Cleric 7, sorcerer/wizard 7
    • -
    • Duration: 1 round/level
    • -
    +

    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.

    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
    • -
    +

    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 diff --git a/spells/spell-list-i.html b/spells/spell-list-i.html index 617e9e4..a19ce79 100644 --- a/spells/spell-list-i.html +++ b/spells/spell-list-i.html @@ -243,590 +243,545 @@

    Table of Contents

    Bard Spells

    0-Level Bard Spells (Cantrips)

    -
      -
    • Dancing Lights: Creates torches or other lights.
    • -
    • Daze: Humanoid creature of 4 HD or less loses next action.
    • -
    • Detect Magic: Detects spells and magic items within 60 ft.
    • -
    • Flare: Dazzles one creature (–1 on attack rolls).
    • -
    • Ghost Sound: Figment sounds.
    • -
    • Know Direction: You discern north.
    • -
    • Light: Object shines like a torch.
    • -
    • - Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against - sleep. -
    • -
    • Mage Hand: 5-pound telekinesis.
    • -
    • Mending: Makes minor repairs on an object.
    • -
    • Message: Whispered conversation at distance.
    • -
    • Open/Close: Opens or closes small or light things.
    • -
    • Prestidigitation: Performs minor tricks.
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    • Resistance: Subject gains +1 on saving throws.
    • -
    • Summon Instrument: Summons one instrument of the caster’s choice.
    • -
    +

    Dancing Lights: Creates torches or other lights.

    +

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

    +

    Detect Magic: Detects spells and magic items within 60 ft.

    +

    Flare: Dazzles one creature (–1 on attack rolls).

    +

    Ghost Sound: Figment sounds.

    +

    Know Direction: You discern north.

    +

    Light: Object shines like a torch.

    +

    + Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against + sleep. +

    +

    Mage Hand: 5-pound telekinesis.

    +

    Mending: Makes minor repairs on an object.

    +

    Message: Whispered conversation at distance.

    +

    Open/Close: Opens or closes small or light things.

    +

    Prestidigitation: Performs minor tricks.

    +

    Read Magic: Read scrolls and spellbooks.

    +

    Resistance: Subject gains +1 on saving throws.

    +

    Summon Instrument: Summons one instrument of the caster’s choice.

    1st-Level Bard Spells

    -
      -
    • Alarm: Wards an area for 2 hours/level.
    • -
    • Animate Rope: Makes a rope move at your command.
    • -
    • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    • -
    • Charm Person: Makes one person your friend.
    • -
    • Comprehend Languages: You understand all spoken and written languages.
    • -
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • -
    • Detect Secret Doors: Reveals hidden doors within 60 ft.
    • -
    • Disguise Self: Changes your appearance.
    • -
    • Erase: Mundane or magical writing vanishes.
    • -
    • Expeditious Retreat: Your speed increases by 30 ft.
    • -
    • Feather Fall: Objects or creatures fall slowly.
    • -
    • Grease: Makes 10-ft. square or one object slippery.
    • -
    • Hideous Laughter: Subject loses actions for 1 round/ level.
    • -
    • Hypnotism: Fascinates 2d4 HD of creatures.
    • -
    • - Identify M: Determines properties of magic item. -
    • -
    • Lesser Confusion: One creature is confused for 1 round.
    • -
    • - Magic Mouth M: Speaks once when triggered. -
    • -
    • Magic Aura: Alters object’s magic aura.
    • -
    • Obscure Object: Masks object against scrying.
    • -
    • - Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four - levels. -
    • -
    • Silent Image: Creates minor illusion of your design.
    • -
    • Sleep: Puts 4 HD of creatures into magical slumber.
    • -
    • Summon Monster I: Calls extraplanar creature to fight for you.
    • -
    • Undetectable Alignment: Conceals alignment for 24 hours.
    • -
    • Unseen Servant: Invisible force obeys your commands.
    • -
    • Ventriloquism: Throws voice for 1 min./level.
    • -
    +

    Alarm: Wards an area for 2 hours/level.

    +

    Animate Rope: Makes a rope move at your command.

    +

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

    +

    Charm Person: Makes one person your friend.

    +

    Comprehend Languages: You understand all spoken and written languages.

    +

    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    +

    Detect Secret Doors: Reveals hidden doors within 60 ft.

    +

    Disguise Self: Changes your appearance.

    +

    Erase: Mundane or magical writing vanishes.

    +

    Expeditious Retreat: Your speed increases by 30 ft.

    +

    Feather Fall: Objects or creatures fall slowly.

    +

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

    +

    Hideous Laughter: Subject loses actions for 1 round/ level.

    +

    Hypnotism: Fascinates 2d4 HD of creatures.

    +

    + Identify M: Determines properties of magic item. +

    +

    Lesser Confusion: One creature is confused for 1 round.

    +

    + Magic Mouth M: Speaks once when triggered. +

    +

    Magic Aura: Alters object’s magic aura.

    +

    Obscure Object: Masks object against scrying.

    +

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

    +

    Silent Image: Creates minor illusion of your design.

    +

    Sleep: Puts 4 HD of creatures into magical slumber.

    +

    Summon Monster I: Calls extraplanar creature to fight for you.

    +

    Undetectable Alignment: Conceals alignment for 24 hours.

    +

    Unseen Servant: Invisible force obeys your commands.

    +

    Ventriloquism: Throws voice for 1 min./level.

    2nd-Level Bard Spells

    -
      -
    • Alter Self: Assume form of a similar creature.
    • -
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • -
    • Animal Trance: Fascinates 2d6 HD of animals.
    • -
    • Blindness/Deafness: Makes subject blind or deaf.
    • -
    • Blur: Attacks miss subject 20% of the time.
    • -
    • Calm Emotions: Calms creatures, negating emotion effects.
    • -
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • -
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • -
    • Darkness: 20-ft. radius of supernatural shadow.
    • -
    • Daze Monster: Living creature of 6 HD or less loses next action.
    • -
    • Delay Poison: Stops poison from harming subject for 1 hour/ level.
    • -
    • Detect Thoughts: Allows “listening” to surface thoughts.
    • -
    • Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    • -
    • Enthrall: Captivates all within 100 ft. + 10 ft./level.
    • -
    • Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
    • -
    • Glitterdust: Blinds creatures, outlines invisible creatures.
    • -
    • Heroism: Gives +2 on attack rolls, saves, skill checks.
    • -
    • Hold Person: Paralyzes one humanoid for 1 round/level.
    • -
    • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
    • -
    • Invisibility: Subject is invisible for 1 min./level or until it attacks.
    • -
    • Locate Object: Senses direction toward object (specific or type).
    • -
    • Minor Image: As silent image, plus some sound.
    • -
    • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    • -
    • Misdirection: Misleads divinations for one creature or object.
    • -
    • Pyrotechnics: Turns fire into blinding light or choking smoke.
    • -
    • Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
    • -
    • Scare: Panics creatures of less than 6 HD.
    • -
    • Shatter: Sonic vibration damages objects or crystalline creatures.
    • -
    • Silence: Negates sound in 20-ft. radius.
    • -
    • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
    • -
    • Suggestion: Compels subject to follow stated course of action.
    • -
    • Summon Monster II: Calls extraplanar creature to fight for you.
    • -
    • Summon Swarm: Summons swarm of bats, rats, or spiders.
    • -
    • Tongues: Speak any language.
    • -
    • Whispering Wind: Sends a short message 1 mile/level.
    • -
    +

    Alter Self: Assume form of a similar creature.

    +

    Animal Messenger: Sends a Tiny animal to a specific place.

    +

    Animal Trance: Fascinates 2d6 HD of animals.

    +

    Blindness/Deafness: Makes subject blind or deaf.

    +

    Blur: Attacks miss subject 20% of the time.

    +

    Calm Emotions: Calms creatures, negating emotion effects.

    +

    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

    +

    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    +

    Darkness: 20-ft. radius of supernatural shadow.

    +

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

    +

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

    +

    Detect Thoughts: Allows “listening” to surface thoughts.

    +

    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

    +

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

    +

    Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

    +

    Glitterdust: Blinds creatures, outlines invisible creatures.

    +

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

    +

    Hold Person: Paralyzes one humanoid for 1 round/level.

    +

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

    +

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

    +

    Locate Object: Senses direction toward object (specific or type).

    +

    Minor Image: As silent image, plus some sound.

    +

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

    +

    Misdirection: Misleads divinations for one creature or object.

    +

    Pyrotechnics: Turns fire into blinding light or choking smoke.

    +

    Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

    +

    Scare: Panics creatures of less than 6 HD.

    +

    Shatter: Sonic vibration damages objects or crystalline creatures.

    +

    Silence: Negates sound in 20-ft. radius.

    +

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

    +

    Suggestion: Compels subject to follow stated course of action.

    +

    Summon Monster II: Calls extraplanar creature to fight for you.

    +

    Summon Swarm: Summons swarm of bats, rats, or spiders.

    +

    Tongues: Speak any language.

    +

    Whispering Wind: Sends a short message 1 mile/level.

    3rd-Level Bard Spells

    -
      -
    • Blink: You randomly vanish and reappear for 1 round/level.
    • -
    • Charm Monster: Makes monster believe it is your ally.
    • -
    • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    • -
    • Confusion: Subjects behave oddly for 1 round/level.
    • -
    • Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
    • -
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • -
    • Daylight: 60-ft. radius of bright light.
    • -
    • Deep Slumber: Puts 10 HD of creatures to sleep.
    • -
    • Dispel Magic: Cancels magical spells and effects.
    • -
    • Displacement: Attacks miss subject 50%.
    • -
    • Fear: Subjects within cone flee for 1 round/level.
    • -
    • Gaseous Form: Subject becomes insubstantial and can fly slowly.
    • -
    • Geas, Lesser: Commands subject of 7 HD or less.
    • -
    • - Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. -
    • -
    • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
    • -
    • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    • -
    • - Illusory Script M: Only intended reader can decipher. -
    • -
    • Invisibility Sphere:Makes everyone within 10 ft. invisible.
    • -
    • Major Image: As silent image, plus sound, smell and thermal effects.
    • -
    • Phantom Steed: Magic horse appears for 1 hour/level.
    • -
    • Remove Curse: Frees object or person from curse.
    • -
    • - Scrying F: Spies on subject from a distance. -
    • -
    • Sculpt Sound: Creates new sounds or changes existing ones.
    • -
    • Secret Page: Changes one page to hide its real content.
    • -
    • See Invisibility: Reveals invisible creatures or objects.
    • -
    • - Sepia Snake Sigil M: Creates text symbol that immobilizes reader. -
    • -
    • - Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. -
    • -
    • Speak with Animals: You can communicate with animals.
    • -
    • Summon Monster III: Calls extraplanar creature to fight for you.
    • -
    • Tiny Hut: Creates shelter for ten creatures.
    • -
    +

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

    +

    Charm Monster: Makes monster believe it is your ally.

    +

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

    +

    Confusion: Subjects behave oddly for 1 round/level.

    +

    Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

    +

    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    +

    Daylight: 60-ft. radius of bright light.

    +

    Deep Slumber: Puts 10 HD of creatures to sleep.

    +

    Dispel Magic: Cancels magical spells and effects.

    +

    Displacement: Attacks miss subject 50%.

    +

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

    +

    Gaseous Form: Subject becomes insubstantial and can fly slowly.

    +

    Geas, Lesser: Commands subject of 7 HD or less.

    +

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

    +

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

    +

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

    +

    + Illusory Script M: Only intended reader can decipher. +

    +

    Invisibility Sphere:Makes everyone within 10 ft. invisible.

    +

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

    +

    Phantom Steed: Magic horse appears for 1 hour/level.

    +

    Remove Curse: Frees object or person from curse.

    +

    + Scrying F: Spies on subject from a distance. +

    +

    Sculpt Sound: Creates new sounds or changes existing ones.

    +

    Secret Page: Changes one page to hide its real content.

    +

    See Invisibility: Reveals invisible creatures or objects.

    +

    + Sepia Snake Sigil M: Creates text symbol that immobilizes reader. +

    +

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

    +

    Speak with Animals: You can communicate with animals.

    +

    Summon Monster III: Calls extraplanar creature to fight for you.

    +

    Tiny Hut: Creates shelter for ten creatures.

    4th-Level Bard Spells

    -
      -
    • - Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. -
    • -
    • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    • -
    • Detect Scrying: Alerts you of magical eavesdropping.
    • -
    • Dimension Door: Teleports you short distance.
    • -
    • Dominate Person: Controls humanoid telepathically.
    • -
    • Freedom of Movement: Subject moves normally despite impediments.
    • -
    • - Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the - like). -
    • -
    • Hold Monster: As hold person, but any creature.
    • -
    • - Invisibility, Greater: As invisibility, but subject can attack and stay invisible. -
    • -
    • - Legend Lore MF: Lets you learn tales about a person, place, or thing. -
    • -
    • Locate Creature: Indicates direction to familiar creature.
    • -
    • Modify Memory: Changes 5 minutes of subject’s memories.
    • -
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • -
    • Rainbow Pattern: Lights fascinate 24 HD of creatures.
    • -
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • -
    • Secure Shelter: Creates sturdy cottage.
    • -
    • Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
    • -
    • Shout: Deafens all within cone and deals 5d6 sonic damage.
    • -
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • -
    • Summon Monster IV: Calls extraplanar creature to fight for you.
    • -
    • Zone of Silence: Keeps eavesdroppers from overhearing conversations.
    • -
    +

    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

    +

    Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

    +

    Detect Scrying: Alerts you of magical eavesdropping.

    +

    Dimension Door: Teleports you short distance.

    +

    Dominate Person: Controls humanoid telepathically.

    +

    Freedom of Movement: Subject moves normally despite impediments.

    +

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

    +

    Hold Monster: As hold person, but any creature.

    +

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

    +

    + Legend Lore MF: Lets you learn tales about a person, place, or thing. +

    +

    Locate Creature: Indicates direction to familiar creature.

    +

    Modify Memory: Changes 5 minutes of subject’s memories.

    +

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

    +

    Rainbow Pattern: Lights fascinate 24 HD of creatures.

    +

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

    +

    Secure Shelter: Creates sturdy cottage.

    +

    Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.

    +

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

    +

    Speak with Plants: You can talk to normal plants and plant creatures.

    +

    Summon Monster IV: Calls extraplanar creature to fight for you.

    +

    Zone of Silence: Keeps eavesdroppers from overhearing conversations.

    5th-Level Bard Spells

    -
      -
    • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    • -
    • Dispel Magic, Greater: As dispel magic, but +20 on check.
    • -
    • Dream: Sends message to anyone sleeping.
    • -
    • - False Vision M: Fools scrying with an illusion. -
    • -
    • - Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; - temporary hp. -
    • -
    • Mind Fog: Subjects in fog get –10 to Wis and Will checks.
    • -
    • Mirage Arcana: As hallucinatory terrain, plus structures.
    • -
    • Mislead: Turns you invisible and creates illusory double.
    • -
    • Nightmare: Sends vision dealing 1d10 damage, fatigue.
    • -
    • Persistent Image: As major image, but no concentration required.
    • -
    • Seeming: Changes appearance of one person per two levels.
    • -
    • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
    • -
    • Shadow Walk: Step into shadow to travel rapidly.
    • -
    • Song of Discord: Forces targets to attack each other.
    • -
    • Suggestion, Mass: As suggestion, plus one subject/level.
    • -
    • Summon Monster V: Calls extraplanar creature to fight for you.
    • -
    +

    Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

    +

    Dispel Magic, Greater: As dispel magic, but +20 on check.

    +

    Dream: Sends message to anyone sleeping.

    +

    + False Vision M: Fools scrying with an illusion. +

    +

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

    +

    Mind Fog: Subjects in fog get –10 to Wis and Will checks.

    +

    Mirage Arcana: As hallucinatory terrain, plus structures.

    +

    Mislead: Turns you invisible and creates illusory double.

    +

    Nightmare: Sends vision dealing 1d10 damage, fatigue.

    +

    Persistent Image: As major image, but no concentration required.

    +

    Seeming: Changes appearance of one person per two levels.

    +

    Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.

    +

    Shadow Walk: Step into shadow to travel rapidly.

    +

    Song of Discord: Forces targets to attack each other.

    +

    Suggestion, Mass: As suggestion, plus one subject/level.

    +

    Summon Monster V: Calls extraplanar creature to fight for you.

    6th-Level Bard Spells

    -
      -
    • - Analyze Dweomer F: Reveals magical aspects of subject. -
    • -
    • Animate Objects: Objects attack your foes.
    • -
    • Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    • -
    • Charm Monster, Mass: As charm monster, but all within 30 ft.
    • -
    • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    • -
    • Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    • -
    • Eyebite: Target becomes panicked, sickened, and comatose.
    • -
    • Find the Path: Shows most direct way to a location.
    • -
    • Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
    • -
    • Geas/Quest: As lesser geas, plus it affects any creature.
    • -
    • Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
    • -
    • Irresistible Dance: Forces subject to dance.
    • -
    • Permanent Image: Includes sight, sound, and smell.
    • -
    • - Programmed Image M: As major image, plus triggered by event. -
    • -
    • Project Image: Illusory double can talk and cast spells.
    • -
    • Scrying, Greater: As scrying, but faster and longer.
    • -
    • - Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. -
    • -
    • Summon Monster VI: Calls extraplanar creature to fight for you.
    • -
    • Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
    • -
    • Veil: Changes appearance of group of creatures.
    • -
    +

    + Analyze Dweomer F: Reveals magical aspects of subject. +

    +

    Animate Objects: Objects attack your foes.

    +

    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

    +

    Charm Monster, Mass: As charm monster, but all within 30 ft.

    +

    Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

    +

    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

    +

    Eyebite: Target becomes panicked, sickened, and comatose.

    +

    Find the Path: Shows most direct way to a location.

    +

    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.

    +

    Geas/Quest: As lesser geas, plus it affects any creature.

    +

    Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

    +

    Irresistible Dance: Forces subject to dance.

    +

    Permanent Image: Includes sight, sound, and smell.

    +

    + Programmed Image M: As major image, plus triggered by event. +

    +

    Project Image: Illusory double can talk and cast spells.

    +

    Scrying, Greater: As scrying, but faster and longer.

    +

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

    +

    Summon Monster VI: Calls extraplanar creature to fight for you.

    +

    Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.

    +

    Veil: Changes appearance of group of creatures.

    Cleric Spells

    0-Level Cleric Spells (Orisons)

    -
      -
    • Create Water: Creates 2 gallons/level of pure water.
    • -
    • Cure Minor Wounds: Cures 1 point of damage.
    • -
    • Detect Magic: Detects spells and magic items within 60 ft.
    • -
    • Detect Poison: Detects poison in one creature or object.
    • -
    • Guidance: +1 on one attack roll, saving throw, or skill check.
    • -
    • Inflict Minor Wounds: Touch attack, 1 point of damage.
    • -
    • Light: Object shines like a torch.
    • -
    • Mending: Makes minor repairs on an object.
    • -
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    • Resistance: Subject gains +1 on saving throws.
    • -
    • Virtue: Subject gains 1 temporary hp.
    • -
    +

    Create Water: Creates 2 gallons/level of pure water.

    +

    Cure Minor Wounds: Cures 1 point of damage.

    +

    Detect Magic: Detects spells and magic items within 60 ft.

    +

    Detect Poison: Detects poison in one creature or object.

    +

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

    +

    Inflict Minor Wounds: Touch attack, 1 point of damage.

    +

    Light: Object shines like a torch.

    +

    Mending: Makes minor repairs on an object.

    +

    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

    +

    Read Magic: Read scrolls and spellbooks.

    +

    Resistance: Subject gains +1 on saving throws.

    +

    Virtue: Subject gains 1 temporary hp.

    1st-Level Cleric Spells

    -
      -
    • Bane: Enemies take –1 on attack rolls and saves against fear.
    • -
    • Bless: Allies gain +1 on attack rolls and saves against fear.
    • -
    • - Bless Water M: Makes holy water. -
    • -
    • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    • -
    • Command: One subject obeys selected command for 1 round.
    • -
    • Comprehend Languages: You understand all spoken and written languages.
    • -
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • -
    • - Curse Water M: Makes unholy water. -
    • -
    • Deathwatch: Reveals how near death subjects within 30 ft. are.
    • -
    • Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
    • -
    • Detect Undead: Reveals undead within 60 ft.
    • -
    • Divine Favor: You gain +1 per three levels on attack and damage rolls.
    • -
    • Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
    • -
    • Endure Elements: Exist comfortably in hot or cold environments.
    • -
    • Entropic Shield: Ranged attacks against you have 20% miss chance.
    • -
    • Hide from Undead: Undead can’t perceive one subject/level.
    • -
    • Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    • -
    • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
    • -
    • Magic Weapon: Weapon gains +1 bonus.
    • -
    • Obscuring Mist: Fog surrounds you.
    • -
    • - Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out - elementals and outsiders. -
    • -
    • - Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four - levels. -
    • -
    • Sanctuary: Opponents can’t attack you, and you can’t attack.
    • -
    • Shield of Faith: Aura grants +2 or higher deflection bonus.
    • -
    • Summon Monster I: Calls extraplanar creature to fight for you.
    • -
    +

    Bane: Enemies take –1 on attack rolls and saves against fear.

    +

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

    +

    + Bless Water M: Makes holy water. +

    +

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

    +

    Command: One subject obeys selected command for 1 round.

    +

    Comprehend Languages: You understand all spoken and written languages.

    +

    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    +

    + Curse Water M: Makes unholy water. +

    +

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

    +

    Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.

    +

    Detect Undead: Reveals undead within 60 ft.

    +

    Divine Favor: You gain +1 per three levels on attack and damage rolls.

    +

    Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

    +

    Endure Elements: Exist comfortably in hot or cold environments.

    +

    Entropic Shield: Ranged attacks against you have 20% miss chance.

    +

    Hide from Undead: Undead can’t perceive one subject/level.

    +

    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

    +

    Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.

    +

    Magic Weapon: Weapon gains +1 bonus.

    +

    Obscuring Mist: Fog surrounds you.

    +

    + Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out + elementals and outsiders. +

    +

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

    +

    Sanctuary: Opponents can’t attack you, and you can’t attack.

    +

    Shield of Faith: Aura grants +2 or higher deflection bonus.

    +

    Summon Monster I: Calls extraplanar creature to fight for you.

    2nd-Level Cleric Spells

    -
      -
    • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    • -
    • Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    • -
    • - Augury MF: Learns whether an action will be good or bad. -
    • -
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • -
    • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    • -
    • Calm Emotions: Calms creatures, negating emotion effects.
    • -
    • - Consecrate M: Fills area with positive energy, making undead weaker. -
    • -
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • -
    • Darkness: 20-ft. radius of supernatural shadow.
    • -
    • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    • -
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • -
    • - Desecrate M: Fills area with negative energy, making undead stronger. -
    • -
    • Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    • -
    • Enthrall: Captivates all within 100 ft. + 10 ft./level.
    • -
    • Find Traps: Notice traps as a rogue does.
    • -
    • Gentle Repose: Preserves one corpse.
    • -
    • Hold Person: Paralyzes one humanoid for 1 round/level.
    • -
    • Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
    • -
    • Make Whole: Repairs an object.
    • -
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • -
    • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
    • -
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • -
    • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    • -
    • Shatter: Sonic vibration damages objects or crystalline creatures.
    • -
    • - Shield Other F: You take half of subject’s damage. -
    • -
    • Silence: Negates sound in 20-ft. radius.
    • -
    • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
    • -
    • Spiritual Weapon: Magic weapon attacks on its own.
    • -
    • Status: Monitors condition, position of allies.
    • -
    • Summon Monster II: Calls extraplanar creature to fight for you.
    • -
    • Undetectable Alignment: Conceals alignment for 24 hours.
    • -
    • Zone of Truth: Subjects within range cannot lie.
    • -
    +

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

    +

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

    +

    + Augury MF: Learns whether an action will be good or bad. +

    +

    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

    +

    Bull’s Strength: Subject gains +4 to Str for 1 min./level.

    +

    Calm Emotions: Calms creatures, negating emotion effects.

    +

    + Consecrate M: Fills area with positive energy, making undead weaker. +

    +

    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    +

    Darkness: 20-ft. radius of supernatural shadow.

    +

    Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.

    +

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

    +

    + Desecrate M: Fills area with negative energy, making undead stronger. +

    +

    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

    +

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

    +

    Find Traps: Notice traps as a rogue does.

    +

    Gentle Repose: Preserves one corpse.

    +

    Hold Person: Paralyzes one humanoid for 1 round/level.

    +

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

    +

    Make Whole: Repairs an object.

    +

    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

    +

    Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

    +

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

    +

    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

    +

    Shatter: Sonic vibration damages objects or crystalline creatures.

    +

    + Shield Other F: You take half of subject’s damage. +

    +

    Silence: Negates sound in 20-ft. radius.

    +

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

    +

    Spiritual Weapon: Magic weapon attacks on its own.

    +

    Status: Monitors condition, position of allies.

    +

    Summon Monster II: Calls extraplanar creature to fight for you.

    +

    Undetectable Alignment: Conceals alignment for 24 hours.

    +

    Zone of Truth: Subjects within range cannot lie.

    3rd-Level Cleric Spells

    -
      -
    • - Animate Dead M: Creates undead skeletons and zombies. -
    • -
    • - Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of - losing each action. -
    • -
    • Blindness/Deafness: Makes subject blinded or deafened.
    • -
    • Contagion: Infects subject with chosen disease.
    • -
    • - Continual Flame M: Makes a permanent, heatless torch. -
    • -
    • Create Food and Water: Feeds three humans (or one horse)/level.
    • -
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • -
    • Daylight: 60-ft. radius of bright light.
    • -
    • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    • -
    • Dispel Magic: Cancels spells and magical effects.
    • -
    • - Glyph of Warding M: Inscription harms those who pass it. -
    • -
    • Helping Hand: Ghostly hand leads subject to you.
    • -
    • Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
    • -
    • Invisibility Purge: Dispels invisibility within 5 ft./level.
    • -
    • Locate Object: Senses direction toward object (specific or type).
    • -
    • - Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 - min./level. -
    • -
    • Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    • -
    • Meld into Stone: You and your gear merge with stone.
    • -
    • Obscure Object: Masks object against scrying.
    • -
    • Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
    • -
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • -
    • Remove Blindness/Deafness: Cures normal or magical conditions.
    • -
    • Remove Curse: Frees object or person from curse.
    • -
    • Remove Disease: Cures all diseases affecting subject.
    • -
    • Searing Light: Ray deals 1d8/two levels damage, more against undead.
    • -
    • Speak with Dead: Corpse answers one question/two levels.
    • -
    • Stone Shape: Sculpts stone into any shape.
    • -
    • Summon Monster III: Calls extraplanar creature to fight for you.
    • -
    • Water Breathing: Subjects can breathe underwater.
    • -
    • Water Walk: Subject treads on water as if solid.
    • -
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
    • -
    +

    + Animate Dead M: Creates undead skeletons and zombies. +

    +

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

    +

    Blindness/Deafness: Makes subject blinded or deafened.

    +

    Contagion: Infects subject with chosen disease.

    +

    + Continual Flame M: Makes a permanent, heatless torch. +

    +

    Create Food and Water: Feeds three humans (or one horse)/level.

    +

    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    +

    Daylight: 60-ft. radius of bright light.

    +

    Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

    +

    Dispel Magic: Cancels spells and magical effects.

    +

    + Glyph of Warding M: Inscription harms those who pass it. +

    +

    Helping Hand: Ghostly hand leads subject to you.

    +

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

    +

    Invisibility Purge: Dispels invisibility within 5 ft./level.

    +

    Locate Object: Senses direction toward object (specific or type).

    +

    + Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 + min./level. +

    +

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

    +

    Meld into Stone: You and your gear merge with stone.

    +

    Obscure Object: Masks object against scrying.

    +

    Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.

    +

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

    +

    Remove Blindness/Deafness: Cures normal or magical conditions.

    +

    Remove Curse: Frees object or person from curse.

    +

    Remove Disease: Cures all diseases affecting subject.

    +

    Searing Light: Ray deals 1d8/two levels damage, more against undead.

    +

    Speak with Dead: Corpse answers one question/two levels.

    +

    Stone Shape: Sculpts stone into any shape.

    +

    Summon Monster III: Calls extraplanar creature to fight for you.

    +

    Water Breathing: Subjects can breathe underwater.

    +

    Water Walk: Subject treads on water as if solid.

    +

    Wind Wall: Deflects arrows, smaller creatures, and gases.

    4th-Level Cleric Spells

    -
      -
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • -
    • Control Water: Raises or lowers bodies of water.
    • -
    • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    • -
    • Death Ward: Grants immunity to death spells and negative energy effects.
    • -
    • Dimensional Anchor: Bars extradimensional movement.
    • -
    • Discern Lies: Reveals deliberate falsehoods.
    • -
    • Dismissal: Forces a creature to return to native plane.
    • -
    • - Divination M: Provides useful advice for specific proposed actions. -
    • -
    • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
    • -
    • Freedom of Movement: Subject moves normally despite impediments.
    • -
    • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
    • -
    • Imbue with Spell Ability: Transfer spells to subject.
    • -
    • Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
    • -
    • Magic Weapon, Greater: +1 bonus/four levels (max +5).
    • -
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • -
    • - Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. -
    • -
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • -
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • -
    • - Restoration M: Restores level and ability score drains. -
    • -
    • Sending: Delivers short message anywhere, instantly.
    • -
    • Spell Immunity: Subject is immune to one spell per four levels.
    • -
    • Summon Monster IV: Calls extraplanar creature to fight for you.
    • -
    • Tongues: Speak any language.
    • -
    +

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

    +

    Control Water: Raises or lowers bodies of water.

    +

    Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

    +

    Death Ward: Grants immunity to death spells and negative energy effects.

    +

    Dimensional Anchor: Bars extradimensional movement.

    +

    Discern Lies: Reveals deliberate falsehoods.

    +

    Dismissal: Forces a creature to return to native plane.

    +

    + Divination M: Provides useful advice for specific proposed actions. +

    +

    Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.

    +

    Freedom of Movement: Subject moves normally despite impediments.

    +

    Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

    +

    Imbue with Spell Ability: Transfer spells to subject.

    +

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

    +

    Magic Weapon, Greater: +1 bonus/four levels (max +5).

    +

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

    +

    + Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature. +

    +

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

    +

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

    +

    + Restoration M: Restores level and ability score drains. +

    +

    Sending: Delivers short message anywhere, instantly.

    +

    Spell Immunity: Subject is immune to one spell per four levels.

    +

    Summon Monster IV: Calls extraplanar creature to fight for you.

    +

    Tongues: Speak any language.

    5th-Level Cleric Spells

    -
      -
    • - Atonement FX: Removes burden of misdeeds from subject. -
    • -
    • - Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. -
    • -
    • Command, Greater: As command, but affects one subject/level.
    • -
    • - Commune X: Deity answers one yes-or-no question/level. -
    • -
    • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    • -
    • Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
    • -
    • Disrupting Weapon: Melee weapon destroys undead.
    • -
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • -
    • - Hallow M: Designates location as holy. -
    • -
    • Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
    • -
    • Insect Plague: Locust swarms attack creatures.
    • -
    • Mark of Justice: Designates action that will trigger curse on subject.
    • -
    • - Plane Shift F: As many as eight subjects travel to another plane. -
    • -
    • - Raise Dead M: Restores life to subject who died as long as one day/level ago. -
    • -
    • Righteous Might: Your size increases, and you gain combat bonuses.
    • -
    • - Scrying F: Spies on subject from a distance. -
    • -
    • Slay Living: Touch attack kills subject.
    • -
    • Spell Resistance: Subject gains SR 12 + level.
    • -
    • Summon Monster V: Calls extraplanar creature to fight for you.
    • -
    • - Symbol of Pain M: Triggered rune wracks nearby creatures with pain. -
    • -
    • - Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. -
    • -
    • - True Seeing M: Lets you see all things as they really are. -
    • -
    • - Unhallow M: Designates location as unholy. -
    • -
    • Wall of Stone: Creates a stone wall that can be shaped.
    • -
    +

    + Atonement FX: Removes burden of misdeeds from subject. +

    +

    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

    +

    Command, Greater: As command, but affects one subject/level.

    +

    + Commune X: Deity answers one yes-or-no question/level. +

    +

    Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

    +

    Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.

    +

    Disrupting Weapon: Melee weapon destroys undead.

    +

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

    +

    + Hallow M: Designates location as holy. +

    +

    Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.

    +

    Insect Plague: Locust swarms attack creatures.

    +

    Mark of Justice: Designates action that will trigger curse on subject.

    +

    + Plane Shift F: As many as eight subjects travel to another plane. +

    +

    + Raise Dead M: Restores life to subject who died as long as one day/level ago. +

    +

    Righteous Might: Your size increases, and you gain combat bonuses.

    +

    + Scrying F: Spies on subject from a distance. +

    +

    Slay Living: Touch attack kills subject.

    +

    Spell Resistance: Subject gains SR 12 + level.

    +

    Summon Monster V: Calls extraplanar creature to fight for you.

    +

    + Symbol of Pain M: Triggered rune wracks nearby creatures with pain. +

    +

    + Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. +

    +

    + True Seeing M: Lets you see all things as they really are. +

    +

    + Unhallow M: Designates location as unholy. +

    +

    Wall of Stone: Creates a stone wall that can be shaped.

    6th-Level Cleric Spells

    -
      -
    • Animate Objects: Objects attack your foes.
    • -
    • Antilife Shell: 10-ft. field hedges out living creatures.
    • -
    • Banishment: Banishes 2 HD/level of extraplanar creatures.
    • -
    • Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
    • -
    • Blade Barrier: Wall of blades deals 1d6/level damage.
    • -
    • Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
    • -
    • Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    • -
    • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    • -
    • Dispel Magic, Greater: As dispel magic, but up to +20 on check.
    • -
    • Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    • -
    • Find the Path: Shows most direct way to a location.
    • -
    • - Forbiddance M: Blocks planar travel, damages creatures of different alignment. -
    • -
    • Geas/Quest: As lesser geas, plus it affects any creature.
    • -
    • - Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level - spell. -
    • -
    • Harm: Deals 10 points/level damage to target.
    • -
    • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    • -
    • Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
    • -
    • Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
    • -
    • Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
    • -
    • - Planar Ally X: As lesser planar ally, but up to 12 HD. -
    • -
    • Summon Monster VI: Calls extraplanar creature to fight for you.
    • -
    • - Symbol of Fear M: Triggered rune panics nearby creatures. -
    • -
    • - Symbol of Persuasion M: Triggered rune charms nearby creatures. -
    • -
    • - Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4). -
    • -
    • Wind Walk: You and your allies turn vaporous and travel fast.
    • -
    • Word of Recall: Teleports you back to designated place.
    • -
    +

    Animate Objects: Objects attack your foes.

    +

    Antilife Shell: 10-ft. field hedges out living creatures.

    +

    Banishment: Banishes 2 HD/level of extraplanar creatures.

    +

    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.

    +

    Blade Barrier: Wall of blades deals 1d6/level damage.

    +

    Bull’s Strength, Mass: As bull’s strength, affects one subject/level.

    +

    Create Undead: Create ghouls, ghasts, mummies, or mohrgs.

    +

    Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

    +

    Dispel Magic, Greater: As dispel magic, but up to +20 on check.

    +

    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

    +

    Find the Path: Shows most direct way to a location.

    +

    + Forbiddance M: Blocks planar travel, damages creatures of different alignment. +

    +

    Geas/Quest: As lesser geas, plus it affects any creature.

    +

    + Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell. +

    +

    Harm: Deals 10 points/level damage to target.

    +

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

    +

    Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

    +

    Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.

    +

    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

    +

    + Planar Ally X: As lesser planar ally, but up to 12 HD. +

    +

    Summon Monster VI: Calls extraplanar creature to fight for you.

    +

    + Symbol of Fear M: Triggered rune panics nearby creatures. +

    +

    + Symbol of Persuasion M: Triggered rune charms nearby creatures. +

    +

    + Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4). +

    +

    Wind Walk: You and your allies turn vaporous and travel fast.

    +

    Word of Recall: Teleports you back to designated place.

    7th-Level Cleric Spells

    -
      -
    • Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    • -
    • Control Weather: Changes weather in local area.
    • -
    • Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
    • -
    • - Destruction F: Kills subject and destroys remains. -
    • -
    • Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    • -
    • Ethereal Jaunt: You become ethereal for 1 round/level.
    • -
    • Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
    • -
    • Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
    • -
    • - Refuge M: Alters item to transport its possessor to you. -
    • -
    • Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    • -
    • Repulsion: Creatures can’t approach you.
    • -
    • - Restoration, Greater X: As restoration, plus restores all levels and ability - scores. -
    • -
    • - Resurrection M: Fully restore dead subject. -
    • -
    • Scrying, Greater: As scrying, but faster and longer.
    • -
    • Summon Monster VII: Calls extraplanar creature to fight for you.
    • -
    • - Symbol of Stunning M: Triggered rune stuns nearby creatures. -
    • -
    • - Symbol of Weakness M: Triggered rune weakens nearby creatures. -
    • -
    • Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
    • -
    +

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

    +

    Control Weather: Changes weather in local area.

    +

    Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.

    +

    + Destruction F: Kills subject and destroys remains. +

    +

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

    +

    Ethereal Jaunt: You become ethereal for 1 round/level.

    +

    Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.

    +

    Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.

    +

    + Refuge M: Alters item to transport its possessor to you. +

    +

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

    +

    Repulsion: Creatures can’t approach you.

    +

    + Restoration, Greater X: As restoration, plus restores all levels and ability + scores. +

    +

    + Resurrection M: Fully restore dead subject. +

    +

    Scrying, Greater: As scrying, but faster and longer.

    +

    Summon Monster VII: Calls extraplanar creature to fight for you.

    +

    + Symbol of Stunning M: Triggered rune stuns nearby creatures. +

    +

    + Symbol of Weakness M: Triggered rune weakens nearby creatures. +

    +

    Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

    8th-Level Cleric Spells

    -
      -
    • Antimagic Field: Negates magic within 10 ft.
    • -
    • - Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells. -
    • -
    • - Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. -
    • -
    • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
    • -
    • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    • -
    • Discern Location: Reveals exact location of creature or object.
    • -
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • -
    • Fire Storm: Deals 1d6/level fire damage.
    • -
    • - Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. -
    • -
    • - Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. -
    • -
    • Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
    • -
    • - Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. -
    • -
    • Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
    • -
    • Summon Monster VIII: Calls extraplanar creature to fight for you.
    • -
    • - Symbol of Death M: Triggered rune slays nearby creatures. -
    • -
    • - Symbol of Insanity M: Triggered rune renders nearby creatures insane. -
    • -
    • - Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells. -
    • -
    +

    Antimagic Field: Negates magic within 10 ft.

