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Arcane Eye, Greater


Divination (Scrying)
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions as arcane eye (see page 200 in the Player’s Handbook), creating an invisible magical sensor that
enables you to view across great distance as if you were there. Greater arcane eye grants both 60-foot darkvision and low-
light vision, as well as enabling you to see ethereal and invisible creatures as if you had cast true seeing.
Material Component: A bat figurine carved of crystal.

Arcane Staff
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Nonmagic quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Spells you can normally cast may be placed into a prepared quarterstaff. You can store a number of spell levels equal to your
caster level, but no spell can be higher than 4th level. For example, a 9th-level wizard could store two 4th-level spells and a
1st level spell; or one 4th-level spell, one 3rd-level spell, and one 2nd-level spell; or any other combination totaling nine
levels. 0-level spells cannot be stored within an arcane staff. A spell stored within the quarterstaff can be cast just as any
other spell. It does not count against your normal allotment of spells for a given day. You use up any applicable material
components and expend any experience cost to cast the spell when you store it in the staff. You cannot have more than one
prepared arcane staff at any given time.
Focus: The masterwork quarterstaff that stores the spells.

Arcane Staff, Greater


Transmutation
Level: Sorcerer/wizard 7
As arcane staff, except that you can store up to your spellcasting level + ability modifier (Intelligence if a wizard, Charisma if a
sorcerer) in total spell levels within the quarterstaff, and the spells you store can be up to 6th level.
Arcane Staff, Lesser
Transmutation
Level: Sorcerer/wizard 3
As arcane staff, except that you can store only up to your ability modifier (Intelligence if a wizard, Charisma if a sorcerer) in
total spell levels within the quarterstaff, and the spells can be only 1st or 2nd level.

Awaken the Mind


Transmutation
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With this spell, you imbue any creature of animal intelligence with increased intellect and personality, granting a +8 bonus to
Intelligence and +4 bonus to Wisdom and Charisma. If the target creature already has a natural Intelligence of 3 or more, the
spell fails. Though you have no special empathy or connection with a creature under the effects of awaken the mind, affected
creatures are friendly toward you, and will serve you in specific tasks or endeavors if you communicate your desires to them.
As well, a target creature can speak one language that you know. The target creature’s type becomes magical beast (if it isn’t
already), but creatures under the effects of the spell can’t serve as animal companions, familiars, or special mounts. The
effects of awaken the mind can be made permanent by a 15th-level spellcaster casting permanency, but require the
expenditure of 3,000 XP.
Material Component: A small diamond worth at least 1,000 stl.

Barrier of Deflection
Evocation (Force)
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You surround yourself, or any single creature touched, with an invisible barrier of force, creating a personal shield that
repulses physical attacks. The barrier provides a +4 deflection bonus to AC, as well as causing 1d6 points of force damage to
any creature that strikes you with a melee or touch attack, while the field surrounding you backlashes.
Material Component: A small steel mirror.

Bestow Greater Curse


Transmutation
Level: Brd 6, Clr 7, Sor/Wiz 8
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The caster places a curse on the creature touched, choosing one of the following three effects: One ability score is reduced
to 1, or two ability scores take –6 penalties (to a minimum score of 1). –8 penalty on attack rolls, saving throws, ability
checks, and skill checks. Each turn, the subject has a 25% chance to act normally, otherwise, he takes no action. A player
may invent a new curse, but it should be no more powerful than those listed above, and the DM has final say on the curse’s
effects. A greater curse cannot be dispelled. It can be removed with a break enchantment, limited wish, or remove curse
spell, but the caster attempting to break the curse must succeed at a caster level check (DC 15 + caster level of the creature
who bestowed the curse). A miracle or wish spell removes the greater curse automatically. When the curse is bestowed, the
caster of the greater curse can choose to specify a deed, event, or task that will end the curse. The deed must be something
that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be
“Slay the black dragon Mohrlex,” or “Climb the peak of Malystryx.” The cursed victim can have help accomplishing the task,
and in some cases another character can lift the curse (see Dying Curses in Chapter 6 for guidelines).

Billim’s Bifrost Bridge


Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Crystal bridge whose area is up to two 5-ft. squares/level (see text)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an anchored bridge of solid crystal to form, stretching from two areas indicated during the casting (both of
which must be in range of the spell) to join in the center. The bridge cannot form in an area occupied by physical objects or
creatures. Its surface must be smooth and unbroken when created. It can join two areas of differing heights, as long as the
bridge does not climb or descend at an angle of more than 45 degrees (in other words, the vertical distance cannot exceed
the horizontal distance between its anchor points). The bifrost bridge is 1 inch thick per four caster levels. It can support up to
1,000 pounds of weight per inch of thickness. If the weight limit is exceeded, the bridge instantly crumbles into a fine white
powder and vanishes in 1 round. Each 5-foot square of the bridge has 15 hit points per inch of thickness. Creatures can hit
the bridge automatically, but it has hardness 5. If any part of the bridge is reduced to 0 hit points, the entire bifrost bridge
collapses.
Material Component: A rectangular piece of quartz.
Bind Spirit
Necromancy
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Corpse
Duration: 10 years/ caster level
Saving Throw: Will negates
Spell Resistance: Yes
Bind Spirit will tie the spirit of a recently deceased creature to a physical item, preventing the spirit from passing to the River
of Souls and entering the afterlife. The subject must have been dead no longer than 1 round per caster level. You can bind
the soul to any non-living item, including the targets own body. Once bound, the soul cannot be returned through clone, raise
dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only a dispel magic cast upon the item
binding the spirit, the destruction of the vessel, or use of the freedom spell will release the spirit from its binding (which is
then still dead). If the spirit is bound to its own body, the body is not ambulatory, unless an animate dead spell is cast upon it.
The body must be mostly intact if it is to be animated, but for the purpose of this spell, the skull is the key focus that becomes
the vessel. The spirit is not solely confined to the vessel; it can travel away from the vessel, although it cannot physically
interact with the mortal world. Although the spirit can leave the vessel, you maintain control over the spirit as long as the
vessel remains in your possession. If the vessel is destroyed, the spirit is released from its binding. At this point, the spirit is
allowed a Will save (DC 20). If the spirit succeeds at the saving throw, it can remain in the world, manifesting as a ghost. If
the spirit fails its saving throw, then it is swept away into the next life. The spirit can choose to automatically fail its saving
throw, if it only desires to travel to the afterlife.
Focus: A material object to serve as the vessel. The material object must either be worth 100 gp value per level/HD of the
creature being bound, unless the vessel is the spirit’s original body, at which point, it’s skull must be intact and undamaged.

Blunted Blades
Transmutation [Good]
Level: Clr/Mys 3, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
All weapons, both manufactured and natural, within this spell’s area of effect deal nonlethal damage instead of normal
damage. This spell only affects weapons in the area of effect during casting. Weapons brought into the area after the spell is
cast retain their ability to deal normal damage. Similarly all weapons that leave the area after casting are still only able to deal
nonlethal damage for the duration of the spell. When attacking with a weapon under the effect of blunted blades, a creature
doesn’t take the usual –4 penalty to attack when dealing nonlethal damage with a weapon.

Call Undead I
Conjuration [see text]
Level: Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./level)
Effect: One called creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell calls an undead creature. It appears where you designate and acts immediately, on your turn. It attacks your
opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack
particular enemies, or to perform other actions.
A called undead cannot call or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities
(with the exception of Ethereal travel). Creatures cannot be called into an environment that does not support them, which
granted is rare as undead are not dependant upon environment for survival. But in areas where Ethereal travel is impossible,
ethereal creatures (such as ghosts) cannot be called. The spell calls one of the creatures from the 1st-level list on the
accompanying Call Undead table. You can choose which kind of creature to call, and you can change that choice each time
you cast the spell. For this spell the undead called are swept along the River of Souls that permeates the world, traveling on
the waves of ether, appearing as desired. When the spell ends, the creatures return to their rest.
Arcane Focus: A burial shroud.
Call Undead II
Conjuration [see text for call undead I]
Level: Clr 2, Sor/Wiz 2
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 2nd-level list or 1d3 creatures of
the same kind from the 1st-level list.

Call Undead III


Conjuration [see text for call undead I]
Level: Clr 3, Sor/Wiz 3
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 3rd-level list, 1d3 creatures of
the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Call Undead IV
Conjuration [see text for call undead I]
Level: Clr 4, Sor/Wiz 4
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 4th-level list, 1d3 creatures of
the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower level list.

Call Undead V
Conjuration [see text for call undead I]
Level: Clr 5, Sor/Wiz 5
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 5th-level list, 1d3 creatures of
the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower level list.

Call Undead VI
Conjuration [see text for call undead I]
Level: Clr 6, Sor/Wiz 6
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead 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.

Call Undead VII


Conjuration [see text for call undead I]
Level: Clr 7, Sor/Wiz 7
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 7th-level list, 1d3 creatures of
the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower level list.

Call Undead VIII


Conjuration [see text for call undead I]
Level: Clr 8, Sor/Wiz 8
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 8th-level list, 1d3 creatures of
the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower level list.

Call Undead IX
Conjuration [see text for call undead I]
Level: Clr 9, Sor/Wiz 9
Effect: One or more called creatures, no two of which can be more than 30 ft. apart.
This spell functions like call undead I, except that you can call one undead creature from the 9th-level list, 1d3 creatures of
the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower level list.

Call Undead List

1st level:
Skeleton (Tiny, Small, Medium-Sized)
Zombie (Tiny, Small, Medium-Sized)
2nd level:
Allip
Ghoul
Skeleton (Large)
Zombie (Large)

3rd: level:
Ghast
Ghost (1 HD/levels)
Skeleton (Huge)
Vampire (1 HD/levels)
Wight
Zombie (Huge)

4th level:
Ghost (2 HD/levels)
Mummy
Shadow
Skeleton (Gargantuan)
Vampire (2 HD/levels)
Zombie (Gargantuan)

5th level:
Ghost (3 HD/levels)
Skeleton (Colossal)
Vampire (3 HD/levels)
Wraith
Zombie (Colossal)

6th level:
Ghost (4 HD/levels)
Spectre
Vampire (4 HD/levels)

7th level:
Ghost (5 HD/levels)
Mohrg
Vampire (5 HD/levels)

8th level:
Ghost (6 HD/levels)
Devourer
Vampire (6 HD/levels)

8th level:
Ghost (7 HD/levels)
Nightwing
Nightwalker
Nightcrawler
Vampire (7 HD/levels)

Capsizing Waters
Transmutation [Evil, Water]
Level: Clr/Mys 7, Drd 7, Sor/Wiz 8
Components: V, S, M, DF
Casting Time: 1 hour
Range: Medium (100 ft. + 10 ft./level)
Target: 10 cubic ft. of water/level (S)
Duration: 1 hour/level
Saving Throw: No
Spell Resistance: No
This spell causes a body of water to react to disturbance in a variety of ways. If a boat or other vessel enters the affected
area, the water quickly, and violently erupts and tries to capsize the vessel. A boat or ship less than 20 feet long is capsized
80% of the time. The waves have a 60% chance of capsizing vessels 20 to 60 feet long and a 40% chance of capsizing
vessels over 60 feet long. The base chance for capsizing a vessel is increased by 1% per caster level. Thus, a 15th-level
cleric who casts this spell has a 95% chance to capsize vessels less than 20 ft. long, a 75% chance to capsize vessels 20 to
60 feet long and a 55% chance to capsize vessels over 60 feet long. The vessel’s captain can reduce the chance of
capsizing by first succeeding at a DC 30 Profession (sailor) check. Each member of the crew, to a maximum of ten
individuals, can use the Aid Another action to give the captain a circumstance bonus to the check. For every increment of 5
by which the check succeeds, the chance for the vessel to capsize is reduced by 15%. Furthermore, the affected waters pull
and drag at any creature swimming in the area, trying to drown it. Every round a creature fails at a DC 20 Swim check, the
waters drag it 10 feet below the surface, down to the maximum depth of water affected by the spell. Succeeding at this Swim
check only keeps the creature from being submerged further. Actually moving through the water requires that the creature
succeed at the check by 5 or more.

Chitinskin
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Chitinskin toughens a creature’s skin by encasing it within the hardened natural shell of an insect. The effect grants a +1
enhancement bonus to a creature’s existing natural armor bonus for every 2 levels of the spellcaster. The chitinskin fits the
target like a second skin, but the shell’s bulk does not allow for the wearing of manufactured armor. The enhancement bonus
provided by chitinskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor.
A creature without natural armor has an effective natural armor bonus of +0.
Arcane Material Component: The dessicated shell of a cicada.

Clarity of Mind
Enchantment (Compulsion) [Good, Mind-Affecting]
Level: Brd 5, Clr/Mys 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft. spread
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell can be used to focus and calm the thoughts of living creatures. This spell is similar to calm emotions, save that it
dispels, instead of suppressing, fear effects and the confused condition. In addition, all good creatures are still able to attack,
though they do so without emotion. Any morale bonuses affecting them become insight bonuses, remaining for the duration
of the clarity of mind spell, even if they would normally end sooner. If a creature under the influence of errant heart or
seething blood is in the area of effect, automatically make a targeted dispel check against the spell as if having cast dispel
magic.

Cleaning
Transmutation
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This simple cantrip removes grime, dirt, dust, cobwebs, and other fi lth from an area, just as if it had been scrubbed by soap
and water. It can be used only on solid surfaces (such as wood, cloth or stone), but has no effect on contaminated liquids or
items that have been permanently stained.

Communal Channel
Transmutation
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature/ 2 levels
Duration: 1 hour/ 2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows the caster to sacrifice any number of his daily turn/rebuke undead attempts to allow other creatures within
one step of his god’s alignment to use them instead. At the time of casting this spell, the caster decides how many
turn/rebuke attempts he will sacrifice, and how they will be divided amongst the creatures he touches. For instance, an 8th-
level cleric with a Charisma score of 17 casts this spell and decides to sacrifice four of his daily turn attempts. He decides to
distribute these turning attempts amongst three of his companions, giving two of them the ability to make one turning attempt,
and the third the ability to make two turning attempts. Turning/rebuking attempts bestowed upon other creatures are treated
as being used at the level of the cleric who cast this spell for purposes of determining maximum Hit Dice affected, as well as
calculating turning damage. The attempts remain either turning or rebuking checks (depending upon the cleric) regardless of
the recipient’s alignment. The recipient, however, adds her own Charisma modifier to the turning check and turning damage
instead of the cleric’s Charisma modifier. If the recipients of the turn/rebuke attempts have not used them all by the end of the
spell, they lose these attempts, and the caster cannot regain them for the rest of that day.

Confluence
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Target: One person or object
Duration: Instant
Saving Throw: None
Spell Resistance: No
With this spell the caster calls to mind a familiar person or object, and then searches for it through the time stream. The
caster can then see whether the target has been at his current location at any point in the past. If so, the caster also sees
when the target was there. This is only a brief flash of vision, and does not reveal anything more than the last time the target
was at the caster’s current location (if it ever was). Note that the caster must have seen the person or object before, and be
able to call to mind a mental image of it. For purposes of this spell, the caster’s current location extends for a radius of 3
feet/caster level or, if indoors or aboard a ship, the confines of the room the caster is in. The spell does not move with the
caster — to see whether the target was at another location, even a neighboring room, requires casting the spell a second
time.
Material Component: A pinch of fine sand.

Consensus
Divination
Level: Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Special; see text
Targets: All Wizards of High Sorcery
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
This spell is typically cast only by the highest ranking Wizards of High Sorcery, those who serve as Master of the Conclave or
as the Masters of the Orders. Historically, the spell has been used most frequently to elect a new Master of the Conclave, the
one wizard to whom (theoretically, at least) all other members of the Orders of High Sorcery answer. When you cast the spell,
you choose whether to send a message to all members of one particular Order (the White Robes, Red Robes, or Black
Robes), or to the members of all three Orders. This message cannot be more than 10 seconds long. It is telepathically
carried to all non-renegade spellcasters who have passed the Test of High Sorcery. The message travels any distance,
although it cannot reach those not on the Material Plane (including those in extradimensional spaces or in alternate realms of
existence). The message can penetrate any magical barriers or mental protections (including such protections as mind
blank), but cannot be received by wizards rendered unconscious by way of injury. Wizards who are sleeping at the time of
casting are awakened as the message is received. As a free action, anyone who has received the message can
telepathically return a one word reply (typically, “yea,” “nay,” or “abstain.”) The decision to return the message is voluntary, so
a wizard may choose not to respond. When you cast this spell, your mind is not bombarded with every individual’s response;
instead they are filtered into a single answer, depending upon the majority vote.
Corrupt Nature
Transmutation [Evil]
Level: Clr/Mys 5
Components: V, M
Casting Time: 1 hour
Range: Medium (100 ft. + 10 ft./level)
Area: 10 sq. feet/ level
Duration: Instantaneous
Saving Throw: Fort Negates
Spell Resistance: Yes
This spell causes a natural area to warp and twist, either withering plant life, or promoting it to an obscene rate of growth.
The area affected can resemble a type of terrain of the caster’s choice, such as a swamp, jungle, desert, or tundra. Although
only a specific patch of wilderness is directly transformed, it has a larger affect on the surrounding environment. Due to the
unnatural warping, the DCs for all Handle Animal, Knowledge (Nature), and Survival checks made within a mile radius of the
affected area are increased by +10. In addition to the previous effects, all creatures with the animal or fey type must make a
saving throw. Failing this saving throw means that the creature is overwhelmed with the foul energies, and likewise twisted
into something unnatural. Furthermore, there is a chance that one plant per caster is mutated so horribly as to become a
monster. Roll the d% separately for each affected plant. Use the following table to determine how the creatures and plants
are affected.

d% Animals and Fey /Plants


1-25 Bloodrager template*/ Assassin Vine
26-50 Fiendish template /Black Willow*
51-75 Proto-creature template* /Qlippoth*
76-00 Tainted-Blood template* /Tendriculos
*Denotes a monster found in the Bestiary of Krynn

Creatures that have been altered are not beholden to the caster, and in fact may attack if provoked. The changes made to a
creature are not bound by this list, and can be different at the discretion of the DM. In addition to the above effects, this spell
can be used to counter and dispel restore nature.
Material Component: A handful of sediment from the desired type of terrain.

Crackling Sphere
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A crackling globe of electricity flies in whichever direction you point, electrocuting those it strikes. It moves 30 feet per round,
though if it enters a space with a creature, it stops moving for the round and deals 1d4 points of electrical damage for every
two levels of the spellcaster (maximum 5d4). (The subject can negate this damage with a successful Reflex save.) The
sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and crackles. The
surface of the sphere is yielding, so does not cause damage except from the electricity. It cannot push aside unwilling
creatures or batter down large obstacles. The sphere winks out if it exceeds the spell’s range.

Curse the Magi


Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One arcane spellcaster touched
Duration: Special
Saving Throw: Will negates; see text
Spell Resistance: Yes
You cast a curse upon another spellcaster, rendering her unable to cast her spells without suffering for it. If the spellcaster
you target fails her initial Will save to negate the effects, she needs to make additional Will saves in order to cast any spell.
On a failed save, the spell fails and the target suffers 4 points of Constitution drain (though her Constitution cannot be taken
below 1 in this way). Ability drain can be regained as normal (through restoration, for example), but the effects of curse the
magi continue until the affected spellcaster has remove curse cast upon her by a spellcaster of at least 15th level, or through
the use of a limited wish, miracle, or wish spell. This spell does not affect the divine spellcasting classes, but may affect bards
if bardic magic is considered arcane in your campaign.
Material Component: An iron mask with a closed mouth.

Dalamar’s Lightning Lance


Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 lightning-lance/five levels
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: Yes
You create a crackling lance of lightning that you can hurl at your foes. You must succeed at a ranged touch attack roll to hit.
The lance deals 3d6 points of damage from the impact of the strike, plus 1d6 electricity damage per caster level (maximum
10d6). The impact damage is not subject to being reduced by protection from the elements (electricity), spark shield, and
similar magic or effects, but the target is entitled to a Fortitude save to halve the electricity damage. You can create and hurl
a second lightninglance at 10th level, and a third at 15th level. All bolts must be aimed at enemies within 30 feet of each
other.
Material Component: An amber, crystal, or glass rod.

Deep Freeze
Evocation [Cold]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause the creature touched to slowly freeze into a block of ice. You must succeed at a melee touch attack, at which point
the target creature is allowed a saving throw to resist the magic. If the creature fails, you deal 6d6 points of subdual damage
to the target, and the target suffers a –4 penalty on all attacks, saves, and checks for the duration of the spell. Each round,
the target takes an additional 6d6 points of subdual damage on your action. The deep freeze can be dispelled normally
during this time. If the target is rendered unconscious while under the spell’s effect, it freezes solid (along with all worn,
carried, or held items), becoming an inert statue of living ice. The creature is not dead, but exists in a state of suspended
animation from which it can only be revived through break enchantment, limited wish, wish, or miracle. If not revived, the
creature remains in the deep freeze for a period of 1 year per caster level.
Material Components: A silver charm shaped like a snowflake.

Detect Dragon
Divination
Level: Clr/Mys 3, Drd 3, Rgr 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect creatures with the dragon type. You need not know the specific breed of dragon you are looking for, as the
spell detects true dragons and dragonkin equally well as long as the creature possesses the dragon type (thus it will not
sense dragonnes). The spell will pierce through even the deceptions of illusions and polymorph magicks (but not through
spells like misdirection or nondetection that are specifically designed to defeat divinations). The amount of information
revealed through using the spell depends upon how long you search a particular area or focus on a specific type of dragon.
1st Round: Presence or absence of a dragon in the area.
2nd Round: Number of dragons in the area, as well as the condition (see below) of the healthiest specimen.
3rd Round: The condition and location of each individual present as well as the general breed (true dragon, draconian,
dragon turtle, etc.) of the healthiest specimen.
4th Round: The condition, location, and general breed of each individual present as well as the age category (if applicable) of
the healthiest specimen.
5th Round: The condition, location, general breed, and age category (if applicable) of each individual present.
Conditions: For purposes of this spell, the categories of conditions are as follows:
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two. Each round, you can turn to detect
dragons in a new area. The spell can penetrate barriers, such as earth and stone, as well as magical disguises, but if a
dragon is outside of direct line of sight, then you can discern its direction but not its exact location. This spell became rare
after Huma’s time, as true dragons had long since passed into the realm of “legend.” However, it was wielded particularly well
by the forces of the Dark Queen in the Age of Despair to track down the lairs of the metallic dragons so their eggs could be
stolen.
Material Component: A scale from a true dragon.

Detect Familiar
Divination
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation.
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect the presence of familiars and the magic animal companions of other spellcasting classes (such as a druid or
ranger’s animal companion, or a paladin’s mount). The amount of information revealed depends on how long you study a
particular area.
1st round: The presence or absence of a familiar or animal companion.
2nd round: The number of familiars or animal companions in the area and the power of the most potent aura.
3rd round: The strength and location of each aura. If you have line of sight to the familiars or animal companions, you can
make Spellcraft checks to determine the aura of the individual to whom the creature is bonded (one check per aura, DC 10 +
half the bonded spellcaster’s level + the bonded spellcaster’s Charisma modifier).
Aura power: The aura surrounding a familiar or animal companion is determined by the class level of the creature’s bonded
spellcaster (druid, paladin, ranger, sorcerer, or wizard). Treat a character who hasn’t yet gained his class’s spellcasting
abilities as 1st level.
Level of SpellcasterAura Power
1st–5th Faint
6th–11th Moderate
12th–17th Strong
18th+ Overwhelming
Lingering Aura: The aura of a familiar or animal companion lingers after the creature has left the area. If detect familiar is cast
and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the
aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6×10 minutes
Overwhelming 1d6 days

Diamond Body
Transmutation
Level: Channeling 9
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No (hardness)
This spell transforms you body into living diamond, which grants you several powerful abilities and resistances. You gain
damage reduction 15/magic and a spell resistance of 20. You are immune to blindness, critical hits, ability score damage,
deafness, disease, drowning, electricity, poison, polymorphing, stunning, and all spells or attacks that affect your physiology
or respiration while this spell is in effect. You take only half damage from acid, cold, and fire of all kinds. However, you also
become vulnerable to all special attacks that affect constructs. You gain a +8 enhancement bonus to your Strength score and
a +6 enhancement bonus to your Constitution, but you take a -4 penalty to your Dexterity as well (to a minimum Dexterity
score of 1), and your speed is reduced to three-quarters normal. You have an arcane spell failure of 25% and a -4 armor
check penalty, just as if you were wearing breastplate armor. You cannot eat or drink (and thus cannot use potions), nor can
you play wind instruments. Your unarmed attacks strike as if you were wielding a mace appropriate to your size (1d6 for
Small characters and 1d8 for Medium characters), and you are considered armed when making unarmed attacks. Your
weight increases by a factor of five, causing you to sink in water like a stone. However, you could survive a crushing pressure
and lack of air at the bottom of the ocean-at least until the spell duration expires.
Arcane Material Component: A flawless diamond, worth at least 5,000 gp in value
XP Cost: 2,000

Disarm
Enchantment [Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round + 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
A creature under the effect of this spell finds it difficult to hold a weapon. Any creature who fails its initial save must make an
additional Will save (this time at a –1 penalty for every 2 of your spellcaster levels) each time it attempts to grasp a weapon.
On a failed save, the creature drops the weapon as if disarmed.

Disjoin
Abjuration
Level: Clr 6, Sor/Wiz 6
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, magical effect, or object
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
You choose a single magical effect or magic item to disjoin. A disjoined spell or magic item is separated into its individual
magic components. This ends a spell or spell-like effect in the same manner as dispel magic. A permanent magic item is
suppressed (inoperative) for 1 round per caster level, and must make a successful Will save or be turned into a normal item.
An item in a creature’s possession uses its own Will save bonus or its possessor’s, whichever is better. If you cast this spell
on a creature, you can choose to target a specific item or spell effect on that creature. If you do not designate a specific spell
effect or item, disjoin affects a randomly determined spell effect or magic item affecting the creature or in its possession.
XP Cost: 200 XP.