    +

    + Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells. +

    +

    + Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. +

    +

    Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.

    +

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

    +

    Discern Location: Reveals exact location of creature or object.

    +

    Earthquake: Intense tremor shakes 80-ft.-radius.

    +

    Fire Storm: Deals 1d6/level fire damage.

    +

    + Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells. +

    +

    + Planar Ally, Greater X: As lesser planar ally, but up to 18 HD. +

    +

    Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.

    +

    + Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. +

    +

    Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.

    +

    Summon Monster VIII: Calls extraplanar creature to fight for you.

    +

    + Symbol of Death M: Triggered rune slays nearby creatures. +

    +

    + Symbol of Insanity M: Triggered rune renders nearby creatures insane. +

    +

    + Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells. +

    9th-Level Cleric Spells

    -
      -
    • - Astral Projection M: Projects you and companions onto Astral Plane. -
    • -
    • Energy Drain: Subject gains 2d4 negative levels.
    • -
    • Etherealness: Travel to Ethereal Plane with companions.
    • -
    • - Gate X: Connects two planes for travel or summoning. -
    • -
    • Heal, Mass: As heal, but with several subjects.
    • -
    • Implosion: Kills one creature/round.
    • -
    • - Miracle X: Requests a deity’s intercession. -
    • -
    • - Soul Bind F: Traps newly dead soul to prevent resurrection. -
    • -
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • -
    • Summon Monster IX: Calls extraplanar creature to fight for you.
    • -
    • - True Resurrection M: As resurrection, plus remains aren’t needed. -
    • -
    +

    + Astral Projection M: Projects you and companions onto Astral Plane. +

    +

    Energy Drain: Subject gains 2d4 negative levels.

    +

    Etherealness: Travel to Ethereal Plane with companions.

    +

    + Gate X: Connects two planes for travel or summoning. +

    +

    Heal, Mass: As heal, but with several subjects.

    +

    Implosion: Kills one creature/round.

    +

    + Miracle X: Requests a deity’s intercession. +

    +

    + Soul Bind F: Traps newly dead soul to prevent resurrection. +

    +

    Storm of Vengeance: Storm rains acid, lightning, and hail.

    +

    Summon Monster IX: Calls extraplanar creature to fight for you.

    +

    + True Resurrection M: As resurrection, plus remains aren’t needed. +

    Cleric Domains

    Air Domain

    @@ -838,50 +793,40 @@

    Air Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1Obscuring Mist: Fog surrounds you.1Obscuring Mist: Fog surrounds you.
    2 - Wind Wall: Deflects arrows, smaller creatures, and gases. - 2Wind Wall: Deflects arrows, smaller creatures, and gases.
    3 - Gaseous Form: Subject becomes insubstantial and can fly slowly. - 3Gaseous Form: Subject becomes insubstantial and can fly slowly.
    4 - Air Walk: Subject treads on air as if solid (climb at 45-degree angle). - 4Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    5Control Winds: Change wind direction and speed.5Control Winds: Change wind direction and speed.
    6 - Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. - 6Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
    7Control Weather: Changes weather in local area.7Control Weather: Changes weather in local area.
    8 - Whirlwind: Cyclone deals damage and can pick up creatures. - 8Whirlwind: Cyclone deals damage and can pick up creatures.
    9Elemental Swarm*: Summons multiple elementals.9Elemental Swarm*: Summons multiple elementals.
    @@ -893,48 +838,40 @@

    Animal Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -948,55 +885,47 @@

    Chaos Domain Spells

    1Calm Animals: Calms (2d4 + level) HD of animals.1Calm Animals: Calms (2d4 + level) HD of animals.
    2Hold Animal: Paralyzes one animal for 1 round/level.2Hold Animal: Paralyzes one animal for 1 round/level.
    3 - Dominate Animal: Subject animal obeys silent mental commands. - 3Dominate Animal: Subject animal obeys silent mental commands.
    4Summon Nature’s Ally IV*: Calls creature to fight.4Summon Nature’s Ally IV*: Calls creature to fight.
    5 - Commune with Nature: Learn about terrain for 1 mile/level. - 5Commune with Nature: Learn about terrain for 1 mile/level.
    6 - Antilife Shell: 10-ft. field hedges out living creatures. - 6Antilife Shell: 10-ft. field hedges out living creatures.
    7 - Animal Shapes: One ally/level polymorphs into chosen animal. - 7Animal Shapes: One ally/level polymorphs into chosen animal.
    8Summon Nature’s Ally VIII*: Calls creature to fight.8Summon Nature’s Ally VIII*: Calls creature to fight.
    9 + 9 Shapechange F: Transforms you into any creature, and change forms once per round.
    - - + - - + + - - + - - + + - - + + - - + + - - + + - - + - - + +
    1 + 1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2 - Shatter: Sonic vibration damages objects or crystalline creatures. - 2Shatter: Sonic vibration damages objects or crystalline creatures.
    3 + 3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
    4Chaos Hammer: Damages and staggers lawful creatures.4Chaos Hammer: Damages and staggers lawful creatures.
    5 - Dispel Law: +4 bonus against attacks by lawful creatures. - 5Dispel Law: +4 bonus against attacks by lawful creatures.
    6Animate Objects: Objects attack your foes.6Animate Objects: Objects attack your foes.
    7 - Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects. - 7Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
    8 + 8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
    9 - Summon Monster IX*: Calls extraplanar creature to fight for you. - 9Summon Monster IX*: Calls extraplanar creature to fight for you.
    @@ -1012,54 +941,50 @@

    Death Domain Spells

    - - + + - - + - - + - - + + - - + + - - + - - + - - + - - + +
    1 - Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. - 1Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    2 + 2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
    3 + 3 Animate Dead M: Creates undead skeletons and zombies.
    4 - Death Ward: Grants immunity to death spells and negative energy effects. - 4Death Ward: Grants immunity to death spells and negative energy effects.
    5Slay Living: Touch attack kills subject.5Slay Living: Touch attack kills subject.
    6 + 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
    7 + 7 Destruction F: Kills subject and destroys remains.
    8 + 8 Create Greater Undead M: Create shadows, wraiths, spectres, r devourers.
    9Wail of the Banshee: Kills one creature/level.9Wail of the Banshee: Kills one creature/level.
    @@ -1073,48 +998,40 @@

    Destruction Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1 - Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5). - 1Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
    2 - Shatter: Sonic vibration damages objects or crystalline creatures. - 2Shatter: Sonic vibration damages objects or crystalline creatures.
    3Contagion: Infects subject with chosen disease.3Contagion: Infects subject with chosen disease.
    4 - Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20). - 4Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
    5 - Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures. - 5Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
    6Harm: Deals 10 points/level damage to target.6Harm: Deals 10 points/level damage to target.
    7Disintegrate: Makes one creature or object vanish.7Disintegrate: Makes one creature or object vanish.
    8Earthquake: Intense tremor shakes 80-ft.-radius.8Earthquake: Intense tremor shakes 80-ft.-radius.
    9Implosion: Kills one creature/round.9Implosion: Kills one creature/round.
    @@ -1128,48 +1045,42 @@

    Earth Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + - - + + - - + + - - + +
    1 - Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage. - 1Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
    2 - Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. - 2Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    3Stone Shape: Sculpts stone into any shape.3Stone Shape: Sculpts stone into any shape.
    4 - Spike Stones: Creatures in area take 1d8 damage, may be lowed. - 4Spike Stones: Creatures in area take 1d8 damage, may be lowed.
    5Wall of Stone: Creates a stone wall that can be shaped.5Wall of Stone: Creates a stone wall that can be shaped.
    6 + 6 Stoneskin M: Ignore 10 points of damage per attack.
    7Earthquake: Intense tremor shakes 80-ft.-radius.7Earthquake: Intense tremor shakes 80-ft.-radius.
    8Iron Body: Your body becomes living iron.8Iron Body: Your body becomes living iron.
    9Elemental Swarm*: Summons multiple elementals.9Elemental Swarm*: Summons multiple elementals.
    @@ -1180,56 +1091,52 @@

    Evil Domain Spells

    - - + - - + - - + - - + + - - + + - - + - - + + - - + - - + +
    1 + 1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2 + 2 Desecrate M: Fills area with negative energy, making undead stronger.
    3 + 3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
    4Unholy Blight: Damages and sickens good creatures.4Unholy Blight: Damages and sickens good creatures.
    5Dispel Good: +4 bonus against attacks by good creatures.5Dispel Good: +4 bonus against attacks by good creatures.
    6 + 6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
    7 - Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects. - 7Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    8 + 8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
    9 - Summon Monster IX*: Calls extraplanar creature to fight for you. - 9Summon Monster IX*: Calls extraplanar creature to fight for you.
    @@ -1244,49 +1151,47 @@

    Fire Domain Spells

    - - + + - - + + - - + - - + - - + - - + + - - + + - - + + - - + +
    1Burning Hands: 1d4/level fire damage (max 5d4).1Burning Hands: 1d4/level fire damage (max 5d4).
    2Produce Flame: 1d6 damage +1/ level, touch or thrown.2Produce Flame: 1d6 damage +1/ level, touch or thrown.
    3 + 3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
    4 + 4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
    5 + 5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
    6 - Fire Seeds: Acorns and berries become grenades and bombs. - 6Fire Seeds: Acorns and berries become grenades and bombs.
    7Fire Storm: Deals 1d6/level fire damage.7Fire Storm: Deals 1d6/level fire damage.
    8Incendiary Cloud: Cloud deals 4d6 fire damage/round.8Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    9Elemental Swarm**: Summons multiple elementals.9Elemental Swarm**: Summons multiple elementals.
    @@ -1298,54 +1203,50 @@

    Good Domain Spells

    - - + - - + - - + - - + + - - + + - - + + - - + - - + + - - + +
    1 + 1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2 + 2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
    3 + 3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
    4Holy Smite: Damages and blinds evil creatures.4Holy Smite: Damages and blinds evil creatures.
    5Dispel Evil: +4 bonus against attacks by evil creatures.5Dispel Evil: +4 bonus against attacks by evil creatures.
    6Blade Barrier: Wall of blades deals 1d6/level damage.6Blade Barrier: Wall of blades deals 1d6/level damage.
    7 + 7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
    8 - Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells. - 8Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
    9 - Summon Monster IX*: Calls extraplanar creature to fight for you. - 9Summon Monster IX*: Calls extraplanar creature to fight for you.
    @@ -1356,54 +1257,40 @@

    Healing Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1Cure Light Wounds: Cures 1d8 damage +1/level (max +5).1Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    2 - Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). - 2Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    3 - Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). - 3Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    4 - Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). - 4Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    5 - Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures. - 5Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
    6 - Heal: Cures 10 points/level of damage, all diseases and mental conditions. - 6Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    7 - Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). - 7Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    8 - Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures. - 8Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
    9Heal, Mass: As heal, but with several subjects.9Heal, Mass: As heal, but with several subjects.
    @@ -1414,50 +1301,46 @@

    Knowledge Domain Spells

    - - + + - - + + - - + + - - + - - + - - + + - - + - - + + - - + +
    1Detect Secret Doors: Reveals hidden doors within 60 ft.1Detect Secret Doors: Reveals hidden doors within 60 ft.
    2Detect Thoughts: Allows “listening” to surface thoughts.2Detect Thoughts: Allows “listening” to surface thoughts.
    3 - Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. - 3Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    4 + 4 Divination M: Provides useful advice for specific proposed actions.
    5 + 5 True Seeing M: Lets you see all things as they really are.
    6Find the Path: Shows most direct way to a location.6Find the Path: Shows most direct way to a location.
    7 + 7 Legend Lore MF: Lets you learn tales about a person, place, or thing.
    8 - Discern Location: Reveals exact location of creature or object. - 8Discern Location: Reveals exact location of creature or object.
    9Foresight: “Sixth sense” warns of impending danger.9Foresight: “Sixth sense” warns of impending danger.
    @@ -1467,56 +1350,48 @@

    Law Domain Spells

    - - + - - + + - - + - - + + - - + + - - + + - - + + - - + - - + +
    1 + 1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    2 - Calm Emotions: Calms creatures, negating emotion effects. - 2Calm Emotions: Calms creatures, negating emotion effects.
    3 + 3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
    4Order’s Wrath: Damages and dazes chaotic creatures.4Order’s Wrath: Damages and dazes chaotic creatures.
    5 - Dispel Chaos: +4 bonus against attacks by chaotic creatures. - 5Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    6Hold Monster: As hold person, but any creature.6Hold Monster: As hold person, but any creature.
    7 - Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. - 7Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
    8 + 8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
    9 - Summon Monster IX*: Calls extraplanar creature to fight for you. - 9Summon Monster IX*: Calls extraplanar creature to fight for you.
    @@ -1532,57 +1407,43 @@

    Luck Domain Spells

    - - + + - - + + - - + + - - + + - - + - - + + - - + + - - + + - - + @@ -1598,46 +1459,42 @@

    Magic Domain Spells

    1 - Entropic Shield: Ranged attacks against you have 20% miss chance. - 1Entropic Shield: Ranged attacks against you have 20% miss chance.
    2 - Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10). - 2Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
    3 - Protection from Energy: Absorb 12 points/level of damage from one kind of energy. - 3Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    4 - Freedom of Movement: Subject moves normally despite impediments. - 4Freedom of Movement: Subject moves normally despite impediments.
    5 + 5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    6 - Mislead: Turns you invisible and creates illusory double. - 6Mislead: Turns you invisible and creates illusory double.
    7 - Spell Turning: Reflect 1d4+6 spell levels back at caster. - 7Spell Turning: Reflect 1d4+6 spell levels back at caster.
    8 - Moment of Prescience: You gain insight bonus on single attack roll, check, or save. - 8Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    9 + 9 Miracle X: Requests a deity’s intercession.
    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + - - + +
    1Magic Aura: Alters object’s magic aura.1Magic Aura: Alters object’s magic aura.
    2Identify: Determines properties of magic item.2Identify: Determines properties of magic item.
    3Dispel Magic: Cancels magical spells and effects.3Dispel Magic: Cancels magical spells and effects.
    4Imbue with Spell Ability: Transfer spells to subject.4Imbue with Spell Ability: Transfer spells to subject.
    5Spell Resistance: Subject gains SR 12 + level.5Spell Resistance: Subject gains SR 12 + level.
    6Antimagic Field: Negates magic within 10 ft.6Antimagic Field: Negates magic within 10 ft.
    7 - Spell Turning: Reflect 1d4+6 spell levels back at caster. - 7Spell Turning: Reflect 1d4+6 spell levels back at caster.
    8 + 8 Protection from Spells MF: Confers +8 resistance bonus.
    9 - Mage’s Disjunction: Dispels magic, disenchants magic items. - 9Mage’s Disjunction: Dispels magic, disenchants magic items.
    @@ -1652,50 +1509,40 @@

    Plant Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1Entangle: Plants entangle everyone in 40-ft.-radius.1Entangle: Plants entangle everyone in 40-ft.-radius.
    2 - Barkskin: Grants +2 (or higher) enhancement to natural armor. - 2Barkskin: Grants +2 (or higher) enhancement to natural armor.
    3Plant Growth: Grows vegetation, improves crops.3Plant Growth: Grows vegetation, improves crops.
    4 - Command Plants: Sway the actions of one or more plant creatures. - 4Command Plants: Sway the actions of one or more plant creatures.
    5Wall of Thorns: Thorns damage anyone who tries to pass.5Wall of Thorns: Thorns damage anyone who tries to pass.
    6Repel Wood: Pushes away wooden objects.6Repel Wood: Pushes away wooden objects.
    7 - Animate Plants: One or more trees animate and fight for you. - 7Animate Plants: One or more trees animate and fight for you.
    8 - Control Plants: Control actions of one or more plant creatures. - 8Control Plants: Control actions of one or more plant creatures.
    9 - Shambler: Summons 1d4+2 shambling mounds to fight for you. - 9Shambler: Summons 1d4+2 shambling mounds to fight for you.
    @@ -1710,52 +1557,42 @@

    Protection Domain Spells

    - - + + - - + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1 - Sanctuary: Opponents can’t attack you, and you can’t attack. - 1Sanctuary: Opponents can’t attack you, and you can’t attack.
    2 + 2 Shield Other F: You take half of subject’s damage.
    3 - Protection from Energy: Absorb 12 points/level of damage from one kind of energy. - 3Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    4 - Spell Immunity: Subject is immune to one spell per four levels. - 4Spell Immunity: Subject is immune to one spell per four levels.
    5Spell Resistance: Subject gains SR 12 + level.5Spell Resistance: Subject gains SR 12 + level.
    6Antimagic Field: Negates magic within 10 ft.6Antimagic Field: Negates magic within 10 ft.
    7Repulsion: Creatures can’t approach you.7Repulsion: Creatures can’t approach you.
    8 - Mind Blank: Subject is immune to mental/emotional magic and scrying. - 8Mind Blank: Subject is immune to mental/emotional magic and scrying.
    9 - Prismatic Sphere: As prismatic wall, but surrounds on all sides. - 9Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    @@ -1769,56 +1606,42 @@

    Strength Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + - - + + - - + + - - + +
    1Enlarge Person: Humanoid creature doubles in size.1Enlarge Person: Humanoid creature doubles in size.
    2 - Bull’s Strength: Subject gains +4 to Str for 1 min./level. - 2Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    3 - Magic Vestment: Armor or shield gains +1 enhancement per four levels. - 3Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    4 - Spell Immunity: Subject is immune to one spell per four levels. - 4Spell Immunity: Subject is immune to one spell per four levels.
    5 - Righteous Might: Your size increases, and you gain combat bonuses. - 5Righteous Might: Your size increases, and you gain combat bonuses.
    6 + 6 Stoneskin M: Ignore 10 points of damage per attack.
    7 - Grasping Hand: Large hand provides cover, pushes, or grapples. - 7Grasping Hand: Large hand provides cover, pushes, or grapples.
    8 - Clenched Fist: Large hand provides cover, pushes, or attacks your foes. - 8Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
    9 - Crushing Hand: Large hand provides cover, pushes, or crushes your foes. - 9Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
    @@ -1832,54 +1655,42 @@

    Sun Domain Spells

    - - + + - - + + - - + + - - + - - + + - - + + - - + + - - + + - - + +
    1 - Endure Elements: Exist comfortably in hot or cold environments. - 1Endure Elements: Exist comfortably in hot or cold environments.
    2 - Heat Metal: Make metal so hot it damages those who touch it. - 2Heat Metal: Make metal so hot it damages those who touch it.
    3 - Searing Light: Ray deals 1d8/two levels, more against undead. - 3Searing Light: Ray deals 1d8/two levels, more against undead.
    4 + 4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
    5 - Flame Strike: Smite foes with divine fire (1d6/level damage). - 5Flame Strike: Smite foes with divine fire (1d6/level damage).
    6 - Fire Seeds: Acorns and berries become grenades and bombs. - 6Fire Seeds: Acorns and berries become grenades and bombs.
    7Sunbeam: Beam blinds and deals 4d6 damage.7Sunbeam: Beam blinds and deals 4d6 damage.
    8Sunburst: Blinds all within 10 ft., deals 6d6 damage.8Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    9 - Prismatic Sphere: As prismatic wall, but surrounds on all sides. - 9Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    @@ -1896,48 +1707,40 @@

    Travel Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + @@ -1949,50 +1752,44 @@

    Trickery Domain Spells

    1Longstrider: Increases your speed.1Longstrider: Increases your speed.
    2 - Locate Object: Senses direction toward object (specific or type). - 2Locate Object: Senses direction toward object (specific or type).
    3Fly: Subject flies at speed of 60 ft.3Fly: Subject flies at speed of 60 ft.
    4Dimension Door: Teleports you short distance.4Dimension Door: Teleports you short distance.
    5 - Teleport: Instantly transports you as far as 100 miles/level. - 5Teleport: Instantly transports you as far as 100 miles/level.
    6Find the Path: Shows most direct way to a location.6Find the Path: Shows most direct way to a location.
    7 - Teleport, Greater: As teleport, but no range limit and no off-target arrival. - 7Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    8 - Phase Door: Creates an invisible passage through wood or stone. - 8Phase Door: Creates an invisible passage through wood or stone.
    9 + 9 Astral Projection M: Projects you and companions onto Astral Plane.
    - - + + - - + + - - + - - + + - - + - - + + - - + + - - + + - - + +
    1Disguise Self: Disguise own appearance.1Disguise Self: Disguise own appearance.
    2 - Invisibility: Subject invisible 1 min./level or until it attacks. - 2Invisibility: Subject invisible 1 min./level or until it attacks.
    3 + 3 Nondetection M: Hides subject from divination, scrying.
    4Confusion: Subjects behave oddly for 1 round/level.4Confusion: Subjects behave oddly for 1 round/level.
    5 + 5 False Vision M: Fools scrying with an illusion.
    6 - Mislead: Turns you invisible and creates illusory double. - 6Mislead: Turns you invisible and creates illusory double.
    7Screen: Illusion hides area from vision, scrying.7Screen: Illusion hides area from vision, scrying.
    8 - Polymorph Any Object: Changes any subject into anything else. - 8Polymorph Any Object: Changes any subject into anything else.
    9Time Stop: You act freely for 1d4+1 rounds.9Time Stop: You act freely for 1d4+1 rounds.
    @@ -2005,46 +1802,40 @@

    War Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1Magic Weapon: Weapon gains +1 bonus.1Magic Weapon: Weapon gains +1 bonus.
    2Spiritual Weapon: Magical weapon attacks on its own.2Spiritual Weapon: Magical weapon attacks on its own.
    3 - Magic Vestment: Armor or shield gains +1 enhancement per four levels. - 3Magic Vestment: Armor or shield gains +1 enhancement per four levels.
    4 - Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. - 4Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
    5 - Flame Strike: Smite foes with divine fire (1d6/level damage). - 5Flame Strike: Smite foes with divine fire (1d6/level damage).
    6Blade Barrier: Wall of blades deals 1d6/level damage.6Blade Barrier: Wall of blades deals 1d6/level damage.
    7Power Word Blind: Blinds creature with 200 hp or less.7Power Word Blind: Blinds creature with 200 hp or less.
    8Power Word Stun: Stuns creature with 150 hp or less.8Power Word Stun: Stuns creature with 150 hp or less.
    9Power Word Kill: Kills creature with 100 hp or less.9Power Word Kill: Kills creature with 100 hp or less.
    @@ -2058,42 +1849,40 @@

    Water Domain Spells

    - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + + - - + +
    1Obscuring Mist: Fog surrounds you.1Obscuring Mist: Fog surrounds you.
    2Fog Cloud: Fog obscures vision.2Fog Cloud: Fog obscures vision.
    3Water Breathing: Subjects can breathe underwater.3Water Breathing: Subjects can breathe underwater.
    4Control Water: Raises or lowers bodies of water.4Control Water: Raises or lowers bodies of water.
    5 - Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. - 5Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    6Cone of Cold: 1d6/level cold damage.6Cone of Cold: 1d6/level cold damage.
    7Acid Fog: Fog deals acid damage.7Acid Fog: Fog deals acid damage.
    8Horrid Wilting: Deals 1d6/level damage within 30 ft.8Horrid Wilting: Deals 1d6/level damage within 30 ft.
    9Elemental Swarm*: Summons multiple elementals.9Elemental Swarm*: Summons multiple elementals.
    diff --git a/spells/spell-list-ii.html b/spells/spell-list-ii.html index 0d3ee99..09f5fd5 100644 --- a/spells/spell-list-ii.html +++ b/spells/spell-list-ii.html @@ -344,1175 +344,956 @@

    Table of Contents

    Druid Spells

    0-Level Druid Spells (Orisons)

    -
      -
    • Create Water: Creates 2 gallons/level of pure water.
    • -
    • Cure Minor Wounds: Cures 1 point of damage.
    • -
    • Detect Magic: Detects spells and magic items within 60 ft.
    • -
    • Detect Poison: Detects poison in one creature or object.
    • -
    • Flare: Dazzles one creature (–1 penalty on attack rolls).
    • -
    • Guidance: +1 on one attack roll, saving throw, or skill check.
    • -
    • Know Direction: You discern north.
    • -
    • Light: Object shines like a torch.
    • -
    • Mending: Makes minor repairs on an object.
    • -
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    • Resistance: Subject gains +1 bonus on saving throws.
    • -
    • Virtue: Subject gains 1 temporary hp.
    • -
    +

    Create Water: Creates 2 gallons/level of pure water.

    +

    Cure Minor Wounds: Cures 1 point of damage.

    +

    Detect Magic: Detects spells and magic items within 60 ft.

    +

    Detect Poison: Detects poison in one creature or object.

    +

    Flare: Dazzles one creature (–1 penalty on attack rolls).

    +

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

    +

    Know Direction: You discern north.

    +

    Light: Object shines like a torch.

    +

    Mending: Makes minor repairs on an object.

    +

    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

    +

    Read Magic: Read scrolls and spellbooks.

    +

    Resistance: Subject gains +1 bonus on saving throws.

    +

    Virtue: Subject gains 1 temporary hp.

    1st-Level Druid Spells

    -
      -
    • Calm Animals: Calms (2d4 + level) HD of animals.
    • -
    • Charm Animal: Makes one animal your friend.
    • -
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • -
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • -
    • Detect Snares and Pits: Reveals natural or primitive traps.
    • -
    • Endure Elements: Exist comfortably in hot or cold environments.
    • -
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • -
    • - Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. -
    • -
    • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
    • -
    • Hide from Animals: Animals can’t perceive one subject/level.
    • -
    • Jump: Subject gets bonus on Jump checks.
    • -
    • Longstrider: Your speed increases by 10 ft.
    • -
    • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    • -
    • Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
    • -
    • Obscuring Mist: Fog surrounds you.
    • -
    • Pass without Trace: One subject/level leaves no tracks.
    • -
    • Produce Flame: 1d6 damage +1/level, touch or thrown.
    • -
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
    • -
    • Speak with Animals: You can communicate with animals.
    • -
    • Summon Nature’s Ally I: Calls creature to fight.
    • -
    +

    Calm Animals: Calms (2d4 + level) HD of animals.

    +

    Charm Animal: Makes one animal your friend.

    +

    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    +

    Detect Animals or Plants: Detects kinds of animals or plants.

    +

    Detect Snares and Pits: Reveals natural or primitive traps.

    +

    Endure Elements: Exist comfortably in hot or cold environments.

    +

    Entangle: Plants entangle everyone in 40-ft.-radius.

    +

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

    +

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

    +

    Hide from Animals: Animals can’t perceive one subject/level.

    +

    Jump: Subject gets bonus on Jump checks.

    +

    Longstrider: Your speed increases by 10 ft.

    +

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

    +

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

    +

    Obscuring Mist: Fog surrounds you.

    +

    Pass without Trace: One subject/level leaves no tracks.

    +

    Produce Flame: 1d6 damage +1/level, touch or thrown.

    +

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

    +

    Speak with Animals: You can communicate with animals.

    +

    Summon Nature’s Ally I: Calls creature to fight.

    2nd-Level Druid Spells

    -
      -
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • -
    • Animal Trance: Fascinates 2d6 HD of animals.
    • -
    • Barkskin: Grants +2 (or higher) enhancement to natural armor.
    • -
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • -
    • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    • -
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • -
    • Chill Metal: Cold metal damages those who touch it.
    • -
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • -
    • - Fire Trap M: Opened object deals 1d4 +1/level damage. -
    • -
    • Flame Blade: Touch attack deals 1d8 +1/two levels damage.
    • -
    • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    • -
    • Fog Cloud: Fog obscures vision.
    • -
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • -
    • Heat Metal: Make metal so hot it damages those who touch it.
    • -
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • -
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • -
    • Reduce Animal: Shrinks one willing animal.
    • -
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • -
    • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    • -
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • -
    • Spider Climb: Grants ability to walk on walls and ceilings.
    • -
    • Summon Nature’s Ally II: Calls creature to fight.
    • -
    • Summon Swarm: Summons swarm of bats, rats, or spiders.
    • -
    • Tree Shape: You look exactly like a tree for 1 hour/level.
    • -
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • -
    • Wood Shape: Rearranges wooden objects to suit you.
    • -
    +

    Animal Messenger: Sends a Tiny animal to a specific place.

    +

    Animal Trance: Fascinates 2d6 HD of animals.

    +

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

    +

    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

    +

    Bull’s Strength: Subject gains +4 to Str for 1 min./level.

    +

    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

    +

    Chill Metal: Cold metal damages those who touch it.

    +

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

    +

    + Fire Trap M: Opened object deals 1d4 +1/level damage. +

    +

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

    +

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

    +

    Fog Cloud: Fog obscures vision.

    +

    Gust of Wind: Blows away or knocks down smaller creatures.

    +

    Heat Metal: Make metal so hot it damages those who touch it.

    +

    Hold Animal: Paralyzes one animal for 1 round/level.

    +

    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

    +

    Reduce Animal: Shrinks one willing animal.

    +

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

    +

    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

    +

    Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

    +

    Spider Climb: Grants ability to walk on walls and ceilings.

    +

    Summon Nature’s Ally II: Calls creature to fight.

    +

    Summon Swarm: Summons swarm of bats, rats, or spiders.

    +

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

    +

    Warp Wood: Bends wood (shaft, handle, door, plank).

    +

    Wood Shape: Rearranges wooden objects to suit you.

    3rd-Level Druid Spells

    -
      -
    • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
    • -
    • Contagion: Infects subject with chosen disease.
    • -
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • -
    • Daylight: 60-ft. radius of bright light.
    • -
    • Diminish Plants: Reduces size or blights growth of normal plants.
    • -
    • Dominate Animal: Subject animal obeys silent mental commands.
    • -
    • - Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and - damage rolls (max +5). -
    • -
    • Meld into Stone: You and your gear merge with stone.
    • -
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • -
    • Plant Growth: Grows vegetation, improves crops.
    • -
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • -
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • -
    • Quench: Extinguishes nonmagical fires or one magic item.
    • -
    • Remove Disease: Cures all diseases affecting subject.
    • -
    • Sleet Storm: Hampers vision and movement.
    • -
    • Snare: Creates a magic booby trap.
    • -
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • -
    • - Spike Growth: Creatures in area take 1d4 damage, may be - slowed. -
    • -
    • Stone Shape: Sculpts stone into any shape.
    • -
    • Summon Nature’s Ally III: Calls creature to fight.
    • -
    • Water Breathing: Subjects can breathe underwater.
    • -
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
    • -
    +

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

    +

    Contagion: Infects subject with chosen disease.

    +

    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    +

    Daylight: 60-ft. radius of bright light.

    +

    Diminish Plants: Reduces size or blights growth of normal plants.

    +

    Dominate Animal: Subject animal obeys silent mental commands.

    +

    + Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and + damage rolls (max +5). +

    +

    Meld into Stone: You and your gear merge with stone.

    +

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

    +

    Plant Growth: Grows vegetation, improves crops.

    +

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

    +

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

    +

    Quench: Extinguishes nonmagical fires or one magic item.

    +

    Remove Disease: Cures all diseases affecting subject.

    +

    Sleet Storm: Hampers vision and movement.

    +

    Snare: Creates a magic booby trap.

    +

    Speak with Plants: You can talk to normal plants and plant creatures.

    +

    + Spike Growth: Creatures in area take 1d4 damage, may be + slowed. +

    +

    Stone Shape: Sculpts stone into any shape.

    +

    Summon Nature’s Ally III: Calls creature to fight.

    +

    Water Breathing: Subjects can breathe underwater.

    +

    Wind Wall: Deflects arrows, smaller creatures, and gases.

    4th-Level Druid Spells

    -
      -
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • -
    • Antiplant Shell: Keeps animated plants at bay.
    • -
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • -
    • Command Plants: Sway the actions of one or more plant creatures.
    • -
    • Control Water: Raises or lowers bodies of water.
    • -
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • -
    • Dispel Magic: Cancels spells and magical effects.
    • -
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • -
    • Freedom of Movement: Subject moves normally despite impediments.
    • -
    • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
    • -
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • -
    • Reincarnate: Brings dead subject back in a random body.
    • -
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • -
    • Rusting Grasp: Your touch corrodes iron and alloys.
    • -
    • - Scrying F: Spies on subject from a distance. -
    • -
    • - Spike Stones: Creatures in area take 1d8 damage, may be - slowed. -
    • -
    • Summon Nature’s Ally IV: Calls creature to fight.
    • -
    +

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

    +

    Antiplant Shell: Keeps animated plants at bay.

    +

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

    +

    Command Plants: Sway the actions of one or more plant creatures.

    +

    Control Water: Raises or lowers bodies of water.

    +

    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    +

    Dispel Magic: Cancels spells and magical effects.

    +

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

    +

    Freedom of Movement: Subject moves normally despite impediments.

    +

    Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

    +

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

    +

    Reincarnate: Brings dead subject back in a random body.

    +

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

    +

    Rusting Grasp: Your touch corrodes iron and alloys.

    +

    + Scrying F: Spies on subject from a distance. +

    +

    + Spike Stones: Creatures in area take 1d8 damage, may be + slowed. +

    +

    Summon Nature’s Ally IV: Calls creature to fight.

    5th-Level Druid Spells

    -
      -
    • Animal Growth: One animal/two levels doubles in size.
    • -
    • Atonement: Removes burden of misdeeds from subject.
    • -
    • - Awaken X: Animal or tree gains human intellect. -
    • -
    • Baleful Polymorph: Transforms subject into harmless animal.
    • -
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • -
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • -
    • Control Winds: Change wind direction and speed.
    • -
    • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
    • -
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • -
    • - Hallow M: Designates location as holy. -
    • -
    • Insect Plague: Locust swarms attack creatures.
    • -
    • - Stoneskin M: Ignore 10 points of damage per attack. -
    • -
    • Summon Nature’s Ally V: Calls creature to fight.
    • -
    • Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    • -
    • Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
    • -
    • Tree Stride: Step from one tree to another far away.
    • -
    • - Unhallow M: Designates location as unholy. -
    • -
    • - Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall - deals 2d6 damage +1/level. -
    • -
    • Wall of Thorns: Thorns damage anyone who tries to pass.
    • -
    +

    Animal Growth: One animal/two levels doubles in size.

    +

    Atonement: Removes burden of misdeeds from subject.

    +

    + Awaken X: Animal or tree gains human intellect. +

    +

    Baleful Polymorph: Transforms subject into harmless animal.

    +

    Call Lightning Storm: As call lightning, but 5d6 damage per bolt.

    +

    Commune with Nature: Learn about terrain for 1 mile/level.

    +

    Control Winds: Change wind direction and speed.

    +

    Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

    +

    Death Ward: Grants immunity to all death spells and negative energy effects.

    +

    + Hallow M: Designates location as holy. +

    +

    Insect Plague: Locust swarms attack creatures.

    +

    + Stoneskin M: Ignore 10 points of damage per attack. +

    +

    Summon Nature’s Ally V: Calls creature to fight.

    +

    Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

    +

    Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

    +

    Tree Stride: Step from one tree to another far away.

    +

    + Unhallow M: Designates location as unholy. +

    +

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

    +

    Wall of Thorns: Thorns damage anyone who tries to pass.

    6th-Level Druid Spells

    -
      -
    • Antilife Shell: 10-ft.-radius field hedges out living creatures.
    • -
    • Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
    • -
    • Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
    • -
    • Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    • -
    • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
    • -
    • Dispel Magic, Greater: As dispel magic, but +20 on check.
    • -
    • Find the Path: Shows most direct way to a location.
    • -
    • Fire Seeds: Acorns and berries become grenades and bombs.
    • -
    • Ironwood: Magic wood is strong as steel.
    • -
    • Liveoak: Oak becomes treant guardian.
    • -
    • Move Earth: Digs trenches and builds hills.
    • -
    • Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
    • -
    • Repel Wood: Pushes away wooden objects.
    • -
    • Spellstaff: Stores one spell in wooden quarterstaff.
    • -
    • Stone Tell: Talk to natural or worked stone.
    • -
    • Summon Nature’s Ally VI: Calls creature to fight.
    • -
    • Transport via Plants: Move instantly from one plant to another of the same kind.
    • -
    • Wall of Stone: Creates a stone wall that can be shaped.
    • -
    +

    Antilife Shell: 10-ft.-radius field hedges out living creatures.

    +

    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.

    +

    Bull’s Strength, Mass: As bull’s strength, affects one subject/level.

    +

    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

    +

    Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

    +

    Dispel Magic, Greater: As dispel magic, but +20 on check.

    +

    Find the Path: Shows most direct way to a location.

    +

    Fire Seeds: Acorns and berries become grenades and bombs.

    +

    Ironwood: Magic wood is strong as steel.

    +

    Liveoak: Oak becomes treant guardian.

    +

    Move Earth: Digs trenches and builds hills.

    +

    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

    +

    Repel Wood: Pushes away wooden objects.

    +

    Spellstaff: Stores one spell in wooden quarterstaff.

    +

    Stone Tell: Talk to natural or worked stone.

    +

    Summon Nature’s Ally VI: Calls creature to fight.

    +

    Transport via Plants: Move instantly from one plant to another of the same kind.

    +

    Wall of Stone: Creates a stone wall that can be shaped.

    7th-Level Druid Spells

    -
      -
    • Animate Plants: One or more plants animate and fight for you.
    • -
    • Changestaff: Your staff becomes a treant on command.
    • -
    • Control Weather: Changes weather in local area.
    • -
    • Creeping Doom: Swarms of centipedes attack at your command.
    • -
    • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
    • -
    • Fire Storm: Deals 1d6/level fire damage.
    • -
    • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    • -
    • Scrying, Greater: As scrying, but faster and longer.
    • -
    • Summon Nature’s Ally VII: Calls creature to fight.
    • -
    • Sunbeam: Beam blinds and deals 4d6 damage.
    • -
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • -
    • - True Seeing M: Lets you see all things as they really are. -
    • -
    • Wind Walk: You and your allies turn vaporous and travel fast.
    • -
    +

    Animate Plants: One or more plants animate and fight for you.