Displace Memory
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Two living creatures touched
Duration: 1 day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
You remove a memory from one creature’s mind and place it into another, displacing 10 minutes of memory per caster level
from the target’s mind and placing that memory into the mind of another willing creature. You must have some knowledge of
the memory to be displaced in order to cast this spell (either having witnessed the same event, or having been told of the
event from the target creature whose memory you wish to displace). The memory you displace must be of a single event
occurring in continuous time (so you could displace any number of consecutive encounters in an adventure up to the
maximum time, but not arbitrarily displace just the first and last encounters, no matter how short). As well, you can only
displace a memory that has been formed within a number of years equal to your caster level. For example: A White Robe
wizard needs to send secret intelligence to the Orders of an event he witnessed. By removing the memory of the event from
his mind and placing it into the mind of his servant, she can carry the message unnoticed while his enemies focus on him.
This spell cannot be cast upon creatures with Intelligence less than 5. A spellcaster can cast this spell upon himself as either
the source of the displaced memory or the target.
Material Component: Two pieces of clear quartz, placed on the foreheads of both creatures.
Divine Lock
Abjuration
Level: Clr 2
Components: V, S, DF
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
A divine lock spell cast upon a door, chest, or portal magically locks it. You, and followers of your same deity, can freely pass
through your own divine lock without affecting it; otherwise, a door or object secured with this spell can be opened only by
breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected
by this spell. (A knock spell does not remove a divine lock; it only suppresses the effect for 10 minutes.)

Divine Retribution
Abjuration
Level: Clr 9
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
You select a single form of attack (acid, cold, electricity, fire, or force) when you cast this spell. For the duration of the spell,
any attack based upon that element that strikes the caster is absorbed and instantly reflected upon the originator of the
attack. Effect, area, and touch range spells, spell-like abilities, and supernatural abilities that use the named form of energy
are all equally affected. When it is reflected, the effect is altered, becoming either Sacred or Profane (depending upon the
alignment of the cleric’s deity), thus a creature that may normally be immune to its own attacks may now be vulnerable
instead. This Sacred/Profane attack is equally effective, regardless of the actual alignment of the originator. For example, a
cleric of Sargonnas casts divine retribution upon herself, selecting fire to be protected against, knowing she is to face a red
dragon. When the red dragon uses his fire breath, the divine retribution absorbs the damage and returns it upon the dragon
as a Profane attack, though it resembles the same fiery breath and the dragon’s chaotic evil alignment. The creature is still
allowed spell resistance and a saving throw against its own attack.

Dragon’s Blood
Transmutation
Level: Clr/Mys 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell temporarily gives a creature the characteristics of a dragon, enabling it to better resist the effects of dragon fear,
dragon magic, and dragon breath weapons. When you cast this spell, select a single type of true dragon (red, white, gold,
etc.). For the duration of the spell, the subject is unaffected by the frightful presence of that dragon type. The subject also
gains a +1 resistance bonus for every 5 caster levels (+4 maximum bonus at 20th level) on all saving throws to resist the
spells, spell-like abilities, and supernatural abilities used by the particular dragon type.
Material Component: A dragon’s scale of the type to be protected against.

Dragonbane
Transmutation
Level: Clr/Mys 4, Pal 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (item, harmless)
Spell Resistance: No
When you cast this spell upon a weapon, you imbue it with the ability to inflict increased harm against any creature of the
dragon type. The spell has three effects: First, the weapon automatically bypasses any dragon’s natural damage reduction,
as well as any damage reduction the dragon may have gained through magic or supernatural means (such as spells or
magic items that grant damage reduction). Secondly, the amount of damage inflicted by the weapon on a successful critical
hit is increased by one multiplier. Thus, a weapon that normally inflicts x2 damage on a successful critical hit deals x3
damage. Thirdly, the weapon remains unaffected by any draconian death throes—a sword blade easily slides free of a baaz
draconian’s petrified corpse and remains untouched by a deceased kapak draconian’s acidic meltdown.
Material Component: Three drops of any dragon’s blood.

Dragonwise
Abjuration
Level: Clr/Mys 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
After casting this spell, the caster takes on the mindset of a dragon. He becomes immune to the frightful presence of all
dragons, and gains a +10 bonus to all Charisma based skill checks and Sense Motive checks when dealing with creatures of
the dragon type.

Drown
Conjuration (Creation)
Level: Drd 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell fills the breathing passages of the targeted creature with water. You can keep this spell targeted upon a single
creature for as long as you maintain concentration upon it. The target is entitled to a Fortitude save. On a successful save,
the target is staggered for 1 round but succeeds in clearing its body of the conjured water. It suffers no more effect from the
spell, which ends. On a failed save, the target does not clear out the water and must make a Constitution check each round
(DC 10 + 1 for each round after the first) or begin to drown (see The Drowning Rule in the Dungeon Master’s Guide). The
target remains staggered until the spell ends or it drowns. This spell is ineffective against creatures that do not breathe
(constructs, some elementals and plants, and undead), or those who can breathe water. A creature under the effects of
drown must make a DC 25 Concentration check to cast a spell, and cannot cast spells with V components or use abilities
that require speech.
Material Component: A sea shell.

Earthen Shield
Conjuration (Creation)
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall of earth up 5 feet long/level and 1 foot thick (S)
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell creates a small, localized wall of earth, which rises from the ground. You create one wall section 5 feet long, 5 feet
tall, and 1 foot thick per level. For example, a 7th-level caster could create a wall 5 feet tall and 1 foot thick that was 20 feet
long and then turned and continued another 15 feet. The earthen shield cannot be conjured so that it occupies the same
space as a creature or another object. The earthen shield must be vertical and must rest upon a firm foundation, merging
with existing earth. You can make the wall up to 10 feet tall by stacking one section on top of another, but that is the
maximum height the earthen shield can reach. You can make the wall 2 or more feet thick by stacking one section behind
another.
The earthen shield is defensive in nature, used to provide cover from attackers. Each 5-foot length of the shield has 100 hit
points per foot of thickness. Creatures can hit the shield automatically, and its hardness is 0. A section of shield whose hit
points drop to 0 is breached. If a creature tries to break through the wall with a single effort, the DC for the Strength check is
15 + 5 per foot of thickness (on a successful check, a 5-foot section of the wall is destroyed). The earthen shield requires a
DC 15 Climb check.

Electrical Storm
Evocation [Electricity]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round/level (D)
Saving Throw: Fortitude half
Spell Resistance: Yes
Crackling bolts of electricity arc through the spell’s area, dealing 4d6 electricity damage to all creatures within (Fort save
half ). A creature that fails on its Fortitude save is dazed for 1 round.
Any creature that enters the spell’s area is subject to its effects as soon as it sets foot in the electrical storm. In addition, on
your turn in each following round, any creature currently in the electrical storm takes damage and must save again as
described above.
Material Component: A small copper key.

Elemental Blade
Evocation [Acid, Cold, Electricity, Fire or Sonic]
Level: Clr 4, Drd 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: One sword-like energy construct
Duration: 1 round/level (D)
Saving Throw: Special
Spell Resistance: Yes
You create a sword composed of raw focused energy, which you can wield to devastating effect. An elemental blade may be
created with the acid, cold, electricity, fire or sonic descriptors, which correspond with the appropriate type of energy damage.
This type cannot be changed once the spell is cast. Attacks with the elemental blade are normal melee attacks, although
since the blade is immaterial, your Strength modifier does not apply to the damage. The effect the elemental blade has upon
target creatures varies, depending upon the type of blade.
Fire: This elemental blade is a nimbus of crackling red and yellow flame. It is wielded like a scimitar, and deals 2d6 points of
fire damage plus one point of fire damage per caster level (maximum +10). Victims must also make a Reflex save to avoid
catching on fire (see Catching on Fire in the Dungeon Master’s Guide). Non-magical combustible materials such as
parchment, straw, dry sticks, and cloth ignite if they are struck (no save).
Cold: This elemental blade is a nimbus of pale bluewhite cold. It is wielded like a rapier, and deals 2d6 points of cold damage
plus one point of cold damage per caster level (maximum +10). Victims must make a Fortitude save or be staggered for a
number of rounds equal to the caster’s spellcasting ability modifier (Intelligence for wizards, Wisdom for clerics, mystics and
druids, Charisma for sorcerers).
Electricity: This elemental blade is a nimbus of blueviolet electricity. It is wielded like a longsword and deals 2d6 points of
electricity damage plus one point of electricity damage per caster level (maximum +10). Victims must make a Reflex save or
fall prone and be dazzled for a number of rounds equal to the caster’s spellcasting ability modifier (Intelligence for wizards,
Wisdom for clerics, mystics and druids, Charisma for sorcerers).
Acid: This elemental blade is a corrosive stream of green-black acid. It is wielded like a scimitar, and deals 2d6 points of acid
damage plus one point of acid damage per caster level (maximum +10). Victims must make a Fortitude save or be sickened
for a number of rounds equal to the caster’s spellcasting ability modifier (Intelligence for wizards, Wisdom for clerics, mystics
and druids, Charisma for sorcerers).
Sonic: This elemental blade is a nimbus of pinkish white force. It is wielded like a longsword, and deals 1d10 points of sonic
damage plus one point of sonic damage per caster level (maximum +10). Victims must make a Fortitude save or be
deafened for a number of rounds equal to the caster’s spellcasting ability modifier (Intelligence for wizards, Wisdom for
clerics, mystics and druids, Charisma for sorcerers).
If an attacked creature possesses spell resistance, the resistance is checked the first time the elemental blade strikes it. If the
blade is successfully resisted, the spell is dispelled. If not, the sword has its normal, full effect on that creature for the
duration of the spell.
Focus: A miniature sword with a blade made of clear quartz. It costs 25 stl to construct.

Elemental Dart
Conjuration (Creation) [Air, Cold, Earth, Electricity,
Fire, or Water]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures or objects, no two of
which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
From raw elemental matter, you form a magical dart of energy that streaks forward and strikes the target you designate. You
choose to create an acid, cold, electricity, or fire dart when you cast the spell. You must succeed at a ranged touch attack to
hit your target. The dart deals 1d6 points of damage, + 1 point per caster level (maximum 1d6 + 10). A creature struck by a
dart can attempt a Fort save for half damage. You can’t single out specific parts of a creature to attack. Unlike magic missile,
you can damage inanimate objects with an elemental dart. At every odd caster level past 3rd, you gain an additional dart. You
create two darts at 5th level, three at 7th level, four at 9th level, and the maximum number of five darts at 11th level or higher.
You can attack with multiple darts in the same action in which you cast elemental dart at no penalty. If you fire multiple darts,
you can have them strike a single target or several targets. A single dart can strike only one target. You must designate
targets before you make attack rolls, check for spell resistance, or roll damage. Since the darts are composed of elemental
energy, they may deal greater damage against targets susceptible to elemental damage—such as using a fire dart against a
white dragon, for example. Additionally, it is possible to be protected against elemental darts by appropriate spells, such as
protection from elements, resist elements, and the like.

Emotional Brew
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One gallon (8 pints) of liquid/5 levels
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
You can enchant a gallon of any liquid, infusing it with emotional energy that affects anyone who drinks it. The emotion that
affects those who drink the liquid must be determined at the time of the creation of the emotional brew. The spell does not
take effect until at least a full pint of liquid is consumed, at which point the creature may make a Will saving throw to realize
that the emotions are not merely a natural effect of the liquid. Typically the spell is cast upon alcohol, which makes creatures
more susceptible to the mind-affecting aspects of the spell. There are currently six known types of emotional brew:
Belligerence: The enchanted creature reacts more negatively towards others, becoming belligerent. Their attitude on the
Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master’s Guide) shifts to the next less favorable reaction
(helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). The effects of the belligerence will
last 1 hour per pint consumed (Will negates).
Depression: Enchanted creatures suffer a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls for 1 hour per pint consumed (Will halves). Each pint consumed stacks with previous effects, although
each hour after the first reduces the effects by 2. (Thus, if 3 pints were consumed, then the creature suffers a -6 penalty the
first hour, -4 the second hour and -2 the third hour).
Fear: The enchanted creature becomes panicked, dropping everything it holds (including the brew) and fleeing at top speed
away from the source of the fear, as well as away from any other dangers it encounters, along a random path. It cannot take
any other actions. Additionally, the creature takes a -2 morale penalty on all saving throws, skill checks, and ability checks. If
cornered, the creature cowers and does not attack, typically using the total defense action in combat. The fear lasts for 1
minute per level of the spellcaster (Will negates).
Friendship: The enchanted creature reacts more positively towards others. Their attitude on the Influencing NPC Attitude
Table (see NPC Attitudes in the Dungeon Master’s Guide) shifts to the next more favorable reaction (hostile to unfriendly,
unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures will react normally in combat, however. The
effects of the friendship will last 1 hour per pint consumed (Will negates).
Hope: The enchanted creature gains a +2 morale bonus to saving throws, ability checks, skill checks, and weapon damage
rolls, which lasts about 1 hour per pint consumed (Will negates). Unlike depression, the effects do not stack.
Rage: The enchanted creature gains a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will
saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. The effects last for 1 minute per level of the
spellcaster (Will negates).
Regardless of the type of effect of the emotional brew, once the effects wear off (if the first saving throw is failed) at the end
of the duration, the affected creature must make a Fortitude saving throw. Success on the saving throw means that the
creature is dazzled (-1 penalty to attack rolls) for 1 minute per level of the spellcaster. Failure means that the creature is
having one heck of a hangover, suffering the effects of being sickened (-2 penalty on attack rolls, saving throws, skill checks,
and ability checks) for 10 minutes per level of the spellcaster.

Energy Barrier
Abjuration
Level: Drd 3, Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Effect: An amorphous barrier whose area is up to one 10-ft. square/level
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell creates a protective barrier against energy. When you cast it, you must select the type of energy to protect against
(acid, cold, electricity, fire, or sonic). Once created, the barrier cannot move (nor can you change the type of energy protected
against), it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However disintegrate
immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a [Mordenkainen’s] disjunction spell. Breath
weapons and spells with energy type descriptor cannot pass through the barrier either way. An energy barrier will prevent a
non-native Outsider of the appropriate energy subtype from passing through, although it has no effect upon ethereal
creatures, nor does it stop such effects as dimension door or teleport from functioning. Afire barrier will halt the flow of
magma or lava. A cold barrier will stop solid ice and snow. An acid barrier offers protection from water. Even though the
energy barrier offers protection, it does not protect against dehydration, starvation, nor does it create oxygen where there is
none (thus, an acid barrier could be used to create a bubble underwater, but it does not allow excess oxygen to flow through
the sphere).
Material Component: A pinch of powered quartz.

Ensnare the Heart


Enchantment [Mind-Affecting]
Level: Brd 5, Clr 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard actin
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
As charm person, however, the target’s attitude becomes Helpful (see Diplomacy skill, Player’s Handbook) and the effects
are permanent.

Errant Heart
Enchantment (Compulsion) [Evil, Mind-affecting]
Level: Clr/Mys 7, Sor/Wiz 7
Components: V, M, (DF)
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes one creature to become deathly obsessed with another item or creature of the caster’s choice. It will act
irrationally in the pursuit of its target, and may even murder or violate other important tenets it holds dear if forced to in order
to possess the object or person. If a creature is clearly an obstacle to the subject’s acquisition of its obsession, it becomes
Unfriendly towards the creature in question, regardless of any past history. Any time the object or person would cause the
subject to take actions against its nature, it receives a new saving throw with a +2 bonus. Succeeding at this saving throw
does not end the spell, but merely allows the creature to stave off the darker impulses for 24 hours, and it will resort to more
acceptable means of acquiring its target. If the target of the subject’s desire is a person, the obsession causes the subject to
desire the target’s companionship at all times. The exact nature of the obsession can range anywhere from having a strong
desire to constantly be in the target’s presence, to actually experiencing warped romantic feelings for the target. If the target
resists the subject’s attempts, the subject will do whatever it can to force reciprocity, from using other charm and compulsion
effects to kidnapping the target so that the subject knows where the target is at all times. The subject of this spell is otherwise
able to act of its free will, and is in no way beholden to or under the control of the caster. Calm emotions cannot suppress this
spell.
Material component: A small ruby statue carved in the likeness of the target person or object worth at least 6,000 stl.

Eternal Repose
Necromancy
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You encase a corpse within a nearly indestructible shell of amber, preventing the body from decomposing and protecting it
from harm. The corpse is protected as if under a temporal stasis spell. No effect or force can harm the body within the amber
coffin, nor can the body be affected by any magical spell. The body is unaffected by the ravages of time, untouched by decay
or rot. As long as the body remains within the amber coffin, it cannot be raised, resurrected, or contacted. The amber coffin is
translucent and extremely resistant to damage. The coffin is 1 inch thick per level of the caster, stretching out from the body
in the center of the coffin. The coffin has 30 hit points per inch of thickness, with a hardness of 15. If the coffin is destroyed,
the body within is released from the spell, decay and decomposition setting in as normal, from that point onwards. A freedom
spell cast upon the amber coffin will dispel the coffin, as will the application of a limited wish, miracle, or wish spell.
Arcane Material Component: A chunk of amber containing the preserved body of an insect or some other creature.
Ethereal Flame
Necromancy
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius sphere
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes
You summon a blast of spectral flame that can have a devastating effect upon targets both living and dead. When used
against living creatures, ethereal flame blasts away at the psyche of those caught within the explosion. Within the blast, all
living creatures suffer the loss of 1d4 + 1 per 5 levels of the caster’s Wisdom (Fortitude save for half). Against undead
opponents, the ethereal flame tears away at the soul, burning away any sense of identity. The flame deals 1d4 + 1 per 5
levels of the caster Charisma loss. Undead brought to 0 or lower Charisma are instantly destroyed, their souls cast back into
the River of Souls. Although the ghostly flames of cerulean and emerald are apparent, they are truly a manifestation of
spiritual energy on the Ethereal Plane. Thus the spell is equally effective against corporeal and incorporeal foes. Against
nonliving, but non-undead targets, ethereal flame has no effect.
Arcane Material Component: A silver candle that has been blessed by a cleric.

Falling Feathers
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Pile of feathers whose area is up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates feathers that fall from the sky with surprising swiftness, creating a massive pile on the ground. Within
moments, the feathers fill a 5-foot square (5-feet wide and 5-feet deep) per level of the spellcaster. The pile can be spread
out or piled up, as you decide upon casting the spell, as long as the area the feathers fill up is contiguous (you cannot
separate the feathers into distinct piles, the spell creates only a single pile). The feathers are harmless, and they do not
noticeably impede movement; however, they can provide a handy way to create a safe landing place for falling creatures.
Each 5- feet of depth will reduce the effective distance fallen by 10- feet when calculating falling damage (see Falling
Damage in the Dungeon Master’s Guide), with a 5-foot wide square providing enough support for a Small or Medium sized
creature. For Large creatures, the pile must be at least 10-feet wide and 10-feet deep for the feathers to reduce damage, with
an additional 5-feet (both in width and depth) pile needed per size category above Large. Tiny and smaller creatures have the
effective distance fallen reduced by 20-feet per 5-feet depth of the feathers.
Material Component: A piece of down.
False Vision
Illusion [Evil]
Level: Clr/Mys 2
Components: V, F, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any one creature.
Duration: Permanent
Saving Throw: Will (Disbelief); see text
Spell Resistance: Yes
This spell immediately floods a creature’s mind with a series of images of the caster’s choosing. The images can be anything
from a single coherent scene to a flash of jumbled imagery, dependant upon the will of the caster. The vision can appear to
last anywhere from a minute to a lifetime, but the subject perceives the flash of information immediately, and must make a
Will save to avoid being dazed by the sudden onslaught of images. The images, whatever they are, carry with them a general
theme that instructs a creature to take or refrain from a course of action, or act in a way that is in accord with a certain
philosophical belief. When the creature acts in accord with the message of the vision, it gains a +1 morale bonus to any
saving throw, ability check, and skill check that would further the cause or theme that has been communicated to the
creature. Any time the creature acts against, or when inaction would lead counter to, the vision, it incurs a penalty of –2 to all
saving throws, ability checks, and skill checks until 24 hours have passed, or it has acted in a way in accordance with the
message communicated by the vision. Creatures who succeed at their saving throw sense an almost artificial dream-like
quality to the vision, and are able to adequately discern that the imagery they see has been created by a non-divine entity.
Focus: A broken holy symbol. XP Cost: 250 XP

Feign Life
Necromancy [Death]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead or undead creature touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
You are able to give the illusion of life to a corpse. Under the effects of feign life, a dead body breathes, the heart beats, and
blood circulates to give the flesh the glow of life. Feign life has no effect on a body’s chances of being raised or resurrected,
though, and does nothing to slow down a body’s natural decay. This spell can also be cast upon any undead with physical
bodies (and so cannot be cast upon incorporeal undead or skeletons, among others) to give them a semblance of life, but
does not repair damage or defects in the undead’s appearance or remove any undead penalties or weaknesses.

Fistandantilus’s Portal
Conjuration (Creation)
Level: Sor/Wiz 8
Components: V, S, M, XP
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: See text
Duration: Concentration + 1 round
Saving Throw: None
Spell Resistance: No
Casting Fistandantilus’s portal opens an interdimensional connection between two places on the same plane of existence,
allowing travel between the locations in either direction. The portal itself is a circular hoop or disk from 5 to 20 feet in
diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you).
It is a two-dimensional window and anyone or anything that moves through is shunted instantly to the other side. The portal
has a front and back. Creatures moving through the portal from the front are transported to the other location; creatures
moving through it from the back are not. The interdimensional connection is forged through the Astral Plane, so anything that
blocks astral travel will also block the usage of the portal. Much like the teleportation spell, you must have a clear idea of the
location and layout of the destination. You can’t create a portal if you don’t know where the terminus will end up. The clearer
your mental image, the more likely the portal will form. Areas of strong physical or magical energies may make traversing a
portal more hazardous or even impossible. Use the following table to determine the success of the portal’s opening:

Destination Successful Failed


Familiarity Portal Portal
Very familiar 01–97 / 98–100
Studied carefully 01–94 / 95–100
Seen casually 01–88 / 89–100
Viewed once 01–76 / 77–100
Description 01–60 / 61–100

Material Component: Ruby dust that is used to form the outline of the portal (cost 1,000 gp).
XP Cost: 500 XP.

Flamewave
Evocation [Fire]
Level: Drd 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 5 ft. high moving wall of flame, up to 5 ft. wide/2 levels
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
You create a sheet of devouring flames that move away from you at a steady speed, scorching anything in their path. The
flamewave moves at a speed of 30 feet each round, in the same direction indicated at the casting of the spell, which cannot
be changed. A flamewave moves over barriers less than 4-feet high, but it must travel across a solid surface. The flamewave
is 5 ft. high and 1 ft. thick, and 5 ft. wide for every 2 levels of the caster. It ignites flammable substances. If the flamewave
passes through a space occupied by a creature, the creature takes 2d6 points of fire damage + 1 point of fire damage per
caster level (maximum +20). The flamewave deals double damage to undead creatures. Once the flamewave moves beyond
the spell’s range, it automatically winks out of existence. You may also dispel the flamewave at will.
Arcane Material Component: A rectangular block of coal or incense.

Fog of Fear
Necromancy [Fear, Mind-Affecting]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 30-ft. radius, 30 ft. high
Duration: 1 min./level
Saving Throw: Will partial; see text
Spell Resistance: Yes
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are bluish-green and affects the mind of any
living creature that breathe in the fumes. Living creatures with 3 or fewer HD are panicked (no save). A living creature with 4
to 6 HD is panicked, unless it succeeds on a Will save (in which case it is frightened for the duration of the spell). A living
creature with 7 or more HD is frightened for the duration of the spell, unless they succeed the Will save (in which case, they
are shaken for the duration). Unlike a fog cloud, the fog of fear moves away from you at 10 feet per round, rolling along the
surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther
away from the point of origin where you cast the spell. Like a fog cloud, the fog of fear obscures all sight, including
darkvision, beyond 5 feet. The fog of fear is heavier than a fog cloud, tending to sink to the lowest level of the land, even
pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
Arcane Material Component: A shroud taken from a corpse that has already been buried.

Frozen Moment
Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 1 round/level
Saving Throw: Will
Spell Resistance: Yes
You cause the River of Time surrounding the target object’s essence or the target creature’s soul to stop flowing, but for only
a few seconds. This immobilizes that creature or object in place. Everything around the target proceeds as normal, but the
region of stopped time encasing the target makes it completely invulnerable to attacks, spells, and damage of any sort while
the frozen moment is in effect. This spell does not affect anything larger than a Medium creature — it cannot be used to stop
an elephant in its tracks, or to prevent a wagon from toppling over a cliff.
Material Component: A drop of water.
Giant’s Guise
Illusion (Glamer) [Mind-Affecting]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: No
This spell covers a target creature with an illusion that makes it appear as large as a giant. This illusion offers no modifiers to
the target’s AC or attack rolls, but grants a +8 circumstance bonus to Intimidate checks. Any creatures the target attacks or
otherwise interacts with physically are allowed a Will save against the illusion’s effects. If they fail their first save and the
“giant” subsequently deals damage to them, they must succeed on a second Will save or be stricken with fear and become
shaken. Shaken creatures become frightened on a second successful attack and failed save, then panicked if they are
successfully attacked and fail to save a third time. Success on any subsequent save means that the victim has seen through
the illusion, and is no longer subject to the fear effects (as well as being able to communicate knowledge of the illusion to
other characters).
Material Component: A braid of giant or ogre hair.