    +

    Changestaff: Your staff becomes a treant on command.

    +

    Control Weather: Changes weather in local area.

    +

    Creeping Doom: Swarms of centipedes attack at your command.

    +

    Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

    +

    Fire Storm: Deals 1d6/level fire damage.

    +

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

    +

    Scrying, Greater: As scrying, but faster and longer.

    +

    Summon Nature’s Ally VII: Calls creature to fight.

    +

    Sunbeam: Beam blinds and deals 4d6 damage.

    +

    Transmute Metal to Wood: Metal within 40 ft. becomes wood.

    +

    + True Seeing M: Lets you see all things as they really are. +

    +

    Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Druid Spells

    -
      -
    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • -
    • Control Plants: Control actions of one or more plant creatures.
    • -
    • Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
    • -
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • -
    • Finger of Death: Kills one subject.
    • -
    • Repel Metal or Stone: Pushes away metal and stone.
    • -
    • Reverse Gravity: Objects and creatures fall upward.
    • -
    • Summon Nature’s Ally VIII: Calls creature to fight.
    • -
    • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    • -
    • Whirlwind: Cyclone deals damage and can pick up creatures.
    • -
    • Word of Recall: Teleports you back to designated place.
    • -
    +

    Animal Shapes: One ally/level polymorphs into chosen animal.

    +

    Control Plants: Control actions of one or more plant creatures.

    +

    Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.

    +

    Earthquake: Intense tremor shakes 80-ft.-radius.

    +

    Finger of Death: Kills one subject.

    +

    Repel Metal or Stone: Pushes away metal and stone.

    +

    Reverse Gravity: Objects and creatures fall upward.

    +

    Summon Nature’s Ally VIII: Calls creature to fight.

    +

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

    +

    Whirlwind: Cyclone deals damage and can pick up creatures.

    +

    Word of Recall: Teleports you back to designated place.

    9th-Level Druid Spells

    -
      -
    • Antipathy: Object or location affected by spell repels certain creatures.
    • -
    • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
    • -
    • Elemental Swarm: Summons multiple elementals.
    • -
    • Foresight: “Sixth sense” warns of impending danger.
    • -
    • Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    • -
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.
    • -
    • - Shapechange F: Transforms you into any creature, and change forms once per round. -
    • -
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • -
    • Summon Nature’s Ally IX: Calls creature to fight.
    • -
    • - Sympathy M: Object or location attracts certain creatures. -
    • -
    +

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

    +

    Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.

    +

    Elemental Swarm: Summons multiple elementals.

    +

    Foresight: “Sixth sense” warns of impending danger.

    +

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

    +

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

    +

    + Shapechange F: Transforms you into any creature, and change forms once per round. +

    +

    Storm of Vengeance: Storm rains acid, lightning, and hail.

    +

    Summon Nature’s Ally IX: Calls creature to fight.

    +

    + Sympathy M: Object or location attracts certain creatures. +

    Paladin Spells

    1st-Level Paladin Spells

    -
      -
    • Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
    • -
    • Bless Water: Makes holy water.
    • -
    • Bless Weapon: Weapon strikes true against evil foes.
    • -
    • Create Water: Creates 2 gallons/level of pure water.
    • -
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • -
    • Detect Poison: Detects poison in one creature or small object.
    • -
    • Detect Undead: Reveals undead within 60 ft.
    • -
    • Divine Favor: You gain +1 per three levels on attack and damage rolls.
    • -
    • Endure Elements: Exist comfortably in hot or cold environments.
    • -
    • Magic Weapon: Weapon gains +1 bonus.
    • -
    • - Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and - outsiders. -
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    • Resistance: Subject gains +1 on saving throws.
    • -
    • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
    • -
    • Virtue: Subject gains 1 temporary hp.
    • -
    +

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

    +

    Bless Water: Makes holy water.

    +

    Bless Weapon: Weapon strikes true against evil foes.

    +

    Create Water: Creates 2 gallons/level of pure water.

    +

    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    +

    Detect Poison: Detects poison in one creature or small object.

    +

    Detect Undead: Reveals undead within 60 ft.

    +

    Divine Favor: You gain +1 per three levels on attack and damage rolls.

    +

    Endure Elements: Exist comfortably in hot or cold environments.

    +

    Magic Weapon: Weapon gains +1 bonus.

    +

    + Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and + outsiders. +

    +

    Read Magic: Read scrolls and spellbooks.

    +

    Resistance: Subject gains +1 on saving throws.

    +

    Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

    +

    Virtue: Subject gains 1 temporary hp.

    2nd-Level Paladin Spells

    -
      -
    • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    • -
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • -
    • Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    • -
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • -
    • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
    • -
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • -
    • - Shield Other F: You take half of subject’s damage. -
    • -
    • Undetectable Alignment: Conceals alignment for 24 hours.
    • -
    • Zone of Truth: Subjects within range cannot lie.
    • -
    +

    Bull’s Strength: Subject gains +4 to Str for 1 min./level.

    +

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

    +

    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

    +

    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

    +

    Remove Paralysis: Frees one or more creatures from paralysis or slow effect.

    +

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

    +

    + Shield Other F: You take half of subject’s damage. +

    +

    Undetectable Alignment: Conceals alignment for 24 hours.

    +

    Zone of Truth: Subjects within range cannot lie.

    3rd-Level Paladin Spells

    -
      -
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • -
    • Daylight: 60-ft. radius of bright light.
    • -
    • Discern Lies: Reveals deliberate falsehoods.
    • -
    • Dispel Magic: Cancels spells and magical effects.
    • -
    • Heal Mount: As heal on warhorse or other special mount.
    • -
    • - Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 - min./level. -
    • -
    • - Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level. -
    • -
    • Magic Weapon, Greater: +1 bonus/four levels (max +5).
    • -
    • Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
    • -
    • Remove Blindness/Deafness: Cures normal or magical conditions.
    • -
    • Remove Curse: Frees object or person from curse.
    • -
    +

    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    +

    Daylight: 60-ft. radius of bright light.

    +

    Discern Lies: Reveals deliberate falsehoods.

    +

    Dispel Magic: Cancels spells and magical effects.

    +

    Heal Mount: As heal on warhorse or other special mount.

    +

    + Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level. +

    +

    + Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level. +

    +

    Magic Weapon, Greater: +1 bonus/four levels (max +5).

    +

    Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.

    +

    Remove Blindness/Deafness: Cures normal or magical conditions.

    +

    Remove Curse: Frees object or person from curse.

    4th-Level Paladin Spells

    -
      -
    • - Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. -
    • -
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • -
    • Death Ward: Grants immunity to death spells and negative energy effects.
    • -
    • Dispel Chaos: +4 bonus against attacks by chaotic creatures.
    • -
    • Dispel Evil: +4 bonus against attacks by evil creatures.
    • -
    • Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
    • -
    • Mark of Justice: Designates action that will trigger curse on subject.
    • -
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • -
    • - Restoration M: Restores level and ability score drains. -
    • -
    +

    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

    +

    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    +

    Death Ward: Grants immunity to death spells and negative energy effects.

    +

    Dispel Chaos: +4 bonus against attacks by chaotic creatures.

    +

    Dispel Evil: +4 bonus against attacks by evil creatures.

    +

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

    +

    Mark of Justice: Designates action that will trigger curse on subject.

    +

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

    +

    + Restoration M: Restores level and ability score drains. +

    Ranger Spells

    1st-Level Ranger Spells

    -
      -
    • Alarm: Wards an area for 2 hours/level.
    • -
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • -
    • Calm Animals: Calms (2d4 + level) HD of animals.
    • -
    • Charm Animal: Makes one animal your friend.
    • -
    • Delay Poison: Stops poison from harming subject for 1 hour/level.
    • -
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • -
    • Detect Poison: Detects poison in one creature or object.
    • -
    • Detect Snares and Pits: Reveals natural or primitive traps.
    • -
    • Endure Elements: Exist comfortably in hot or cold environments.
    • -
    • Entangle: Plants entangle everyone in 40-ft.-radius circle.
    • -
    • Hide from Animals: Animals can’t perceive one subject/level.
    • -
    • Jump: Subject gets bonus on Jump checks.
    • -
    • Longstrider: Increases your speed.
    • -
    • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    • -
    • Pass without Trace: One subject/level leaves no tracks.
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    • Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
    • -
    • Speak with Animals: You can communicate with animals.
    • -
    • Summon Nature’s Ally I: Calls animal to fight for you.
    • -
    +

    Alarm: Wards an area for 2 hours/level.

    +

    Animal Messenger: Sends a Tiny animal to a specific place.

    +

    Calm Animals: Calms (2d4 + level) HD of animals.

    +

    Charm Animal: Makes one animal your friend.

    +

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

    +

    Detect Animals or Plants: Detects kinds of animals or plants.

    +

    Detect Poison: Detects poison in one creature or object.

    +

    Detect Snares and Pits: Reveals natural or primitive traps.

    +

    Endure Elements: Exist comfortably in hot or cold environments.

    +

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

    +

    Hide from Animals: Animals can’t perceive one subject/level.

    +

    Jump: Subject gets bonus on Jump checks.

    +

    Longstrider: Increases your speed.

    +

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

    +

    Pass without Trace: One subject/level leaves no tracks.

    +

    Read Magic: Read scrolls and spellbooks.

    +

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

    +

    Speak with Animals: You can communicate with animals.

    +

    Summon Nature’s Ally I: Calls animal to fight for you.

    2nd-Level Ranger Spells

    -
      -
    • Barkskin: Grants +2 (or higher) enhancement to natural armor.
    • -
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • -
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • -
    • Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    • -
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • -
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • -
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • -
    • Snare: Creates a magic booby trap.
    • -
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • -
    • - Spike Growth: Creatures in area take 1d4 damage, may be - slowed. -
    • -
    • Summon Nature’s Ally II: Calls animal to fight for you.
    • -
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
    • -
    +

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

    +

    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

    +

    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

    +

    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

    +

    Hold Animal: Paralyzes one animal for 1 round/level.

    +

    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

    +

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

    +

    Snare: Creates a magic booby trap.

    +

    Speak with Plants: You can talk to normal plants and plant creatures.

    +

    + Spike Growth: Creatures in area take 1d4 damage, may be + slowed. +

    +

    Summon Nature’s Ally II: Calls animal to fight for you.

    +

    Wind Wall: Deflects arrows, smaller creatures, and gases.

    3rd-Level Ranger Spells

    -
      -
    • Command Plants: Sway the actions of one or more plant creatures.
    • -
    • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    • -
    • Darkvision: See 60 ft. in total darkness.
    • -
    • Diminish Plants: Reduces size or blights growth of normal plants.
    • -
    • - Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on - attack and damage rolls (max +5). -
    • -
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • -
    • Plant Growth: Grows vegetation, improves crops.
    • -
    • Reduce Animal: Shrinks one willing animal.
    • -
    • Remove Disease: Cures all diseases affecting subject.
    • -
    • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
    • -
    • Summon Nature’s Ally III: Calls animal to fight for you.
    • -
    • Tree Shape: You look exactly like a tree for 1 hour/level.
    • -
    • Water Walk: Subject treads on water as if solid.
    • -
    +

    Command Plants: Sway the actions of one or more plant creatures.

    +

    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

    +

    Darkvision: See 60 ft. in total darkness.

    +

    Diminish Plants: Reduces size or blights growth of normal plants.

    +

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

    +

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

    +

    Plant Growth: Grows vegetation, improves crops.

    +

    Reduce Animal: Shrinks one willing animal.

    +

    Remove Disease: Cures all diseases affecting subject.

    +

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

    +

    Summon Nature’s Ally III: Calls animal to fight for you.

    +

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

    +

    Water Walk: Subject treads on water as if solid.

    4th-Level Ranger Spells

    -
      -
    • Animal Growth: One animal/two levels doubles in size.
    • -
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • -
    • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    • -
    • Freedom of Movement: Subject moves normally despite impediments.
    • -
    • - Nondetection M: Hides subject from divination, scrying. -
    • -
    • Summon Nature’s Ally IV: Calls animal to fight for you.
    • -
    • Tree Stride: Step from one tree to another far away.
    • -
    +

    Animal Growth: One animal/two levels doubles in size.

    +

    Commune with Nature: Learn about terrain for 1 mile/level.

    +

    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

    +

    Freedom of Movement: Subject moves normally despite impediments.

    +

    + Nondetection M: Hides subject from divination, scrying. +

    +

    Summon Nature’s Ally IV: Calls animal to fight for you.

    +

    Tree Stride: Step from one tree to another far away.

    Sorcerer/Wizard Spells

    0-Level Sorcerer/Wizard Spells (Cantrips)

    Abjur

    -
      -
    • Resistance: Subject gains +1 on saving throws.
    • -
    +

    Resistance: Subject gains +1 on saving throws.

    Conj

    -
      -
    • Acid Splash: Orb deals 1d3 acid damage.
    • -
    +

    Acid Splash: Orb deals 1d3 acid damage.

    Div

    -
      -
    • Detect Poison: Detects poison in one creature or small object.
    • -
    • Detect Magic: Detects spells and magic items within 60 ft.
    • -
    • Read Magic: Read scrolls and spellbooks.
    • -
    +

    Detect Poison: Detects poison in one creature or small object.

    +

    Detect Magic: Detects spells and magic items within 60 ft.

    +

    Read Magic: Read scrolls and spellbooks.

    Ench

    -
      -
    • Daze: Humanoid creature of 4 HD or less loses next action.
    • -
    +

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

    Evoc

    -
      -
    • Dancing Lights: Creates torches or other lights.
    • -
    • Flare: Dazzles one creature (–1 on attack rolls).
    • -
    • Light: Object shines like a torch.
    • -
    • Ray of Frost: Ray deals 1d3 cold damage.
    • -
    +

    Dancing Lights: Creates torches or other lights.

    +

    Flare: Dazzles one creature (–1 on attack rolls).

    +

    Light: Object shines like a torch.

    +

    Ray of Frost: Ray deals 1d3 cold damage.

    Illus

    -
      -
    • Ghost Sound: Figment sounds.
    • -
    +

    Ghost Sound: Figment sounds.

    Necro

    -
      -
    • Disrupt Undead: Deals 1d6 damage to one undead.
    • -
    • Touch of Fatigue: Touch attack fatigues target.
    • -
    +

    Disrupt Undead: Deals 1d6 damage to one undead.

    +

    Touch of Fatigue: Touch attack fatigues target.

    Trans

    -
      -
    • Mage Hand: 5-pound telekinesis.
    • -
    • Mending: Makes minor repairs on an object.
    • -
    • Message: Whispered conversation at distance.
    • -
    • Open/Close: Opens or closes small or light things.
    • -
    +

    Mage Hand: 5-pound telekinesis.

    +

    Mending: Makes minor repairs on an object.

    +

    Message: Whispered conversation at distance.

    +

    Open/Close: Opens or closes small or light things.

    Univ

    -
      -
    • Arcane Mark: Inscribes a personal rune (visible or invisible).
    • -
    • Prestidigitation: Performs minor tricks.
    • -
    +

    Arcane Mark: Inscribes a personal rune (visible or invisible).

    +

    Prestidigitation: Performs minor tricks.

    1st-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Alarm: Wards an area for 2 hours/level.
    • -
    • Endure Elements: Exist comfortably in hot or cold environments.
    • -
    • Hold Portal: Holds door shut.
    • -
    • - Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out - elementals and outsiders. -
    • -
    • - Shield: Invisible disc gives +4 to AC, blocks - magic missiles. -
    • -
    +

    Alarm: Wards an area for 2 hours/level.

    +

    Endure Elements: Exist comfortably in hot or cold environments.

    +

    Hold Portal: Holds door shut.

    +

    + Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out + elementals and outsiders. +

    +

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

    Conj

    -
      -
    • Grease: Makes 10-ft. square or one object slippery.
    • -
    • Mage Armor: Gives subject +4 armor bonus.
    • -
    • Mount: Summons riding horse for 2 hours/level.
    • -
    • Obscuring Mist: Fog surrounds you.
    • -
    • Summon Monster I: Calls extraplanar creature to fight for you.
    • -
    • Unseen Servant: Invisible force obeys your commands.
    • -
    +

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

    +

    Mage Armor: Gives subject +4 armor bonus.

    +

    Mount: Summons riding horse for 2 hours/level.

    +

    Obscuring Mist: Fog surrounds you.

    +

    Summon Monster I: Calls extraplanar creature to fight for you.

    +

    Unseen Servant: Invisible force obeys your commands.

    Div

    -
      -
    • Comprehend Languages: You understand all spoken and written languages.
    • -
    • Detect Secret Doors: Reveals hidden doors within 60 ft.
    • -
    • Detect Undead: Reveals undead within 60 ft.
    • -
    • - Identify M: Determines properties of magic item. -
    • -
    • True Strike: +20 on your next attack roll.
    • -
    +

    Comprehend Languages: You understand all spoken and written languages.

    +

    Detect Secret Doors: Reveals hidden doors within 60 ft.

    +

    Detect Undead: Reveals undead within 60 ft.

    +

    + Identify M: Determines properties of magic item. +

    +

    True Strike: +20 on your next attack roll.

    Ench

    -
      -
    • Charm Person: Makes one person your friend.
    • -
    • Hypnotism: Fascinates 2d4 HD of creatures.
    • -
    • Sleep: Puts 4 HD of creatures into magical slumber.
    • -
    +

    Charm Person: Makes one person your friend.

    +

    Hypnotism: Fascinates 2d4 HD of creatures.

    +

    Sleep: Puts 4 HD of creatures into magical slumber.

    Evoc

    -
      -
    • Burning Hands: 1d4/level fire damage (max 5d4).
    • -
    • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
    • -
    • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    • -
    • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
    • -
    +

    Burning Hands: 1d4/level fire damage (max 5d4).

    +

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

    +

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

    +

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

    Illus

    -
      -
    • Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    • -
    • Disguise Self: Changes your appearance.
    • -
    • Magic Aura: Alters object’s magic aura.
    • -
    • Silent Image: Creates minor illusion of your design.
    • -
    • Ventriloquism: Throws voice for 1 min./level.
    • -
    +

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

    +

    Disguise Self: Changes your appearance.

    +

    Magic Aura: Alters object’s magic aura.

    +

    Silent Image: Creates minor illusion of your design.

    +

    Ventriloquism: Throws voice for 1 min./level.

    Necro

    -
      -
    • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    • -
    • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    • -
    • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
    • -
    +

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

    +

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

    +

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

    Trans

    -
      -
    • Animate Rope: Makes a rope move at your command.
    • -
    • Enlarge Person: Humanoid creature doubles in size.
    • -
    • Erase: Mundane or magical writing vanishes.
    • -
    • Expeditious Retreat: Your speed increases by 30 ft.
    • -
    • Feather Fall: Objects or creatures fall slowly.
    • -
    • Jump: Subject gets bonus on Jump checks.
    • -
    • Magic Weapon: Weapon gains +1 bonus.
    • -
    • Reduce Person: Humanoid creature halves in size.
    • -
    +

    Animate Rope: Makes a rope move at your command.

    +

    Enlarge Person: Humanoid creature doubles in size.

    +

    Erase: Mundane or magical writing vanishes.

    +

    Expeditious Retreat: Your speed increases by 30 ft.

    +

    Feather Fall: Objects or creatures fall slowly.

    +

    Jump: Subject gets bonus on Jump checks.

    +

    Magic Weapon: Weapon gains +1 bonus.

    +

    Reduce Person: Humanoid creature halves in size.

    2nd-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • - Arcane Lock M: Magically locks a portal or chest. -
    • -
    • Obscure Object: Masks object against scrying.
    • -
    • Protection from Arrows: Subject immune to most ranged attacks.
    • -
    • - Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. -
    • -
    +

    + Arcane Lock M: Magically locks a portal or chest. +

    +

    Obscure Object: Masks object against scrying.

    +

    Protection from Arrows: Subject immune to most ranged attacks.

    +

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

    Conj

    -
      -
    • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
    • -
    • Fog Cloud: Fog obscures vision.
    • -
    • Glitterdust: Blinds creatures, outlines invisible creatures.
    • -
    • Summon Monster II: Calls extraplanar creature to fight for you.
    • -
    • Summon Swarm: Summons swarm of bats, rats, or spiders.
    • -
    • Web: Fills 20-ft.-radius spread with sticky spiderwebs.
    • -
    +

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

    +

    Fog Cloud: Fog obscures vision.

    +

    Glitterdust: Blinds creatures, outlines invisible creatures.

    +

    Summon Monster II: Calls extraplanar creature to fight for you.

    +

    Summon Swarm: Summons swarm of bats, rats, or spiders.

    +

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

    Div

    -
      -
    • Detect Thoughts: Allows “listening” to surface thoughts.
    • -
    • Locate Object: Senses direction toward object (specific or type).
    • -
    • See Invisibility: Reveals invisible creatures or objects.
    • -
    +

    Detect Thoughts: Allows “listening” to surface thoughts.

    +

    Locate Object: Senses direction toward object (specific or type).

    +

    See Invisibility: Reveals invisible creatures or objects.

    Ench

    -
      -
    • Daze Monster: Living creature of 6 HD or less loses next action.
    • -
    • Hideous Laughter: Subject loses actions for 1 round/level.
    • -
    • Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
    • -
    +

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

    +

    Hideous Laughter: Subject loses actions for 1 round/level.

    +

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

    Evoc

    -
      -
    • - Continual Flame M: Makes a permanent, heatless torch. -
    • -
    • Darkness: 20-ft. radius of supernatural shadow.
    • -
    • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    • -
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • -
    • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
    • -
    • Shatter: Sonic vibration damages objects or crystalline creatures.
    • -
    +

    + Continual Flame M: Makes a permanent, heatless torch. +

    +

    Darkness: 20-ft. radius of supernatural shadow.

    +

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

    +

    Gust of Wind: Blows away or knocks down smaller creatures.

    +

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

    +

    Shatter: Sonic vibration damages objects or crystalline creatures.

    Illus

    -
      -
    • Blur: Attacks miss subject 20% of the time.
    • -
    • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
    • -
    • Invisibility: Subject is invisible for 1 min./level or until it attacks.
    • -
    • - Magic Mouth M: Speaks once when triggered. -
    • -
    • Minor Image: As silent image, plus some sound.
    • -
    • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    • -
    • Misdirection: Misleads divinations for one creature or object.
    • -
    • - Phantom Trap M: Makes item seem trapped. -
    • -
    +

    Blur: Attacks miss subject 20% of the time.

    +

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

    +

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

    +

    + Magic Mouth M: Speaks once when triggered. +

    +

    Minor Image: As silent image, plus some sound.

    +

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

    +

    Misdirection: Misleads divinations for one creature or object.

    +

    + Phantom Trap M: Makes item seem trapped. +

    Necro

    -
      -
    • Blindness/Deafness: Makes subject blinded or deafened.
    • -
    • Command Undead: Undead creature obeys your commands.
    • -
    • False Life: Gain 1d10 temporary hp +1/level (max +10).
    • -
    • Ghoul Touch: Paralyzes one subject, which exudes stEnch
    • -
    • that makes those nearby sickened.
    • -
    • Scare: Panics creatures of less than 6 HD.
    • -
    • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
    • -
    +

    Blindness/Deafness: Makes subject blinded or deafened.

    +

    Command Undead: Undead creature obeys your commands.

    +

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

    +

    Ghoul Touch: Paralyzes one subject, which exudes stEnch

    +

    that makes those nearby sickened.

    +

    Scare: Panics creatures of less than 6 HD.

    +

    Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

    Trans

    -
      -
    • Alter Self: Assume form of a similar creature.
    • -
    • Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    • -
    • Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    • -
    • Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    • -
    • Darkvision: See 60 ft. in total darkness.
    • -
    • Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    • -
    • Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    • -
    • Knock: Opens locked or magically sealed door.
    • -
    • Levitate: Subject moves up and down at your direction.
    • -
    • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
    • -
    • Pyrotechnics: Turns fire into blinding light or choking smoke.
    • -
    • Rope Trick: As many as eight creatures hide in extradimensional space.
    • -
    • Spider Climb: Grants ability to walk on walls and ceilings.
    • -
    • Whispering Wind: Sends a short message 1 mile/level.
    • -
    +

    Alter Self: Assume form of a similar creature.

    +

    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.

    +

    Bull’s Strength: Subject gains +4 to Str for 1 min./level.

    +

    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

    +

    Darkvision: See 60 ft. in total darkness.

    +

    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

    +

    Fox’s Cunning: Subject gains +4 Int for 1 min./level.

    +

    Knock: Opens locked or magically sealed door.

    +

    Levitate: Subject moves up and down at your direction.

    +

    Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.

    +

    Pyrotechnics: Turns fire into blinding light or choking smoke.

    +

    Rope Trick: As many as eight creatures hide in extradimensional space.

    +

    Spider Climb: Grants ability to walk on walls and ceilings.

    +

    Whispering Wind: Sends a short message 1 mile/level.

    3rd-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Dispel Magic: Cancels magical spells and effects.
    • -
    • Explosive Runes: Deals 6d6 damage when read.
    • -
    • - Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 - min./level. -
    • -
    • - Nondetection M: Hides subject from divination, scrying. -
    • -
    • Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
    • -
    +

    Dispel Magic: Cancels magical spells and effects.

    +

    Explosive Runes: Deals 6d6 damage when read.

    +

    + Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 + min./level. +

    +

    + Nondetection M: Hides subject from divination, scrying. +

    +

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

    Conj

    -
      -
    • Phantom Steed: Magic horse appears for 1 hour/level.
    • -
    • - Sepia Snake Sigil M: Creates text symbol that immobilizes reader. -
    • -
    • Sleet Storm: Hampers vision and movement.
    • -
    • Stinking Cloud: Nauseating vapors, 1 round/level.
    • -
    • Summon Monster III: Calls extraplanar creature to fight for you.
    • -
    +

    Phantom Steed: Magic horse appears for 1 hour/level.

    +

    + Sepia Snake Sigil M: Creates text symbol that immobilizes reader. +

    +

    Sleet Storm: Hampers vision and movement.

    +

    Stinking Cloud: Nauseating vapors, 1 round/level.

    +

    Summon Monster III: Calls extraplanar creature to fight for you.

    Div

    -
      -
    • Arcane Sight: Magical auras become visible to you.
    • -
    • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    • -
    • Tongues: Speak any language.
    • -
    +

    Arcane Sight: Magical auras become visible to you.

    +

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

    +

    Tongues: Speak any language.

    Ench

    -
      -
    • Deep Slumber: Puts 10 HD of creatures to sleep.
    • -
    • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
    • -
    • Hold Person: Paralyzes one humanoid for 1 round/level.
    • -
    • Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
    • -
    • Suggestion: Compels subject to follow stated course of action.
    • -
    +

    Deep Slumber: Puts 10 HD of creatures to sleep.

    +

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

    +

    Hold Person: Paralyzes one humanoid for 1 round/level.

    +

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

    +

    Suggestion: Compels subject to follow stated course of action.

    Evoc

    -
      -
    • Daylight: 60-ft. radius of bright light.
    • -
    • Fireball: 1d6 damage per level, 20-ft. radius.
    • -
    • Lightning Bolt: Electricity deals 1d6/level damage.
    • -
    • Tiny Hut: Creates shelter for ten creatures.
    • -
    • Wind Wall: Deflects arrows, smaller creatures, and gases.
    • -
    +

    Daylight: 60-ft. radius of bright light.

    +

    Fireball: 1d6 damage per level, 20-ft. radius.

    +

    Lightning Bolt: Electricity deals 1d6/level damage.

    +

    Tiny Hut: Creates shelter for ten creatures.

    +

    Wind Wall: Deflects arrows, smaller creatures, and gases.

    Illus

    -
      -
    • Displacement: Attacks miss subject 50%.
    • -
    • - Illusory Script M: Only intended reader can decipher. -
    • -
    • Invisibility Sphere: Makes everyone within 10 ft. invisible.
    • -
    • Major Image: As silent image, plus sound, smell and thermal effects.
    • -
    +

    Displacement: Attacks miss subject 50%.

    +

    + Illusory Script M: Only intended reader can decipher. +

    +

    Invisibility Sphere: Makes everyone within 10 ft. invisible.

    +

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

    Necro

    -
      -
    • Gentle Repose: Preserves one corpse.
    • -
    • Halt Undead: Immobilizes undead for 1 round/level.
    • -
    • Ray of Exhaustion: Ray makes subject exhausted.
    • -
    • Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
    • -
    +

    Gentle Repose: Preserves one corpse.

    +

    Halt Undead: Immobilizes undead for 1 round/level.

    +

    Ray of Exhaustion: Ray makes subject exhausted.

    +

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

    Trans

    -
      -
    • Blink: You randomly vanish and reappear for 1 round/level.
    • -
    • Flame Arrow: Arrows deal +1d6 fire damage.
    • -
    • Fly: Subject flies at speed of 60 ft.
    • -
    • Gaseous Form: Subject becomes insubstantial and can fly slowly.
    • -
    • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    • -
    • Keen Edge: Doubles normal weapon’s threat range.
    • -
    • Magic Weapon, Greater: +1/four levels (max +5).
    • -
    • Secret Page: Changes one page to hide its real content.
    • -
    • Shrink Item: Object shrinks to one-sixteenth size.
    • -
    • - Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. -
    • -
    • Water Breathing: Subjects can breathe underwater.
    • -
    +

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

    +

    Flame Arrow: Arrows deal +1d6 fire damage.

    +

    Fly: Subject flies at speed of 60 ft.

    +

    Gaseous Form: Subject becomes insubstantial and can fly slowly.

    +

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

    +

    Keen Edge: Doubles normal weapon’s threat range.

    +

    Magic Weapon, Greater: +1/four levels (max +5).

    +

    Secret Page: Changes one page to hide its real content.

    +

    Shrink Item: Object shrinks to one-sixteenth size.

    +

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

    +

    Water Breathing: Subjects can breathe underwater.

    4th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Dimensional Anchor: Bars extradimensional movement.
    • -
    • - Fire Trap M: Opened object deals 1d4 damage +1/level. -
    • -
    • Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
    • -
    • Remove Curse: Frees object or person from curse.
    • -
    • - Stoneskin M: Ignore 10 points of damage per attack. -
    • -
    +

    Dimensional Anchor: Bars extradimensional movement.

    +

    + Fire Trap M: Opened object deals 1d4 damage +1/level. +

    +

    Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

    +

    Remove Curse: Frees object or person from curse.

    +

    + Stoneskin M: Ignore 10 points of damage per attack. +

    Conj

    -
      -
    • Black Tentacles: Tentacles grapple all within 20 ft. spread.
    • -
    • Dimension Door: Teleports you short distance.
    • -
    • Minor Creation: Creates one cloth or wood object.
    • -
    • Secure Shelter: Creates sturdy cottage.
    • -
    • Solid Fog: Blocks vision and slows movement.
    • -
    • Summon Monster IV: Calls extraplanar creature to fight for you.
    • -
    +

    Black Tentacles: Tentacles grapple all within 20 ft. spread.

    +

    Dimension Door: Teleports you short distance.

    +

    Minor Creation: Creates one cloth or wood object.

    +

    Secure Shelter: Creates sturdy cottage.

    +

    Solid Fog: Blocks vision and slows movement.

    +

    Summon Monster IV: Calls extraplanar creature to fight for you.

    Div

    -
      -
    • Arcane Eye: Invisible floating eye moves 30 ft./round.
    • -
    • Detect Scrying: Alerts you of magical eavesdropping.
    • -
    • Locate Creature: Indicates direction to familiar creature.
    • -
    • - Scrying F: Spies on subject from a distance. -
    • -
    +

    Arcane Eye: Invisible floating eye moves 30 ft./round.

    +

    Detect Scrying: Alerts you of magical eavesdropping.

    +

    Locate Creature: Indicates direction to familiar creature.

    +

    + Scrying F: Spies on subject from a distance. +

    Ench

    -
      -
    • Charm Monster:Makes monster believe it is your ally.
    • -
    • Confusion: Subjects behave oddly for 1 round/level.
    • -
    • Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
    • -
    • Geas, Lesser: Commands subject of 7 HD or less.
    • -
    +

    Charm Monster:Makes monster believe it is your ally.

    +

    Confusion: Subjects behave oddly for 1 round/level.

    +

    Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

    +

    Geas, Lesser: Commands subject of 7 HD or less.

    Evoc

    -
      -
    • - Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. -
    • -
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • -
    • Resilient Sphere: Force globe protects but traps one subject.
    • -
    • Shout: Deafens all within cone and deals 5d6 sonic damage.
    • -
    • - Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall - deals 2d6 damage +1/level. -
    • -
    • - Wall of Ice:Ice plane creates wall with 15 hp +1/level, or hemisphere can trap - creatures inside. -
    • -
    +

    Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

    +

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

    +

    Resilient Sphere: Force globe protects but traps one subject.

    +

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

    +

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

    +

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

    Illus

    -
      -
    • - Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the - like). -
    • -
    • Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
    • -
    • - Invisibility, Greater: As invisibility, but subject can attack and stay invisible. -
    • -
    • Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
    • -
    • Rainbow Pattern: Lights fascinate 24 HD of creatures.
    • -
    • Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
    • -
    +

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

    +

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

    +

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

    +

    Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.

    +

    Rainbow Pattern: Lights fascinate 24 HD of creatures.

    +

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

    Necro

    -
      -
    • - Animate Dead M: Creates undead skeletons and zombies. -
    • -
    • - Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of - losing each action. -
    • -
    • Contagion: Infects subject with chosen disease.
    • -
    • Enervation: Subject gains 1d4 negative levels.
    • -
    • Fear: Subjects within cone flee for 1 round/level.
    • -
    • Trans
    • -
    • Enlarge Person, Mass: Enlarges several creatures.
    • -
    • - Mnemonic Enhancer F:Wizard only. Prepares extra spells or retains one just - cast. -
    • -
    • Polymorph: Gives one willing subject a new form.
    • -
    • Reduce Person, Mass: Reduces several creatures.
    • -
    • Stone Shape: Sculpts stone into any shape.
    • -
    +

    + Animate Dead M: Creates undead skeletons and zombies. +

    +

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

    +

    Contagion: Infects subject with chosen disease.

    +

    Enervation: Subject gains 1d4 negative levels.

    +

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

    +

    Trans

    +

    Enlarge Person, Mass: Enlarges several creatures.

    +

    + Mnemonic Enhancer F:Wizard only. Prepares extra spells or retains one just + cast. +

    +

    Polymorph: Gives one willing subject a new form.

    +

    Reduce Person, Mass: Reduces several creatures.

    +

    Stone Shape: Sculpts stone into any shape.

    5th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • - Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. -
    • -
    • Dismissal: Forces a creature to return to native plane.
    • -
    • Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
    • -
    +

    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

    +

    Dismissal: Forces a creature to return to native plane.

    +

    Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

    Conj

    -
      -
    • Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
    • -
    • Mage’s Faithful Hound: Phantom dog can guard, attack.
    • -
    • Major Creation: As minor creation, plus stone and metal.
    • -
    • - Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. -
    • -
    • - Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. -
    • -
    • Summon Monster V: Calls extraplanar creature to fight for you.
    • -
    • Teleport: Instantly transports you as far as 100 miles/level.
    • -
    • Wall of Stone: Creates a stone wall that can be shaped.
    • -
    +

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

    +

    Mage’s Faithful Hound: Phantom dog can guard, attack.

    +

    Major Creation: As minor creation, plus stone and metal.

    +

    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.

    +

    + Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will. +

    +

    Summon Monster V: Calls extraplanar creature to fight for you.

    +

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

    +

    Wall of Stone: Creates a stone wall that can be shaped.

    Div

    -
      -
    • Contact Other Plane: Lets you ask question of extraplanar entity.
    • -
    • Prying Eyes: 1d4 +1/level floating eyes scout for you.
    • -
    • Telepathic Bond: Link lets allies communicate.
    • -
    +

    Contact Other Plane: Lets you ask question of extraplanar entity.

    +

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

    +

    Telepathic Bond: Link lets allies communicate.

    Ench

    -
      -
    • Dominate Person: Controls humanoid telepathically.
    • -
    • Feeblemind: Subject’s Int and Cha drop to 1.
    • -
    • Hold Monster: As hold person, but any creature.
    • -
    • Mind Fog: Subjects in fog get –10 to Wis and Will checks.
    • -
    • - Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. -
    • -
    +

    Dominate Person: Controls humanoid telepathically.

    +

    Feeblemind: Subject’s Int and Cha drop to 1.

    +

    Hold Monster: As hold person, but any creature.

    +

    Mind Fog: Subjects in fog get –10 to Wis and Will checks.

    +

    + Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber. +

    Evoc

    -
      -
    • Cone of Cold: 1d6/level cold damage.
    • -
    • Interposing Hand: Hand provides cover against one opponent.
    • -
    • Sending: Delivers short message anywhere, instantly.
    • -
    • Wall of Force:Wall is immune to damage.
    • -
    +

    Cone of Cold: 1d6/level cold damage.

    +

    Interposing Hand: Hand provides cover against one opponent.

    +

    Sending: Delivers short message anywhere, instantly.

    +

    Wall of Force:Wall is immune to damage.

    Illus

    -
      -
    • Dream: Sends message to anyone sleeping.
    • -
    • - False Vision M: Fools scrying with an illusion. -
    • -
    • Mirage Arcana: As hallucinatory terrain, plus structures.
    • -
    • Nightmare: Sends vision dealing 1d10 damage, fatigue.
    • -
    • Persistent Image: As major image, but no concentration required.
    • -
    • Seeming: Changes appearance of one person per two levels.
    • -
    • Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
    • -
    +

    Dream: Sends message to anyone sleeping.

    +

    + False Vision M: Fools scrying with an illusion. +

    +

    Mirage Arcana: As hallucinatory terrain, plus structures.

    +

    Nightmare: Sends vision dealing 1d10 damage, fatigue.

    +

    Persistent Image: As major image, but no concentration required.

    +

    Seeming: Changes appearance of one person per two levels.

    +

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

    Necro

    -
      -
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • -
    • - Magic Jar F: Enables possession of another creature. -
    • -
    • - Symbol of Pain M: Triggered rune wracks nearby creatures with pain. -
    • -
    • Waves of Fatigue: Several targets become fatigued.
    • -
    +

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

    +

    + Magic Jar F: Enables possession of another creature. +

    +

    + Symbol of Pain M: Triggered rune wracks nearby creatures with pain. +

    +

    Waves of Fatigue: Several targets become fatigued.

    Trans

    -
      -
    • Animal Growth: One animal/two levels doubles in size.
    • -
    • Baleful Polymorph: Transforms subject into harmless animal.
    • -
    • Fabricate: Transforms raw materials into finished items.
    • -
    • Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    • -
    • Passwall: Creates passage through wood or stone wall.
    • -
    • Telekinesis: Moves object, attacks creature, or hurls object or creature.
    • -
    • Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    • -
    • Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
    • -
    +

    Animal Growth: One animal/two levels doubles in size.

    +

    Baleful Polymorph: Transforms subject into harmless animal.

    +

    Fabricate: Transforms raw materials into finished items.

    +

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

    +

    Passwall: Creates passage through wood or stone wall.

    +

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

    +

    Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

    +

    Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

    Univ

    -
      -
    • - Permanency X:Makes certain spells permanent. -
    • -
    +

    + Permanency X:Makes certain spells permanent. +

    6th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Antimagic Field: Negates magic within 10 ft.
    • -
    • Dispel Magic, Greater: As dispel magic, but +20 on check.
    • -
    • - Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell - effects. -
    • -
    • Guards and Wards: Array of magic effects protect area.
    • -
    • Repulsion: Creatures can’t approach you.
    • -
    +

    Antimagic Field: Negates magic within 10 ft.

    +

    Dispel Magic, Greater: As dispel magic, but +20 on check.

    +

    + Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell + effects. +

    +

    Guards and Wards: Array of magic effects protect area.

    +

    Repulsion: Creatures can’t approach you.

    Conj

    -
      -
    • Acid Fog: Fog deals acid damage.
    • -
    • Planar Binding: As lesser planar binding, but up to 12 HD.
    • -
    • Summon Monster VI: Calls extraplanar creature to fight for you.
    • -
    • - Wall of Iron M: 30 hp/four levels; can topple onto foes. -
    • -
    +

    Acid Fog: Fog deals acid damage.

    +

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

    +

    Summon Monster VI: Calls extraplanar creature to fight for you.

    +

    + Wall of Iron M: 30 hp/four levels; can topple onto foes. +

    Div

    -
      -
    • - Analyze Dweomer F: Reveals magical aspects of subject. -
    • -
    • - Legend Lore MF: Lets you learn tales about a person, place, or thing. -
    • -
    • - True Seeing M: Lets you see all things as they really are. -
    • -
    +

    + Analyze Dweomer F: Reveals magical aspects of subject. +

    +

    + Legend Lore MF: Lets you learn tales about a person, place, or thing. +

    +

    + True Seeing M: Lets you see all things as they really are. +

    Ench

    -
      -
    • Geas/Quest: As lesser geas, plus it affects any creature.
    • -
    • - Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; - temporary hp. -
    • -
    • Suggestion, Mass: As suggestion, plus one subject/level.
    • -
    • - Symbol of Persuasion M: Triggered rune charms nearby creatures. -
    • -
    +

    Geas/Quest: As lesser geas, plus it affects any creature.

    +

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

    +

    Suggestion, Mass: As suggestion, plus one subject/level.

    +

    + Symbol of Persuasion M: Triggered rune charms nearby creatures. +

    Evoc

    -
      -
    • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
    • -
    • - Contingency F: Sets trigger condition for another spell. -
    • -
    • Forceful Hand: Hand pushes creatures away.
    • -
    • Freezing Sphere: Freezes water or deals cold damage.
    • -
    +

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

    +

    + Contingency F: Sets trigger condition for another spell. +

    +

    Forceful Hand: Hand pushes creatures away.

    +

    Freezing Sphere: Freezes water or deals cold damage.

    Illus

    -
      -
    • Mislead: Turns you invisible and creates illusory double.
    • -
    • Permanent Image: Includes sight, sound, and smell.
    • -
    • - Programmed Image M: As major image, plus triggered by event. -
    • -
    • Shadow Walk: Step into shadow to travel rapidly.
    • -
    • Veil: Changes appearance of group of creatures.
    • -
    +

    Mislead: Turns you invisible and creates illusory double.

    +

    Permanent Image: Includes sight, sound, and smell.

    +

    + Programmed Image M: As major image, plus triggered by event. +

    +

    Shadow Walk: Step into shadow to travel rapidly.

    +

    Veil: Changes appearance of group of creatures.

    Necro

    -
      -
    • - Circle of Death M: Kills 1d4/level HD of creatures. -
    • -
    • - Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. -
    • -
    • Eyebite: Target becomes panicked, sickened, and comatose.
    • -
    • - Symbol of Fear M: Triggered rune panics nearby creatures. -
    • -
    • - Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). -
    • -
    +

    + Circle of Death M: Kills 1d4/level HD of creatures. +

    +

    + Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. +

    +

    Eyebite: Target becomes panicked, sickened, and comatose.

    +

    + Symbol of Fear M: Triggered rune panics nearby creatures. +

    +

    + Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). +

    Trans

    -
      -
    • Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
    • -
    • Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
    • -
    • Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    • -
    • Control Water: Raises or lowers bodies of water.
    • -
    • Disintegrate:Makes one creature or object vanish.
    • -
    • Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    • -
    • Flesh to Stone: Turns subject creature into statue.
    • -
    • Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
    • -
    • Mage’s Lucubration:Wizard only. Recalls spell of 5th level or lower.
    • -
    • Move Earth: Digs trenches and build hills.
    • -
    • Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
    • -
    • Stone to Flesh: Restores petrified creature.
    • -
    • - Transformation M: You gain combat bonuses. -
    • -
    +

    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.

    +

    Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.

    +

    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.

    +

    Control Water: Raises or lowers bodies of water.

    +

    Disintegrate:Makes one creature or object vanish.

    +

    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.

    +

    Flesh to Stone: Turns subject creature into statue.

    +

    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.

    +

    Mage’s Lucubration:Wizard only. Recalls spell of 5th level or lower.

    +

    Move Earth: Digs trenches and build hills.

    +

    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.

    +

    Stone to Flesh: Restores petrified creature.

    +

    + Transformation M: You gain combat bonuses. +

    7th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Banishment: Banishes 2 HD/level of extraplanar creatures.
    • -
    • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
    • -
    • Spell Turning: Reflect 1d4+6 spell levels back at caster.
    • -
    +

    Banishment: Banishes 2 HD/level of extraplanar creatures.

    +

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

    +

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

    Conj

    -
      -
    • - Instant Summons M: Prepared object appears in your hand. -
    • -
    • - Mage’s Magnificent Mansion F: Door leads to extradimensional mansion. -
    • -
    • Phase Door: Creates an invisible passage through wood or stone.
    • -
    • - Plane Shift F: As many as eight subjects travel to another plane. -
    • -
    • Summon Monster VII: Calls extraplanar creature to fight for you.
    • -
    • Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    • -
    • Teleport Object: As teleport, but affects a touched object.
    • -
    +

    + Instant Summons M: Prepared object appears in your hand. +

    +

    + Mage’s Magnificent Mansion F: Door leads to extradimensional mansion. +

    +

    Phase Door: Creates an invisible passage through wood or stone.

    +

    + Plane Shift F: As many as eight subjects travel to another plane. +

    +

    Summon Monster VII: Calls extraplanar creature to fight for you.

    +

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

    +

    Teleport Object: As teleport, but affects a touched object.

    Div

    -
      -
    • - Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and - objects. -
    • -
    • Scrying, Greater: As scrying, but faster and longer.
    • -
    • - Vision MX: As legend lore, but quicker and strenuous. -
    • -
    +

    + Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and + objects. +

    +

    Scrying, Greater: As scrying, but faster and longer.

    +

    + Vision MX: As legend lore, but quicker and strenuous. +

    Ench

    -
      -
    • Hold Person, Mass: As hold person, but all within 30 ft.
    • -
    • Insanity: Subject suffers continuous confusion.
    • -
    • Power Word Blind: Blinds creature with 200 hp or less.
    • -
    • - Symbol of Stunning M: Triggered rune stuns nearby creatures. -
    • -
    +

    Hold Person, Mass: As hold person, but all within 30 ft.

    +

    Insanity: Subject suffers continuous confusion.

    +

    Power Word Blind: Blinds creature with 200 hp or less.

    +

    + Symbol of Stunning M: Triggered rune stuns nearby creatures. +

    Evoc

    -
      -
    • Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
    • -
    • - Forcecage M: Cube or cage of force imprisons all inside. -
    • -
    • Grasping Hand: Hand provides cover, pushes, or grapples.
    • -
    • - Mage’s Sword F: Floating magic blade strikes opponents. -
    • -
    • Prismatic Spray: Rays hit subjects with variety of effects.
    • -
    +

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

    +

    + Forcecage M: Cube or cage of force imprisons all inside. +

    +

    Grasping Hand: Hand provides cover, pushes, or grapples.

    +

    + Mage’s Sword F: Floating magic blade strikes opponents. +

    +

    Prismatic Spray: Rays hit subjects with variety of effects.

    Illus

    -
      -
    • Invisibility, Mass: As invisibility, but affects all in range.
    • -
    • Project Image: Illusory double can talk and cast spells.
    • -
    • - Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. -
    • -
    • - Simulacrum MX: Creates partially real double of a creature. -
    • -
    +

    Invisibility, Mass: As invisibility, but affects all in range.

    +

    Project Image: Illusory double can talk and cast spells.

    +

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

    +

    + Simulacrum MX: Creates partially real double of a creature. +

    Necro

    -
      -
    • Control Undead: Undead don’t attack you while under your command.
    • -
    • Finger of Death: Kills one subject.
    • -
    • - Symbol of Weakness M: Triggered rune weakens nearby creatures. -
    • -
    • Waves of Exhaustion: Several targets become exhausted.
    • -
    +

    Control Undead: Undead don’t attack you while under your command.

    +

    Finger of Death: Kills one subject.

    +

    + Symbol of Weakness M: Triggered rune weakens nearby creatures. +

    +

    Waves of Exhaustion: Several targets become exhausted.

    Trans

    -
      -
    • Control Weather: Changes weather in local area.
    • -
    • Ethereal Jaunt: You become ethereal for 1 round/level.
    • -
    • Reverse Gravity: Objects and creatures fall upward.
    • -
    • Statue: Subject can become a statue at will.
    • -
    +

    Control Weather: Changes weather in local area.

    +

    Ethereal Jaunt: You become ethereal for 1 round/level.

    +

    Reverse Gravity: Objects and creatures fall upward.

    +

    Statue: Subject can become a statue at will.

    Univ

    -
      -
    • - Limited Wish X: Alters reality—within spell limits. -
    • -
    +

    + Limited Wish X: Alters reality—within spell limits. +

    8th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    • -
    • Mind Blank: Subject is immune to mental/emotional magic and scrying.
    • -
    • Prismatic Wall: Wall’s colors have array of effects.
    • -
    • - Protection from Spells MF: Confers +8 resistance bonus. -
    • -
    +

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

    +

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

    +

    Prismatic Wall: Wall’s colors have array of effects.

    +

    + Protection from Spells MF: Confers +8 resistance bonus. +

    Conj

    -
      -
    • Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    • -
    • Maze: Traps subject in extradimensional maze.
    • -
    • Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
    • -
    • Summon Monster VIII: Calls extraplanar creature to fight for you.
    • -
    • - Trap the Soul MF: Imprisons subject within gem. -
    • -
    +

    Incendiary Cloud: Cloud deals 4d6 fire damage/round.

    +

    Maze: Traps subject in extradimensional maze.

    +

    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.

    +

    Summon Monster VIII: Calls extraplanar creature to fight for you.

    +

    + Trap the Soul MF: Imprisons subject within gem. +

    Div

    -
      -
    • Discern Location: Reveals exact location of creature or object.
    • -
    • Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    • -
    • Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
    • -
    +

    Discern Location: Reveals exact location of creature or object.

    +

    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

    +

    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

    Ench

    -
      -
    • Antipathy: Object or location affected by spell repels certain creatures.
    • -
    • - Binding M: Utilizes an array of techniques to imprison a creature. -
    • -
    • Charm Monster, Mass: As charm monster, but all within 30 ft.
    • -
    • - Demand: As sending, plus you can send - suggestion. -
    • -
    • Irresistible Dance: Forces subject to dance.
    • -
    • Power Word Stun: Stuns creature with 150 hp or less.
    • -
    • - Symbol of Insanity M: Triggered rune renders nearby creatures insane. -
    • -
    • - Sympathy F: Object or location attracts certain creatures. -
    • -
    +

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

    +

    + Binding M: Utilizes an array of techniques to imprison a creature. +

    +

    Charm Monster, Mass: As charm monster, but all within 30 ft.

    +

    + Demand: As sending, plus you can send + suggestion. +

    +

    Irresistible Dance: Forces subject to dance.

    +

    Power Word Stun: Stuns creature with 150 hp or less.

    +

    + Symbol of Insanity M: Triggered rune renders nearby creatures insane. +

    +

    + Sympathy F: Object or location attracts certain creatures. +

    Evoc

    -
      -
    • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
    • -
    • Polar Ray: Ranged touch attack deals 1d6/level cold damage.
    • -
    • - Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. -
    • -
    • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    • -
    +

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

    +

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

    +

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

    +

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

    Illus

    -
      -
    • Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
    • -
    • Screen: Illusion hides area from vision, scrying.
    • -
    • Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
    • -
    • Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
    • -
    +

    Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.

    +

    Screen: Illusion hides area from vision, scrying.

    +

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

    +

    Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

    Necro

    -
      -
    • - Clone MF: Duplicate awakens when original dies. -
    • -
    • - Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. -
    • -
    • Horrid Wilting: Deals 1d6/level damage within 30 ft.
    • -
    • - Symbol of Death M: Triggered rune slays nearby creatures. -
    • -
    +

    + Clone MF: Duplicate awakens when original dies. +

    +

    + Create Greater Undead M: Create shadows, wraiths, spectres, or devourers. +

    +

    Horrid Wilting: Deals 1d6/level damage within 30 ft.

    +

    + Symbol of Death M: Triggered rune slays nearby creatures. +

    Trans

    -
      -
    • Iron Body: Your body becomes living iron.
    • -
    • Polymorph Any Object: Changes any subject into anything else.
    • -
    • - Temporal Stasis M: Puts subject into suspended animation. -
    • -
    +

    Iron Body: Your body becomes living iron.

    +

    Polymorph Any Object: Changes any subject into anything else.

    +

    + Temporal Stasis M: Puts subject into suspended animation. +

    9th-Level Sorcerer/Wizard Spells

    Abjur

    -
      -
    • Freedom: Releases creature from imprisonment.
    • -
    • Imprisonment: Entombs subject beneath the earth.
    • -
    • Mage’s Disjunction: Dispels magic, disenchants magic items.
    • -
    • Prismatic Sphere: As prismatic wall, but surrounds on all sides.
    • -
    +

    Freedom: Releases creature from imprisonment.

    +

    Imprisonment: Entombs subject beneath the earth.

    +

    Mage’s Disjunction: Dispels magic, disenchants magic items.

    +

    Prismatic Sphere: As prismatic wall, but surrounds on all sides.

    Conj

    -
      -
    • - Gate X: Connects two planes for travel or summoning. -
    • -
    • - Refuge M: Alters item to transport its possessor to you. -
    • -
    • Summon Monster IX: Calls extraplanar creature to fight for you.
    • -
    • - Teleportation Circle M: Circle teleports any creature inside to designated spot. -
    • -
    +

    + Gate X: Connects two planes for travel or summoning. +

    +

    + Refuge M: Alters item to transport its possessor to you. +

    +

    Summon Monster IX: Calls extraplanar creature to fight for you.

    +

    + Teleportation Circle M: Circle teleports any creature inside to designated spot. +

    Div

    -
      -
    • Foresight: “Sixth sense” warns of impending danger.
    • -
    +

    Foresight: “Sixth sense” warns of impending danger.

    Ench

    -
      -
    • Dominate Monster: As dominate person, but any creature.
    • -
    • Hold Monster, Mass: As hold monster, but all within 30 ft.
    • -
    • Power Word Kill: Kills one creature with 100 hp or less.
    • -
    +

    Dominate Monster: As dominate person, but any creature.

    +

    Hold Monster, Mass: As hold monster, but all within 30 ft.

    +

    Power Word Kill: Kills one creature with 100 hp or less.

    Evoc

    -
      -
    • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
    • -
    • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
    • -
    +

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

    +

    Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

    Illus

    -
      -
    • Shades: As shadow conjuration, but up to 8th level and 80% real.
    • -
    • Weird: As phantasmal killer, but affects all within 30 ft.
    • -
    +

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

    +

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

    Necro

    -
      -
    • - Astral Projection M: Projects you and companions onto Astral Plane. -
    • -
    • Energy Drain: Subject gains 2d4 negative levels.
    • -
    • - Soul Bind F: Traps newly dead soul to prevent resurrection. -
    • -
    • Wail of the Banshee: Kills one creature/level.
    • -
    +

    + Astral Projection M: Projects you and companions onto Astral Plane. +

    +

    Energy Drain: Subject gains 2d4 negative levels.

    +

    + Soul Bind F: Traps newly dead soul to prevent resurrection. +

    +

    Wail of the Banshee: Kills one creature/level.

    Trans

    -
      -
    • Etherealness: Travel to Ethereal Plane with companions.
    • -
    • - Shapechange F: Transforms you into any creature, and change forms once per round. -
    • -
    • Time Stop: You act freely for 1d4+1 rounds.
    • -
    +

    Etherealness: Travel to Ethereal Plane with companions.

    +

    + Shapechange F: Transforms you into any creature, and change forms once per round. +

    +

    Time Stop: You act freely for 1d4+1 rounds.

    Univ

    -
      -
    • - Wish X: As limited wish, but with fewer limits. -
    • -
    +

    + Wish X: As limited wish, but with fewer limits. +

    diff --git a/spells/spells-a-b.html b/spells/spells-a-b.html index 36e7be0..370cacf 100644 --- a/spells/spells-a-b.html +++ b/spells/spells-a-b.html @@ -68,17 +68,15 @@

    Table of Contents

  • Burning Hands
  • Acid Arrow

    -
      -
    • Conjuration (Creation) [Acid]
    • -
    • Level: Sor/Wiz 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
    • -
    +

    Conjuration (Creation) [Acid]

    +

    Level: Sor/Wiz 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 @@ -89,17 +87,15 @@

    Acid Arrow

    Material Component: Powdered rhubarb leaf and an adder’s stomach.

    Focus: A dart.

    Acid Fog

    -
      -
    • Conjuration (Creation) [Acid]
    • -
    • Level: Sor/Wiz 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
    • -
    +

    Conjuration (Creation) [Acid]

    +

    Level: Sor/Wiz 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 @@ -109,51 +105,45 @@

    Acid Fog

    Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

    Acid Splash

    -
      -
    • Conjuration (Creation) [Acid]
    • -
    • Level: Sor/Wiz 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
    • -
    +

    Conjuration (Creation) [Acid]

    +

    Level: Sor/Wiz 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.

    Aid

    -
      -
    • Enchantment (Compulsion) [Mind-Affecting]
    • -
    • Level: Clr 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)
    • -
    +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 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).

    Air Walk

    -
      -
    • Transmutation [Air]
    • -
    • Level: Air 4, Clr 4, Drd 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)
    • -
    +

    Transmutation [Air]

    +

    Level: Air 4, Clr 4, Drd 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 @@ -179,17 +169,15 @@

    Air Walk

    and a DC 25 Handle Animal check.

    Alarm

    -
      -
    • Abjuration
    • -
    • Level: Brd 1, Rgr 1, Sor/Wiz 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
    • -
    +

    Abjuration

    +

    Level: Brd 1, Rgr 1, Sor/Wiz 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 @@ -214,20 +202,18 @@

    Alarm

    Alarm can be made permanent with a permanency spell.

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

    Align Weapon

    -
      -
    • Transmutation [see text]
    • -
    • Level: Clr 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)
    • -
    +

    Transmutation [see text]

    +

    Level: Clr 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 @@ -240,15 +226,13 @@

    Align Weapon

    align weapon is a good, evil, lawful, or chaotic spell, respectively.

    Alter Self

    -
      -
    • Transmutation
    • -
    • Level: Brd 2, Sor/Wiz 2
    • -
    • Components: V, S
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 10 min./level (D)
    • -
    +

    Transmutation

    +

    Level: Brd 2, Sor/Wiz 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 @@ -304,17 +288,15 @@

    Alter Self

    separated from the whole reverts to its true form.

    Analyze Dweomer

    -
      -
    • Divination
    • -
    • Level: Brd 6, Sor/Wiz 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
    • -
    +

    Divination

    +

    Level: Brd 6, Sor/Wiz 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 @@ -334,20 +316,18 @@

    Analyze Dweomer

    1,500 gp.

    Animal Growth

    -
      -
    • Transmutation
    • -
    • Level: Drd 5, Rgr 4, Sor/Wiz 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
    • -
    +

    Transmutation

    +

    Level: Drd 5, Rgr 4, Sor/Wiz 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 @@ -372,17 +352,15 @@

    Animal Growth

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

    Multiple magical effects that increase size do not stack.

    Animal Messenger

    -
      -
    • Enchantment (Compulsion) [Mind-Affecting]
    • -
    • Level: Brd 2, Drd 2, Rgr 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
    • -
    +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 2, Drd 2, Rgr 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 @@ -403,17 +381,15 @@

    Animal Messenger

    Material Component: A morsel of food the animal likes.

    Animal Shapes

    -
      -
    • Transmutation
    • -
    • Level: Animal 7, Drd 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)
    • -
    +

    Transmutation

    +

    Level: Animal 7, Drd 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 @@ -424,17 +400,15 @@

    Animal Shapes

    whichever is lower, to a maximum of 20 HD at 20th level.

    Animal Trance

    -
      -
    • Enchantment (Compulsion) [Mind-Affecting, Sonic]
    • -
    • Level: Brd 2, Drd 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
    • -
    +

    Enchantment (Compulsion) [Mind-Affecting, Sonic]

    +

    Level: Brd 2, Drd 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 @@ -447,17 +421,15 @@

    Animal Trance

    trained to attack or guard is not.

    Animate Dead

    -
      -
    • Necromancy [Evil]
    • -
    • Level: Clr 3, Death 3, Sor/Wiz 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
    • -
    +

    Necromancy [Evil]

    +

    Level: Clr 3, Death 3, Sor/Wiz 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 @@ -493,17 +465,15 @@

    Animate Dead

    worthless, burned-out shells.

    Animate Objects

    -
      -
    • Transmutation
    • -
    • Level: Brd 6, Chaos 6, Clr 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
    • -
    +

    Transmutation

    +

    Level: Brd 6, Chaos 6, Clr 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 @@ -518,17 +488,15 @@

    Animate Objects

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

    Animate objects can be made permanent with a permanency spell.

    Animate Plants

    -
      -
    • Transmutation
    • -
    • Level: Drd 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
    • -
    +

    Transmutation

    +

    Level: Drd 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 @@ -546,17 +514,15 @@

    Animate Plants

    caster level.

    Animate Rope

    -
      -
    • Transmutation
    • -
    • Level: Brd 1, Sor/Wiz 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
    • -
    +

    Transmutation

    +

    Level: Brd 1, Sor/Wiz 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.

    @@ -581,17 +547,15 @@

    Animate Rope

    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.

    Antilife Shell

    -
      -
    • Abjuration
    • -
    • Level: Animal 6, Clr 6, Drd 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
    • -
    +

    Abjuration

    +

    Level: Animal 6, Clr 6, Drd 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 @@ -606,17 +570,15 @@

    Antilife Shell

    the spell keeps at bay collapses the barrier.

    Antimagic Field

    -
      -
    • Abjuration
    • -
    • Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 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
    • -
    +

    Abjuration

    +

    Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 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 @@ -657,17 +619,15 @@

    Antimagic Field

    Arcane Material Component: A pinch of powdered iron or iron filings.

    Antipathy

    -
      -
    • Enchantment (Compulsion) [Mind-Affecting]
    • -
    • Level: Drd 9, Sor/Wiz 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
    • -
    +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Drd 9, Sor/Wiz 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 @@ -687,17 +647,15 @@

    Antipathy

    Antipathy counters and dispels sympathy.

    Arcane Material Component: A lump of alum soaked in vinegar.

    Antiplant Shell

    -
      -
    • Abjuration
    • -
    • Level: Drd 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
    • -
    +

    Abjuration

    +

    Level: Drd 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 @@ -705,17 +663,15 @@

    Antiplant Shell

    against creatures that the spell keeps at bay strains and collapses the field.

    Arcane Eye

    -
      -
    • Divination (Scrying)
    • -
    • Level: Sor/Wiz 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
    • -
    +

    Divination (Scrying)

    +

    Level: Sor/Wiz 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 @@ -735,17 +691,15 @@

    Arcane Eye

    Material Component: A bit of bat fur.

    Arcane Lock

    -
      -
    • Abjuration
    • -
    • Level: Sor/Wiz 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
    • -
    +

    Abjuration

    +

    Level: Sor/Wiz 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 @@ -756,17 +710,15 @@

    Arcane Lock

    Material Component: Gold dust worth 25 gp.

    Arcane Mark

    -
      -
    • Universal
    • -
    • Level: Sor/Wiz 0
    • -
    • Components: V, S
    • -
    • Casting Time: 1 standard action
    • -
    • Range: 0 ft.
    • -
    • Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
    • -
    • Duration: Permanent
    • -
    • Saving Throw: None
    • -
    • Spell Resistance: No
    • -
    +

    Universal

    +

    Level: Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 0 ft.

    +

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

    +

    Duration: Permanent

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. @@ -788,15 +740,13 @@

    Arcane Mark

    spell description for details).

    Arcane Sight

    -
      -
    • Divination
    • -
    • Level: Sor/Wiz 3
    • -
    • Components: V, S
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: 1 min./level (D)
    • -
    +

    Divination

    +

    Level: Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is @@ -819,10 +769,8 @@

    Arcane Sight

    Arcane sight can be made permanent with a permanency spell.

    Arcane Sight, Greater

    -
      -
    • Divination
    • -
    • Level: Sor/Wiz 7
    • -
    +

    Divination

    +

    Level: Sor/Wiz 7

    This spell functions like arcane sight, except that you automatically know which spells or magical effects @@ -831,17 +779,15 @@

    Arcane Sight, Greater

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

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

    Astral Projection

    -
      -
    • Necromancy
    • -
    • Level: Clr 9, Sor/Wiz 9, Travel 9
    • -
    • Components: V, S, M
    • -
    • Casting Time: 30 minutes
    • -
    • Range: Touch
    • -
    • Targets: You plus one additional willing creature touched per two caster levels
    • -
    • Duration: See text
    • -
    • Saving Throw: None
    • -
    • Spell Resistance: Yes
    • -
    +

    Necromancy

    +

    Level: Clr 9, Sor/Wiz 9, Travel 9

    +

    Components: V, S, M

    +

    Casting Time: 30 minutes

    +

    Range: Touch

    +

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

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane @@ -880,17 +826,15 @@

    Astral Projection

    affected.

    Atonement

    -
      -
    • Abjuration
    • -
    • Level: Clr 5, Drd 5
    • -
    • Components: V, S, M, F, DF, XP
    • -
    • Casting Time: 1 hour
    • -
    • Range: Touch
    • -
    • Target: Living creature touched
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: None
    • -
    • Spell Resistance: Yes
    • -
    +

    Abjuration

    +

    Level: Clr 5, Drd 5

    +

    Components: V, S, M, F, DF, XP

    +

    Casting Time: 1 hour

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be @@ -943,15 +887,13 @@

    Atonement

    to you is 500 XP per casting (see above).

    Augury

    -
      -
    • Divination
    • -
    • Level: Clr 2
    • -
    • Components: V, S, M, F
    • -
    • Casting Time: 1 minute
    • -
    • Range: Personal
    • -
    • Target: You
    • -
    • Duration: Instantaneous
    • -
    +

    Divination

    +

    Level: Clr 2

    +

    Components: V, S, M, F

    +

    Casting Time: 1 minute

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    An augury can tell you whether a particular action will bring good or bad results for you in the immediate @@ -981,17 +923,15 @@

    Augury

    Material Component: Incense worth at least 25 gp.

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

    Awaken

    -
      -
    • Transmutation
    • -
    • Level: Drd 5
    • -
    • Components: V, S, DF, XP
    • -
    • Casting Time: 24 hours
    • -
    • Range: Touch
    • -
    • Target: Animal or tree touched
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates
    • -
    • Spell Resistance: Yes
    • -
    +

    Transmutation

    +

    Level: Drd 5

    +

    Components: V, S, DF, XP

    +

    Casting Time: 24 hours

    +

    Range: Touch

    +

    Target: Animal or tree touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s @@ -1016,17 +956,15 @@

    Awaken

    XP Cost: 250 XP.

    Baleful Polymorph

    -
      -
    • Transmutation
    • -
    • Level: Drd 5, Sor/Wiz 5
    • -
    • Components: V, S
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Target: One creature
    • -
    • Duration: Permanent
    • -
    • Saving Throw: Fortitude negates, Will partial; see text
    • -
    • Spell Resistance: Yes
    • -
    +

    Transmutation

    +

    Level: Drd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Permanent

    +

    Saving Throw: Fortitude negates, Will partial; see text

    +

    Spell Resistance: Yes

    As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If @@ -1045,17 +983,15 @@

    Baleful Polymorph

    subtype can revert to its natural form as a standard action.

    Bane

    -
      -
    • Enchantment (Compulsion) [Fear, Mind-Affecting]
    • -
    • Level: Clr 1
    • -
    • Components: V, S, DF
    • -
    • Casting Time: 1 standard action
    • -
    • Range: 50 ft.
    • -
    • Area: All enemies within 50 ft.
    • -
    • Duration: 1 min./level
    • -
    • Saving Throw:Will negates
    • -
    • Spell Resistance: Yes
    • -
    +

    Enchantment (Compulsion) [Fear, Mind-Affecting]

    +

    Level: Clr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 50 ft.

    +

    Area: All enemies within 50 ft.

    +

    Duration: 1 min./level

    +

    Saving Throw:Will negates

    +

    Spell Resistance: Yes

    Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and @@ -1063,19 +999,15 @@

    Bane

    Bane counters and dispels bless.

    Banishment

    -
      -
    • Abjuration
    • -
    • Level: Clr 6, Sor/Wiz 7
    • -
    • Components: V, S, F
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • - Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart -
    • -
    • Duration: Instantaneous
    • -
    • Saving Throw: Will negates
    • -
    • Spell Resistance: Yes
    • -
    +

    Abjuration

    +

    Level: Clr 6, Sor/Wiz 7

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    A banishment spell is a more powerful version of the dismissal spell. It enables you to force @@ -1092,17 +1024,15 @@

    Banishment

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

    Barkskin

    -
      -
    • Transmutation
    • -
    • Level: Drd 2, Rgr 2, Plant 2
    • -
    • Components: V, S, DF
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Target: Living creature touched
    • -
    • Duration: 10 min./level
    • -
    • Saving Throw: None
    • -
    • Spell Resistance: Yes (harmless)
    • -
    +

    Transmutation

    +

    Level: Drd 2, Rgr 2, Plant 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes (harmless)

    Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing @@ -1114,17 +1044,15 @@

    Barkskin

    enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

    Bear’s Endurance

    -
      -
    • Transmutation
    • -
    • Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
    • -
    • Components: V, S, DF
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Target: Creature touched
    • -
    • Duration: 1 min./level
    • -
    • Saving Throw:Will negates (harmless)
    • -
    • Spell Resistance: Yes
    • -
    +

    Transmutation

    +

    Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw:Will negates (harmless)

    +

    Spell Resistance: Yes

    The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to @@ -1135,26 +1063,22 @@

    Bear’s Endurance

    the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

    Bear’s Endurance, Mass

    -
      -
    • Transmutation
    • -
    • Level: Clr 6, Drd 6, Sor/Wiz 6
    • -
    • Range: Close (25 ft. + 5 ft./2 levels)
    • -
    • Targets: One creature/level, no two of which can be more than 30 ft. apart
    • -
    +

    Transmutation

    +

    Level: Clr 6, Drd 6, Sor/Wiz 6

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    Mass bear ’s endurance works like bear ’s endurance, except that it affects multiple creatures.

    Bestow Curse

    -
      -
    • Necromancy
    • -
    • Level: Clr 3, Sor/Wiz 4
    • -
    • Components: V, S
    • -
    • Casting Time: 1 standard action
    • -
    • Range: Touch
    • -
    • Target: Creature touched
    • -
    • Duration: Permanent
    • -
    • Saving Throw: Will negates
    • -
    • Spell Resistance: Yes
    • -
    +

    Necromancy

    +

    Level: Clr 3, Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Permanent

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

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

      @@ -1169,17 +1093,15 @@

      Bestow Curse

      Bestow curse counters remove curse.

      Binding

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Sor/Wiz 8
      • -
      • Components: V, S, M
      • -
      • Casting Time: One minute
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Target: One living creature
      • -
      • Duration: See text (D)
      • -
      • Saving Throw: Will negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Sor/Wiz 8

      +

      Components: V, S, M

      +

      Casting Time: One minute

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Target: One living creature

      +

      Duration: See text (D)

      +

      Saving Throw: Will negates; see text

      +

      Spell Resistance: Yes

      A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw @@ -1259,17 +1181,15 @@

      Binding

      vellum depiction or carved statuette of the subject to be captured.

      Black Tentacles

      -
        -
      • Conjuration (Creation)
      • -
      • Level: Sor/Wiz 4
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Area: 20-ft.-radius spread
      • -
      • Duration: 1 round/level (D)
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Conjuration (Creation)

      +

      Level: Sor/Wiz 4

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

      Area: 20-ft.-radius spread

      +

      Duration: 1 round/level (D)

      +

      Saving Throw: None

      +

      Spell Resistance: No

      This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring @@ -1292,20 +1212,18 @@

      Black Tentacles

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

      Blade Barrier

      -
        -
      • Evocation [Force]
      • -
      • Level: Clr 6, Good 6, War 6
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • - Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades - with a radius of up to 5 ft. per two levels; either form 20 ft. high -
      • -
      • Duration: 1 min./level (D)
      • -
      • Saving Throw: Reflex half or Reflex negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Force]

      +

      Level: Clr 6, Good 6, War 6

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

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

      +

      Duration: 1 min./level (D)

      +

      Saving Throw: Reflex half or Reflex negates; see text

      +

      Spell Resistance: Yes

      An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing @@ -1320,17 +1238,15 @@

      Blade Barrier

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

      Blasphemy

      -
        -
      • Evocation [Evil, Sonic]
      • -
      • Level: Clr 7, Evil 7
      • -
      • Components: V
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 40 ft.
      • -
      • Area: Nonevil creatures in a 40-ft.-radius spread centered on you
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: None or Will negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Evil, Sonic]

      +

      Level: Clr 7, Evil 7

      +

      Components: V

      +

      Casting Time: 1 standard action

      +

      Range: 40 ft.

      +

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

      +

      Duration: Instantaneous

      +

      Saving Throw: None or Will negates; see text

      +

      Spell Resistance: Yes

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

      @@ -1374,17 +1290,15 @@

      Blasphemy

      blasphemy.

      Bless

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Clr 1, Pal 1
      • -
      • Components: V, S, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 50 ft.
      • -
      • Area: The caster and all allies within a 50-ft. burst, centered on the caster
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: Yes (harmless)
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Clr 1, Pal 1

      +

      Components: V, S, DF

      +

      Casting Time: 1 standard action

      +

      Range: 50 ft.

      +

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

      +

      Duration: 1 min./level

      +

      Saving Throw: None

      +

      Spell Resistance: Yes (harmless)

      Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving @@ -1392,32 +1306,28 @@

      Bless

      Bless counters and dispels bane.

      Bless Water

      -
        -
      • Transmutation [Good]
      • -
      • Level: Clr 1, Pal 1
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 minute
      • -
      • Range: Touch
      • -
      • Target: Flask of water touched
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Will negates (object)
      • -
      • Spell Resistance: Yes (object)
      • -
      +

      Transmutation [Good]

      +

      Level: Clr 1, Pal 1

      +

      Components: V, S, M

      +

      Casting Time: 1 minute

      +

      Range: Touch

      +

      Target: Flask of water touched

      +

      Duration: Instantaneous

      +

      Saving Throw: Will negates (object)

      +

      Spell Resistance: Yes (object)

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

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

      Bless Weapon

      -
        -
      • Transmutation
      • -
      • Level: Pal 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Weapon touched
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation

      +

      Level: Pal 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Weapon touched

      +

      Duration: 1 min./level

      +

      Saving Throw: None

      +

      Spell Resistance: No

      This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement @@ -1433,16 +1343,14 @@

      Bless Weapon

      such as a keen weapon or a vorpal sword.

      Blight

      -
        -
      • Necromancy
      • -
      • Level: Drd 4, Sor/Wiz 5
      • -
      • Components: V, S, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Fortitude half; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy

      +

      Level: Drd 4, Sor/Wiz 5

      +

      Components: V, S, DF

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Duration: Instantaneous

      +

      Saving Throw: Fortitude half; see text

      +

      Spell Resistance: Yes

      This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level @@ -1451,29 +1359,25 @@

      Blight

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

      Blindness/Deafness

      -
        -
      • Necromancy
      • -
      • Level: Brd 2, Clr 3, Sor/Wiz 2
      • -
      • Components: V
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Target: One living creature
      • -
      • Duration: Permanent (D)
      • -
      • Saving Throw: Fortitude negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy

      +

      Level: Brd 2, Clr 3, Sor/Wiz 2

      +

      Components: V

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

      Target: One living creature

      +

      Duration: Permanent (D)

      +

      Saving Throw: Fortitude negates

      +

      Spell Resistance: Yes

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

      -
        -
      • Transmutation
      • -
      • Level: Brd 3, Sor/Wiz 3
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: 1 round/level (D)
      • -
      +

      Transmutation

      +

      Level: Brd 3, Sor/Wiz 3

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Personal

      +

      Target: You

      +

      Duration: 1 round/level (D)

      You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in @@ -1527,17 +1431,15 @@

      work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

      Blur

      -
        -
      • Illusion (Glamer)
      • -
      • Level: Brd 2,Sor/Wiz 2
      • -
      • Components: V
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Creature touched
      • -
      • Duration: 1 min./level (D)
      • -
      • Saving Throw: Will negates (harmless)
      • -
      • Spell Resistance: Yes (harmless)
      • -
      +

      Illusion (Glamer)

      +

      Level: Brd 2,Sor/Wiz 2

      +

      Components: V

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Creature touched

      +

      Duration: 1 min./level (D)

      +

      Saving Throw: Will negates (harmless)

      +

      Spell Resistance: Yes (harmless)

      The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% @@ -1551,17 +1453,15 @@

      Blur

      penalties of its own).