Globular Hoard
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One collection of objects up to one 5-ft. cube/level
Duration: 1 day/level
Saving Throw: Will negates (object)
Spell Resistance: No
This spell bonds all unattended objects that are touching one another within the spell’s effect. The hoard is considered one
item, with a total weight equal to the combined weight of every affected object. A globular hoard is often difficult (if not
impossible) to move, since a large collection of items can easily weigh several hundred pounds. It is likewise difficult to place
the hoard in any container, including magical containers such as bags of holding, as its total size is usually larger than the
container’s opening. You can force an individual object free from the hoard by making a DC 32 Strength check. Once an
object has been removed, it is no longer affected by this casting of the spell— another casting is required. All objects to be
affected must be in contact with one another when the spell is cast. Thus, you must cast this spell twice if you want to protect
two piles of objects, or if you want to add an object (such as a magic item) to an existing globular hoard. Dragons developed
this spell to secure their hoards when they must leave for extended periods of time. This spell can be made permanent with a
permanency spell.
Material Component: 250 gp worth of gold dust, encased in gum arabic.
Greed
Enchantment [Mind-Affecting]
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any number of creatures
Duration: 1 min./level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You cause all living creatures within range to succumb to the base desire of greed. For the duration of the spell the victim
becomes enthralled (as per the spell) with a single physical object, as designated when the spell is cast. Enthralled creatures
will give their undivided attention upon the object, ignoring their surroundings. Creatures with 4 or more HD or with a Wisdom
score of 16 or higher remain aware of their surrounding and are allowed another saving throw to brake the enchantment if
they witness actions that they oppose or are driven by their greed to perform and action that would violate their alignment
(such as an affected paladin turning hostile towards comrade who has possession of the item that is the source of the greed).
Creatures caught up in greed have an indifferent attitude towards anyone and anything that is not the material object of their
greed. Any other who attempts to take the object from them automatically triggers a hostile reaction, which can cause even
life-long friends to fall to fighting amongst themselves.

Hardening
Transmutation
Level: Forge 7, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One item of a volume no greater than 10
cu. ft./level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials (see Table 8–12: Substance Hardness and Hit Points in the Player’s
Handbook). Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For
every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves
only the material’s resistance to damage. Nothing else is modified by the improvement. For example, a longsword (base
hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of
ignoring damage caused by someone using the sunder action. The sword’s hit points, attack and damage modifiers, and
other characteristics are not affected. The hardening spell does not in any way affect resistance to other forms of
transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so
on. 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.
Material Component: A pinch of diamond dust worth at least 100 gp per cubic foot of the item to be hardened.
Hasten the End
Necromancy [Evil]
Level: Clr/Mys 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Target creature
Duration: Concentration
Saving Throw: Fortitude Negates
Spell Resistance: Yes
This spell causes the target to age rapidly in a short amount of time. Each round that the spell affects the target creature, it
must make a Fortitude saving throw. Failure bestows a negative level upon the creature, and ages it 10 years. A successful
save indicates that the creature is unaffected by the negative levels, and does not age. If the creature’s negative levels equal
its Hit Dice, or its total age has surpassed its lifespan at any point during the spell’s duration, the creature dies.
Material Component: An hourglass, which must be opened on one end to allow the sand to slowly spill out during casting.

Healing Hand
Conjuration (Healing)
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: Creature(s) touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
For the duration of the spell, your touch will channel positive energy, allowing you to restore a little bit of health to any living
creature you touch. Each round, as a standard action, your touch will heal 1 point of damage. As a full round action, you may
heal 1 point of damage to up to six creatures within reach. This spell can be used repeatedly on the same creature, or it can
be spread among multiple creatures as need requires. As with cure spells, this spell deals damage to undead instead of
curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to negate the damage. This
spell is most often used during large-scale battles, where a little bit of healing must go a long way.

Historic Vision
Divination
Level: Clr/Mys 2, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One object or creature
Duration: Instant
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell reveals how old an object or creature is and how long it has been in its current immediate location. If cast on an
item that has been refurbished, the spell shows its original age and its age since being restored, but only if the majority of the
original item is still present; otherwise, it will only reveal the amount of time since the item was refurbished. Note that if you
cast the spell on a creature capable of movement, the length of time since it has moved is likely to be very short. This spell is
only effective on living creatures or inanimate objects or mechanisms of colossal size or smaller, so casting it on truly
immense things like the sky or the sea has no effect.

Huma’s Legacy
Abjuration [Good]
Level: Clr 9
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The caster can tap into the power of the pantheon of light and imbue a weapon with the might of the legendary Huma to
combat the forces of darkness. For the duration of the spell, the weapon gains the following benefits: The weapon deals an
extra 2d8 points of damage to evil creatures, and an additional 2 points of Constitution drain to dragons. On a critical hit, the
weapon deals an extra 2d10 points of damage to evil creatures and an additional 4 points of Constitution drain to dragons.
The weapon becomes good-aligned, allowing it to overcome the damage reduction of certain evil creatures. The weapon’s
threat range doubles, as though it were affected by a keen edge spell (this does not stack with the benefit of the keen special
ability or the keen edge spell, but does stack with the benefit of the Improved Critical feat). If this spell is cast on a
dragonlance, the Constitution drain dealt to dragons improves by another 2 points, and stacks with the drain dealt by a
greater dragonlance.

Immolation
Evocation
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Concentration
Saving Throw: See below
Spell Resistance: Yes
You cause a creature to burn from within. When the spell is first cast upon a creature, it is allowed a Fortitude save to shake
off the spell completely. If the victim fails his initial saving throw, he takes an immediate 1d6 points of fire damage. In each
subsequent round following the first, the victim must make an additional Fortitude save or suffer another 1d6 points of fire
damage. The internal flames continue to burn for as long as you maintain concentration, or until the spell has dealt a
maximum of 15d6 points of damage. If the creature dies as a result of this spell (is brought to -10 hp or lower), then the
victim’s body is instantly consumed by flame, leaving behind only ash (and thus making it very difficult to use spells such as
raise dead, although there is enough ‘remains’ for a reincarnation or resurrection spell), although the victim’s possessions
remain mostly untouched as the body incinerates almost instantly.
Material Component: A ball of wax filled with ash from a funeral pyre.

Insight of Yarus
Divination [Good]
Level: Clr 4, Pal 4
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: 50-ft. radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell causes the caster and all of his allies to see slightly blurred emanations of their opponents’ immediate future
actions. This gives +2 insight bonus to attack rolls, armor class, skill checks, and saving throws. Furthermore, when any
character makes an aid another action either for skill checks or attack rolls, they provide a +4 bonus instead of a +2 bonus to
the receiving individual.

Kiss of Night’s Guardian


Necromancy
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
This spell is known only by the Master of the Tower of Palanthas, although the Master may choose to teach it to favored
apprentices. By placing a kiss upon the target creature’s forehead, you imbue a mark recognizable by the undead guardians
of Palanthas’s Shoikan Grove (see Chapter 4: The Towers). Evil creatures touched by this spell feel the kiss as a warm,
pleasant feeling that suffuses their entire bodies. Neutral creatures feel a strange burning sensation. Good creatures feel a
cold so fierce it burns. When the target enters the grove, the undead within see the kiss as a scar burning with unholy light,
marking the target as being under the Master’s protection. Undead within the grove will not attack the bearer of a kiss of
night’s guardian. The spell’s protection lasts only for one passage through Shoikan Grove (either the way out or the way in),
and not all who enter are permitted by the Master of the Tower to leave. Kiss of night’s guardian grants the target a +5
profane bonus on all saving throws against fear while within the grove. It does not render the target immune to the grove’s
magical fear effects. Originally, similar spells of protection existed for each of the fi ve magic groves, known only to the
Master of each Tower, but by the Age of Despair, only kiss of night’s guardian and touch of guiding light (for the Tower of
Wayreth) remain. Knowledge of the other three spells — whisper of dawn’s song (for the Tower of Daltigoth), vision of dusk’s
eye (for the Tower of Istar), and song of day’s clarity (for the Tower of Losarcum) — has been lost with the destruction of the
three Towers.
Lifesight
Necromancy
Level: Clr 2, Mys 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
Calling upon the vibrant forces of life, you are able to detect the general health and well-being of creatures within the spell’s
range. You instantly know whether each creature within the area is dead, injured (more than half total hp remaining),
wounded (between 1 hp and half total hp), diseased or poisoned (although you cannot tell what type of disease or poison is
infecting the creature), near death (0 hp), dying (-1 through –10 hp), an undead, or neither alive nor dead (such as a
construct). Lifesight sees through any spell or ability that allows creatures to feign life or death.

Life Transfer
Necromancy
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: Instantaneous/1 round; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell enables you to steal life from one living creature and transfer it into another’s body. On a successful melee touch
attack, you deal 1d4 points of damage per two caster levels (maximum 10d4) and gain the same number of temporary hit
points. Within one round, you must touch another living creature, transferring all the temporary hit points as healing energy.
This energy cures the target of all damage up to the number of temporary hit points transferred (though it will not bestow
additional or temporary hit points should the number of temporary hit points transferred exceed the creature’s current
damage). If you are unable to transfer the temporary hit points, or if you want to heal yourself, you heal only half the hit points
you absorbed.

Magius’s Light of Truth


Evocation [Lawful, Light]
Level: Sor/Wiz 9
Components: V, S, F, XP
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 120 ft. cone
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
The spell used by Palin to help defeat Chaos during the Chaos War, Magius’s light of truth was developed by the famous
war-mage during the time of Huma, though it had never before been used until it was given to Palin by his uncle, the
archmage Raistlin Majere, with the permission of the Orders of High Sorcery. When this spell is cast, it creates a radiant cone
of pure light, drawing it from the spirit of the spellcaster and channeling it through an artifact of light. Against nonlawful
creatures, the spell has multiple effects, depending upon the creature’s alignment. If the spellcaster is on his home plane,
nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished
cannot return for at least one day per caster level. Any creatures of neutrality (neutral good, neutral, neutral evil) caught
within the cone of light are dazed 1d6 rounds and are dealt 3d6 points of damage (a successful Will save negates the daze
effect and reduces the damage by onehalf). Against creatures of chaos (chaotic good, chaotic neutral, chaotic evil) light of
truth deals 1d6 points of damage per caster level (maximum 25d6), or half damage if a Will save is successful. If the creature
fails on its Will save, it is subject to additional effects depending upon its HD:
HD / Effect
15 or more / Dazed
Less than 15 / Stunned, dazed
Less than 10 / Paralyzed, stunned, dazed
Less than 5 / Killed, paralyzed, stunned, dazed

The effects are cumulative.


Dazed: The creature is dazed 1d6 rounds.
Stunned: The creature is stunned 2d6 rounds.
Paralyzed: The creature is paralyzed for 2d6 minutes.
Killed: Living creatures die. Constructs and undead creatures are destroyed.
Focus: An artifact or intelligent magic item (minimum caster level 15th) of lawful alignment.
XP Cost: 500 XP.

Mindspin
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V, S, M, XP
Casting Time: 10 minutes; see text
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Concentration (D)
Saving Throw: See text
Spell Resistance: Yes
You take the innermost fears and anxieties of a creature and cause them to come to life. If the target fails its save, it falls into
a waking slumber and is thrust into a nightmarish world. There are three stages to the dream in which the creature is trapped.
The first level distorts the creature’s sense of time, space, and reality, as it finds itself in any time or location you desire. The
target creature believes this dream-reality completely. The target’s perceptions of its friends and allies remains untouched. At
the first stage, you can summon 1d4 dreamshadows and 1d2 dreamwraiths, which assume any form you desire as they
interact with the victim. You can create any kind of backdrop or physical location that you want for the dream, however,
creatures or characters within any stage of the dreamworld must be portrayed by one of your summoned dream creatures.
The second stage of the dream takes the distortion of the victim’s sense of reality to the personal level, with allies made to
seem as enemies and enemies as allies. You can summon 2d4 dreamshadows and 1d4 dreamwraiths during this stage of
the nightmare, all stronger than normal (10% more hit points; +4 bonus to saving throws, skill checks, and ability checks;
Spell Resistance 10). The target creature is allowed a second save to wake up from the mindspin, though at a –4 penalty. It
takes a further 20 minutes of focused spellcasting in order to force the victim into the second stage of the dream, and you
must make Concentration checks against any disturbances or have the spell fail. In the third level of the dream, you can
summon 2d6 dreamshadows and 1d6 dreamwraiths, who have 50% more hit points, receive a +8 bonus to saving throws,
skill checks, and ability checks, as well as gain a Spell Resistance of 15. It takes at least 1 hour of focused spellcasting to
force the victim into the third level of the dream. The victim is allowed a final saving throw with a -8 penalty in order to resist
being forced into the third level. If at any point the victim succeeds at her saving throw to resist going deeper into the dream,
she will wake up. She may also be roused at any time by outside forces, but each time she must make a Will save (with the
same penalty, depending upon the level of the dream) in order to wake. If the victim is attacked while she is asleep, she is
allowed a saving throw to waken. Any damage the victim takes within the dream is illusory damage. She cannot be killed.
However, if she is brought to 0 hp or lower, she must make a Fortitude save or suffer a permanent loss of 4 Wisdom —
allowing another save to awaken.
Material Component: A polished crystal sphere (worth at least 500 stl) in a bag of purple velvet.
XP Cost: 500 XP

Mindspin, Greater
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 9
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 feet apart
This spell functions as mindspin except that multiple victims can be affected, all of whom share the same dreamworld of your
creation.
XP Cost: 1,000 XP per creature affected.