      Break Enchantment

      -
        -
      • Abjuration
      • -
      • Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
      • -
      • Components: V, S
      • -
      • Casting Time: 1 minute
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Targets: Up to one creature per level, all within 30 ft. of each other
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: See text
      • -
      • Spell Resistance: No
      • -
      +

      Abjuration

      +

      Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5

      +

      Components: V, S

      +

      Casting Time: 1 minute

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: Instantaneous

      +

      Saving Throw: See text

      +

      Spell Resistance: No

      This spell frees victims from enchantments, transmutations, and curses. @@ -1579,17 +1479,15 @@

      Break Enchantment

      effects.

      Bull’s Strength

      -
        -
      • Transmutation
      • -
      • Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2
      • -
      • Components: V, S, M/DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Creature touched
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw:Will negates (harmless)
      • -
      • Spell Resistance: Yes (harmless)
      • -
      +

      Transmutation

      +

      Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2

      +

      Components: V, S, M/DF

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Creature touched

      +

      Duration: 1 min./level

      +

      Saving Throw:Will negates (harmless)

      +

      Spell Resistance: Yes (harmless)

      The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to @@ -1597,26 +1495,22 @@

      Bull’s Strength

      Arcane Material Component: A few hairs, or a pinch of dung, from a bull.

      Bull’s Strength, Mass

      -
        -
      • Transmutation
      • -
      • Level: Clr 6, Drd 6, Sor/Wiz 6
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Targets: One creature/level, no two of which can be more than 30 ft. apart
      • -
      +

      Transmutation

      +

      Level: Clr 6, Drd 6, Sor/Wiz 6

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      This spell functions like bull’s strength, except that it affects multiple creatures.

      Burning Hands

      -
        -
      • Evocation [Fire]
      • -
      • Level: Fire 1, Sor/Wiz 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 15 ft.
      • -
      • Area: Cone-shaped burst
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Reflex half
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Fire]

      +

      Level: Fire 1, Sor/Wiz 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: 15 ft.

      +

      Area: Cone-shaped burst

      +

      Duration: Instantaneous

      +

      Saving Throw: Reflex half

      +

      Spell Resistance: Yes

      A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of diff --git a/spells/spells-c.html b/spells/spells-c.html index 4c78e55..9ebddfc 100644 --- a/spells/spells-c.html +++ b/spells/spells-c.html @@ -82,17 +82,15 @@

      Table of Contents

    • Curse Water
    • Call Lightning

      -
        -
      • Evocation [Electricity]
      • -
      • Level: Drd 3
      • -
      • Components: V, S
      • -
      • Casting Time: 1 round
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Effect: One or more 30-ft.-long vertical lines of lightning
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Reflex half
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Electricity]

      +

      Level: Drd 3

      +

      Components: V, S

      +

      Casting Time: 1 round

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

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

      +

      Duration: 1 min./level

      +

      Saving Throw: Reflex half

      +

      Spell Resistance: Yes

      Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, @@ -112,28 +110,24 @@

      Call Lightning

      This spell functions indoors or underground but not underwater.

      Call Lightning Storm

      -
        -
      • Evocation [Electricity]
      • -
      • Level: Drd 5
      • -
      • Range: Long (400 ft. + 40 ft./level)
      • -
      +

      Evocation [Electricity]

      +

      Level: Drd 5

      +

      Range: Long (400 ft. + 40 ft./level)

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

      Calm Animals

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Animal 1, Drd 1, Rgr 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Targets: Animals within 30 ft. of each other
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Will negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Animal 1, Drd 1, Rgr 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Targets: Animals within 30 ft. of each other

      +

      Duration: 1 min./level

      +

      Saving Throw: Will negates; see text

      +

      Spell Resistance: Yes

      This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with @@ -147,17 +141,15 @@

      Calm Animals

      themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

      Calm Emotions

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Brd 2, Clr 2, Law 2
      • -
      • Components: V, S, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Area: Creatures in a 20-ft.-radius spread
      • -
      • Duration: Concentration, up to 1 round/level (D)
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Brd 2, Clr 2, Law 2

      +

      Components: V, S, DF

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

      Area: Creatures in a 20-ft.-radius spread

      +

      Duration: Concentration, up to 1 round/level (D)

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can @@ -174,17 +166,15 @@

      Calm Emotions

      meantime.

      Cat’s Grace

      -
        -
      • Transmutation
      • -
      • Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Creature touched
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Will negates (harmless)
      • -
      • Spell Resistance: Yes
      • -
      +

      Transmutation

      +

      Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Creature touched

      +

      Duration: 1 min./level

      +

      Saving Throw: Will negates (harmless)

      +

      Spell Resistance: Yes

      The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to @@ -192,26 +182,22 @@

      Cat’s Grace

      Material Component: A pinch of cat fur.

      Cat’s Grace, Mass

      -
        -
      • Transmutation
      • -
      • Level: Brd 6, Drd 6, Sor/Wiz 6
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Targets: One creature/level, no two of which can be more than 30 ft. apart
      • -
      +

      Transmutation

      +

      Level: Brd 6, Drd 6, Sor/Wiz 6

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      This spell functions like cat’s grace, except that it affects multiple creatures.

      Cause Fear

      -
        -
      • Necromancy [Fear, Mind-Affecting]
      • -
      • Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Target: One living creature with 5 or fewer HD
      • -
      • Duration: 1d4 rounds or 1 round; see text
      • -
      • Saving Throw: Will partial
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy [Fear, Mind-Affecting]

      +

      Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Target: One living creature with 5 or fewer HD

      +

      Duration: 1d4 rounds or 1 round; see text

      +

      Saving Throw: Will partial

      +

      Spell Resistance: Yes

      The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. @@ -219,20 +205,18 @@

      Cause Fear

      Cause fear counters and dispels remove fear.

      Chain Lightning

      -
        -
      • Evocation [Electricity]
      • -
      • Level: Air 6, Sor/Wiz 6
      • -
      • Components: V, S, F
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Long (400 ft. + 40 ft./level)
      • -
      • - Targets: One primary target, plus one secondary target/level (each of which must be within 30 - ft. of the primary target) -
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Reflex half
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Electricity]

      +

      Level: Air 6, Sor/Wiz 6

      +

      Components: V, S, F

      +

      Casting Time: 1 standard action

      +

      Range: Long (400 ft. + 40 ft./level)

      +

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

      +

      Duration: Instantaneous

      +

      Saving Throw: Reflex half

      +

      Spell Resistance: Yes

      This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike @@ -254,17 +238,15 @@

      Chain Lightning

      caster levels.

      Changestaff

      -
        -
      • Transmutation
      • -
      • Level: Drd 7
      • -
      • Components: V, S, F
      • -
      • Casting Time: 1 round
      • -
      • Range: Touch
      • -
      • Target: Your touched staff
      • -
      • Duration: 1 hour/level (D)
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation

      +

      Level: Drd 7

      +

      Components: V, S, F

      +

      Casting Time: 1 round

      +

      Range: Touch

      +

      Target: Your touched staff

      +

      Duration: 1 hour/level (D)

      +

      Saving Throw: None

      +

      Spell Resistance: No

      You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant @@ -282,17 +264,15 @@

      Changestaff

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

      Chaos Hammer

      -
        -
      • Evocation [Chaotic]
      • -
      • Level: Chaos 4
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Area: 20-ft.-radius burst
      • -
      • Duration: Instantaneous (1d6 rounds); see text
      • -
      • Saving Throw: Will partial; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Chaotic]

      +

      Level: Chaos 4

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

      Area: 20-ft.-radius burst

      +

      Duration: Instantaneous (1d6 rounds); see text

      +

      Saving Throw: Will partial; see text

      +

      Spell Resistance: Yes

      You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, @@ -308,32 +288,26 @@

      Chaos Hammer

      Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

      Charm Animal

      -
        -
      • Enchantment (Charm) [Mind-Affecting]
      • -
      • Level: Drd 1, Rgr 1
      • -
      • Target: One animal
      • -
      +

      Enchantment (Charm) [Mind-Affecting]

      +

      Level: Drd 1, Rgr 1

      +

      Target: One animal

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

      Charm Monster

      -
        -
      • Enchantment (Charm) [Mind-Affecting]
      • -
      • Level: Brd 3, Sor/Wiz 4
      • -
      • Target: One living creature
      • -
      • Duration: One day/level
      • -
      +

      Enchantment (Charm) [Mind-Affecting]

      +

      Level: Brd 3, Sor/Wiz 4

      +

      Target: One living creature

      +

      Duration: One day/level

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

      Charm Monster, Mass

      -
        -
      • Enchantment (Charm) [Mind-Affecting]
      • -
      • Level: Brd 6, Sor/Wiz 8
      • -
      • Components: V
      • -
      • Targets: One or more creatures, no two of which can be more than 30 ft. apart
      • -
      • Duration: One day/level
      • -
      +

      Enchantment (Charm) [Mind-Affecting]

      +

      Level: Brd 6, Sor/Wiz 8

      +

      Components: V

      +

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

      +

      Duration: One day/level

      This spell functions like charm monster, except that mass charm monster affects a number of @@ -342,17 +316,15 @@

      Charm Monster, Mass

      many HD.

      Charm Person

      -
        -
      • Enchantment (Charm) [Mind-Affecting]
      • -
      • Level: Brd 1, Sor/Wiz 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Target: One humanoid creature
      • -
      • Duration: 1 hour/level
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Charm) [Mind-Affecting]

      +

      Level: Brd 1, Sor/Wiz 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Target: One humanoid creature

      +

      Duration: 1 hour/level

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as @@ -368,20 +340,18 @@

      Charm Person

      the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

      Chill Metal

      -
        -
      • Transmutation [Cold]
      • -
      • Level: Drd 2
      • -
      • Components: V, S, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • - Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. - apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest -
      • -
      • Duration: 7 rounds
      • -
      • Saving Throw: Will negates (object)
      • -
      • Spell Resistance: Yes (object)
      • -
      +

      Transmutation [Cold]

      +

      Level: Drd 2

      +

      Components: V, S, DF

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: 7 rounds

      +

      Saving Throw: Will negates (object)

      +

      Spell Resistance: Yes (object)

      Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is @@ -441,17 +411,15 @@

      Chill Metal

      Chill metal counters and dispels heat metal.

      Chill Touch

      -
        -
      • Necromancy
      • -
      • Level: Sor/Wiz 1
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Targets: Creature or creatures touched (up to one/level)
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Fortitude partial or Will negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy

      +

      Level: Sor/Wiz 1

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

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

      +

      Duration: Instantaneous

      +

      Saving Throw: Fortitude partial or Will negates; see text

      +

      Spell Resistance: Yes

      A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch @@ -464,17 +432,15 @@

      Chill Touch

      flee as if panicked for 1d4 rounds +1 round per caster level.

      Circle of Death

      -
        -
      • Necromancy [Death]
      • -
      • Level: Sor/Wiz 6
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Area: Several living creatures within a 40-ft.-radius burst
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Fortitude negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy [Death]

      +

      Level: Sor/Wiz 6

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

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

      +

      Duration: Instantaneous

      +

      Saving Throw: Fortitude negates

      +

      Spell Resistance: Yes

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

      @@ -485,17 +451,15 @@

      Circle of Death

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

      Clairaudience/Clairvoyance

      -
        -
      • Divination (Scrying)
      • -
      • Level: Brd 3, Knowledge 3, Sor/Wiz 3
      • -
      • Components: V, S, F/DF
      • -
      • Casting Time: 10 minutes
      • -
      • Range: Long (400 ft. + 40 ft./level)
      • -
      • Effect: Magical sensor
      • -
      • Duration: 1 min./level (D)
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Divination (Scrying)

      +

      Level: Brd 3, Knowledge 3, Sor/Wiz 3

      +

      Components: V, S, F/DF

      +

      Casting Time: 10 minutes

      +

      Range: Long (400 ft. + 40 ft./level)

      +

      Effect: Magical sensor

      +

      Duration: 1 min./level (D)

      +

      Saving Throw: None

      +

      Spell Resistance: No

      Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to @@ -509,11 +473,9 @@

      Clairaudience/Clairvoyance

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

      Clenched Fist

      -
        -
      • Evocation [Force]
      • -
      • Level: Sor/Wiz 8, Strength 8
      • -
      • Components: V, S, F/DF
      • -
      +

      Evocation [Force]

      +

      Level: Sor/Wiz 8, Strength 8

      +

      Components: V, S, F/DF

      This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one @@ -535,17 +497,15 @@

      Clenched Fist

      Clerics who cast this spell name it for their deities.

      Arcane Focus: A leather glove.

      Cloak of Chaos

      -
        -
      • Abjuration [Chaotic]
      • -
      • Level: Chaos 8, Clr 8
      • -
      • Components: V, S, F
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 20 ft.
      • -
      • Targets: One creature/level in a 20-ft.-radius burst centered on you
      • -
      • Duration: 1 round/level (D)
      • -
      • Saving Throw: See text
      • -
      • Spell Resistance: Yes (harmless)
      • -
      +

      Abjuration [Chaotic]

      +

      Level: Chaos 8, Clr 8

      +

      Components: V, S, F

      +

      Casting Time: 1 standard action

      +

      Range: 20 ft.

      +

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

      +

      Duration: 1 round/level (D)

      +

      Saving Throw: See text

      +

      Spell Resistance: Yes (harmless)

      A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells @@ -574,17 +534,15 @@

      Cloak of Chaos

      The reliquary costs at least 500 gp.

      Clone

      -
        -
      • Necromancy
      • -
      • Level: Sor/Wiz 8
      • -
      • Components: V, S, M, F
      • -
      • Casting Time: 10 minutes
      • -
      • Range: 0 ft.
      • -
      • Effect: One clone
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Necromancy

      +

      Level: Sor/Wiz 8

      +

      Components: V, S, M, F

      +

      Casting Time: 10 minutes

      +

      Range: 0 ft.

      +

      Effect: One clone

      +

      Duration: Instantaneous

      +

      Saving Throw: None

      +

      Spell Resistance: No

      This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately @@ -616,17 +574,15 @@

      Clone

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

      Focus: Special laboratory equipment (cost 500 gp).

      Cloudkill

      -
        -
      • Conjuration (Creation)
      • -
      • Level: Sor/Wiz 5
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Effect: Cloud spreads in 20-ft. radius, 20 ft. high
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Fortitude partial; see text
      • -
      • Spell Resistance: No
      • -
      +

      Conjuration (Creation)

      +

      Level: Sor/Wiz 5

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

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

      +

      Duration: 1 min./level

      +

      Saving Throw: Fortitude partial; see text

      +

      Spell Resistance: No

      This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and @@ -652,17 +608,15 @@

      Cloudkill

      sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

      Color Spray

      -
        -
      • Illusion (Pattern) [Mind-Affecting]
      • -
      • Level: Sor/Wiz 1
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 15 ft.
      • -
      • Area: Cone-shaped burst
      • -
      • Duration: Instantaneous; see text
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Illusion (Pattern) [Mind-Affecting]

      +

      Level: Sor/Wiz 1

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: 15 ft.

      +

      Area: Cone-shaped burst

      +

      Duration: Instantaneous; see text

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also @@ -678,17 +632,15 @@

      Color Spray

      Sightless creatures are not affected by color spray.

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

      Command

      -
        -
      • Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
      • -
      • Level: Clr 1
      • -
      • Components: V
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Target: One living creature
      • -
      • Duration: 1 round
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

      +

      Level: Clr 1

      +

      Components: V

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Target: One living creature

      +

      Duration: 1 round

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You @@ -717,12 +669,10 @@

      Command

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

      Command, Greater

      -
        -
      • Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
      • -
      • Level: Clr 5
      • -
      • Targets: One creature/level, no two of which can be more than 30 ft. apart
      • -
      • Duration: 1 round/level
      • -
      +

      Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

      +

      Level: Clr 5

      +

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

      +

      Duration: 1 round/level

      This spell functions like command, except that up to one creature per level may be affected, and the @@ -730,19 +680,15 @@

      Command, Greater

      another Will save to attempt to break free from the spell. Each creature must receive the same command.

      Command Plants

      -
        -
      • Transmutation
      • -
      • Level: Drd 4, Plant 4, Rgr 3
      • -
      • Components: V
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • - Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart -
      • -
      • Duration: One day/level
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Transmutation

      +

      Level: Drd 4, Plant 4, Rgr 3

      +

      Components: V

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: One day/level

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can @@ -754,17 +700,15 @@

      Command Plants

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

      Command Undead

      -
        -
      • Necromancy
      • -
      • Level: Sor/Wiz 2
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Targets: One undead creature
      • -
      • Duration: One day/level
      • -
      • Saving Throw: Will negates; see text
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy

      +

      Level: Sor/Wiz 2

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Targets: One undead creature

      +

      Duration: One day/level

      +

      Saving Throw: Will negates; see text

      +

      Spell Resistance: Yes

      This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it @@ -786,15 +730,13 @@

      Command Undead

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

      Material Component: A shred of raw meat and a splinter of bone.

      Commune

      -
        -
      • Divination
      • -
      • Level: Clr 5
      • -
      • Components: V, S, M, DF, XP
      • -
      • Casting Time: 10 minutes
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: 1 round/level
      • -
      +

      Divination

      +

      Level: Clr 5

      +

      Components: V, S, M, DF, XP

      +

      Casting Time: 10 minutes

      +

      Range: Personal

      +

      Target: You

      +

      Duration: 1 round/level

      You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric @@ -812,15 +754,13 @@

      Commune

      Material Component: Holy (or unholy) water and incense.

      XP Cost: 100 XP.

      Commune with Nature

      -
        -
      • Divination
      • -
      • Level: Animal 5, Drd 5, Rgr 4
      • -
      • Components: V, S
      • -
      • Casting Time: 10 minutes
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: Instantaneous
      • -
      +

      Divination

      +

      Level: Animal 5, Drd 5, Rgr 4

      +

      Components: V, S

      +

      Casting Time: 10 minutes

      +

      Range: Personal

      +

      Target: You

      +

      Duration: Instantaneous

      You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as @@ -834,15 +774,13 @@

      Commune with Nature

      function where nature has been replaced by construction or settlement, such as in dungeons and towns.

      Comprehend Languages

      -
        -
      • Divination
      • -
      • Level: Brd 1, Clr 1, Sor/Wiz 1
      • -
      • Components: V, S, M/DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: 10 min./level
      • -
      +

      Divination

      +

      Level: Brd 1, Clr 1, Sor/Wiz 1

      +

      Components: V, S, M/DF

      +

      Casting Time: 1 standard action

      +

      Range: Personal

      +

      Target: You

      +

      Duration: 10 min./level

      You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either @@ -859,17 +797,15 @@

      Comprehend Languages

      Comprehend languages can be made permanent with a permanency spell.

      Arcane Material Component: A pinch of soot and a few grains of salt.

      Cone of Cold

      -
        -
      • Evocation [Cold]
      • -
      • Level: Sor/Wiz 5, Water 6
      • -
      • Components: V, S, M/DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 60 ft.
      • -
      • Area: Cone-shaped burst
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Reflex half
      • -
      • Spell Resistance: Yes
      • -
      +

      Evocation [Cold]

      +

      Level: Sor/Wiz 5, Water 6

      +

      Components: V, S, M/DF

      +

      Casting Time: 1 standard action

      +

      Range: 60 ft.

      +

      Area: Cone-shaped burst

      +

      Duration: Instantaneous

      +

      Saving Throw: Reflex half

      +

      Spell Resistance: Yes

      Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It @@ -877,17 +813,15 @@

      Cone of Cold

      Arcane Material Component: A very small crystal or glass cone.

      Confusion

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Brd 3, Sor/Wiz 4, Trickery 4
      • -
      • Components: V, S, M/DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Medium (100 ft. + 10 ft./level)
      • -
      • Targets: All creatures in a 15-ft. radius burst
      • -
      • Duration: 1 round/level
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Brd 3, Sor/Wiz 4, Trickery 4

      +

      Components: V, S, M/DF

      +

      Casting Time: 1 standard action

      +

      Range: Medium (100 ft. + 10 ft./level)

      +

      Targets: All creatures in a 15-ft. radius burst

      +

      Duration: 1 round/level

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      This spell causes the targets to become confused, making them unable to independently determine what they @@ -935,31 +869,27 @@

      Confusion

      Arcane Material Component: A set of three nut shells.

      Confusion, Lesser

      -
        -
      • Enchantment (Compulsion) [Mind-Affecting]
      • -
      • Level: Brd 1
      • -
      • Components: V, S, DF
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Target: One living creature
      • -
      • Duration: 1 round
      • -
      +

      Enchantment (Compulsion) [Mind-Affecting]

      +

      Level: Brd 1

      +

      Components: V, S, DF

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Target: One living creature

      +

      Duration: 1 round

      This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.

      Consecrate

      -
        -
      • Evocation [Good]
      • -
      • Level: Clr 2
      • -
      • Components: V, S, M, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Area: 20-ft.-radius emanation
      • -
      • Duration: 2 hours/level
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Evocation [Good]

      +

      Level: Clr 2

      +

      Components: V, S, M, DF

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

      Area: 20-ft.-radius emanation

      +

      Duration: 2 hours/level

      +

      Saving Throw: None

      +

      Spell Resistance: No

      This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a @@ -986,15 +916,13 @@

      Consecrate

      sprinkled around the area.

      Contact Other Plane

      -
        -
      • Divination
      • -
      • Level: Sor/Wiz 5
      • -
      • Components: V
      • -
      • Casting Time: 10 minutes
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: Concentration
      • -
      +

      Divination

      +

      Level: Sor/Wiz 5

      +

      Components: V

      +

      Casting Time: 10 minutes

      +

      Range: Personal

      +

      Target: You

      +

      Duration: Concentration

      You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to @@ -1110,17 +1038,15 @@

      Contact Other Plane

      Lie: The entity intentionally lies to you.

      Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.

      Contagion

      -
        -
      • Necromancy [Evil]
      • -
      • Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Living creature touched
      • -
      • Duration: Instantaneous
      • -
      • Saving Throw: Fortitude negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy [Evil]

      +

      Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Living creature touched

      +

      Duration: Instantaneous

      +

      Saving Throw: Fortitude negates

      +

      Spell Resistance: Yes

      The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). @@ -1177,15 +1103,13 @@

      Contagion

      Contingency

      -
        -
      • Evocation
      • -
      • Level: Sor/Wiz 6
      • -
      • Components: V, S, M, F
      • -
      • Casting Time: At least 10 minutes; see text
      • -
      • Range: Personal
      • -
      • Target: You
      • -
      • Duration: One day/level (D) or until discharged
      • -
      +

      Evocation

      +

      Level: Sor/Wiz 6

      +

      Components: V, S, M, F

      +

      Casting Time: At least 10 minutes; see text

      +

      Range: Personal

      +

      Target: You

      +

      Duration: One day/level (D) or until discharged

      You can place another spell upon your person so that it comes into effect under some condition you dictate when @@ -1218,18 +1142,16 @@

      Contingency

      You must carry the focus for the contingency to work.

      Continual Flame

      -
        -
      • Evocation [Light]
      • -
      • Level: Clr 3, Sor/Wiz 2
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Touch
      • -
      • Target: Object touched
      • -
      • Effect: Magical, heatless flame
      • -
      • Duration: Permanent
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Evocation [Light]

      +

      Level: Clr 3, Sor/Wiz 2

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Touch

      +

      Target: Object touched

      +

      Effect: Magical, heatless flame

      +

      Duration: Permanent

      +

      Saving Throw: None

      +

      Spell Resistance: No

      A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a @@ -1239,19 +1161,15 @@

      Continual Flame

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

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

      Control Plants

      -
        -
      • Transmutation
      • -
      • Level: Drd 8, Plant 8
      • -
      • Components: V, S, DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • - Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart -
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation

      +

      Level: Drd 8, Plant 8

      +

      Components: V, S, DF

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: 1 min./level

      +

      Saving Throw: Will negates

      +

      Spell Resistance: No

      This spell enables you to control the actions of one or more plant creatures for a short period of time. You @@ -1261,19 +1179,15 @@

      Control Plants

      Suicidal or self-destructive commands are simply ignored.

      Control Undead

      -
        -
      • Necromancy
      • -
      • Level: Sor/Wiz 7
      • -
      • Components: V, S, M
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • - Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart -
      • -
      • Duration: 1 min./level
      • -
      • Saving Throw: Will negates
      • -
      • Spell Resistance: Yes
      • -
      +

      Necromancy

      +

      Level: Sor/Wiz 7

      +

      Components: V, S, M

      +

      Casting Time: 1 standard action

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: 1 min./level

      +

      Saving Throw: Will negates

      +

      Spell Resistance: Yes

      This spell enables you to command undead creatures for a short period of time. You command them by voice and they @@ -1283,17 +1197,15 @@

      Control Undead

      Intelligent undead creatures remember that you controlled them.

      Material Component: A small piece of bone and a small piece of raw meat.

      Control Water

      -
        -
      • Transmutation [Water]
      • -
      • Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
      • -
      • Components: V, S, M/DF
      • -
      • Casting Time: 1 standard action
      • -
      • Range: Long (400 ft. + 40 ft./level)
      • -
      • Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
      • -
      • Duration: 10 min./level (D)
      • -
      • Saving Throw: None; see text
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation [Water]

      +

      Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4

      +

      Components: V, S, M/DF

      +

      Casting Time: 1 standard action

      +

      Range: Long (400 ft. + 40 ft./level)

      +

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

      +

      Duration: 10 min./level (D)

      +

      Saving Throw: None; see text

      +

      Spell Resistance: No

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

      @@ -1318,17 +1230,15 @@

      Control Water

      lower water).

      Control Weather

      -
        -
      • Transmutation
      • -
      • Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
      • -
      • Components: V, S
      • -
      • Casting Time: 10 minutes; see text
      • -
      • Range: 2 miles
      • -
      • Area: 2-mile-radius circle, centered on you; see text
      • -
      • Duration: 4d12 hours; see text
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation

      +

      Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7

      +

      Components: V, S

      +

      Casting Time: 10 minutes; see text

      +

      Range: 2 miles

      +

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

      +

      Duration: 4d12 hours; see text

      +

      Saving Throw: None

      +

      Spell Resistance: No

      You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for @@ -1376,17 +1286,15 @@

      Control Weather

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

      Control Winds

      -
        -
      • Transmutation [Air]
      • -
      • Level: Air 5, Drd 5
      • -
      • Components: V, S
      • -
      • Casting Time: 1 standard action
      • -
      • Range: 40 ft./level
      • -
      • Area: 40 ft./level radius cylinder 40 ft. high
      • -
      • Duration: 10 min./level
      • -
      • Saving Throw: Fortitude negates
      • -
      • Spell Resistance: No
      • -
      +

      Transmutation [Air]

      +

      Level: Air 5, Drd 5

      +

      Components: V, S

      +

      Casting Time: 1 standard action

      +

      Range: 40 ft./level

      +

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

      +

      Duration: 10 min./level

      +

      Saving Throw: Fortitude negates

      +

      Spell Resistance: No

      You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, @@ -1424,17 +1332,15 @@

      Control Winds

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

      Create Food and Water

      -
        -
      • Conjuration (Creation)
      • -
      • Level: Clr 3
      • -
      • Components: V, S
      • -
      • Casting Time: 10 minutes
      • -
      • Range: Close (25 ft. + 5 ft./2 levels)
      • -
      • Effect: Food and water to sustain three humans or one horse/level for 24 hours
      • -
      • Duration: 24 hours; see text
      • -
      • Saving Throw: None
      • -
      • Spell Resistance: No
      • -
      +

      Conjuration (Creation)

      +

      Level: Clr 3

      +

      Components: V, S

      +

      Casting Time: 10 minutes

      +

      Range: Close (25 ft. + 5 ft./2 levels)

      +

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

      +

      Duration: 24 hours; see text

      +

      Saving Throw: None

      +

      Spell Resistance: No

      The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created @@ -1443,10 +1349,8 @@

      Create Food and Water

      doesn’t go bad as the food does.

      Create Greater Undead

      -
        -
      • Necromancy [Evil]
      • -
      • Level: Clr 8, Death 8, Sor/Wiz 8
      • -
      +

      Necromancy [Evil]

      +

      Level: Clr 8, Death 8, Sor/Wiz 8

      This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: @@ -1478,17 +1382,15 @@

      Create Greater Undead

    Create Undead

    - +

    Necromancy [Evil]

    +

    Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 hour

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One corpse

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of @@ -1532,17 +1434,15 @@

    Create Undead

    shells.

    Create Water

    - +

    Conjuration (Creation) [Water]

    +

    Level: Clr 0, Drd 0, Pal 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Up to 2 gallons of water/level

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as @@ -1554,17 +1454,15 @@

    Create Water

    pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

    Creeping Doom

    - +

    Conjuration (Summoning)

    +

    Level: Drd 7

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

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

    +

    Effect: One swarm of centipedes per two levels

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster @@ -1579,17 +1477,15 @@

    Creeping Doom

    move within 100 feet).

    Crushing Despair

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 3, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on @@ -1598,11 +1494,9 @@

    Crushing Despair

    Crushing despair counters and dispels good hope.

    Material Component: A vial of tears.

    Crushing Hand

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 9, Strength 9

    +

    Components: V, S, M, F/DF

    This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one @@ -1623,37 +1517,31 @@

    Crushing Hand

    Arcane Material Component: The shell of an egg.

    Arcane Focus: A glove of snakeskin.

    Cure Critical Wounds

    - +

    Conjuration (Healing)

    +

    Level: Brd 4, Clr 4, Drd 5, Healing 4

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

    Cure Critical Wounds, Mass

    - +

    Conjuration (Healing)

    +

    Level: Clr 8, Drd 9, Healing 8

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

    Cure Light Wounds

    - +

    Conjuration (Healing)

    +

    Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half (harmless); see text

    +

    Spell Resistance: Yes (harmless); see text

    When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point @@ -1664,17 +1552,15 @@

    Cure Light Wounds

    undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Cure Light Wounds, Mass

    - +

    Conjuration (Healing)

    +

    Level: Brd 5, Clr 5, Drd 6, Healing 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half (harmless) or Will half; see text

    +

    Spell Resistance: Yes (harmless) or Yes; see text

    You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected @@ -1685,64 +1571,52 @@

    Cure Light Wounds, Mass

    them. Each affected undead may attempt a Will save for half damage.

    Cure Minor Wounds

    - +

    Conjuration (Healing)

    +

    Level: Clr 0, Drd 0

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

    Cure Moderate Wounds

    - +

    Conjuration (Healing)

    +

    Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3

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

    Cure Moderate Wounds, Mass

    - +

    Conjuration (Healing)

    +

    Level: Brd 6, Clr 6, Drd 7

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

    Cure Serious Wounds

    - +

    Conjuration (Healing)

    +

    Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3

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

    Cure Serious Wounds, Mass

    - +

    Conjuration (Healing)

    +

    Level: Clr 7, Drd 8

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

    Curse Water

    - +

    Necromancy [Evil]

    +

    Level: Clr 1

    +

    Components: V, S, M

    +

    Casting Time: 1 minute

    +

    Range: Touch

    +

    Target: Flask of water touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water diff --git a/spells/spells-d-e.html b/spells/spells-d-e.html index 4e47045..24692d4 100644 --- a/spells/spells-d-e.html +++ b/spells/spells-d-e.html @@ -89,17 +89,15 @@

    Table of Contents

  • Eyebite
  • Dancing Lights

    - +

    Evocation [Light]

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 minute (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that @@ -111,17 +109,15 @@

    Dancing Lights

    Dancing lights can be made permanent with a permanency spell.

    Darkness

    - +

    Evocation [Darkness]

    +

    Level: Brd 2, Clr 2, Sor/Wiz 2

    +

    Components: V, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area @@ -139,17 +135,15 @@

    Darkness

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

    Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.

    Darkvision

    - +

    Transmutation

    +

    Level: Rgr 3, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but @@ -159,17 +153,15 @@

    Darkvision

    Darkvision can be made permanent with a permanency spell.

    Material Component: Either a pinch of dried carrot or an agate.

    Daylight

    - +

    Evocation [Light]

    +

    Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 @@ -187,17 +179,15 @@

    Daylight

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

    Daze

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid creature of 4 HD or less

    +

    Duration: 1 round

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. @@ -206,29 +196,25 @@

    Daze

    Material Component: A pinch of wool or similar substance.

    Daze Monster

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One living creature of 6 HD or less

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

    Death Knell

    - +

    Necromancy [Death, Evil]

    +

    Level: Clr 2, Death 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

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

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you @@ -238,17 +224,15 @@

    Death Knell

    access to more spells.) These effects last for 10 minutes per HD of the subject creature.

    Death Ward

    - +

    Necromancy

    +

    Level: Clr 4, Death 4, Drd 5, Pal 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. @@ -259,17 +243,15 @@

    Death Ward

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

    Deathwatch

    - +

    Necromancy [Evil]

    +

    Level: Clr 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death @@ -279,19 +261,15 @@

    Deathwatch

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

    Deep Slumber

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Range: Close (25 ft. + 5 ft./2 levels)

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

    Deeper Darkness

    - +

    Evocation [Darkness]

    +

    Level: Clr 3

    +

    Duration: One day/level (D)

    This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot @@ -306,17 +284,15 @@

    Deeper Darkness

    light.

    Delay Poison

    - +

    Conjuration (Healing)

    +

    Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 hour/level

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed @@ -324,11 +300,9 @@

    Delay Poison

    Delay poison does not cure any damage that poison may have already done.

    Delayed Blast Fireball

    - +

    Evocation [Fire]

    +

    Level: Sor/Wiz 7

    +

    Duration: 5 rounds or less; see text

    This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after @@ -343,12 +317,10 @@

    Delayed Blast Fireball

    is a 25% chance that the bead detonates while being handled.

    Demand

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 8

    +

    Saving Throw: Will partial

    +

    Spell Resistance: Yes

    This spell functions like sending, but the message can also contain a suggestion (see the @@ -367,17 +339,15 @@

    Demand

    nail, or the like.

    Desecrate

    - +

    Evocation [Evil]

    +

    Level: Clr 2, Evil 2

    +

    Components: V, S, M, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 20-ft.-radius emanation

    +

    Duration: 2 hours/level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a @@ -407,17 +377,15 @@

    Desecrate

    be sprinkled around the area.

    Destruction

    - +

    Necromancy [Death]

    +

    Level: Clr 7, Death 7

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial

    +

    Spell Resistance: Yes

    This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. @@ -427,17 +395,15 @@

    Destruction

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

    Detect Animals or Plants

    - +

    Divination

    +

    Level: Drd 1, Rgr 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you @@ -468,10 +434,8 @@

    Detect Animals or Plants

    foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Detect Chaos

    - +

    Divination

    +

    Level: Clr 1

    This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of @@ -479,17 +443,15 @@

    Detect Chaos

    if you are lawful.

    Detect Evil

    - +

    Divination

    +

    Level: Clr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 10 min./ level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can sense the presence of evil. The amount of information revealed depends on how long you study a particular @@ -610,10 +572,8 @@

    Detect Evil

    inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Detect Good

    - +

    Divination

    +

    Level: Clr 1

    This spell functions like detect evil, except that it detects the auras of good creatures, clerics or @@ -621,10 +581,8 @@

    Detect Good

    if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

    Detect Law

    - +

    Divination

    +

    Level: Clr 1

    This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of @@ -632,17 +590,15 @@

    Detect Law

    you are chaotic.

    Detect Magic

    - +

    Divination

    +

    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You detect magical auras. The amount of information revealed depends on how long you study a particular area or @@ -730,17 +686,15 @@

    Detect Magic

    Detect magic can be made permanent with a permanency spell.

    Detect Poison

    - +

    Divination

    +

    Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact @@ -752,17 +706,15 @@

    Detect Poison

    wood or dirt blocks it.

    Detect Scrying

    - +

    Divination

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: 24 hours

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The @@ -776,17 +728,15 @@

    Detect Scrying

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

    Detect Secret Doors

    - +

    Divination

    +

    Level: Brd 1, Knowledge 1, Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been @@ -804,17 +754,15 @@

    Detect Secret Doors

    stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Detect Snares and Pits

    - +

    Divination

    +

    Level: Drd 1, Rgr 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. @@ -840,17 +788,15 @@

    Detect Snares and Pits

    stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

    Detect Thoughts

    - +

    Divination [Mind-Affecting]

    +

    Level: Brd 2, Knowledge 2, Sor/Wiz 2

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 1 min./level (D)

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: No

    You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or @@ -877,17 +823,15 @@

    Detect Thoughts

    Arcane Focus: A copper piece.

    Detect Undead

    - +

    Divination

    +

    Level: Clr 1, Pal 1, Sor/Wiz 1

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped emanation

    +

    Duration: Concentration, up to 1 minute/ level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long @@ -966,17 +910,15 @@

    Detect Undead

    Arcane Material Component: A bit of earth from a grave.

    Dictum

    - +

    Evocation [Lawful, Sonic]

    +

    Level: Clr 7, Law 7

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates; see text

    +

    Spell Resistance: Yes

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

    @@ -1019,17 +961,15 @@

    Dictum

    dictum.

    Dimension Door

    - +

    Conjuration (Teleportation)

    +

    Level: Brd 4, Sor/Wiz 4, Travel 4

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target: You and touched objects or other touched willing creatures

    +

    Duration: Instantaneous

    +

    Saving Throw: None and Will negates (object)

    +

    Spell Resistance: No and Yes (object)

    You instantly transfer yourself from your current location to any other spot within range. You always arrive at @@ -1051,17 +991,15 @@

    Dimension Door

    each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

    Dimensional Anchor

    - +

    Abjuration

    +

    Level: Clr 4, Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: Ray

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes (object)

    A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any @@ -1081,17 +1019,15 @@

    Dimensional Anchor

    dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

    Dimensional Lock

    - +

    Abjuration

    +

    Level: Clr 8, Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: One day/level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred @@ -1109,17 +1045,15 @@

    Dimensional Lock

    prevent summoned creatures from disappearing at the end of a summoning spell.

    Diminish Plants

    - +

    Transmutation

    +

    Level: Drd 3, Rgr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Target or Area: See text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell has two versions.

    @@ -1139,17 +1073,15 @@

    Diminish Plants

    Diminish plants counters plant growth.

    This spell has no effect on plant creatures.

    Discern Lies

    - +

    Divination

    +

    Level: Clr 4, Pal 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Concentration, up to 1 round/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: No

    Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and @@ -1158,17 +1090,15 @@

    Discern Lies

    Each round, you may concentrate on a different subject.

    Discern Location

    - +

    Divination

    +

    Level: Clr 8, Knowledge 8, Sor/Wiz 8

    +

    Components: V, S, DF

    +

    Casting Time: 10 minutes

    +

    Range: Unlimited

    +

    Target: One creature or object

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A discern location spell is among the most powerful means of locating creatures or objects. Nothing short @@ -1183,15 +1113,13 @@

    Discern Location

    find an object, you must have touched it at least once.

    Disguise Self

    - +

    Illusion (Glamer)

    +

    Level: Brd 1, Sor/Wiz 1, Trickery 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or @@ -1205,17 +1133,15 @@

    Disguise Self

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

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

    Disintegrate

    - +

    Transmutation

    +

    Level: Destruction 7, Sor/Wiz 6

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial (object)

    +

    Spell Resistance: Yes

    A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any @@ -1238,17 +1164,15 @@

    Disintegrate

    Arcane Material Component: A lodestone and a pinch of dust.

    Dismissal

    - +

    Abjuration

    +

    Level: Clr 4, Sor/Wiz 5

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One extraplanar creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s @@ -1256,30 +1180,26 @@

    Dismissal

    but there is a 20% chance of actually sending the subject to a plane other than its own.

    Dispel Chaos

    - +

    Abjuration [Lawful]

    +

    Level: Clr 5, Law 5, Pal 4

    This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.

    Dispel Evil

    - +

    Abjuration [Good]

    +

    Level: Clr 5, Good 5, Pal 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    + Target or Targets: You and a touched evil creature from another plane; or you and an enchantment + or evil spell on a touched creature or object +

    +

    Duration: 1 round/level or until discharged, whichever comes first

    +

    Saving Throw: See text

    +

    Spell Resistance: See text

    Shimmering, white, holy energy surrounds you. This power has three effects.

    First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

    @@ -1295,37 +1215,31 @@

    Dispel Evil

    the spell.

    Dispel Good

    - +

    Abjuration [Evil]

    +

    Level: Clr 5, Evil 5

    This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.

    Dispel Law

    - +

    Abjuration [Chaotic]

    +

    Level: Chaos 5, Clr 5

    This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.

    Dispel Magic

    - +

    Abjuration

    +

    Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily @@ -1396,10 +1310,8 @@

    Dispel Magic

    check to counter the other spellcaster’s spell.

    Dispel Magic, Greater

    - +

    Abjuration

    +

    Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6

    This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 @@ -1410,17 +1322,15 @@

    Dispel Magic, Greater

    even if dispel magic can’t dispel that effect.

    Displacement

    - +

    Illusion (Glamer)

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% @@ -1430,34 +1340,30 @@

    Displacement

    Material Component: A small strip of leather twisted into a loop.

    Disrupt Undead

    - +

    Necromancy

    +

    Level: Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

    Disrupting Weapon

    - +

    Transmutation

    +

    Level: Clr 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: One melee weapon

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates (harmless, object); see text

    +

    Spell Resistance: Yes (harmless, object)

    This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster @@ -1465,15 +1371,13 @@

    Disrupting Weapon

    does not apply against the destruction effect.

    Divination

    - +

    Divination

    +

    Level: Clr 4, Knowledge 4

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    Similar to augury but more powerful, a divination spell can provide you with a useful piece of @@ -1492,30 +1396,26 @@

    Divination

    least 25 gp.

    Divine Favor

    - +

    Evocation

    +

    Level: Clr 1, Pal 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 minute

    Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.

    Divine Power

    - +

    Evocation

    +

    Level: Clr 4, War 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base @@ -1523,17 +1423,15 @@

    Divine Power

    enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

    Dominate Animal

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Animal 3, Drd 3

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One animal

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or @@ -1550,25 +1448,21 @@

    Dominate Animal

    is the equivalent of redirecting a spell, so it is a move action.

    Dominate Monster

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 9

    +

    Target: One creature

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

    Dominate Person

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 4, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid

    +

    Duration: One day/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You can control the actions of any humanoid creature through a telepathic link that you establish with the @@ -1612,31 +1506,27 @@

    Dominate Person

    dispels it.

    Doom

    - +

    Necromancy [Fear, Mind-Affecting]

    +

    Level: Clr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One living creature

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

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

    Dream

    - +

    Illusion (Phantasm) [Mind-Affecting]

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 minute

    +

    Range: Unlimited

    +

    Target: One living creature touched

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning @@ -1664,17 +1554,15 @@

    Dream

    defenseless both physically and mentally (always fails any saving throw) while in the trance.

    Eagle’s Splendor

    - +

    Transmutation

    +

    Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 @@ -1685,26 +1573,22 @@

    Eagle’s Splendor

    Arcane Material Component: A few feathers or a pinch of droppings from an eagle.

    Eagle’s Splendor, Mass

    - +

    Transmutation

    +

    Level: Brd 6, Clr 6, Sor/Wiz 6

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    This spell functions like eagle’s splendor, except that it affects multiple creatures.

    Earthquake

    - +

    Evocation [Earth]

    +

    Level: Clr 8, Destruction 8, Drd 8, Earth 7

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 80-ft.-radius spread (S)

    +

    Duration: 1 round

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks @@ -1750,17 +1634,15 @@

    Earthquake

    points of lethal damage each minute thereafter until freed or dead.

    Elemental Swarm

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, @@ -1778,17 +1660,15 @@

    Elemental Swarm

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

    Endure Elements

    - +

    Abjuration

    +

    Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 24 hours

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can @@ -1800,14 +1680,12 @@

    Endure Elements

    environmental hazards such as smoke, lack of air, and so forth.

    Energy Drain

    - +

    Necromancy

    +

    Level: Clr 9, Sor/Wiz 9

    +

    + Saving Throw: Fortitude partial; see text for + enervation +

    This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the @@ -1821,17 +1699,15 @@

    Energy Drain

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

    Enervation

    - +

    Necromancy

    +

    Level: Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray of negative energy

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You point your finger and utter the incantation, releasing a black ray of crackling negative energy that @@ -1854,17 +1730,15 @@

    Enervation

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

    Enlarge Person

    - +

    Transmutation

    +

    Level: Sor/Wiz 1, Strength 1

    +

    Components: V, S, M

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid creature

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This @@ -1895,25 +1769,21 @@

    Enlarge Person

    Enlarge person can be made permanent with a permanency spell.

    Material Component: A pinch of powdered iron.

    Enlarge Person, Mass

    - +

    Transmutation

    +

    Level: Sor/Wiz 4

    +

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

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

    Entangle

    - +

    Transmutation

    +

    Level: Drd 1, Plant 1, Rgr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: Plants in a 40-ft.-radius spread

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Reflex partial; see text

    +

    Spell Resistance: No

    Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter @@ -1927,17 +1797,15 @@

    Entangle

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

    Enthrall

    - +

    Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]

    +

    Level: Brd 2, Clr 2

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Targets: Any number of creatures

    +

    Duration: 1 hour or less

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the @@ -1970,15 +1838,13 @@

    Enthrall

    Wisdom score of 16 or higher becomes hostile.

    Entropic Shield

    - +

    Abjuration

    +

    Level: Clr 1, Luck 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects @@ -1987,17 +1853,15 @@

    Entropic Shield

    at a distance are not affected.

    Erase

    - +

    Transmutation

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One scroll or two pages

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, @@ -2013,15 +1877,13 @@

    Erase

    writing instead.

    Ethereal Jaunt

    - +

    Transmutation

    +

    Level: Clr 7, Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the @@ -2046,14 +1908,12 @@

    Ethereal Jaunt

    off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

    Etherealness

    - +

    Transmutation

    +

    Level: Clr 9, Sor/Wiz 9

    +

    Range: Touch; see text

    +

    Targets: You and one other touched creature per three levels

    +

    Duration: 1 min./level (D)

    +

    Spell Resistance: Yes

    This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked @@ -2062,15 +1922,13 @@

    Etherealness

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

    Expeditious Retreat

    - +

    Transmutation

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There @@ -2078,17 +1936,15 @@

    Expeditious Retreat

    your speed, this spell affects your jumping distance (see the Jump skill).

    Explosive Runes

    - +

    Abjuration [Force]

    +

    Level: Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: Permanent until discharged (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The @@ -2109,17 +1965,15 @@

    Explosive Runes

    level, or 28 for explosive runes.

    Eyebite

    - +

    Necromancy [Evil]

    +

    Level: Brd 6, Sor/Wiz 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature

    +

    Duration: 1 round per three levels; see text

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    Each round, you may target a single living creature, striking it with waves of evil power. Depending on the diff --git a/spells/spells-f-g.html b/spells/spells-f-g.html index 36b8621..2d0c081 100644 --- a/spells/spells-f-g.html +++ b/spells/spells-f-g.html @@ -73,17 +73,15 @@

    Table of Contents

  • Gust of Wind
  • Fabricate

    - +

    Transmutation

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: See text

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Up to 10 cu. ft./level; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be @@ -99,17 +97,15 @@

    Fabricate

    craft the item to be created.

    Faerie Fire

    - +

    Evocation [Light]

    +

    Level: Drd 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do @@ -120,15 +116,13 @@

    Faerie Fire

    faerie fire does not cause any harm to the objects or creatures thus outlined.

    False Life

    - +

    Necromancy

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

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

    You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, @@ -139,17 +133,15 @@

    False Life

    on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

    False Vision

    - +

    Illusion (Glamer)

    +

    Level: Brd 5, Sor/Wiz 5, Trickery 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Area: 40-ft.-radius emanation

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image @@ -162,17 +154,15 @@

    False Vision

    into the air when the spell is cast.

    Fear

    - +

    Necromancy [Fear, Mind-Affecting]

    +

    Level: Brd 3, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: 1 round/level or 1 round; see text

    +

    Saving Throw: Will partial

    +

    Spell Resistance: Yes

    An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a @@ -181,20 +171,18 @@

    Fear

    Material Component: Either the heart of a hen or a white feather.

    Feather Fall

    - +

    Transmutation

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V

    +

    Casting Time: 1 free action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Until landing or 1 round/level

    +

    Saving Throw: Will negates (harmless) or Will negates (object)

    +

    Spell Resistance: Yes (object)

    The affected creatures or objects fall slowly. @@ -222,17 +210,15 @@

    Feather Fall

    creature.

    Feeblemind

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The @@ -244,17 +230,15 @@

    Feeblemind

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

    Find the Path

    - +

    Divination

    +

    Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6

    +

    Components: V, S, F

    +

    Casting Time: 3 rounds

    +

    Range: Personal or touch

    +

    Target: You or creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: None or Will negates (harmless)

    +

    Spell Resistance: No or Yes (harmless)

    The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it @@ -276,15 +260,13 @@

    Find the Path

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

    Find Traps

    - +

    Divination

    +

    Level: Clr 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a @@ -293,17 +275,15 @@

    Find Traps

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

    Finger of Death

    - +

    Necromancy [Death]

    +

    Level: Drd 8, Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial

    +

    Spell Resistance: Yes

    You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive @@ -312,17 +292,15 @@

    Finger of Death

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

    Fire Seeds

    - +

    Conjuration (Creation) [Fire]

    +

    Level: Drd 6, Fire 6, Sun 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 10 min./level or until used

    +

    Saving Throw: None or Reflex half; see text

    +

    Spell Resistance: No

    Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another @@ -349,15 +327,13 @@

    Fire Seeds

    Material Component: The acorns or holly berries.

    Fire Shield

    - +

    Evocation [Fire or Cold]

    +

    Level: Fire 5, Sor/Wiz 4, Sun 4

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also @@ -390,17 +366,15 @@

    Fire Shield

    the tail portions of four dead ones for the chill shield.

    Fire Storm

    - +

    Evocation [Fire]

    +

    Level: Clr 8, Drd 7, Fire 7

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: Two 10-ft. cubes per level (S)

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Spell Resistance: Yes

    When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging @@ -408,17 +382,15 @@

    Fire Storm

    from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

    Fire Trap

    - +

    Abjuration [Fire]

    +

    Level: Drd 2, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: Permanent until discharged (D)

    +

    Saving Throw: Reflex half; see text

    +

    Spell Resistance: Yes

    Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A @@ -448,17 +420,15 @@

    Fire Trap

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

    Fireball

    - +

    Evocation [Fire]

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 20-ft.-radius spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Spell Resistance: Yes

    A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire @@ -481,20 +451,17 @@

    Fireball

    Material Component: A tiny ball of bat guano and sulfur.

    Flame Arrow

    - +

    Transmutation [Fire]

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition @@ -503,17 +470,15 @@

    Flame Arrow

    Material Component: A drop of oil and a small piece of flint.

    Flame Blade

    - +

    Evocation [Fire]

    +

    Level: Drd 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 0 ft.

    +

    Effect: Sword-like beam

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it @@ -524,17 +489,15 @@

    Flame Blade

    The spell does not function underwater.

    Flame Strike

    - +

    Evocation [Fire]

    +

    Level: Clr 5, Drd 4, Sun 5, War 5

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: Cylinder (10-ft. radius, 40 ft. high)

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Spell Resistance: Yes

    A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of @@ -542,17 +505,15 @@

    Flame Strike

    divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

    Flaming Sphere

    - +

    Evocation [Fire]

    +

    Level: Drd 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: 5-ft.-diameter sphere

    +

    Duration: 1 round/level

    +

    Saving Throw: Reflex negates

    +

    Spell Resistance: Yes

    A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per @@ -570,17 +531,15 @@

    Flaming Sphere

    Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.

    Flare

    - +

    Evocation [Light]

    +

    Level: Brd 0, Drd 0, Sor/Wiz 0

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Burst of light

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, @@ -588,17 +547,15 @@

    Flare

    creatures already dazzled, are not affected by flare.

    Flesh to Stone

    - +

    Transmutation

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from @@ -609,17 +566,15 @@

    Flesh to Stone

    Only creatures made of flesh are affected by this spell.

    Material Component: Lime, water, and earth.

    Fly

    - +

    Transmutation

    +

    Level: Sor/Wiz 3, Travel 3

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium @@ -637,17 +592,15 @@

    Fly

    Arcane Focus: A wing feather from any bird.

    Floating Disk

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: 3-ft.-diameter disk of force

    +

    Duration: 1 hour/level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk @@ -661,17 +614,15 @@

    Floating Disk

    Material Component: A drop of mercury.

    Fog Cloud

    - +

    Conjuration (Creation)

    +

    Level: Drd 2, Sor/Wiz 2, Water 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft. level)

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 @@ -683,17 +634,15 @@

    Fog Cloud

    The spell does not function underwater.

    Forbiddance

    - +

    Abjuration

    +

    Level: Clr 6

    +

    Components: V, S, M, DF

    +

    Casting Time: 6 rounds

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: 60-ft. cube/level (S)

    +

    Duration: Permanent

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    Forbiddance seals an area against all planar travel into or within it. This includes all teleportation @@ -736,17 +685,15 @@

    Forbiddance

    1,000 gp, plus 1,000 gp per 60-foot cube.

    Forcecage

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or @@ -779,11 +726,9 @@

    Forcecage

    the spell.

    Forceful Hand

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, F

    This spell functions like interposing hand, except that the forceful hand pursues and pushes away @@ -798,17 +743,15 @@

    Forceful Hand

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

    Foresight

    - +

    Divination

    +

    Level: Drd 9, Knowledge 9, Sor/Wiz 9

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal or touch

    +

    Target: See text

    +

    Duration: 10 min./level

    +

    Saving Throw: None or Will negates (harmless)

    +

    Spell Resistance: No or Yes (harmless)

    This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, @@ -826,17 +769,15 @@

    Foresight

    Arcane Material Component: A hummingbird’s feather.

    Fox’s Cunning

    - +

    Transmutation

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual @@ -847,26 +788,22 @@

    Fox’s Cunning

    Arcane Material Component: A few hairs, or a pinch of dung, from a fox.

    Fox’s Cunning, Mass

    - +

    Transmutation

    +

    Level: Brd 6, Sor/Wiz 6

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    This spell functions like fox’s cunning, except that it affects multiple creatures.

    Freedom

    - +

    Abjuration

    +

    Level: Sor/Wiz 9

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

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

    +

    Target: One creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    The subject is freed from spells and effects that restrict its movement, including binding, @@ -876,17 +813,15 @@

    Freedom

    spot where it was entombed or banished into the maze.

    Freedom of Movement

    - +

    Abjuration

    +

    Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4

    +

    Components: V, S, M, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal or touch

    +

    Target: You or creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even @@ -902,17 +837,15 @@

    Freedom of Movement

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

    Freezing Sphere

    - +

    Evocation [Cold]

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target, Effect, or Area: See text

    +

    Duration: Instantaneous or 1 round/level; see text

    +

    Saving Throw: Reflex half; see text

    +

    Spell Resistance: Yes

    Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you @@ -935,17 +868,15 @@

    Freezing Sphere

    Focus: A small crystal sphere.

    Gaseous Form

    - +

    Transmutation

    +

    Level: Air 3, Brd 3, Sor/Wiz 3

    +

    Components: S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Willing corporeal creature touched

    +

    Duration: 2 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural @@ -965,17 +896,15 @@

    Gaseous Form

    Arcane Material Component: A bit of gauze and a wisp of smoke.

    Gate

    - +

    Conjuration (Creation or Calling)

    +

    Level: Clr 9, Sor/Wiz 9

    +

    Components: V, S, XP; see text

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: See text

    +

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

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane @@ -1044,13 +973,11 @@

    Gate

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

    Geas/Quest

    - +

    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

    +

    Level: Brd 6, Clr 6, Sor/Wiz 6

    +

    Casting Time: 10 minutes

    +

    Target: One living creature

    +

    Saving Throw: None

    This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no @@ -1072,17 +999,15 @@

    Geas/Quest

    geas, while clerics call the same spell quest.

    Geas, Lesser

    - +

    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

    +

    Level: Brd 3, Sor/Wiz 4

    +

    Components: V

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature with 7 HD or less

    +

    Duration: One day/level or until discharged (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    A lesser geas places a magical command on a creature to carry out some service or to refrain from some @@ -1111,17 +1036,15 @@

    Geas, Lesser

    lesser geas.

    Gentle Repose

    - +

    Necromancy

    +

    Level: Clr 2, Sor/Wiz 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Corpse touched

    +

    Duration: One day/level

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit @@ -1131,17 +1054,15 @@

    Gentle Repose

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

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

    Ghost Sound

    - +

    Illusion (Figment)

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Illusory sounds

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: No

    Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed @@ -1160,17 +1081,15 @@

    Ghost Sound

    Ghost sound can be made permanent with a permanency spell.

    Material Component: A bit of wool or a small lump of wax.

    Ghoul Touch

    - +

    Necromancy

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living humanoid touched

    +

    Duration: 1d6+2 rounds

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of @@ -1186,17 +1105,15 @@

    Ghoul Touch

    a ghoul’s lair.

    Giant Vermin

    - +

    Transmutation

    +

    Level: Clr 4, Drd 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger @@ -1239,15 +1156,13 @@

    Giant Vermin

    Glibness

    - +

    Transmutation

    +

    Level: Brd 3

    +

    Components: S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of @@ -1260,17 +1175,15 @@

    Glibness

    succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

    Glitterdust

    - +

    Conjuration (Creation)

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates (blinding only)

    +

    Spell Resistance: No

    A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and @@ -1280,27 +1193,23 @@

    Glitterdust

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

    Material Component: Ground mica.

    Globe of Invulnerability

    - +

    Abjuration

    +

    Level: Sor/Wiz 6

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

    Globe of Invulnerability, Lesser

    - +

    Abjuration

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 10 ft.

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. @@ -1322,17 +1231,15 @@

    Globe of Invulnerability, Lesser

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

    Glyph of Warding

    - +

    Abjuration

    +

    Level: Clr 3

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target or Area: Object touched or up to 5 sq. ft./level

    +

    Duration: Permanent until discharged (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: No (object) and Yes; see text

    This powerful inscription harms those who enter, pass, or open the warded area or object. A @@ -1385,10 +1292,8 @@

    Glyph of Warding

    diamond worth at least 200 gp.

    Glyph of Warding, Greater

    - +

    Abjuration

    +

    Level: Clr 6

    This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 @@ -1399,17 +1304,15 @@

    Glyph of Warding, Greater

    diamond worth at least 400 gp.

    Goodberry

    - +

    Transmutation

    +

    Level: Drd 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: 2d4 fresh berries touched

    +

    Duration: One day/level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any @@ -1418,17 +1321,15 @@

    Goodberry

    when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

    Good Hope

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving @@ -1436,11 +1337,9 @@

    Good Hope

    Good hope counters and dispels crushing despair.

    Grasping Hand

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 7, Strength 7

    +

    Components: V, S, F/DF

    This spell functions like interposing hand, except the hand can also grapple one opponent that you select. @@ -1461,17 +1360,15 @@

    Grasping Hand

    Clerics who cast this spell name it for their deities.

    Arcane Focus: A leather glove.

    Grease

    - +

    Conjuration (Creation)

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target or Area: One object or a 10-ft. square

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the @@ -1490,31 +1387,27 @@

    Grease

    Material Component: A bit of pork rind or butter.

    Greater (Spell Name)

    - +

    + Any spell whose name begins with greater is alphabetized in this chapter according to the second word of + the spell name. Thus, the description of a greater spell appears near the description of the spell on which + it is based. Spell chains that have greater spells in them include those based on the spells + arcane sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic weapon, planar ally, + planar binding, prying eyes, restoration, scrying, shadow conjuration, shadow evocation, shout, + and teleport. +

    Guards and Wards

    - +

    Abjuration

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, M, F

    +

    Casting Time: 30 minutes

    +

    Range: Anywhere within the area to be warded

    +

    Area: Up to 200 sq. ft./level (S)

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: See text

    This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster @@ -1574,17 +1467,15 @@

    Guards and Wards

    Focus: A small silver rod.

    Guidance

    - +

    Divination

    +

    Level: Clr 0, Drd 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 minute or until discharged

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single @@ -1592,19 +1483,15 @@

    Guidance

    applies.

    Gust of Wind

    - +

    Evocation [Air]

    +

    Level: Drd 2, Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

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

    +

    Duration: 1 round

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures diff --git a/spells/spells-h-l.html b/spells/spells-h-l.html index 18f1edc..13e305c 100644 --- a/spells/spells-h-l.html +++ b/spells/spells-h-l.html @@ -97,17 +97,15 @@

    Table of Contents

  • Lullaby
  • Hallow

    - +

    Evocation [Good]

    +

    Level: Clr 5, Drd 5

    +

    Components: V, S, M, DF

    +

    Casting Time: 24 hours

    +

    Range: Touch

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: See text

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

    @@ -146,17 +144,15 @@

    Hallow

    spell to be included in the hallowed area.

    Hallucinatory Terrain

    - +

    Illusion (Glamer)

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: One 30-ft. cube/level (S)

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: No

    You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, @@ -164,17 +160,15 @@

    Hallucinatory Terrain

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

    Halt Undead

    - +

    Necromancy

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates (see text)

    +

    Spell Resistance: Yes

    This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving @@ -185,17 +179,15 @@

    Halt Undead

    Material Component: A pinch of sulfur and powdered garlic.

    Harm

    - +

    Necromancy

    +

    Level: Clr 6, Destruction 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half; see text

    +

    Spell Resistance: Yes

    Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum @@ -204,17 +196,15 @@

    Harm

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

    Haste

    - +

    Transmutation

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

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

    @@ -235,17 +225,15 @@

    Haste

    Multiple haste effects don’t stack. Haste dispels and counters slow.

    Material Component: A shaving of licorice root.

    Heal

    - +

    Conjuration (Healing)

    +

    Level: Clr 6, Drd 7, Healing 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It @@ -260,48 +248,42 @@

    Heal

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

    Heal, Mass

    - +

    Conjuration (Healing)

    +

    Level: Clr 9, Healing 9

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

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

    Heal Mount

    - +

    Conjuration (Healing)

    +

    Level: Pal 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Your mount touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

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

    Heat Metal

    - +

    Transmutation [Fire]

    +

    Level: Drd 2, Sun 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 7 rounds

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is @@ -361,17 +343,15 @@

    Heat Metal

    Heat metal counters and dispels chill metal.

    Helping Hand

    - +

    Evocation

    +

    Level: Clr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 5 miles

    +

    Effect: Ghostly hand

    +

    Duration: 1 hour/level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then @@ -446,17 +426,15 @@

    Helping Hand

    miles from the spot it appeared when you cast the spell.

    Heroes’ Feast

    - +

    Conjuration [Creation]

    +

    Level: Brd 6, Clr 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 @@ -468,45 +446,39 @@

    Heroes’ Feast

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

    Heroism

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 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.

    Heroism, Greater

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 5, Sor/Wiz 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).

    Hide From Animals

    - +

    Abjuration

    +

    Level: Drd 1, Rgr 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, @@ -515,17 +487,15 @@

    Hide From Animals

    even with a spell, the spell ends for all recipients.

    Hide From Undead

    - +

    Abjuration

    +

    Level: Clr 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, @@ -537,17 +507,15 @@

    Hide From Undead

    a spell), the spell ends for all recipients.

    Hideous Laughter

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 1, Sor/Wiz 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 @@ -560,49 +528,41 @@

    Hideous Laughter

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

    Hold Animal

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Animal 2, Drd 2, Rgr 2

    +

    Components: V, S

    +

    Target: One animal

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

    Hold Monster

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 4, Law 6, Sor/Wiz 5

    +

    Components: V, S, M/DF

    +

    Target: One living creature

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

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

    Hold Monster, Mass

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 9

    +

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

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

    Hold Person

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 2, Clr 2, Sor/Wiz 3

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One humanoid creature

    +

    Duration: 1 round/level (D); see text

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, @@ -612,25 +572,21 @@

    Hold Person

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

    Arcane Focus: A small, straight piece of iron.

    Hold Person, Mass

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 7

    +

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

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

    Hold Portal

    - +

    Abjuration

    +

    Level: Sor/Wiz 1

    +

    Component: V

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One portal, up to 20 sq. ft./level

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the @@ -639,17 +595,15 @@

    Hold Portal

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

    Holy Aura

    - +

    Abjuration [Good]

    +

    Level: Clr 8, Good 8

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: 20 ft.

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes (harmless)

    A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to @@ -672,17 +626,15 @@

    Holy Aura

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

    Holy Smite

    - +

    Evocation [Good]

    +

    Level: Good 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: 20-ft.-radius burst

    +

    Duration: Instantaneous (1 round); see text

    +

    Saving Throw: Will partial; see text

    +

    Spell Resistance: Yes

    You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good @@ -698,17 +650,15 @@

    Holy Smite

    creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

    Holy Sword

    - +

    Evocation [Good]

    +

    Level: Pal 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Melee weapon touched

    +

    Duration: 1 round/level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts @@ -725,17 +675,15 @@

    Holy Sword

    This spell does not work on artifacts.

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

    Holy Word

    - +

    Evocation [Good, Sonic]

    +

    Level: Clr 7, Good 7

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates; see text

    +

    Spell Resistance: Yes

    Any nongood creature within the area that hears the @@ -781,17 +729,15 @@

    Holy Word

    holy word.

    Horrid Wilting

    - +

    Necromancy

    +

    Level: Sor/Wiz 8, Water 8

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude half

    +

    Spell Resistance: Yes

    This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per @@ -800,17 +746,15 @@

    Horrid Wilting

    Arcane Material Component: A bit of sponge.

    Hypnotic Pattern

    - +

    Illusion (Pattern) [Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V (Brd only), S, M; see text

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Concentration + 2 rounds

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 @@ -825,17 +769,15 @@

    Hypnotic Pattern

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

    Hypnotism

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 2d4 rounds (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. @@ -856,17 +798,15 @@

    Hypnotism

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

    Ice Storm

    - +

    Evocation [Cold]

    +

    Level: Drd 4, Sor/Wiz 4, Water 5

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: Cylinder (20-ft. radius, 40 ft. high)

    +

    Duration: 1 full round

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of @@ -876,17 +816,15 @@

    Ice Storm

    Arcane Material Component: A pinch of dust and a few drops of water.

    Identify

    - +

    Divination

    +

    Level: Brd 1, Magic 2, Sor/Wiz 1

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 hour

    +

    Range: Touch

    +

    Targets: One touched object

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    The spell determines all magic properties of a single magic item, including how to activate those functions (if @@ -898,17 +836,15 @@

    Identify

    feather; the infusion must be drunk prior to spellcasting.

    Illusory Script

    - +

    Illusion (Phantasm) [Mind-Affecting]

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 minute or longer; see text

    +

    Range: Touch

    +

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

    +

    Duration: One day/level (D)

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    You write instructions or other information on parchment, paper, or any suitable writing material. The @@ -929,17 +865,15 @@

    Illusory Script

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

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

    Illusory Wall

    - +

    Illusion (Figment)

    +

    Level: Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Image 1 ft. by 10 ft. by 10 ft.

    +

    Duration: Permanent

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: No

    This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when @@ -948,17 +882,15 @@

    Illusory Wall

    reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

    Imbue with Spell Ability

    - +

    Evocation

    +

    Level: Clr 4, Magic 4

    +

    Components: V, S, DF

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Creature touched; see text

    +

    Duration: Permanent until discharged (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a @@ -1004,17 +936,15 @@

    Imbue with Spell Ability

    materials or focus.

    Implosion

    - +

    Evocation

    +

    Level: Clr 9, Destruction 9

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Targets: One corporeal creature/round

    +

    Duration: Concentration (up to 4 rounds)

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    You create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you cause one @@ -1023,17 +953,15 @@

    Implosion

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

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

    Imprisonment

    - +

    Abjuration

    +

    Level: Sor/Wiz 9

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the @@ -1045,17 +973,15 @@

    Imprisonment

    the target takes a –4 penalty on its save.

    Incendiary Cloud

    - +

    Conjuration (Creation) [Fire]

    +

    Level: Fire 8, Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Reflex half; see text

    +

    Spell Resistance: No

    An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke @@ -1072,37 +998,31 @@

    Incendiary Cloud

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

    Inflict Critical Wounds

    - +

    Necromancy

    +

    Level: Clr 4, Destruction 4

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

    Inflict Critical Wounds, Mass

    - +

    Necromancy

    +

    Level: Clr 8

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

    Inflict Light Wounds

    - +

    Necromancy

    +

    Level: Clr 1, Destruction 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half

    +

    Spell Resistance: Yes

    When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per @@ -1113,17 +1033,15 @@

    Inflict Light Wounds

    than harming it.

    Inflict Light Wounds, Mass

    - +

    Necromancy

    +

    Level: Clr 5, Destruction 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will half

    +

    Spell Resistance: Yes

    Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per @@ -1135,68 +1053,56 @@

    Inflict Light Wounds, Mass

    mass inflict spells.

    Inflict Minor Wounds

    - +

    Necromancy

    +

    Level: Clr 0

    +

    Saving Throw: Will negates

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

    Inflict Moderate Wounds

    - +

    Necromancy

    +

    Level: Clr 2

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

    Inflict Moderate Wounds, Mass

    - +

    Necromancy

    +

    Level: Clr 6

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

    Inflict Serious Wounds

    - +

    Necromancy

    +

    Level: Clr 3

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

    Inflict Serious Wounds, Mass

    - +

    Necromancy

    +

    Level: Clr 7

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

    Insanity

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One living creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

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

    @@ -1204,20 +1110,18 @@

    Insanity

    miracle, or wish can restore the creature.

    Insect Plague

    - +

    Conjuration (Summoning)

    +

    Level: Clr 5, Drd 5

    +

    Components: V, S, DF

    +

    Casting Time: 1 round

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The @@ -1227,17 +1131,15 @@

    Insect Plague

    creatures that flee.

    Instant Summons

    - +

    Conjuration (Summoning)

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

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

    +

    Duration: Permanent until discharged

    +

    Saving Throw: None

    +

    Spell Resistance: No

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

    @@ -1257,17 +1159,15 @@

    Instant Summons

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

    Material Component: A sapphire worth at least 1,000 gp.

    Interposing Hand

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: 10-ft. hand

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, @@ -1295,17 +1195,15 @@

    Interposing Hand

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

    Focus: A soft glove.

    Invisibility

    - +

    Illusion (Glamer)

    +

    Level: Brd 2, Sor/Wiz 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 @@ -1332,24 +1230,20 @@

    Invisibility

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

    Arcane Material Component: An eyelash encased in a bit of gum arabic.

    Invisibility, Greater

    - +

    Illusion (Glamer)

    +

    Level: Brd 4, Sor/Wiz 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.

    Invisibility, Mass

    - +

    Illusion (Glamer)

    +

    Level: Sor/Wiz 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 @@ -1360,15 +1254,13 @@

    Invisibility, Mass

    Material Component: An eyelash encased in a bit of gum arabic.

    Invisibility Purge

    - +

    Evocation

    +

    Level: Clr 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 @@ -1376,12 +1268,10 @@

    Invisibility Purge

    Anything invisible becomes visible while in the area.

    Invisibility Sphere

    - +

    Illusion (Glamer)

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

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

    This spell functions like invisibility, except that this spell confers invisibility upon all creatures @@ -1394,15 +1284,13 @@

    Invisibility Sphere

    themselves. If the spell recipient attacks, the invisibility sphere ends.

    Iron Body

    - +

    Transmutation

    +

    Level: Earth 8, Sor/Wiz 8

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    This spell transforms your body into living iron, which grants you several powerful resistances and abilities. @@ -1433,17 +1321,15 @@

    Iron Body

    armor, or a war machine.

    Ironwood

    - +

    Transmutation

    +

    Level: Drd 6

    +

    Components: V, S, M

    +

    Casting Time: 1 minute/lb. created

    +

    Range: 0 ft.

    +

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

    +

    Duration: One day/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost @@ -1459,17 +1345,15 @@

    Ironwood

    Material Component: Wood shaped into the form of the intended ironwood object.

    Irresistible Dance

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 6, Sor/Wiz 8

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: 1d4+1 rounds

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The @@ -1478,17 +1362,15 @@

    Irresistible Dance

    shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

    Jump

    - +

    Transmutation

    +

    Level: Drd 1, Rgr 1, Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level @@ -1496,20 +1378,18 @@

    Jump

    Material Component: A grasshopper’s hind leg, which you break when the spell is cast.

    Keen Edge

    - +

    Transmutation

    +

    Level: Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles @@ -1525,17 +1405,15 @@

    Keen Edge

    such as a claw.

    Knock

    - +

    Transmutation

    +

    Level: Sor/Wiz 2

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous; see text

    +

    Saving Throw: None

    +

    Spell Resistance: No

    The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret @@ -1547,15 +1425,13 @@

    Knock

    spell can undo as many as two means of preventing egress.

    Know Direction

    - +

    Divination

    +

    Level: Brd 0, Drd 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    You instantly know the direction of north from your current position. The spell is effective in any environment in @@ -1564,15 +1440,13 @@

    Know Direction

    help you keep track of direction.

    Legend Lore

    - +

    Divination

    +

    Level: Brd 4, Knowledge 7, Sor/Wiz 6

    +

    Components: V, S, M, F

    +

    Casting Time: See text

    +

    Range: Personal

    +

    Target: You

    +

    Duration: See text

    Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing @@ -1594,28 +1468,24 @@

    Legend Lore

    Material Component: Incense worth at least 250 gp.

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

    Lesser (Spell Name)

    - +

    + Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the + spell name. Thus, the description of a lesser spell appears near the description of the spell on which it + is based. Spell chains that have lesser spells in them include those based on the spells + confusion, geas, globe of invulnerability, planar ally, planar binding, + and restoration. +

    Levitate

    - +

    Transmutation

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

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

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature @@ -1634,17 +1504,15 @@

    Levitate

    one end.

    Light

    - +

    Evocation [Light]

    +

    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

    +

    Components: V, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an @@ -1657,17 +1525,15 @@

    Light

    Arcane Material Component: A firefly or a piece of phosphorescent moss.

    Lightning Bolt

    - +

    Evocation [Electricity]

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 120 ft.

    +

    Area: 120-ft. line

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex half

    +

    Spell Resistance: Yes

    You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level @@ -1681,17 +1547,15 @@

    Lightning Bolt

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

    Limited Wish

    - +

    Universal

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, XP

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: See text

    +

    Saving Throw: None; see text

    +

    Spell Resistance: Yes

    A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of @@ -1720,17 +1584,15 @@

    Limited Wish

    XP Cost: 300 XP or more (see above).

    Liveoak

    - +

    Transmutation

    +

    Level: Drd 6

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Tree touched

    +

    Duration: One day/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; @@ -1747,12 +1609,10 @@

    Liveoak

    the tree tries to return to its original location before taking root.

    Locate Creature

    - +

    Divination

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V, S, M

    +

    Duration: 10 min./level

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

    @@ -1770,17 +1630,15 @@

    Locate Creature

    Material Component: A bit of fur from a bloodhound.

    Locate Object

    - +

    Divination

    +

    Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You sense the direction of a well-known or clearly visualized object. You can search for general items, in which @@ -1795,15 +1653,13 @@

    Locate Object

    Arcane Focus: A forked twig.