Mindweb
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Incorporeal webs in a 20-ft.-radius spread
Duration: 1 round./level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You create an intangible web that ensnares the minds of any who are captures within the web. Any living creature that enters
the web must succeed at a Will saving throw, or else be mentally paralyzed and unable to take any physical actions. Affected
creatures have effective Strength and Dexterity scores of 0, but may take purely mental actions. Unfortunately, while
paralyzed, a creature is helpless. Enemies may take advantageous attacks against helpless creatures, or even deliver a
usually lethal coup de grace. Each round, creatures ensnared by a mindweb are allowed to make a Will save in order to
temporarily break free. They may act as normal that round, but if they do not move out of the area of effect, they are
susceptible to falling prey to the mindweb on the next round.
Arcane Material Component: A fly trapped in amber.

Mistshackles
Conjuration (Creation)
Level: Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cloud spreads in a 20-ft.-radius, 2-ft.-high
Duration: 1 round/level
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
A dense, heavy mist arises from the ground, tendrils of fog reaching up to ensnare the unwary. Creatures within the area of
effect are unable to move. The creature can break free and move half its normal speed by using a full-round action to make a
Strength check or an Escape Artist check against a DC equal to 13 + caster’s level. A creature that succeeds on a Reflex
save is not ensnared, but can still only move at half speed through the area. Each round on your turn, the mistshackles once
more attempt to entangle all creatures that have avoided or escaped ensnarement.
Arcane Material Component: A silk handkerchief twisted and tied into small knots.

Noble Sacrifice
Abjuration [Good]
Level: Clr/Mys 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature/ 2 levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting this spell, the caster chooses to a number of hit points to lose. For each hit point sacrificed in this way, the
caster grants two temporary hit points to any person or creature of his choice in range. The hit points may be divided any way
the caster chooses. If the caster is healed of the lost hit points while the spell is in effect, the recipient loses an equivalent
amount of temporary hit points, starting with the first creature touched. As a side effect, while this spell is in effect, the caster
can choose to forego receiving the benefits of such effects as fast healing and regeneration. If any cure spells are used on
the caster, he can make a Will save only to be cured of half of the damage.

Otyugh Swarm
Conjuration (Creation)
Level: Pestilence 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more otyughs, no two of which can be more than 30 ft. apart
Duration: Seven days or seven months (D) (see text)
Saving Throw: None
Spell Resistance: No
Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool. You can choose to
create 3d4 ordinary otyughs or 1d3+1 Huge otyughs with 15 HD. The otyughs willingly aid you in combat or battle, perform a
specific mission, or serve as bodyguards. They remain with you for seven days unless you dismiss them. If the otyughs are
created only for guard duty, the duration of the spell is seven months. In this case, the otyughs can only be ordered to guard
a specific site or location. Otyughs summoned to guard duty cannot move outside the spell’s range. You must create the
otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal. After you cast the spell, otyughs not
summoned for guard duty may leave the area of offal at your command. At the expiration of the spell’s duration, created
otyughs slough back into piles of offal.
Material Component: Ruby dust worth 1,000 gp, sprinkled over the matter from which the otyughs will be created.

Palin’s Pyre
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-foot square/level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
First created by the sorcerer Palin when he was troubled by a group of goblins, this spell has rapidly gained favor among
sorcerers. When you cast this spell, you summon gouts of flame from the ground, dealing 3d6 points of fire damage to all
within the area of effect. In addition, any creature affected must succeed on a Reflex save or catch on fire (see Catching on
Fire in the Dungeon Master’s Guide).
Material Component: A small cylinder of sulfur soaked in a drop of oil.

Part Death’s Shroud


Divination
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You cause all ethereal creatures and objects within the area of effect to become visible on the Material Plane. As long as the
creatures or objects remain within the area, treat them as if they had manifested (see manifestation under the ghost entry of
the Monster Manual). The manifested creature and objects are translucent, clearly visible and outlined with a flickering blue
radiance. Attacks made against manifested creatures are made at a +1 circumstance bonus, although attacks from corporeal
sources still have a 50% chance of missing entirely. As long as ethereal creatures or objects remain within the area of effect,
they cannot return completely to the Ethereal Plane, however, nothing prevents them from moving out of the area of effect.
While manifested, they can also interact with the Material Plane.
Arcane Material Component: A translucent mirror made of quartz within the silver frame.

Past-Seeing
Divination
Level: Clr/Mys 5, Drd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One object or creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
You can see and hear into the past of the object or creature, to a maximum of one week into the past per caster level. You
must know which moment to look for, though it can be as vague as “when you first arrived in Sanction” or “when this dagger
was used to kill the Lord Mayor.” The caster can view and hear the target and surrounding environment (approximately 10 ft.
radius), and the vision continues for a period of time up to one minute per caster level. Only the caster experiences the
visions, which include both sight and sound but no other senses.
Focus: A small disk of crystal or glass.

Plague of Rats
Conjuration (Summoning)
Level: Pestilence 5
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 12 rat swarms
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (see text)
You summon twelve swarms of rats, each of which attacks any creature occupying its space. You choose the squares each
swarm occupies, but the swarms must all be contiguous. The swarms are stationary after being summoned, and won’t
pursue creatures that flee. The Monster Manual has statistics for the rat swarm.

Radiant Dart
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 9 creatures, no two of which can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes
You create a missile of radiant energy that streaks from your fingertips to strike its target. To successfully strike the target,
you must make a ranged touch attack. When the dart strikes its target, it explodes in a burst of brilliant light, dealing 1d4
points of damage and dazzling the victim for 1 round per point of damage taken. If you miss the target, the dart explodes
harmlessly. For every two caster levels beyond 3rd, you gain an additional dart—two at 5th, three at 7th, four at 9th, five at
11th, six at 13th, seven at 15th, eight at 17th, and a maximum of 9 darts at 18th level. If you shoot multiple darts, you can
have them strike a single creature or several creatures. A single dart can strike only one creature. You must designate targets
before you check for spell resistance or roll damage.

Raistlin’s Wheel of Flame


Evocation [Fire]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60 ft. radius burst
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: Yes
A circle of multihued flames springs to life, radiating outward in every direction. The hungry flames consume everything within
range. Targets within the wheel of flame must make a successful Reflex save each round or take 1d6 points of fire damage,
increasing by 1d6 each round (so 2d6 points of fire damage on the second round within the wheel, to a maximum of 15d6
points on the 15th round if the spell’s duration permits). A successful Reflex save results in the target taking half damage. As
well, each creature that takes damage must make a second Reflex save each round to avoid catching on fire. Once cast, the
wheel of flame is stationary. The caster is unaffected by his own spell, allowing him to walk through the flames untouched.
Material Component: A fire opal set in a gold ring (worth at least 250 stl).

Reshape Metal
Transmutation [Earth]
Level: Clr 4, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Metal object touched, up to 1 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Like stone shape, you can form an existing piece of metal into any shape that suits your purpose. For example, you can
make a metal weapon, reshape metal armor to a more suitable size, or fashion a crude work of art. Reshape metal also
permits you to change the shape of a metal door, making an exit where none exists or to seal a door shut. While it’s possible
make crude coffers, doors, and so forth with reshape metal, fine detail is not possible, unless the character possesses at
least 10 ranks or more in a suitable Craft or Profession. There is a 30% chance that any shape including moving parts simply
does not work.
Arcane Material Component: A set of artisan’s tools.

Restore Nature
Transmutation [Good]
Level: Clr/Mys 5, Drd 4
Components: V, M
Casting Time: 1 hour
Range: Medium (100 ft. + 10 ft./level)
Area: 10 sq. ft./level
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
This spell causes a natural area to become especially fertile and nurturing to its inhabitants. All living creatures within the
area of the spell become healthier and more robust, gaining 2d8 temporary hit points that last for one day. Plant life and
resources indigenous to the area become more abundant and better able to sustain life, granting a +5 bonus to all Handle
Animal, Knowledge (Nature), and Survival checks to creatures within a mile of its area of effect. In addition, this spell can be
used to counter and dispel the effects of corrupt nature, reverting the affected area back to its normal, natural state.
Creatures that have been altered by the corrupt nature spell automatically make a saving throw to resist being changed back
to normal.
Material Component: A full waterskin

Reveal the True Form


Abjuration
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius sphere
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
You forcefully cause all shapeshifters in the area of effect to revert to their natural forms. When the spell is cast, any creature
with the shapechanger subtype, or those under the effects of an alter self, polymorph, polymorph any object, shapechange,
or similar Transmutation effect must make an immediate Fortitude saving throw, or else be forced back into their natural
shape. The enforced transformation is painful. Those who fail their saving throw and forced back to their natural form suffer a
temporary loss of 2d4 Constitution. Until the shapeshifter regains the lost Constitution, he is unable to shapeshift.
Spellcasters are unable to use polymorphing magic of any form until they regain their lost Constitution as well, as a vertigo
attack prevents them from completing the spell (treat the subject as dazed for 1 round).
Reverse Death
Necromancy [Death]
Level: Sorcerer/wizard 9
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This potent spell enables you to return one creature to life, although it comes at a great cost. You can resurrect a dead being,
as long as it has not been dead for longer than 1 minute per caster level. The body makes an involuntary Will save (with a –1
penalty for each minute the target has been dead). If the saving throw fails, the target dies again (suffering the same effects
detailed below). If the saving throw succeeds, you have dragged its spirit from the River of Souls, binding it within its body
once again and returning it to life. This spell does not heal the body of damage nor does it purify the body of poison or
disease. Thus, if a target died because of reaching negative hit points or because of the effects of poison or disease, it will
simply die once again, but this time its soul will become one of the restless dead (a ghost, see Monster Manual). If the victim
died because of massive damage, the spell will work as normal (unless the massive damage brought the victim to lower the –
10 hit points).
Material Component: A black pearl.
XP Cost: 1,000 XP per minute the body has been dead.

Righteous Armor
Conjuration (Creation) [Force]
Level: Clr 2, Pal 2
Components: V, F, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/ 2 levels (D)
This spell causes a cleric’s vestments to shimmer before covering him in translucent breastplate armor bearing the insignia
and colors of his god. The caster gains a +5 armor bonus, and can cast domain spells at +1 caster level. Unlike mundane
armor, righteous armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since righteous
armor is made of divine force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: The caster must be wearing clerical vestments of his order.

River’s Ravages
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell ages a creature’s physical body. The target ages or un-ages up to 2 years/caster level for the duration of the spell.
It is up to the caster which direction and how far the change goes — thus, a wizard of caster level nine could age a creature
up to eighteen years, or make it six years younger. The spell does not alter a character’s memories or experiences, and thus
does not affect XP, class levels, or the mental ability scores of intelligence, wisdom, and charisma.
However, aging a creature’s body in this way subjects it to the physical changes that come with age (see Chapter 6 in the
Player’s Handbook); thus, strength, dexterity, and constitution can be affected. A creature’s appearance can also be affected;
if the target changes age category, it receives a +5 circumstance bonus to bluff and disguise checks made to conceal its
identity. This spell cannot make the target younger than the Adulthood age category for its race, nor will it age a creature
beyond its maximum age (see Chapter 6 of the Player’s Handbook). It will not cause a creature physical damage nor kill it.
Material Component: A seed and a dried leaf from the same type of plant.

River’s Ravages, Greater


Transmutation
Level: Drd 7, Sor/Wiz 8
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell is identical to river’s ravages, except that its effects are permanent. The aging or de-aging can only be removed by
a wish or miracle cast by a caster of higher level than the caster of greater river ravages.
Material Component: A seed and a dried leaf from the same type of plant.
XP Cost: 100 XP per year aged, or 500 XP per year made younger.

River’s Ravaging Flood


Transmutation
Level: Drd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell is identical to river’s ravages, except that it strikes all creatures within its area of effect. The cone is blocked by
dense matter such as stone, water, or metal at least 1 ft. thick, and is also blocked by force effects such as wall of force. It
cannot penetrate antimagic fields. The caster cannot determine individual ages for each target, however every target is aged
or made younger by the same amount.
Material Component: A seed and a dried leaf from the same type of plant.

River Watch
Divination
Level: Clr 6, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: Radius of 100 ft. + 25 ft./level, centered on caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
The caster attunes himself to the River of Time. He can see it flowing through everything around him, and can detect
anything that disrupts that flow. The caster senses time-based spells and magic items, and anyone not in their proper time
(time travelers or those subject to time-based spells) becomes apparent to him by glowing with a faint light. The strength of
the glow depends upon the power of the spell or item, and how far the object or person is displaced. Items or creatures from
the local time’s past glow with a reddish hue (including the caster, if he is time travelling), those from the future have a bluish
tint (again, including the caster, if appropriate).
The spell does not require the caster to be within line of sight of any object — the glow shows through obstacles, and he can
follow it to its source.
Material Component: A piece of sea glass or a pebble polished by waves.

Rotting Grasp
Necromancy
Level: Clr 3, Drd 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Effect: One nonmagical, formerly living object (or the volume of the object within 5 ft. of the touched point), or one formerly
living creature (see text).
Duration: See text
Saving Throw: None (see text)
Spell Resistance: No
Any formerly living material (deadwood, plant byproducts such as hemp or paper, animal/creature byproducts such as wool
or bone, etc.) you touch instantly decays, rots away, and in many cases is destroyed. If the item is so large it cannot fit within
a 5-foot radius (a wooden wall, for example), a 5-foot radius volume of the object decays and is destroyed. Magic items made
of formerly living material are immune to this spell. You may employ rotting grasp in combat with a successful melee touch
attack. Rotting grasp used in this way instantly destroys 1d4 points of Armor Class (to the maximum amount of protection the
armor offered) gained from non-magical and nonferrous armors (such as leather, hide, bone, or other armors made from
material that was once ‘living’) as it rots away. Weapons in use by an opponent targeted by the spell are more difficult to
grasp. You must succeed on a melee touch attack against the weapon. A wood (bone, or other formerly living material)
weapon that is hit is destroyed. Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must
touch the weapon and not the other way around. Against a creature composed of formerly living material such as an
animated skeleton (or other corporeal undead), unliving wood (construct, not planttypecreatures), or the like, rotting grasp
instantaneously deals 3d4 points of damage +1 per caster level (maximum +10) per successful attack. The spell lasts for 1
round per level, and you can make one melee touch attack per round.
Arcane Material Component: A small hourglass filled with termite eggs.

Scourge
Necromancy
Level: Pestilence 7
Components: V, S, F, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature/level, no two of which can be more than 50 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This nasty spell causes a major disease and weakness in those who fail their saving throws. Afflicted individuals are
immediately (no incubation period) stricken with a sickening scourge that quickly spreads to cover their entire bodies. The
blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts are excruciatingly painful and
highly debilitating. The disease deals 1d3 points of temporary Strength and Dexterity damage per day, unless the victim
makes a successful Fortitude save on a particular day. As with mummy rot, successful saves do not allow the character to
recover. The symptoms persist until the creature finds a magical means to cure the disease (such as remove disease, heal,
or restoration).
Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.

Second Life
Necromancy
Level: Clr 6
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: One day/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
A specialized form of contingency, this spell enables you to protect yourself, or a creature touched, from an unexpected
death. If brought down to -10 hit points or lower, dying because of massive damage, attacked by a death spell or effect (such
as phantasmal killer, finger of death, etc.), or any other means of unnatural death, this spell instantly takes effect, bringing the
dead character back to life. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die)
when it is raised, just as if it had lost a level or a HD to an energy-draining creature. If the subject is 1st level, it loses 2 points
of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). A character who died with spells prepared
has a 50% chance of losing any given unused spell upon being raised, in addition to losing spells for losing a level. A
spellcasting creature the doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot
as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit
points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are
cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal
wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing
parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are
affected in any way by this spell. A creature who has been turned into an undead creature or who died of natural causes
(such as old age) can’t be raised by this spell. Constructs, elementals, outsiders, and undead can’t be raised.
Material Component: A mixture of quicksilver and at least 5,000 stl worth of diamond dust, which must be placed within a
crystal vial and kept on the person of the individual upon whom the second life spell has been cast.

Seething Blood
Enchantment (Compulsion) [Evil, Mind-affecting]
Level: Clr/Mys 5, Sor/Wiz 5
Components: V, M, (DF)
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The caster is able to instill into the target of this spell an irrational distrust or hatred towards a single individual. NPCs
affected by this spell automatically adopt a Hostile attitude toward the target, and Diplomacy DCs are increased by +10 for
the sake of influencing their attitudes. Whenever the subject of this spell comes into contact with the target person, he feels
an intense desire to do harm to the creature and must succeed at another Will saving throw or succumb to the murderous
impulses. Any creature who fails this saving throw gains the benefits of a rage spell that lasts for 5 rounds as they do
anything in their power to attack the target, disabling or killing anyone in their way if necessary. The subject of this spell is
otherwise able to act of its free will, and is in no way beholden to or under the control of the caster. Calm emotions cannot
suppress this spell.

Shape of the Beasts


Transmutation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal or touch
Target: You or humanoid touched
Duration: 1 hour/level (D); see below
Saving Throw: Will negates; see below
Spell Resistance: No
This spell enables you to temporarily give a humanoid creature an animal form. If the target is willing, the transformation does
not require a saving throw. If the target is unwilling, she is allowed a Will save to resist the transformation. Once transformed
into animal form, the target gains the animal’s Strength, Dexterity, and Constitution scores, but retains its own Intelligence,
Wisdom, and Charisma. The target also gains all the characteristics of the normal animal, but loses all of her own abilities
(such as spellcasting, low-light vision, etc.). The target’s type and subtype adjust to the new form (see the Monster Manual
for more information). Upon changing, the subject regains lost hit points as if she had rested for a night (though this healing
does not restore temporary ability damage or provide any of the other benefi ts of resting; and changing back does not heal
the subject further, except for the ability damage from loss of identity, which can be regained normally). If the transformed
individual is not the spellcaster, the target creature must have some token representative of her true self on her being (such
as a scarf, a ring, or some similar small item), otherwise there is a possibility she may lose her identity and remain in animal
form indefinitely (until killed). Each hour the target remains in animal form, she must make another Will save. If she fails the
saving throw, she loses 1d4 points of Intelligence as her memories begin to slip away. Once she reaches an Intelligence of 3
or less, the Intelligence damage ceases and the target is permanently trapped in the animal’s form.
The caster may end the spell at any time. Material Component: A bit of fur, a feather, or a reptile scale.

Share Animal’s Mind


Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 3, Drd 3
Components: V, S, F
Casting Time: 1 full round
Range: Medium (100 feet + 10 feet per caster level)
Target: One animal of Medium size or smaller
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
You take control of the target animal’s body. For as long as you maintain concentration, you see through the animal’s eyes
and control over the animal’s actions. You receive the input of the animal’s senses and can make use of all its special attacks
and qualities. You can undertake any action the animal can physically accomplish, even if the animal would normally lack the
intelligence to perform the action in question. You can control the animal at a distance of up to 1 mile (the spell’s range only
applies when you first establish control of the animal). If you force the animal to perform actions contrary to its nature or
exceedingly dangerous (such as forcing the animal to walk off a cliff, or fly down the gullet of a dragon, for example), the
animal is allowed another saving throw. Attacking foes who are one size larger than the animal (or smaller) is not exceedingly
dangerous and does not provide the animal with an opportunity to make another saving throw. While you control the animal,
you are limited to a single move action every round in your own body. You can still see through your own eyes and defend
yourself normally. When in doubt whether something is an “animal” as defined by the spell, check the Monster Manual (the
creature’s type must be Animal).
Focus: A piece of clay molded to approximate the chosen animal’s form.

Share Sight
Divination
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You and a designated target creature, who must be touched when the spell is cast, are able to share one another’s visual
sense, allowing you to see through each other’s eyes. The spell does not allow you and the target to share thoughts,
although when both are sharing the same view, there is a sense of awareness you are not alone. Viewing the world through
someone else’s gaze is confusing, requiring concentration. Either you or the target can choose to share sight by closing your
eyes and focusing. The focusing individual sees through the other’s eyes, seeing everything the other is seeing. Visual
capabilities (such as darkvision or low-light vision) are as per the character physically present at the scene. For example, if a
human is using share sight with a dwarf, whenever the human views through the dwarf ’s eyes, he’ll see things clearly with
the dwarf ’s natural darkvision; conversely, if the dwarf looks through the human’s eyes, he’s limited by the human’s lack of
darkvision. Although share sight does not allow direct communication, per se, the awareness that one is sharing with the
other does enable rudimentary communication. Writing something and reading it, or utilizing sign language, or other such
visual means of communication can enable the passing of information from one person to another, although share sight does
not necessarily convey understanding. In the previous example with the human and the dwarf, if the dwarf writes a note when
he knows the human is sharing vision, he can pass a message. However, if that note is written in dwarvish, and the human
does not speak dwarven, then the message is wasted, as the sharing is purely visual. Once the spell has been cast upon the
subject, the distance between you and the subject does not affect the spell as long as you both are on the same plane of
existence. If either of you leave the plane, or die, the spell immediately ceases to function.
Focus: A monocle set in a platinum frame, worth at least 100 stl.

Shocking Spark
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
A powerful, crackling spark of electricity arcs from your hand at the target you designate. Make a ranged touch attack; if you
hit, you deal 4d6 points of electricity damage. If the opponent is wearing metal armor (or made out of metal, carrying a lot of
metal, or similar conditions), you gain a +3 circumstance bonus to attack, dealing ×3 damage on a critical. You create a
second spark at 6th level, and a third spark at 10th level (the maximum effect).
Material Component: An iron ring

Shroud from Sight


Enchantment (Compulsion) [Mind-Affecting]
Level: Asn 2, Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, you create a silent “encouragement” for others to ignore you, rendering you effectively invisible. As long as
you concentrate, you are able to magically convince others to look the other way, to be distracted by an odd sound, or any
other number of possible distractions. Whenever creatures effectively have you in their line of sight, or you pass through their
field of vision, they are allowed a Will saving throw to see if they notice you. If they fail the saving throw, they will completely
ignore you for rest of the duration of the spell, unless you do something to attract their attention. Creatures with 4 or more HD
or with a Wisdom score of 16 or higher are allowed to make a saving throw each round you are within their field of sight. The
enchantment is visual only. Shroud from sight does not muffle sound. The spell will instantly end if you attack any creature, or
if any creature attacks you. For purposes of this spell, an attack includes any spell targeting a foe, or whose area or effect
includes a foe. (Exactly who is a foe depends on your perceptions.) Actions directed at unattended objects do not break the
spell, nor does causing harm indirectly, much in the same way as described by the spell invisibility.

Slow the River


Abjuration [Good]
Level: Clr/Mys 7, Drd 8
Components: V, S, DF, XP
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Will negates (harmless)
This spell is used to slow the harmful effects of the River of Time on a mortal body by either allowing the body to process
harmful effects at a slower rate, or delaying the subject’s aging rate.
Sluggish Metabolism: The immediate passage of time affects the target creature at one-fourth the normal rate. The subject
need only make saving throws against disease once every four days instead of every day; diseases that have yet to manifest
have their incubation period multiplied by 4. Damage dealt by poisons is reduced to one fourth of what would normally be
dealt and the saving throw against secondary damage is made four minutes after initial damage instead of one minute
afterwards. The subject only needs to eat one-quarter of her usual daily intake. This use of the spell lasts 2 days/caster level.
Extend Life: This application of the spell is used to slow the onset of years, allowing the subject the vitality of youth for longer
periods of time (though no matter how many times this spell is applied it can never keep a creature young indefinitely). The
subject appears to age at a slower rate, and the negative effects of aging (Str, Dex, and Con penalties) are offset by the
number of years rolled. This application of the spell does not stack until the subject has suffered one aging effect. For
instance, a young human who rolled an 8 and offset middle age, old, and venerable categories by eight years can only
benefit from this spell again once she has reached middle age. This new roll also offsets all negative aging effects in addition
to the 8 previously rolled. Thus, while a subject can dramatically increase her lifespan through several applications of this
spell over the course of decades, she can never achieve immortality with it. If a subject tries to use this spell before aging to
their next category, the new roll, if higher, is the new age by which the aging effects are offset, and lower rolls do nothing.
Additional years are calculated by rolling the additional dice from random starting age for a cleric of the appropriate race. This
use of the spell is instantaneous.
XP Cost: 1,000

Smite Heretic
Evocation
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Special; see text
Spell Resistance: Yes
With this spell, the caster deals damage to a creature whose ideals and tenets don’t match those of his god. Creatures
whose moral alignment (good, neutral, evil) differs one step from the caster’s take 1d4 points of divine damage per every two
caster levels. Creatures whose alignment differs by two steps take 1d6 points of damage per two caster levels. This effect
has no save. This spell is even more potent against ex-clerics, dealing 1d8 points of divine damage per caster level. Ex-
clerics affected by the spell must succeed at a saving throw or be blinded permanently. The cleric’s sight can only be restored
by heal or greater forms of curative magic. Clerics who have changed or are in the process of changing gods are not subject
to this effect.

Song of Day’s Clarity


Abjuration
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
Similar to kiss of night’s guardian, this spell is known only by the Master of the Tower of Losarcum.
When this spell is cast, you allow the target to find his way through the magical grove surrounding the Tower of Losarcum.
This spell grants the target a +10 circumstance bonus to resist the emotional manipulation of Losarcum’s Grove of
“passions.” Once the target has traversed the grove, whether entering or leaving, the spell expires and the target is subject to
the normal effects of the grove. See Kiss of Night’s Guardian for information about spells relating to other guardian groves.