    Longstrider

    - +

    Transmutation

    +

    Level: Drd 1, Rgr 1, Travel 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no @@ -1811,17 +1667,15 @@

    Longstrider

    Material Component: A pinch of dirt.

    Lullaby

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Concentration + 1 round/level (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen diff --git a/spells/spells-m-o.html b/spells/spells-m-o.html index d37cdb0..baa7a8c 100644 --- a/spells/spells-m-o.html +++ b/spells/spells-m-o.html @@ -80,17 +80,15 @@

    Table of Contents

  • Owl’s Wisdom, Mass
  • Mage Armor

    - +

    Conjuration (Creation) [Force]

    +

    Level: Sor/Wiz 1

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: No

    An invisible but tangible field of force surrounds the subject of a @@ -103,17 +101,15 @@

    Mage Armor

    Focus: A piece of cured leather.

    Mage Hand

    - +

    Transmutation

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Concentration

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can @@ -121,17 +117,15 @@

    Mage Hand

    object ever exceeds the spell’s range.

    Mage’s Disjunction

    - +

    Abjuration

    +

    Level: Magic 9, Sor/Wiz 9

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: No

    All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are @@ -156,17 +150,15 @@

    Mage’s Disjunction

    powerful being who has an interest in or connection with the device.

    Mage’s Faithful Hound

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Phantom watchdog

    +

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

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was @@ -191,15 +183,13 @@

    Mage’s Faithful Hound

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

    Mage’s Lucubration

    - +

    Transmutation

    +

    Level: Wiz 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell @@ -211,17 +201,15 @@

    Mage’s Lucubration

    the material components are available.

    Mage’s Magnificent Mansion

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. @@ -246,17 +234,15 @@

    Mage’s Magnificent Mansion

    (each item worth 5 gp).

    Mage’s Private Sanctum

    - +

    Abjuration

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 30-ft. cube/level (S)

    +

    Duration: 24 hours (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision @@ -276,17 +262,15 @@

    Mage’s Private Sanctum

    chrysolite.

    Mage’s Sword

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One sword

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its @@ -320,17 +304,15 @@

    Mage’s Sword

    construct.

    Magic Aura

    - +

    Illusion (Glamer)

    +

    Level: Brd 1, Magic 1, Sor/Wiz 1

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: One day/level (D)

    +

    Saving Throw: None; see text

    +

    Spell Resistance: No

    You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as @@ -351,10 +333,8 @@

    Magic Aura

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

    Magic Circle Against Chaos

    - +

    Abjuration [Lawful]

    +

    Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3

    This spell functions like magic circle against evil, except that it is similar to @@ -362,17 +342,15 @@

    Magic Circle Against Chaos

    creature.

    Magic Circle Against Evil

    - +

    Abjuration [Good]

    +

    Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: No; see text

    All creatures within the area gain the effects of a @@ -428,20 +406,16 @@

    Magic Circle Against Evil

    floor (or ground) around the creature to be warded.

    Magic Circle Against Good

    - +

    Abjuration [Evil]

    +

    Level: Clr 3, Evil 3, Sor/Wiz 3

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

    Magic Circle Against Law

    - +

    Abjuration [Chaotic]

    +

    Level: Chaos 3, Clr 3, Sor/Wiz 3

    This spell functions like magic circle against evil, except that it is similar to @@ -449,17 +423,15 @@

    Magic Circle Against Law

    creature.

    Magic Fang

    - +

    Transmutation

    +

    Level: Drd 1, Rgr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The @@ -468,13 +440,11 @@

    Magic Fang

    Magic fang can be made permanent with a permanency spell.

    Magic Fang, Greater

    - +

    Transmutation

    +

    Level: Drd 3, Rgr 3

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature

    +

    Duration: 1 hour/level

    This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 @@ -486,17 +456,15 @@

    Magic Fang, Greater

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

    Magic Jar

    - +

    Necromancy

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One creature

    +

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

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), @@ -555,17 +523,15 @@

    Magic Jar

    Focus: A gem or crystal worth at least 100 gp.

    Magic Missile

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force @@ -582,17 +548,15 @@

    Magic Missile

    targets before you check for spell resistance or roll damage.

    Magic Mouth

    - +

    Illusion (Glamer)

    +

    Level: Brd 1, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature or object

    +

    Duration: Permanent until discharged

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its @@ -619,17 +583,15 @@

    Magic Mouth

    Magic mouth can be made permanent with a permanency spell.

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

    Magic Stone

    - +

    Transmutation

    +

    Level: Clr 1, Drd 1, Earth 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: Up to three pebbles touched

    +

    Duration: 30 minutes or until discharged

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great @@ -639,17 +601,15 @@

    Magic Stone

    spell’s enhancement bonus), or 2d6+2 points against undead.

    Magic Vestment

    - +

    Transmutation

    +

    Level: Clr 3, Strength 3, War 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Armor or shield touched

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th @@ -657,17 +617,15 @@

    Magic Vestment

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

    Magic Weapon

    - +

    Transmutation

    +

    Level: Clr 1, Pal 1, Sor/Wiz 1, War 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Weapon touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does @@ -678,20 +636,18 @@

    Magic Weapon

    monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

    Magic Weapon, Greater

    - +

    Transmutation

    +

    Level: Clr 4, Pal 3, Sor/Wiz 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and @@ -705,13 +661,11 @@

    Magic Weapon, Greater

    Arcane Material Component: Powdered lime and carbon.

    Major Creation

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 5

    +

    Casting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Duration: See text

    This spell functions like minor creation, except that you can also create an object of mineral nature: @@ -753,11 +707,9 @@

    Major Creation

    Major Image

    - +

    Illusion (Figment)

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Duration: Concentration + 3 rounds

    This spell functions like silent image, except that sound, smell, and thermal illusions are included in the @@ -765,13 +717,11 @@

    Major Image

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

    Make Whole

    - +

    Transmutation

    +

    Level: Clr 2

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One object of up to 10 cu. ft./ level

    This spell functions like mending, except that make whole completely repairs an object made of any @@ -781,17 +731,15 @@

    Make Whole

    affect creatures (including constructs).

    Mark of Justice

    - +

    Necromancy

    +

    Level: Clr 5, Pal 4

    +

    Components: V, S, DF

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Permanent; see text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate @@ -810,33 +758,29 @@

    Mark of Justice

    level. These restrictions apply regardless of whether the mark has activated.

    Mass (Spell Name)

    - +

    + Any spell whose name begins with mass is alphabetized in this chapter according to the second word of the + spell name. Thus, the description of a mass spell appears near the description of the spell on which it is + based. Spell chains that have mass spells in them include those based on the spells + bear’s endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds, cure light wounds, cure + moderate wounds, cure serious wounds, eagle’s splendor, enlarge person, fox’s cunning, heal, hold monster, hold + person, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, + invisibility, owl’s wisdom, reduce person, + and suggestion. +

    Maze

    - +

    Conjuration (Teleportation)

    +

    Level: Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt @@ -851,15 +795,13 @@

    Maze

    in that spell. Minotaurs are not affected by this spell.

    Meld Into Stone

    - +

    Transmutation [Earth]

    +

    Level: Clr 3, Drd 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must @@ -887,17 +829,15 @@

    Meld Into Stone

    which case you are merely expelled. Finally, passwall expels you without damage.

    Mending

    - +

    Transmutation

    +

    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 10 ft.

    +

    Target: One object of up to 1 lb.

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a @@ -911,17 +851,15 @@

    Mending

    affect creatures (including constructs).

    Message

    - +

    Transmutation [Language-Dependent]

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Targets: One creature/level

    +

    Duration: 10 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can whisper messages and receive whispered replies with little chance of being overheard. You point your @@ -938,17 +876,15 @@

    Message

    Focus: A short piece of copper wire.

    Meteor Swarm

    - +

    Evocation [Fire]

    +

    Level: Sor/Wiz 9

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: Four 40-ft.-radius spreads; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Reflex half; see text

    +

    Spell Resistance: Yes

    Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. @@ -967,17 +903,15 @@

    Meteor Swarm

    against each. (Fire resistance applies to each sphere’s damage individually.)

    Mind Blank

    - +

    Abjuration

    +

    Level: Protection 8, Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 24 hours

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This @@ -988,17 +922,15 @@

    Mind Blank

    detected. Scrying attempts that are targeted specifically at the subject do not work at all.

    Mind Fog

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 30 minutes and 2d6 rounds; see text

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures @@ -1012,17 +944,15 @@

    Mind Fog

    The fog is thin and does not significantly hamper vision.

    Minor Creation

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 minute

    +

    Range: 0 ft.

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot @@ -1034,28 +964,24 @@

    Minor Creation

    minor creation.

    Minor Image

    - +

    Illusion (Figment)

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Duration: Concentration +2 rounds

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

    Miracle

    - +

    Evocation

    +

    Level: Clr 9, Luck 9

    +

    Components: V, S, XP; see text

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: See text

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    You don’t so much cast a miracle as request one. You state what you would like to have happen and request @@ -1091,14 +1017,12 @@

    Miracle

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

    Mirage Arcana

    - +

    Illusion (Glamer)

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Area: One 20-ft. cube/level (S)

    +

    Duration: Concentration +1 hour/ level (D)

    This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be @@ -1108,15 +1032,13 @@

    Mirage Arcana

    themselves within the illusion just as they can hide themselves within a real location).

    Mirror Image

    - +

    Illusion (Figment)

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal; see text

    +

    Target: You

    +

    Duration: 1 min./level (D)

    Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. @@ -1145,17 +1067,15 @@

    Mirror Image

    eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

    Misdirection

    - +

    Illusion (Glamer)

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 hour/level

    +

    Saving Throw: None or Will negates; see text

    +

    Spell Resistance: No

    By means of this spell, you misdirect the information from divination spells that reveal auras (Misdirection

    and the like).

    Mislead

    - +

    Illusion (Figment, Glamer)

    +

    Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6

    +

    Components: S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target/Effect: You/one illusory double

    +

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

    +

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

    +

    Spell Resistance: No

    You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you @@ -1200,15 +1118,13 @@

    Mislead

    improved invisibility lasts for 1 round per level, regardless of concentration.

    Mnemonic Enhancer

    - +

    Transmutation

    +

    Level: Wiz 4

    +

    Components: V, S, M, F

    +

    Casting Time: 10 minutes

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Instantaneous

    Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two @@ -1228,17 +1144,15 @@

    Mnemonic Enhancer

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

    Modify Memory

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 4

    +

    Components: V, S

    +

    Casting Time: 1 round; see text

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature

    +

    Duration: Permanent

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways. @@ -1264,15 +1178,13 @@

    Modify Memory

    by too much wine.

    Moment of Prescience

    - +

    Divination

    +

    Level: Luck 8, Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level or until discharged

    This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may @@ -1284,17 +1196,15 @@

    Moment of Prescience

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

    Mount

    - +

    Conjuration (Summoning)

    +

    Level: Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One mount

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The @@ -1302,17 +1212,15 @@

    Mount

    Material Component: A bit of horse hair.

    Move Earth

    - +

    Transmutation [Earth]

    +

    Level: Drd 6, Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: See text

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, @@ -1335,17 +1243,15 @@

    Move Earth

    This spell has no effect on earth creatures.

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

    Neutralize Poison

    - +

    Conjuration (Healing)

    +

    Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional @@ -1363,17 +1269,15 @@

    Neutralize Poison

    Arcane Material Component: A bit of charcoal.

    Nightmare

    - +

    Illusion (Phantasm) [Mind-Affecting, Evil]

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

    Range: Unlimited

    +

    Target: One living creature

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically @@ -1454,17 +1358,15 @@

    Nightmare

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

    Nondetection

    - +

    Abjuration

    +

    Level: Rgr 4, Sor/Wiz 3, Trickery 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature or object touched

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless, object)

    +

    Spell Resistance: Yes (harmless, object)

    The warded creature or object becomes difficult to detect by divination spells such as @@ -1477,17 +1379,15 @@

    Nondetection

    If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.

    Material Component: A pinch of diamond dust worth 50 gp.

    Obscure Object

    - +

    Abjuration

    +

    Level: Brd 1, Clr 3, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 8 hours (D)

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a @@ -1496,17 +1396,15 @@

    Obscure Object

    Arcane Material Component: A piece of chameleon skin.

    Obscuring Mist

    - +

    Conjuration (Creation)

    +

    Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 20 ft.

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including @@ -1521,17 +1419,15 @@

    Obscuring Mist

    This spell does not function underwater.

    Open/Close

    - +

    Transmutation

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If @@ -1541,17 +1437,15 @@

    Open/Close

    Focus: A brass key.

    Order’s Wrath

    - +

    Evocation [Lawful]

    +

    Level: Law 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous (1 round); see text

    +

    Saving Throw: Will partial; see text

    +

    Spell Resistance: Yes

    You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only @@ -1567,14 +1461,12 @@

    Order’s Wrath

    reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.

    Overland Flight

    - +

    Transmutation

    +

    Level: Sor/Wiz 5

    +

    Components: V, S

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level

    This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium @@ -1583,17 +1475,15 @@

    Overland Flight

    checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

    Owl’s Wisdom

    - +

    Transmutation

    +

    Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes

    The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit @@ -1603,12 +1493,10 @@

    Owl’s Wisdom

    Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.

    Owl’s Wisdom, Mass

    - +

    Transmutation

    +

    Level: Clr 6, Drd 6, Sor/Wiz 6

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    This spell functions like owl’s wisdom, except that it affects multiple creatures.

    diff --git a/spells/spells-p-r.html b/spells/spells-p-r.html index b8a2adc..c0293b1 100644 --- a/spells/spells-p-r.html +++ b/spells/spells-p-r.html @@ -95,17 +95,15 @@

    Table of Contents

  • Rusting Grasp
  • Passwall

    - +

    Transmutation

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The @@ -119,34 +117,30 @@

    Passwall

    Material Component: A pinch of sesame seeds.

    Pass Without Trace

    - +

    Transmutation

    +

    Level: Drd 1, Rgr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: One creature/level touched

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

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

    Permanency

    - +

    Universal

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, XP

    +

    Casting Time: 2 rounds

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: Permanent; see text

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell makes certain other spells permanent.

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

    @@ -392,12 +386,10 @@

    Permanency

    XP Cost: See tables above.

    Permanent Image

    - +

    Illusion (Figment)

    +

    Level: Brd 6, Sor/Wiz 6

    +

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

    +

    Duration: Permanent (D)

    This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and @@ -406,11 +398,9 @@

    Permanent Image

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

    Persistent Image

    - +

    Illusion (Figment)

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Duration: 1 min./level (D)

    This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and @@ -419,17 +409,15 @@

    Persistent Image

    Material Component: A bit of fleece and several grains of sand.

    Phantasmal Killer

    - +

    Illusion (Phantasm) [Fear, Mind-Affecting]

    +

    Level: Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Target: One living creature

    +

    Duration: Instantaneous

    +

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

    +

    Spell Resistance: Yes

    You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears @@ -445,17 +433,15 @@

    Phantasmal Killer

    deadly fear attack.

    Phantom Steed

    - +

    Conjuration (Creation)

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

    Range: 0 ft.

    +

    Effect: One quasi-real, horselike creature

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for @@ -486,17 +472,15 @@

    Phantom Steed

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

    Phantom Trap

    - +

    Illusion (Glamer)

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: Permanent (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the @@ -511,17 +495,15 @@

    Phantom Trap

    sprinkled with a special dust requiring 50 gp to prepare.

    Phase Door

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 7, Travel 8

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: 0 ft.

    +

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

    +

    Duration: One usage per two levels

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The @@ -544,14 +526,12 @@

    Phase Door

    Phase door can be made permanent with a permanency spell.

    Planar Ally

    - +

    Conjuration (Calling) [see text for lesser planar ally]

    +

    Level: Clr 6

    +

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

    This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or @@ -560,14 +540,12 @@

    Planar Ally

    XP Cost: 250 XP.

    Planar Ally, Greater

    - +

    Conjuration (Calling) [see text for lesser planar ally]

    +

    Level: Clr 8

    +

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

    This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, @@ -576,17 +554,15 @@

    Planar Ally, Greater

    XP Cost: 500 XP.

    Planar Ally, Lesser

    - +

    Conjuration (Calling) [see text]

    +

    Level: Clr 4

    +

    Components: V, S, DF, XP

    +

    Casting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the @@ -626,15 +602,13 @@

    Planar Ally, Lesser

    XP Cost: 100 XP.

    Planar Binding

    - +

    Conjuration (Calling) [see text for lesser planar binding]

    +

    Level: Sor/Wiz 6

    +

    Components: V, S

    +

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

    This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or @@ -642,15 +616,13 @@

    Planar Binding

    makes an independent attempt to escape, and must be individually persuaded to aid you.

    Planar Binding, Greater

    - +

    Conjuration (Calling) [see text for lesser planar binding]

    +

    Level: Sor/Wiz 8

    +

    Components: V, S

    +

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

    This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or @@ -658,17 +630,15 @@

    Planar Binding, Greater

    throw, makes independent attempts to escape, and must be persuaded to aid you individually.

    Planar Binding, Lesser

    - +

    Conjuration (Calling) [see text]

    +

    Level: Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

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

    +

    Target: One elemental or outsider with 6 HD or less

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Spell Resistance: No and Yes; see text

    Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared @@ -710,17 +680,15 @@

    Planar Binding, Lesser

    spell of that type.

    Plane Shift

    - +

    Conjuration (Teleportation)

    +

    Level: Clr 5, Sor/Wiz 7

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You move yourself or some other creature to another plane of existence or alternate dimension. If several willing @@ -737,17 +705,15 @@

    Plane Shift

    alternate dimension the spell sends the affected creatures.

    Plant Growth

    - +

    Transmutation

    +

    Level: Drd 3, Plant 3, Rgr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Target or Area: See text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Plant growth has different effects depending on the version chosen.

    @@ -768,17 +734,15 @@

    Plant Growth

    Plant growth counters diminish plants.

    This spell has no effect on plant creatures.

    Poison

    - +

    Necromancy

    +

    Level: Clr 4, Drd 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: Instantaneous; see text

    +

    Saving Throw: Fortitude negates; see text

    +

    Spell Resistance: Yes

    Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a @@ -787,17 +751,15 @@

    Poison

    Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

    Polar Ray

    - +

    Evocation [Cold]

    +

    Level: Sor/Wiz 8

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with @@ -805,17 +767,15 @@

    Polar Ray

    Focus: A small, white ceramic cone or prism.

    Polymorph

    - +

    Transmutation

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Willing living creature touched

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell functions like alter self, except that you change the willing subject into another form of @@ -842,17 +802,15 @@

    Polymorph

    Material Component: An empty cocoon.

    Polymorph Any Object

    - +

    Transmutation

    +

    Level: Sor/Wiz 8, Trickery 8

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: See text

    +

    Saving Throw: Fortitude negates (object); see text

    +

    Spell Resistance: Yes (object)

    This spell functions like polymorph, except that it changes one object or creature into another. The @@ -958,17 +916,15 @@

    Polymorph Any Object

    Arcane Material Component: Mercury, gum arabic, and smoke.

    Power Word Blind

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 7, War 7

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature with 200 hp or less

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You utter a single word of power that causes one creature of your choice to become blinded, whether the creature @@ -997,17 +953,15 @@

    Power Word Blind

    Power Word Kill

    - +

    Enchantment (Compulsion) [Death, Mind-Affecting]

    +

    Level: Sor/Wiz 9, War 9

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature with 100 hp or less

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear @@ -1015,17 +969,15 @@

    Power Word Kill

    power word kill.

    Power Word Stun

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 8, War 8

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature with 150 hp or less

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the @@ -1053,17 +1005,15 @@

    Power Word Stun

    Prayer

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 3, Pal 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each @@ -1071,17 +1021,15 @@

    Prayer

    your foes takes a –1 penalty on such rolls.

    Prestidigitation

    - +

    Universal

    +

    Level: Brd 0, Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 10 ft.

    +

    Target, Effect, or Area: See text

    +

    Duration: 1 hour

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a @@ -1095,13 +1043,11 @@

    Prestidigitation

    persists only 1 hour.

    Prismatic Sphere

    - +

    Abjuration

    +

    Level: Protection 9, Sor/Wiz 9, Sun 9

    +

    Components: V

    +

    Range: 10 ft.

    +

    Effect: 10-ft.-radius sphere centered on you

    This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, @@ -1124,17 +1070,15 @@

    Prismatic Sphere

    Prismatic sphere can be made permanent with a permanency spell.

    Prismatic Spray

    - +

    Evocation

    +

    Level: Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam @@ -1190,17 +1134,15 @@

    Prismatic Spray

    Prismatic Wall

    - +

    Abjuration

    +

    Level: Sor/Wiz 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect:Wall 4 ft./level wide, 2 ft./level high

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: See text

    Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you @@ -1290,17 +1232,15 @@

    Prismatic Wall

    Produce Flame

    - +

    Evocation [Fire]

    +

    Level: Drd 1, Fire 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 0 ft.

    +

    Effect: Flame in your palm

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

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

    @@ -1313,14 +1253,10 @@

    Produce Flame

    This spell does not function underwater.

    Programmed Image

    - +

    Illusion (Figment)

    +

    Level: Brd 6, Sor/Wiz 6

    +

    Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)

    +

    Duration: Permanent until triggered, then 1 round/level

    This spell functions like silent image, except that this spell’s figment activates when a specific @@ -1336,17 +1272,15 @@

    Programmed Image

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

    Project Image

    - +

    Illusion (Shadow)

    +

    Level: Brd 6, Sor/Wiz 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 @@ -1372,17 +1306,15 @@

    Project Image

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

    Protection From Arrows

    - +

    Abjuration

    +

    Level: Sor/Wiz 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 @@ -1391,27 +1323,23 @@

    Protection From Arrows

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

    Protection From Chaos

    - +

    Abjuration [Lawful]

    +

    Level: Clr 1, Law 1, Pal 1, Sor/Wiz 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.

    Protection From Energy

    - +

    Abjuration

    +

    Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 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, @@ -1424,17 +1352,15 @@

    Protection From Energy

    its power is exhausted.

    Protection From Evil

    - +

    Abjuration [Good]

    +

    Level: Clr 1, Good 1, Pal 1, Sor/Wiz 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 @@ -1467,37 +1393,31 @@

    Protection From Evil

    floor (or ground) around the creature to be warded.

    Protection From Good

    - +

    Abjuration [Evil]

    +

    Level: Clr 1, Evil 1, Sor/Wiz 1

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

    Protection From Law

    - +

    Abjuration [Chaotic]

    +

    Level: Chaos 1, Clr 1, Sor/Wiz 1

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

    Protection From Spells

    - +

    Abjuration

    +

    Level: Magic 8, Sor/Wiz 8

    +

    Components: V, S, M, F

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: Up to one creature touched per four levels

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against @@ -1512,17 +1432,15 @@

    Protection From Spells

    gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

    Prying Eyes

    - +

    Divination

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 minute

    +

    Range: One mile

    +

    Effect: Ten or more levitating eyes

    +

    Duration: 1 hour/level; see text (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These @@ -1557,10 +1475,8 @@

    Prying Eyes

    Material Component: A handful of crystal marbles.

    Prying Eyes, Greater

    - +

    Divination

    +

    Level: Sor/Wiz 8

    This spell functions like prying eyes, except that the eyes can see all things as they actually are, just @@ -1568,17 +1484,15 @@

    Prying Eyes, Greater

    speed. Also, a greater prying eye’s maximum Spot modifier is +25 instead of +15.

    Purify Food and Drink

    - +

    Transmutation

    +

    Level: Clr 0, Drd 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 10 ft.

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating @@ -1591,17 +1505,15 @@

    Purify Food and Drink

    weighs about 60 pounds.

    Pyrotechnics

    - +

    Transmutation

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target: One fire source, up to a 20-ft. cube

    +

    Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text

    +

    Saving Throw: Will negates or Fortitude negates; see text

    +

    Spell Resistance: Yes or No; see text

    Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, @@ -1625,17 +1537,15 @@

    Pyrotechnics

    fire-based creature used as a source takes 1 point of damage per caster level.

    Quench

    - +

    Transmutation

    +

    Level: Drd 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates (object)

    +

    Spell Resistance: No or Yes (object)

    Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires @@ -1653,20 +1563,18 @@

    Quench

    effect.)

    Rage

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Concentration + 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and @@ -1674,17 +1582,15 @@

    Rage

    fatigued at the end of the rage.

    Rainbow Pattern

    - +

    Illusion (Pattern) [Mind-Affecting]

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V (Brd only), S, M, F; see text

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Concentration +1 round/ level (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. @@ -1707,17 +1613,15 @@

    Rainbow Pattern

    Material Component: A piece of phosphor.

    Focus: A crystal prism.

    Raise Dead

    - +

    Conjuration (Healing)

    +

    Level: Clr 5

    +

    Components: V, S, M, DF

    +

    Casting Time: 1 minute

    +

    Range: Touch

    +

    Target: Dead creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None; see text

    +

    Spell Resistance: Yes (harmless)

    You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day @@ -1748,17 +1652,15 @@

    Raise Dead

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

    Ray of Enfeeblement

    - +

    Necromancy

    +

    Level: Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: 1 min./level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The @@ -1766,17 +1668,15 @@

    Ray of Enfeeblement

    score cannot drop below 1.

    Ray of Exhaustion

    - +

    Necromancy

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: 1 min./level

    +

    Saving Throw: Fortitude partial; see text

    +

    Spell Resistance: Yes

    A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a @@ -1793,32 +1693,28 @@

    Ray of Exhaustion

    Material Component: A drop of sweat.

    Ray of Frost

    - +

    Evocation [Cold]

    +

    Level: Sor/Wiz 0

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

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

    Read Magic

    - +

    Divination

    +

    Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level

    By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the @@ -1832,34 +1728,30 @@

    Read Magic

    Read magic can be made permanent with a permanency spell.

    Focus: A clear crystal or mineral prism.

    Reduce Animal

    - +

    Transmutation

    +

    Level: Drd 2, Rgr 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

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

    Reduce Person

    - +

    Transmutation

    +

    Level: Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One humanoid creature

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing @@ -1884,25 +1776,21 @@

    Reduce Person

    Reduce person can be made permanent with a permanency spell.

    Material Component: A pinch of powdered iron.

    Reduce Person, Mass

    - +

    Transmutation

    +

    Level: Sor/Wiz 4

    +

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

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

    Refuge

    - +

    Conjuration (Teleportation)

    +

    Level: Clr 7, Sor/Wiz 9

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Object touched

    +

    Duration: Permanent until discharged

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create powerful magic in some specially prepared object. This object contains the power to instantly transport @@ -1921,17 +1809,15 @@

    Refuge

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

    Regenerate

    - +

    Conjuration (Healing)

    +

    Level: Clr 7, Drd 9, Healing 7

    +

    Components: V, S, DF

    +

    Casting Time: 3 full rounds

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded @@ -1944,17 +1830,15 @@

    Regenerate

    nonliving creatures (including undead).

    Reincarnate

    - +

    Transmutation

    +

    Level: Drd 4

    +

    Components: V, S, M, DF

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Dead creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None; see text

    +

    Spell Resistance: Yes (harmless)

    With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one @@ -2115,17 +1999,15 @@

    Reincarnate

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

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

    Remove Blindness/Deafness

    - +

    Conjuration (Healing)

    +

    Level: Clr 3, Pal 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or @@ -2134,17 +2016,15 @@

    Remove Blindness/Deafness

    Remove blindness/deafness counters and dispels blindness/deafness.

    Remove Curse

    - +

    Abjuration

    +

    Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature or item touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not @@ -2154,17 +2034,15 @@

    Remove Curse

    Remove curse counters and dispels bestow curse.

    Remove Disease

    - +

    Conjuration (Healing)

    +

    Level: Clr 3, Drd 3, Rgr 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, @@ -2176,20 +2054,18 @@

    Remove Disease

    to the same disease at a later date.

    Remove Fear

    - +

    Abjuration

    +

    Level: Brd 1, Clr 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 10 minutes; see text

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    You instill courage in the subject, granting it a +4 morale bonus against @@ -2198,17 +2074,15 @@

    Remove Fear

    Remove fear counters and dispels cause fear.

    Remove Paralysis

    - +

    Conjuration (Healing)

    +

    Level: Clr 2, Pal 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    You can free one or more creatures from the effects of any temporary paralysis or related magic, including a @@ -2219,17 +2093,15 @@

    Remove Paralysis

    The spell does not restore ability scores reduced by penalties, damage, or drain.

    Repel Metal or Stone

    - +

    Abjuration [Earth]

    +

    Level: Drd 8

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: 60-ft. line from you

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All @@ -2248,17 +2120,15 @@

    Repel Metal or Stone

    path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

    Repel Vermin

    - +

    Abjuration

    +

    Level: Brd 4, Clr 4, Drd 4, Rgr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 10 ft.

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None or Will negates; see text

    +

    Spell Resistance: Yes

    An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate @@ -2270,17 +2140,15 @@

    Repel Vermin

    which deters most vermin.

    Repel Wood

    - +

    Transmutation

    +

    Level: Drd 6, Plant 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: 60-ft. line-shaped emanation from you

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the @@ -2301,17 +2169,15 @@

    Repel Wood

    path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

    Repulsion

    - +

    Abjuration

    +

    Level: Clr 7, Protection 7, Sor/Wiz 6

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: Up to 10 ft./level

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field @@ -2330,17 +2196,15 @@

    Repulsion

    the whole array worth 50 gp.

    Resilient Sphere

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Reflex negates

    +

    Spell Resistance: Yes

    A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter @@ -2358,17 +2222,15 @@

    Resilient Sphere

    arabic.

    Resistance

    - +

    Abjuration

    +

    Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 minute

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. @@ -2376,17 +2238,15 @@

    Resistance

    Resistance can be made permanent with a permanency spell.

    Arcane Material Component: A miniature cloak.

    Resist Energy

    - +

    Abjuration

    +

    Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: @@ -2403,11 +2263,9 @@

    Resist Energy

    its power is exhausted.

    Restoration

    - +

    Conjuration (Healing)

    +

    Level: Clr 4, Pal 4

    +

    Components: V, S, M

    This spell functions like lesser restoration, except that it also dispels negative levels and restores one @@ -2424,12 +2282,10 @@

    Restoration

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

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

    Restoration, Greater

    - +

    Conjuration (Healing)

    +

    Level: Clr 7

    +

    Components: V, S, XP

    +

    Casting Time: 10 minutes

    This spell functions like lesser restoration, except that it dispels all negative levels afflicting the @@ -2445,17 +2301,15 @@

    Restoration, Greater

    XP Cost: 500 XP.

    Restoration, Lesser

    - +

    Conjuration (Healing)

    +

    Level: Clr 2, Drd 2, Pal 1

    +

    Components: V, S

    +

    Casting Time: 3 rounds

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 @@ -2463,11 +2317,9 @@

    Restoration, Lesser

    by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

    Resurrection

    - +

    Conjuration (Healing)

    +

    Level: Clr 7

    +

    Casting Time: 10 minutes

    This spell functions like raise dead, except that you are able to restore life and complete strength to any @@ -2493,17 +2345,15 @@

    Resurrection

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

    Reverse Gravity

    - +

    Transmutation

    +

    Level: Drd 8, Sor/Wiz 7

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None; see text

    +

    Spell Resistance: No

    This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall @@ -2518,15 +2368,13 @@

    Reverse Gravity

    Arcane Material Component: A lodestone and iron filings.

    Righteous Might

    - +

    Transmutation

    +

    Level: Clr 5, Strength 5

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level (D)

    Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size @@ -2550,17 +2398,15 @@

    Righteous Might

    Multiple magical effects that increase size do not stack.

    Rope Trick

    - +

    Transmutation

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until @@ -2586,20 +2432,18 @@

    Rope Trick

    Material Component: Powdered corn extract and a twisted loop of parchment.

    Rusting Grasp

    - +

    Transmutation

    +

    Level: Drd 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: See text

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively diff --git a/spells/spells-s.html b/spells/spells-s.html index 4b09715..e12f5b6 100644 --- a/spells/spells-s.html +++ b/spells/spells-s.html @@ -121,17 +121,15 @@

    Table of Contents

  • Sympathy
  • Sanctuary

    - +

    Abjuration

    +

    Level: Clr 1, Protection 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: No

    Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, @@ -143,22 +141,18 @@

    Sanctuary

    spells or otherwise act.

    Scare

    - +

    Necromancy [Fear, Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

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

    +

    Saving Throw: Will partial

    +

    Spell Resistance: Yes

    This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to @@ -166,17 +160,15 @@

    Scare

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

    Scintillating Pattern

    - +

    Illusion (Pattern) [Mind-Affecting]

    +

    Level: Sor/Wiz 8

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Concentration + 2 rounds

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The @@ -194,17 +186,15 @@

    Scintillating Pattern

    Sightless creatures are not affected by scintillating pattern.

    Material Component: A small crystal prism.

    Scorching Ray

    - +

    Evocation [Fire]

    +

    Level: Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One or more rays

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond @@ -216,17 +206,15 @@

    Scorching Ray

    each other and fired simultaneously.

    Screen

    - +

    Illusion (Glamer)

    +

    Level: Sor/Wiz 8, Trickery 7

    +

    Components: V, S

    +

    Casting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 30-ft. cube/level (S)

    +

    Duration: 24 hours

    +

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

    +

    Spell Resistance: No

    This spell combines several elements to create a powerful protection from scrying and direct observation. When @@ -243,17 +231,15 @@

    Screen

    to stay out of the way of those affected by the illusion.

    Scrying

    - +

    Divination (Scrying)

    +

    Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4

    +

    Components: V, S, M/DF, F

    +

    Casting Time: 1 hour

    +

    Range: See text

    +

    Effect: Magical sensor

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the @@ -325,13 +311,11 @@

    Scrying

    Cleric Focus: A holy water font costing not less than 100 gp.

    Druid Focus: A natural pool of water.

    Scrying, Greater

    - +

    Divination (Scrying)

    +

    Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Duration: 1 hour/level

    This spell functions like scrying, except as noted above. Additionally, all of the following spells @@ -339,17 +323,15 @@

    Scrying, Greater

    detect law, detect magic, message, read magic, and tongues.

    Sculpt Sound

    - +

    Transmutation

    +

    Level: Brd 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or @@ -359,17 +341,15 @@

    Sculpt Sound

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

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

    Searing Light

    - +

    Evocation

    +

    Level: Clr 3, Sun 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: Ray

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on @@ -380,17 +360,15 @@

    Searing Light

    5d6).

    Secret Chest

    - +

    Conjuration (Summoning)

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, F

    +

    Casting Time: 10 minutes

    +

    Range: See text

    +

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

    +

    Duration: Sixty days or until discharged

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can @@ -420,17 +398,15 @@

    Secret Chest

    Focus: The chest and its replica.

    Secret Page

    - +

    Transmutation

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Page touched, up to 3 sq. ft. in size

    +

    Duration: Permanent

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Secret page alters the contents of a page so that they appear to be something entirely different. The text @@ -450,17 +426,15 @@

    Secret Page

    Material Component: Powdered herring scales and will-o’-wisp essence.

    Secure Shelter

    - +

    Conjuration (Creation)

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V, S, M, F; see text

    +

    Casting Time: 10 minutes

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: 20-ft.-square structure

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The @@ -494,15 +468,13 @@

    Secure Shelter

    included.

    See Invisibility

    - +

    Divination

    +

    Level: Brd 3, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    You can see any objects or beings that are invisible within your range of vision, as well as any that are @@ -517,17 +489,15 @@

    See Invisibility

    See invisibility can be made permanent with a permanency spell.

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

    Seeming

    - +

    Illusion (Glamer)

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 12 hours (D)

    +

    Saving Throw: Will negates or Will disbelief (if interacted with)

    +

    Spell Resistance: Yes or No; see text

    This spell functions like disguise self, except that you can change the appearance of other people as well. @@ -535,17 +505,15 @@

    Seeming

    Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.

    Sending

    - +

    Evocation

    +

    Level: Clr 4, Sor/Wiz 5

    +

    Components: V, S, M/DF

    +

    Casting Time: 10 minutes

    +

    Range: See text

    +

    Target: One creature

    +

    Duration: 1 round; see text

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You contact a particular creature with which you are familiar and send a short message of twenty-five words or @@ -560,19 +528,17 @@

    Sending

    Arcane Material Component: A short piece of fine copper wire.

    Sepia Snake Sigil

    - +

    Conjuration (Creation) [Force]

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: One touched book or written work

    +

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

    +

    Saving Throw: Reflex negates

    +

    Spell Resistance: No

    When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, @@ -607,17 +573,15 @@

    Sepia Snake Sigil

    spores.

    Sequester

    - +

    Abjuration

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: One day/level (D)

    +

    Saving Throw: None or Will negates (object)

    +

    Spell Resistance: No or Yes (object)

    When cast, this spell not only prevents divination spells from working to detect or locate the creature or object @@ -632,10 +596,8 @@

    Sequester

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

    Shades

    - +

    Illusion (Shadow)

    +

    Level: Sor/Wiz 9

    This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells @@ -643,17 +605,15 @@

    Shades

    nondamaging effects are 80% likely to work against nonbelievers.

    Shadow Conjuration

    - +

    Illusion (Shadow)

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Effect: See text

    +

    Duration: See text

    +

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

    +

    Spell Resistance: Yes; see text

    You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or @@ -691,10 +651,8 @@

    Shadow Conjuration

    Objects automatically succeed on their Will saves against this spell.

    Shadow Conjuration, Greater

    - +

    Illusion (Shadow)

    +

    Level: Sor/Wiz 7

    This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard @@ -703,17 +661,15 @@

    Shadow Conjuration, Greater

    nonbelievers.

    Shadow Evocation

    - +

    Illusion (Shadow)

    +

    Level: Brd 5, Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Effect: See text

    +

    Duration: See text

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: Yes

    You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation @@ -734,10 +690,8 @@

    Shadow Evocation

    Objects automatically succeed on their Will saves against this spell.

    Shadow Evocation, Greater

    - +

    Illusion (Shadow)

    +

    Level: Sor/Wiz 8

    This spell functions like shadow evocation, except that it enables you to create partially real, illusory @@ -745,17 +699,15 @@

    Shadow Evocation, Greater

    greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

    Shadow Walk

    - +

    Illusion (Shadow)

    +

    Level: Brd 5, Sor/Wiz 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: Up to one touched creature/ level

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you @@ -792,19 +744,17 @@

    Shadow Walk

    Plane of Shadow receive a Will saving throw, negating the effect if successful.

    Shambler

    - +

    Conjuration (Creation)

    +

    Level: Drd 9, Plant 9

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    + Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text +

    +

    Duration: Seven days or seven months (D); see text

    +

    Saving Throw: None

    +

    Spell Resistance: No

    The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in @@ -818,15 +768,13 @@

    Shambler

    The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

    Shapechange

    - +

    Transmutation

    +

    Level: Animal 9, Drd 9, Sor/Wiz 9

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 10 min./level (D)

    This spell functions like polymorph, except that it enables you to assume the form of any single nonunique @@ -850,17 +798,15 @@

    Shapechange

    spell. (The focus melds into your new form when you change shape.)

    Shatter

    - +

    Evocation [Sonic]

    +

    Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

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

    +

    Spell Resistance: Yes (object)

    Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, @@ -879,15 +825,13 @@

    Shatter

    Arcane Material Component: A chip of mica.

    Shield

    - +

    Abjuration [Force]

    +

    Level: Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level (D)

    Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It @@ -897,17 +841,15 @@

    Shield

    for cover.

    Shield of Faith

    - +

    Abjuration

    +

    Level: Clr 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants @@ -916,17 +858,15 @@

    Shield of Faith

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

    Shield of Law

    - +

    Abjuration [Lawful]

    +

    Level: Clr 8, Law 8

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: 20 ft.

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes (harmless)

    A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by @@ -954,17 +894,15 @@

    Shield of Law

    The reliquary costs at least 500 gp.

    Shield Other

    - +

    Abjuration

    +

    Level: Clr 2, Pal 2, Protection 2

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    This spell wards the subject and creates a mystic connection between you and the subject so that some of its @@ -982,17 +920,15 @@

    Shield Other

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

    Shillelagh

    - +

    Transmutation

    +

    Level: Drd 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: One touched nonmagical oak club or quarterstaff

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. @@ -1002,17 +938,15 @@

    Shillelagh

    not wield it, the weapon behaves as if unaffected by this spell.

    Shocking Grasp

    - +

    Evocation [Electricity]

    +

    Level: Sor/Wiz 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature or object touched

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When @@ -1020,17 +954,15 @@

    Shocking Grasp

    metal, carrying a lot of metal, or the like).

    Shout

    - +

    Evocation [Sonic]

    +

    Level: Brd 4, Sor/Wiz 4

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: Instantaneous

    +

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

    +

    Spell Resistance: Yes (object)

    You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is @@ -1041,13 +973,11 @@

    Shout

    A shout spell cannot penetrate a silence spell.

    Shout, Greater

    - +

    Evocation [Sonic]

    +

    Level: Brd 6, Sor/Wiz 8

    +

    Components: V, S, F

    +

    Range: 60 ft.

    +

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

    This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of @@ -1059,17 +989,15 @@

    Shout, Greater

    Arcane Focus: A small metal or ivory horn.

    Shrink Item

    - +

    Transmutation

    +

    Level: Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: One day/level; see text

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each @@ -1085,17 +1013,15 @@

    Shrink Item

    shrunk and expanded an indefinite number of times, but only by the original caster.

    Silence

    - +

    Illusion (Glamer)

    +

    Level: Brd 2, Clr 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Will negates; see text or none (object)

    +

    Spell Resistance: Yes; see text or no (object)

    Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation @@ -1108,19 +1034,17 @@

    Silence

    language-based attacks.

    Silent Image

    - +

    Illusion (Figment)

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: Concentration

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: No

    This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does @@ -1129,17 +1053,15 @@

    Silent Image

    Focus: A bit of fleece.

    Simulacrum

    - +

    Illusion (Shadow)

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M, XP

    +

    Casting Time: 12 hours

    +

    Range: 0 ft.

    +

    Effect: One duplicate creature

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and @@ -1164,17 +1086,15 @@

    Simulacrum

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

    Slay Living

    - +

    Necromancy [Death]

    +

    Level: Clr 5, Death 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial

    +

    Spell Resistance: Yes

    You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can @@ -1182,17 +1102,15 @@

    Slay Living

    caster level.

    Sleep

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 round

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD @@ -1209,17 +1127,15 @@

    Sleep

    Sleep does not target unconscious creatures, constructs, or undead creatures.

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

    Sleet Storm

    - +

    Conjuration (Creation) [Cold]

    +

    Level: Drd 3, Sor/Wiz 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: Cylinder (40-ft. radius, 20 ft. high)

    +

    Duration: 1 round/level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature @@ -1229,17 +1145,15 @@

    Sleet Storm

    The sleet extinguishes torches and small fires.

    Arcane Material Component: A pinch of dust and a few drops of water.

    Slow

    - +

    Transmutation

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    An affected creature moves and attacks at a drastically slowed rate. A @@ -1251,19 +1165,17 @@

    Slow

    Multiple slow effects don’t stack. Slow counters and dispels haste.

    Material Component: A drop of molasses.

    Snare

    - +

    Transmutation

    +

    Level: Rgr 2, Drd 3

    +

    Components: V, S, DF

    +

    Casting Time: 3 rounds

    +

    Range: Touch

    +

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

    +

    Duration: Until triggered or broken

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, @@ -1284,17 +1196,15 @@

    Snare

    the loop and ends the spell.

    Soften Earth and Stone

    - +

    Transmutation [Earth]

    +

    Level: Drd 2, Earth 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 10-ft. square/level; see text

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes @@ -1325,13 +1235,11 @@

    Soften Earth and Stone

    it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

    Solid Fog

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Duration: 1 min./level

    +

    Spell Resistance: No

    This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick @@ -1348,17 +1256,15 @@

    Solid Fog

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

    Song of Discord

    - +

    Enchantment (Compulsion) [Mind-Affecting, Sonic]

    +

    Level: Brd 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    This spell causes those within the area to turn on each other rather than attack their foes. Each affected @@ -1372,17 +1278,15 @@

    Song of Discord

    fallen unconscious.

    Soul Bind

    - +

    Necromancy

    +

    Level: Clr 9, Sor/Wiz 9

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: Corpse

    +

    Duration: Permanent

    +

    Saving Throw: Will negates

    +

    Spell Resistance: No

    You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead @@ -1398,17 +1302,15 @@

    Soul Bind

    Remember that this value can change over time as creatures gain more Hit Dice.)

    Sound Burst

    - +

    Evocation [Sonic]

    +

    Level: Brd 2, Clr 2

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 10-ft.-radius spread

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude partial

    +

    Spell Resistance: Yes

    You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and @@ -1417,15 +1319,13 @@

    Sound Burst

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

    Arcane Focus: A musical instrument.

    Speak with Animals

    - +

    Divination

    +

    Level: Brd 3, Drd 1, Rgr 1

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    You can comprehend and communicate with animals. You are able to ask questions of and receive answers from @@ -1434,17 +1334,15 @@

    Speak with Animals

    is friendly toward you, it may do some favor or service for you.

    Speak with Dead

    - +

    Necromancy [Language-Dependent]

    +

    Level: Clr 3

    +

    Components: V, S, DF

    +

    Casting Time: 10 minutes

    +

    Range: 10 ft.

    +

    Target: One dead creature

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: No

    You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to @@ -1468,15 +1366,13 @@

    Speak with Dead

    Indeed, it can’t even remember being questioned.

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

    Speak with Plants

    - +

    Divination

    +

    Level: Brd 4, Drd 3, Rgr 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to @@ -1490,17 +1386,15 @@

    Speak with Plants

    creature is friendly toward you, it may do some favor or service for you.

    Spectral Hand

    - +

    Necromancy

    +

    Level: Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: One spectral hand

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver @@ -1519,17 +1413,15 @@

    Spectral Hand

    hit points, the same number that you lost in creating it.

    Spell Immunity

    - +

    Abjuration

    +

    Level: Clr 4, Protection 4, Strength 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The warded creature is immune to the effects of one specified spell for every four levels you have. The spells @@ -1549,10 +1441,8 @@

    Spell Immunity

    time.

    Spell Immunity, Greater

    - +

    Abjuration

    +

    Level: Clr 8

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

    @@ -1560,31 +1450,27 @@

    Spell Immunity, Greater

    time.

    Spell Resistance

    - +

    Abjuration

    +

    Level: Clr 5, Magic 5, Protection 5

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

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

    Spellstaff

    - +

    Transmutation

    +

    Level: Drd 6

    +

    Components: V, S, F

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: Wooden quarterstaff touched

    +

    Duration: Permanent until discharged (D)

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a @@ -1595,15 +1481,13 @@

    Spellstaff

    Focus: The staff that stores the spell.

    Spell Turning

    - +

    Abjuration

    +

    Level: Luck 7, Magic 7, Sor/Wiz 7

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: Until expended or 10 min./level

    Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only @@ -1649,17 +1533,15 @@

    Spell Turning

    Arcane Material Component: A small silver mirror.

    Spider Climb

    - +

    Transmutation

    +

    Level: Drd 2, Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The @@ -1670,17 +1552,15 @@

    Spider Climb

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

    Spike Growth

    - +

    Transmutation

    +

    Level: Drd 3, Rgr 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: One 20-ft. square/level

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Reflex partial

    +

    Spell Resistance: Yes

    Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its @@ -1705,17 +1585,15 @@

    Spike Growth

    spike growth cast by a ranger).

    Spike Stones

    - +

    Transmutation [Earth]

    +

    Level: Drd 4, Earth 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: One 20-ft. square/level

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Reflex partial

    +

    Spell Resistance: Yes

    Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the @@ -1741,17 +1619,15 @@

    Spike Stones

    to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

    Spiritual Weapon

    - +

    Evocation [Force]

    +

    Level: Clr 2, War 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: Magic weapon of force

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing @@ -1796,17 +1672,15 @@

    Spiritual Weapon

    Good: Warhammer

    Law: Longsword,

    Statue

    - +

    Transmutation

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M

    +

    Casting Time: 1 round

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 hour/level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In @@ -1823,17 +1697,15 @@

    Statue

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

    Status

    - +

    Divination

    +

    Level: Clr 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: One living creature touched per three levels

    +

    Duration: 1 hour/level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    When you need to keep track of comrades who may get separated, @@ -1845,17 +1717,15 @@

    Status

    function for it.

    Stinking Cloud

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: Fortitude negates; see text

    +

    Spell Resistance: No

    Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are @@ -1869,17 +1739,15 @@

    Stinking Cloud

    Material Component: A rotten egg or several skunk cabbage leaves.

    Stone Shape

    - +

    Transmutation [Earth]

    +

    Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude @@ -1891,17 +1759,15 @@

    Stone Shape

    object and then touched to the stone while the verbal component is uttered.

    Stoneskin

    - +

    Abjuration

    +

    Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 10 min./level or until discharged

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction @@ -1911,15 +1777,13 @@

    Stoneskin

    Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.

    Stone Tell

    - +

    Divination

    +

    Level: Drd 6

    +

    Components: V, S, DF

    +

    Casting Time: 10 minutes

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 min./level

    You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing @@ -1928,20 +1792,18 @@

    Stone Tell

    You can speak with natural or worked stone.

    Stone to Flesh

    - +

    Transmutation

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates (object); see text

    +

    Spell Resistance: Yes

    This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a @@ -1956,17 +1818,15 @@

    Stone to Flesh

    Material Component: A pinch of earth and a drop of blood.

    Storm of Vengeance

    - +

    Conjuration (Summoning)

    +

    Level: Drd 9, Clr 9

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Effect: 360-ft.-radius storm cloud

    +

    Duration: Concentration (maximum 10 rounds) (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. @@ -1996,17 +1856,15 @@

    Storm of Vengeance

    of the spell the caster is trying to cast.

    Suggestion

    - +

    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

    +

    Level: Brd 2, Sor/Wiz 3

    +

    Components: V, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One living creature

    +

    Duration: 1 hour/level or until completed

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or @@ -2022,29 +1880,25 @@

    Suggestion

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

    Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

    Suggestion, Mass

    - +

    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

    +

    Level: Brd 5, Sor/Wiz 6

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

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

    Summon Instrument

    - +

    Conjuration (Summoning)

    +

    Level: Brd 0

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: 0 ft.

    +

    Effect: One summoned handheld musical instrument

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at @@ -2052,17 +1906,15 @@

    Summon Instrument

    will play only for you. You can’t summon an instrument too large to be held in two hands.

    Summon Monster I

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Brd 1, Clr 1, Sor/Wiz 1

    +

    Components: V, S, F/DF

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One summoned creature

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another @@ -2084,22 +1936,18 @@

    Summon Monster I

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

    Summon Monster II

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Brd 2, Clr 2, Sor/Wiz 2

    +

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

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

    Summon Monster III

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Brd 3, Clr 3, Sor/Wiz 3

    +

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

    This spell functions like summon monster I, except that you can summon one creature from the 3rd-level @@ -2107,11 +1955,9 @@

    Summon Monster III

    1st-level list.

    Summon Monster IV

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Brd 4, Clr 4, Sor/Wiz 4

    +

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

    This spell functions like summon monster I, except that you can summon one creature from the 4th-level @@ -2119,11 +1965,9 @@

    Summon Monster IV

    lower-level list.

    Summon Monster V

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Brd 5, Clr 5, Sor/Wiz 5

    +

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

    This spell functions like summon monster I, except that you can summon one creature from the 5th-level @@ -2131,21 +1975,17 @@

    Summon Monster V

    lower-level list.

    Summon Monster VI

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Brd 6, Clr 6, Sor/Wiz 6

    +

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

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

    Summon Monster VII

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Clr 7, Sor/Wiz 7

    This spell functions like summon monster I, except that you can summon one creature from the 7th-level @@ -2153,10 +1993,8 @@

    Summon Monster VII

    lower-level list.

    Summon Monster VIII

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Clr 8, Sor/Wiz 8

    This spell functions like summon monster I, except that you can summon one creature from the 8th-level @@ -2164,10 +2002,8 @@

    Summon Monster VIII

    lower-level list.

    Summon Monster IX

    - +

    Conjuration (Summoning) [see text for summon monster I]

    +

    Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9

    This spell functions like summon monster I, except that you can summon one creature from the 9th-level @@ -2706,17 +2542,15 @@

    Summon Monster IX

    Summon Nature’s Ally I

    - +

    Conjuration (Summoning)

    +

    Level: Drd 1, Rgr 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One summoned creature

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It @@ -2733,22 +2567,18 @@

    Summon Nature’s Ally I

    creatures on the table are neutral unless otherwise noted.

    Summon Nature’s Ally II

    - +

    Conjuration (Summoning)

    +

    Level: Drd 2, Rgr 2

    +

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

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

    Summon Nature’s Ally III

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Drd 3, Rgr 3

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, 1d3 @@ -2759,11 +2589,9 @@

    Summon Nature’s Ally III

    is a spell of that type.

    Summon Nature’s Ally IV

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Animal 4, Drd 4, Rgr 4

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 4th-level creature, 1d3 @@ -2774,11 +2602,9 @@

    Summon Nature’s Ally IV

    is a spell of that type.

    Summon Nature’s Ally V

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Drd 5

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 @@ -2789,11 +2615,9 @@

    Summon Nature’s Ally V

    is a spell of that type.

    Summon Nature’s Ally VI

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Drd 6

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 6th-level creature, 1d3 @@ -2804,11 +2628,9 @@

    Summon Nature’s Ally VI

    is a spell of that type.

    Summon Nature’s Ally VII

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Drd 7

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature, 1d3 @@ -2819,11 +2641,9 @@

    Summon Nature’s Ally VII

    is a spell of that type.

    Summon Nature’s Ally VIII

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Animal 8, Drd 8

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 8th-level creature, 1d3 @@ -2834,11 +2654,9 @@

    Summon Nature’s Ally VIII

    is a spell of that type.

    Summon Nature’s Ally IX

    - +

    Conjuration (Summoning) [see text]

    +

    Level: Drd 9

    +

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

    This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature, 1d3 @@ -3156,17 +2974,15 @@

    Summon Nature’s Ally IX

    Summon Swarm

    - +

    Conjuration (Summoning)

    +

    Level: Brd 2, Drd 2, Sor/Wiz 2

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 round

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One swarm of bats, rats, or spiders

    +

    Duration: Concentration + 2 rounds

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. @@ -3176,17 +2992,15 @@

    Summon Swarm

    Arcane Material Component: A square of red cloth.

    Sunbeam

    - +

    Evocation [Light]

    +

    Level: Drd 7, Sun 7

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Line from your hand

    +

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

    +

    Saving Throw: Reflex negates and Reflex half; see text

    +

    Spell Resistance: Yes

    For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each @@ -3207,17 +3021,15 @@

    Sunbeam

    undead creatures.

    Sunburst

    - +

    Evocation [Light]

    +

    Level: Drd 8, Sor/Wiz 8, Sun 8

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Area: 80-ft.-radius burst

    +

    Duration: Instantaneous

    +

    Saving Throw: Reflex partial; see text

    +

    Spell Resistance: Yes

    Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in @@ -3236,17 +3048,15 @@

    Sunburst

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

    Arcane Material Component: A piece of sunstone and a naked flame.

    Symbol of Death

    - +

    Necromancy [Death]

    +

    Level: Clr 8, Sor/Wiz 8

    +

    Components: V, S, M

    +

    Casting Time: 10 minutes

    +

    Range: 0 ft.; see text

    +

    Effect: One symbol

    +

    Duration: See text

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    This spell allows you to scribe a potent rune of power upon a surface. When triggered, a @@ -3325,11 +3135,9 @@

    Symbol of Death

    5,000 gp each.

    Symbol of Fear

    - +

    Necromancy [Fear, Mind-Affecting]

    +

    Level: Clr 6, Sor/Wiz 6

    +

    Saving Throw: Will negates

    This spell functions like symbol of death, except that all creatures within 60 feet of the @@ -3345,11 +3153,9 @@

    Symbol of Fear

    1,000 gp.

    Symbol of Insanity

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 8, Sor/Wiz 8

    +

    Saving Throw: Will negates

    This spell functions like symbol of death, except that all creatures within the radius of the @@ -3369,10 +3175,8 @@

    Symbol of Insanity

    5,000 gp.

    Symbol of Pain

    - +

    Necromancy [Evil]

    +

    Level: Clr 5, Sor/Wiz 5

    This spell functions like symbol of death, except that each creature within the radius of a @@ -3393,11 +3197,9 @@

    Symbol of Pain

    1,000 gp.

    Symbol of Persuasion

    - +

    Enchantment (Charm) [Mind-Affecting]

    +

    Level: Clr 6, Sor/Wiz 6

    +

    Saving Throw: Will negates

    This spell functions like symbol of death, except that all creatures within the radius of a @@ -3418,11 +3220,9 @@

    Symbol of Persuasion

    5,000 gp.

    Symbol of Sleep

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 5, Sor/Wiz 5

    +

    Saving Throw: Will negates

    This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the @@ -3443,11 +3243,9 @@

    Symbol of Sleep

    1,000 gp.

    Symbol of Stunning

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 7, Sor/Wiz 7

    +

    Saving Throw: Will negates

    This spell functions like symbol of death, except that all creatures within 60 feet of a @@ -3463,10 +3261,8 @@

    Symbol of Stunning

    5,000 gp.

    Symbol of Weakness

    - +

    Necromancy

    +

    Level: Clr 7, Sor/Wiz 7

    This spell functions like symbol of death, except that every creature within 60 feet of a @@ -3486,17 +3282,15 @@

    Symbol of Weakness

    5,000 gp.

    Sympathetic Vibration

    - +

    Evocation [Sonic]

    +

    Level: Brd 6

    +

    Components: V, S, F

    +

    Casting Time: 10 minutes

    +

    Range: Touch

    +

    Target: One freestanding structure

    +

    Duration: Up to 1 round/level

    +

    Saving Throw: None; see text

    +

    Spell Resistance: Yes

    By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it @@ -3511,17 +3305,15 @@

    Sympathetic Vibration

    Focus: A tuning fork.

    Sympathy

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Drd 9, Sor/Wiz 8

    +

    Components: V, S, M

    +

    Casting Time: 1 hour

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes

    You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent diff --git a/spells/spells-t-z.html b/spells/spells-t-z.html index 75d370e..8cac8e4 100644 --- a/spells/spells-t-z.html +++ b/spells/spells-t-z.html @@ -75,17 +75,15 @@

    Table of Contents

  • Zone of Truth
  • Telekinesis

    - +

    Transmutation

    +

    Level: Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

    Target or Targets: See text

    +

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

    +

    Saving Throw: Will negates (object) or None; see text

    +

    Spell Resistance: Yes (object); see text

    You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a @@ -135,17 +133,15 @@

    Telekinesis

    telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

    Telekinetic Sphere

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 8

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Reflex negates (object)

    +

    Spell Resistance: Yes (object)

    This spell functions like resilient sphere, with the addition that the creatures or objects inside the @@ -173,20 +169,18 @@

    Telekinetic Sphere

    and a pair of small bar magnets.

    Telepathic Bond

    - +

    Divination

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an @@ -205,17 +199,15 @@

    Telepathic Bond

    Material Component: Pieces of eggshell from two different kinds of creatures.

    Teleport

    - +

    Conjuration (Teleportation)

    +

    Level: Sor/Wiz 5, Travel 5

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Personal and touch

    +

    Target: You and touched objects or other touched willing creatures

    +

    Duration: Instantaneous

    +

    Saving Throw: None and Will negates (object)

    +

    Spell Resistance: No and Yes (object)

    This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster @@ -312,14 +304,12 @@

    Teleport

    Teleport Object

    - +

    Conjuration (Teleportation)

    +

    Level: Sor/Wiz 7

    +

    Range: Touch

    +

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

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    This spell functions like teleport, except that it teleports an object, not you. Creatures and magical @@ -331,10 +321,8 @@

    Teleport Object

    dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

    Teleport, Greater

    - +

    Conjuration (Teleportation)

    +

    Level: Sor/Wiz 7, Travel 7

    This spell functions like teleport, except that there is no range limit and there is no chance you arrive @@ -344,17 +332,15 @@

    Teleport, Greater

    Interplanar travel is not possible.

    Teleportation Circle

    - +

    Conjuration (Teleportation)

    +

    Level: Sor/Wiz 9

    +

    Components: V, M

    +

    Casting Time: 10 minutes

    +

    Range: 0 ft.

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any @@ -378,17 +364,15 @@

    Teleportation Circle

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

    Temporal Stasis

    - +

    Transmutation

    +

    Level: Sor/Wiz 8

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: Permanent

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the @@ -402,15 +386,13 @@

    Temporal Stasis

    at least 5,000 gp.

    Time Stop

    - +

    Transmutation

    +

    Level: Sor/Wiz 9, Trickery 9

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1d4+1 rounds (apparent time); see text

    This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other @@ -431,17 +413,15 @@

    Time Stop

    time stop.

    Tiny Hut

    - +

    Evocation [Force]

    +

    Level: Brd 3, Sor/Wiz 3

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: 20 ft.

    +

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

    +

    Duration: 2 hours/level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects @@ -466,17 +446,15 @@

    Tiny Hut

    hut is dispelled.

    Tongues

    - +

    Divination

    +

    Level: Brd 2, Clr 4, Sor/Wiz 3

    +

    Components: V, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: No

    This spell grants the creature touched the ability to speak and understand the language of any intelligent @@ -492,17 +470,15 @@

    Tongues

    pronounced.

    Touch of Fatigue

    - +

    Necromancy

    +

    Level: Sor/Wiz 0

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 round/level

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

    You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike @@ -515,17 +491,15 @@

    Touch of Fatigue

    Material Component: A drop of sweat.

    Touch of Idiocy

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: 10 min./level

    +

    Saving Throw: No

    +

    Spell Resistance: Yes

    With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty @@ -536,15 +510,13 @@

    Touch of Idiocy

    ability score drops below the minimum required to cast spells of that level.

    Transformation

    - +

    Transmutation

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 round/level

    You become a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. Your mind-set @@ -564,17 +536,15 @@

    Transformation

    by the spell effects).

    Transmute Metal to Wood

    - +

    Transmutation

    +

    Level: Drd 7

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None

    +

    Spell Resistance: Yes (object; see text)

    This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal @@ -589,17 +559,15 @@

    Transmute Metal to Wood

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

    Transmute Mud to Rock

    - +

    Transmutation [Earth]

    +

    Level: Drd 5, Sor/Wiz 5

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: Up to two 10-ft. cubes/level (S)

    +

    Duration: Permanent

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) @@ -609,17 +577,15 @@

    Transmute Mud to Rock

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

    Arcane Material Component: Sand, lime, and water.

    Transmute Rock to Mud

    - +

    Transmutation [Earth]

    +

    Level: Drd 5, Sor/Wiz 5

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: Up to two 10-ft. cubes/level (S)

    +

    Duration: Permanent; see text

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not @@ -646,17 +612,15 @@

    Transmute Rock to Mud

    Arcane Material Component: Clay and water.

    Transport via Plants

    - +

    Conjuration (Teleportation)

    +

    Level: Drd 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Unlimited

    +

    Target: You and touched objects or other touched willing creatures

    +

    Duration: 1 round

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single @@ -681,17 +645,15 @@

    Transport via Plants

    all carried objects from the tree.

    Trap the Soul

    - +

    Conjuration (Summoning)

    +

    Level: Sor/Wiz 8

    +

    Components: V, S, M, (F); see text

    +

    Casting Time: 1 standard action or see text

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature

    +

    Duration: Permanent; see text

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes; see text

    Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped @@ -726,15 +688,13 @@

    Trap the Soul

    described above, is needed.

    Tree Shape

    - +

    Transmutation

    +

    Level: Drd 2, Rgr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: 1 hour/level (D)

    By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk @@ -747,15 +707,13 @@

    Tree Shape

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

    Tree Stride

    - +

    Conjuration (Teleportation)

    +

    Level: Drd 5, Rgr 4

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

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

    You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter @@ -804,11 +762,9 @@

    Tree Stride

    the process is complete.

    True Resurrection

    - +

    Conjuration (Healing)

    +

    Level: Clr 9

    +

    Casting Time: 10 minutes

    This spell functions like raise dead, except that you can resurrect a creature that has been dead for as @@ -828,17 +784,15 @@

    True Resurrection

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

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

    True Seeing

    - +

    Divination

    +

    Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    You confer on the subject the ability to see all things as they actually are. The subject sees through normal and @@ -860,15 +814,13 @@

    True Seeing

    and fat.

    True Strike

    - +

    Divination

    +

    Level: Sor/Wiz 1

    +

    Components: V, F

    +

    Casting Time: 1 standard action

    +

    Range: Personal

    +

    Target: You

    +

    Duration: See text

    You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack @@ -877,45 +829,39 @@

    True Strike

    Focus: A small wooden replica of an archery target.

    Undeath to Death

    - +

    Necromancy

    +

    Level: Clr 6, Sor/Wiz 6

    +

    Components: V, S, M/DF

    +

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

    +

    Saving Throw: Will negates

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

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

    Undetectable Alignment

    - +

    Abjuration

    +

    Level: Brd 1, Clr 2, Pal 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Target: One creature or object

    +

    Duration: 24 hours

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

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

    Unhallow

    - +

    Evocation [Evil]

    +

    Level: Clr 5, Drd 5

    +

    Components: V, S, M

    +

    Casting Time: 24 hours

    +

    Range: Touch

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: See text

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

    @@ -954,17 +900,15 @@

    Unhallow

    spell to be tied to the unhallowed area.

    Unholy Aura

    - +

    Abjuration [Evil]

    +

    Level: Clr 8, Evil 8

    +

    Components: V, S, F

    +

    Casting Time: 1 standard action

    +

    Range: 20 ft.

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes (harmless)

    A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells @@ -990,17 +934,15 @@

    Unholy Aura

    The reliquary costs at least 500 gp.

    Unholy Blight

    - +

    Evocation [Evil]

    +

    Level: Evil 4

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Area: 20-ft.-radius spread

    +

    Duration: Instantaneous (1d4 rounds); see text

    +

    Saving Throw: Will partial

    +

    Spell Resistance: Yes

    You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy @@ -1018,17 +960,15 @@

    Unholy Blight

    creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

    Unseen Servant

    - +

    Conjuration (Creation)

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: One invisible, mindless, shapeless servant

    +

    Duration: 1 hour/level

    +

    Saving Throw: None

    +

    Spell Resistance: No

    An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It @@ -1047,17 +987,15 @@

    Unseen Servant

    Material Component: A piece of string and a bit of wood.

    Vampiric Touch

    - +

    Necromancy

    +

    Level: Sor/Wiz 3

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creature touched

    +

    Duration: Instantaneous/1 hour; see text

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum @@ -1065,17 +1003,15 @@

    Vampiric Touch

    current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

    Veil

    - +

    Illusion (Glamer)

    +

    Level: Brd 6, Sor/Wiz 6

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: Concentration + 1 hour/level (D)

    +

    Saving Throw: Will negates; see text

    +

    Spell Resistance: Yes; see text

    You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. @@ -1090,17 +1026,15 @@

    Veil

    doesn’t help.

    Ventriloquism

    - +

    Illusion (Figment)

    +

    Level: Brd 1, Sor/Wiz 1

    +

    Components: V, F

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Effect: Intelligible sound, usually speech

    +

    Duration: 1 min./level (D)

    +

    Saving Throw: Will disbelief (if interacted with)

    +

    Spell Resistance: No

    You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You @@ -1109,26 +1043,22 @@

    Ventriloquism

    Focus: A parchment rolled up into a small cone.

    Virtue

    - +

    Transmutation

    +

    Level: Clr 0, Drd 0, Pal 1

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Creature touched

    +

    Duration: 1 min.

    +

    Saving Throw: Fortitude negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The subject gains 1 temporary hit point.

    Vision

    - +

    Divination

    +

    Level: Sor/Wiz 7

    +

    Components: V, S, M, XP

    +

    Casting Time: 1 standard action

    This spell functions like legend lore, except that it works more quickly but produces some strain on you. @@ -1140,37 +1070,33 @@

    Vision

    XP Cost: 100 XP.

    Wail of the Banshee

    - +

    Necromancy [Death, Sonic]

    +

    Level: Death 9, Sor/Wiz 9

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Fortitude negates

    +

    Spell Resistance: Yes

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

    Wall of Fire

    - +

    Evocation [Fire]

    +

    Level: Drd 5, Fire 4, Sor/Wiz 4

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Concentration + 1 round/level

    +

    Saving Throw: None

    +

    Spell Resistance: Yes

    An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by @@ -1191,17 +1117,15 @@

    Wall of Fire

    Arcane Material Component: A small piece of phosphorus.

    Wall of Force

    - +

    Evocation [Force]

    +

    Level: Sor/Wiz 5

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: 1 round /level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of @@ -1221,20 +1145,18 @@

    Wall of Force

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

    Material Component: A pinch of powder made from a clear gem.

    Wall of Ice

    - +

    Evocation [Cold]

    +

    Level: Sor/Wiz 4

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 min./level

    +

    Saving Throw: Reflex negates; see text

    +

    Spell Resistance: Yes

    This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A @@ -1268,17 +1190,15 @@

    Wall of Ice

    Material Component: A small piece of quartz or similar rock crystal.

    Wall of Iron

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 6

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving @@ -1303,17 +1223,15 @@

    Wall of Iron

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

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

    Wall of Stone

    - +

    Conjuration (Creation) [Earth]

    +

    Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: See text

    +

    Spell Resistance: No

    This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick @@ -1343,17 +1261,15 @@

    Wall of Stone

    Arcane Material Component: A small block of granite.

    Wall of Thorns

    - +

    Conjuration (Creation)

    +

    Level: Drd 5, Plant 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: None

    +

    Spell Resistance: No

    A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns @@ -1389,17 +1305,15 @@

    Wall of Thorns

    that affect plants.

    Warp Wood

    - +

    Transmutation

    +

    Level: Drd 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door @@ -1422,17 +1336,15 @@

    Warp Wood

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

    Water Breathing

    - +

    Transmutation

    +

    Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Target: Living creatures touched

    +

    Duration: 2 hours/level; see text

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. @@ -1440,17 +1352,15 @@

    Water Breathing

    The spell does not make creatures unable to breathe air.

    Arcane Material Component: A short reed or piece of straw.

    Water Walk

    - +

    Transmutation [Water]

    +

    Level: Clr 3, Rgr 3

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: One touched creature/level

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: Will negates (harmless)

    +

    Spell Resistance: Yes (harmless)

    The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running @@ -1463,51 +1373,45 @@

    Water Walk

    are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

    Waves of Exhaustion

    - +

    Necromancy

    +

    Level: Sor/Wiz 7

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 60 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: Instantaneous

    +

    Saving Throw: No

    +

    Spell Resistance: Yes

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

    Waves of Fatigue

    - +

    Necromancy

    +

    Level: Sor/Wiz 5

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 30 ft.

    +

    Area: Cone-shaped burst

    +

    Duration: Instantaneous

    +

    Saving Throw: No

    +

    Spell Resistance: Yes

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

    Web

    - +

    Conjuration (Creation)

    +

    Level: Sor/Wiz 2

    +

    Components: V, S, M

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

    Effect: Webs in a 20-ft.-radius spread

    +

    Duration: 10 min./level (D)

    +

    Saving Throw: Reflex negates; see text

    +

    Spell Resistance: No

    Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The @@ -1541,11 +1445,9 @@

    Web

    Material Component: A bit of spider web.

    Weird

    - +

    Illusion (Phantasm) [Fear, Mind-Affecting]

    +

    Level: Sor/Wiz 9

    +

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

    This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected @@ -1556,17 +1458,15 @@

    Weird

    subject also takes 1d4 points of temporary Strength damage.

    Whirlwind

    - +

    Evocation [Air]

    +

    Level: Air 8, Drd 8

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Long (400 ft. + 40 ft./level)

    +

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

    +

    Duration: 1 round/level (D)

    +

    Saving Throw: Reflex negates; see text

    +

    Spell Resistance: Yes

    This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water @@ -1584,17 +1484,15 @@

    Whirlwind

    depositing the hapless souls wherever the cyclone happens to be when they are released.

    Whispering Wind

    - +

    Transmutation [Air]

    +

    Level: Brd 2, Sor/Wiz 2

    +

    Components: V, S

    +

    Casting Time: 1 standard action

    +

    Range: 1 mile/level

    +

    Area: 10-ft.-radius spread

    +

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

    +

    Saving Throw: None

    +

    Spell Resistance: No

    You send a message or sound on the wind to a designated spot. The @@ -1615,17 +1513,15 @@

    Whispering Wind

    effects.

    Wind Walk

    - +

    Transmutation [Air]

    +

    Level: Clr 6, Drd 7

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

    Targets: You and one touched creature per three levels

    +

    Duration: 1 hour/level (D); see text

    +

    Saving Throw: No and Will negates (harmless)

    +

    Spell Resistance: No and Yes (harmless)

    You alter the substance of your body to a cloudlike vapor (as the @@ -1650,17 +1546,15 @@

    Wind Walk

    the spell is about to end.

    Wind Wall

    - +

    Evocation [Air]

    +

    Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3

    +

    Components: V, S, M/DF

    +

    Casting Time: 1 standard action

    +

    Range: Medium (100 ft. + 10 ft./level)

    +

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

    +

    Duration: 1 round/level

    +

    Saving Throw: None; see text

    +

    Spell Resistance: Yes

    An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring @@ -1678,17 +1572,15 @@

    Wind Wall

    Arcane Material Component: A tiny fan and a feather of exotic origin.

    Wish

    - +

    Universal

    +

    Level: Sor/Wiz 9

    +

    Components: V, XP

    +

    Casting Time: 1 standard action

    +

    Range: See text

    +

    Target, Effect, or Area: See text

    +

    Duration: See text

    +

    Saving Throw: See text

    +

    Spell Resistance: Yes

    Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality @@ -1760,17 +1652,15 @@

    Wish

    XP.

    Wood Shape

    - +

    Transmutation

    +

    Level: Drd 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Touch

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: Will negates (object)

    +

    Spell Resistance: Yes (object)

    Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it @@ -1778,17 +1668,15 @@

    Wood Shape

    shape that includes moving parts simply doesn’t work.

    Word of Chaos

    - +

    Evocation [Chaotic, Sonic]

    +

    Level: Chaos 7, Clr 7

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: 40 ft.

    +

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

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates; see text

    +

    Spell Resistance: Yes

    Any nonchaotic creature within the area who hears the @@ -1837,17 +1725,15 @@

    Word of Chaos

    word of chaos.

    Word of Recall

    - +

    Conjuration (Teleportation)

    +

    Level: Clr 6, Drd 8

    +

    Components: V

    +

    Casting Time: 1 standard action

    +

    Range: Unlimited

    +

    Target: You and touched objects or other willing creatures

    +

    Duration: Instantaneous

    +

    Saving Throw: None or Will negates (harmless, object)

    +

    Spell Resistance: No or Yes (harmless, object)

    Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate @@ -1866,15 +1752,13 @@

    Word of Recall

    from being teleported. Unattended, nonmagical objects receive no saving throw.

    Zone of Silence

    - +

    Illusion (Glamer)

    +

    Level: Brd 4

    +

    Components: V, S

    +

    Casting Time: 1 round

    +

    Range: Personal

    +

    Area: 5-ft.-radius emanation centered on you

    +

    Duration: 1 hour/level (D)

    By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those @@ -1885,17 +1769,15 @@

    Zone of Silence

    zone of silence.

    Zone of Truth

    - +

    Enchantment (Compulsion) [Mind-Affecting]

    +

    Level: Clr 2, Pal 2

    +

    Components: V, S, DF

    +

    Casting Time: 1 standard action

    +

    Range: Close (25 ft. + 5 ft./2 levels)

    +

    Area: 20-ft.-radius emanation

    +

    Duration: 1 min./level

    +

    Saving Throw: Will negates

    +

    Spell Resistance: Yes

    Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each