Spark Shield
Evocation [Electricity]
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell surrounds you in an aura of crackling electricity, both offering protection against electrical attacks as well as
causing damage to each creature who attacks you in melee. Any creature striking you with its body or handheld weapons
deals normal damage, but at the same time the attacker takes 1d4 points of electrical damage +1 point per caster level
(maximum +15). If they strike you with a metal weapon, or are wearing metal armor, or carrying a lot of metal, they take 2d4
points of electrical damage +2 points per caster level (maximum +15). If a creature has spell resistance, it applies to this
damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage if they
attack you unless the weapon is at least 1/2 metal in composition (a spear or polearm is not). Against electrical attacks, you
take only half damage. If that attack allows a Reflex save for half damage, you take no damage on a successful save. When
casting this spell, you appear to be sheathed in tiny lightning bolts that undulate across your body. The electricity provides
equal illumination to a torch (20 feet). The color of the electricity is blue-white, though the color can be almost any hue as
determined by the caster.
Arcane Material Component: Two thin copper bracelets, one worn on each wrist.

Spear of Divine Might


Evocation [Force, Good]
Level: Clr 5
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Non-good creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: Yes
You summon forth a bolt of coruscating divine energy, which you can hurl spear-like at an enemy. Only evil and neutral
creatures are harmed by the spell: good creatures are unaffected. You must succeed at a ranged touch attack in order to
strike an enemy, at which point they are entitled to make a Will saving throw. If an evil-aligned target fails the saving throw,
living creatures are instantly killed and undead creatures are destroyed. Non-good extraplanar creatures are instantly
banished back to their home plane. Creatures so banished cannot return for at least 24 hours. The banishment effect has a
saving throw modifier of -4. Those who succeed at the saving throw are not slain, destroyed, or banished, but they do suffer
damage. The spell deals 6d8 points of damage to evil creatures, half of which is force damage and the rest is holy damage
(Will save for half). If a neutral creature is struck by the spear of divine might, they are not affected by the slaying aspect of
the spell, but it deals 3d8 points of force damage (Will save half). Creatures whose HD exceed your caster level are
unaffected by spear of divine might.

Spear of Divine Wrath


Evocation [Evil, Force]
Level: Clr 5
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: Non-evil creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: Yes
You summon forth a bolt of coruscating divine energy, which you can hurl spear-like at an enemy. Only good and neutral
creatures are harmed by this spell; evil creatures are unaffected. You must succeed at a ranged touch attack in order to strike
an enemy, at which point they are entitled to make a Will saving throw. If a good-aligned target fails the saving throw, living
creatures are instantly killed and undead creatures are destroyed. Non-evil extraplanar creatures are instantly banished back
to their home plane. Creatures so banished cannot return for at least 24 hours. The banishment effect has a saving throw
modifier of -4. Those who succeed at the saving throw are not slain, destroyed, or banished, but they do suffer damage. The
spell deals 6d8 points of damage to good creatures, half of which is force damage and the rest is unholy damage (Will save
for half). If a neutral creature is struck by the spear of divine wrath, they are not affected by the slaying aspect of the spell,
but it deals 3d8 points of force damage (Will save half). Creatures whose HD exceed your caster level are unaffected by
spear of divine wrath.

Spiritual Horde
Necromancy
Level: Clr 9
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Intangible sheet of spirits that spreads up to 20 ft. long/level (see text)
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: No
You summon forth a horde of spirits, who roll forward like an inexorable tidal wave of dead souls. The ethereal spirits
manifest, clearly visible on the Material Plane, as a wall of spirits that moves forward from the point specified, up to the
maximum range of the spell. Within the wall of spirits, living beings find themselves filled with an unbearable chill that saps
away the life force. Each round living creatures remain within the wall, they must make a Fortitude saving throw or take 1
point of temporary Constitution loss. All living creatures within the effects of the spiritual horde are simultaneously affected by
the effects of a fear spell, unless they success at a Will saving throw at a -5 penalty. Though intangible, the sheer number of
spirits reduces visibility, obscuring all sight, including darksight, beyond 5 feet. A creature within 5 feet has concealment
(attacks have a 20% miss chance). Creatures further away have total concealment (50% miss chance, and the attacker can’t
use sight to locate the target). During the Fifth Age, leading up to the War of Souls, the draining effect upon magic possessed
by the spirits of the dead drastically increased the effectiveness of this spell, for within the area of effect of the spiritual horde,
magic ceases to function (except for Necromancy effects), just as if within the effects of an antimagic field.
Material Component: A censor filled with incence made from the ground dust from five different types of intelligent undead
(vampires, liches, mummies, etc.),which is burned to create the spiritual horde.
XP Cost: 5,000 XP

Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
As per the spiritual weapon spell in the Player’s Handbook, however, as the deities of Krynn are different, so are their
spiritual weapons. The chart below outlines the various deities and their spiritual weapons.
Deity – Spiritual Weapon
Branchala – “Leaf Blade,” rapier
Chemosh – “Harvester of Souls,” sickle
Chislev – “Green Protector,” spear
Gilean – “Sagestaff,” quarterstaff
Habbakuk – “Kingfisher’s Helm,” scimitar
Hiddukel – “Vengeance Strike,” dagger
Kiri-Jolith – “Sacred Defender,” broadsword
Majere – “Merciful Discipline,” gauntlet
Mishakal – “Healing Strike,” quarterstaff
Morgion – “Disease Cloud,” heavy flail
*Paladine – “Mighty Protector,” longsword
Reorx – “Reorx’s Strength,” warhammer
Sargonnas – “Horns of Fury,” greataxe
Shinare – “Jeweled Delight,” light mace
Sirrion – “Flaming Strike,” heavy flail
*Takhisis – “Crusher of Hope,” heavy mace
Zeboim – Triad,” trident
Zivilyn – “Enlightenment Cane,” quarterstaff

Spirit Walk
Necromancy
Level: Clr 6, Sor/Wiz 7
Components: V, S, F/DF
Casting Time: 1 hour
Range: Personal
Target: You
Duration: 1 round/level (D)
By focusing your energy, you are able to separate your spirit from your body, allowing it to travel anywhere on the same plane
of existence. Distance is not a factor, but the locale to be visited in your spirit form must be known—a place familiar to you.
While in your spirit form, you can see and hear things, just as if you were there. You can also be seen and be heard, though
you are unable to actually interact in that location. You cannot cast spells through your spirit form, nor does it allow magically
enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you
can see up to 10 feet away. Lead sheeting or magical protection (such as antimagic field, mind blank, or nondetection) blocks
you from noticing individuals in the area you have traveled to, though you can feel that your senses are being blocked
somehow. While your spirit is out of your body, your body is paralyzed and completely helpless.
Arcane Focus: A quartz or obsidian figurine.

Spiritward
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-cube/level (S)
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
When you cast this spell, you create a metaphysical barrier that prevents ethereal creatures from passing into the area of
effect. When casting the spell, you dictate the area to be protected. For the next 24 hours, the protected area cannot be
entered by ethereal or incorporeal creatures, nor can any within the area of effect cast any spell or use any ability that
accesses the Ethereal Plane. Magic items, such as bags of holding and portable holes also do not function, as the spiritward
prevents any and all access to the Ethereal Plane. Astral travel or spells that access other planes of existence (such as the
various summon spells, astral travel, and the like) will function normally.
Arcane Material Component: A special mixture of fragrant oils, grave dust, and powdered gold dust, which must be spread
around the area to be affected.

Stirge Swarm
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40. ft./level)
Effect: 1-4 swarms of stirges
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You summon a swarm of stirges, batlike creatures that feed upon the blood of living creatures. The spell summons 1 swarm
of 1d4+4 stirges for every 5 spellcasting levels (maximum 4 swarms), which you can direct to attack any creature within
range. The stirges obey your directives, moving as you desire, however, each swarm remains together. At the end of the
spell, the stirges disappear.
Arcane Material Component: A stirge’s proboscis.

Stone Guardian
Conjuration (Creation) [Earth]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One Medium earth elemental
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
When you cast this spell, you create a stone warrior that fights as you direct it. This stone guardian resembles a humanoid
warrior, and is typically of the same race as the spellcaster. It uses the statistics of a Medium earth elemental (see page 97 of
the Monster Manual). At the end of the spell, the stone guardian crumbles into dirt and disappears.
Material Component: A small clay figurine.

Stone Shards
Transmutation [Earth]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One stone/3 levels
Duration: 1 minute/level or until used
Saving Throw: Reflex negates (see text)
Spell Resistance: No
This spell enables you to transform ordinary stones (no larger than a sling bullet) into explosive, grenadelike weapons.
Throwing a stone is a standard action. The stones have a range increment of 20 feet. A ranged touch attack roll is required to
strike the intended target with one of the transmuted stones. Each stone bursts upon striking the target or any hard surface. A
direct hit from one of the exploding stones deals 2d6 points of damage to the target, and 1d6 points of damage to those
within 5 feet of the point of impact. A creature struck directly with one of the stones is not entitled to a saving throw, but those
within the blast area are allowed to make a Reflex saving throw to negate the damage.

Stonesight
Divination
Level: Clr 3, Drd 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You are capable of seeing through earth and stone as if it were not present, enabling the caster to see clearly what lies on
the other side of the earthen barrier. This spell cannot be used to see through metal; metal support (for buildings) or veins of
ore in the earth appear normally and can obscure the stonesight (which does make this a handy spell for miners). Crystal and
mineral deposits, however, are affected, appearing as hazy areas of color (depending upon the type of mineral or crystal).
Underground water sources also can prohibit stonesight, as the spell does not allow one to see through water. This spell
does not augment natural vision, so if an individual cannot normally see in the dark, looking through a wall into a pitch-black
room only reveals a pitch-black room. However, enhanced vision, such as low-light vision or darksight, functions normally
with this spell.
Arcane Focus: A piece of perfectly clear quartz crystal.

Stone Tentacles
Conjuration (Creation) [Earth]
Level: Clr 3, Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to 6 tentacles, no 2 of which may be more than 15 ft. apart.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
With this spell, you conjure tentacles of solid stone. The tentacles seemingly erupt from the ground, and can be created only
upon a solid surface (they cannot be made to appear floating in midair or on water). You create one tentacle at 5th level,
conjuring one additional tentacle every three levels after 5th (2 tentacles at 8th, 3 at 11th, 4 at 14th, 5 at 17th, and maximum
of 6 tentacles at 20th). Each tentacle cannot be farther than 15 feet away from another tentacle, with each tentacle 10 feet in
length. Once conjured, the tentacles operate under your mental guidance, attacking those you command them to attack (a
free action). The stone tentacles attempt to strike and grapple opponents. The tentacles are Large (-1 attack for Large size),
attacking with a bonus equal to your base melee attack bonus, with a Strength of 19 (+4 modifier). If a tentacle strikes, it
deals 2d4+4 bludgeoning damage and attempts to grapple. Multiple tentacles can strike the same opponent, but a separate
grapple check must be made for each tentacle. Once the tentacles grapple an opponent, they may continue to make a
grapple check each round on your turn to deal an additional 2d4+4 points of bludgeoning damage. Alternately, you can
command the tentacles to hold without crushing; the tentacles will deal no damage, but gain an additional +4 bonus to
grapple checks. The tentacles will continue to grapple until you command them to stop, until the spell expires, until the
opponent escapes, or the tentacles are destroyed. Each tentacle has an AC of 9, 45 hit points, a hardness of 5.
Arcane Material Component: A tiny cat-o’-nine-tails.

Storm Wall
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of electricity up to 20 ft. long/caster level or a ring of lightning with a radius of up to 5 ft./two caster
levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: See text
Spell Resistance: Yes
An immobile, sparking curtain of radiant electricity springs into existence. One side of the wall, selected by you, sends forth
miniature bolts of lightning, causing 2d4 points of electrical damage to creatures within 10 feet and 1d4 points of electrical
damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and each round that a creature
enters or remains in the area. In addition, the wall deals 2d4 points of electrical damage +1 point of electrical damage per
caster level (maximum +20) to any creature passing through it. The wall deals double damage to metal creatures, creatures
wearing metal armor or carrying a lot of metal objects. If you evoke the wall so that it appears where creatures are, each
creature takes damage as if passing through the wall. Each such creature can avoid the wall by making a successful Reflex
save. (If the creature ends up on the sparking side of the wall, it takes 2d4 points of damage, as normal.) The storm wall can
be smothered by using enough dirt or sand to ground the electricity. For each cubic foot of sand used, one corresponding
foot of the wall can be smothered.
Material Component: A lodestone.
Suppress Magic
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-foot radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
This spell temporarily suppresses magic found in magical items. All magic items in the area of effect are allowed a Will save
in order to negate the effects of the spell, but otherwise magical items lose all magical abilities (including attack bonuses,
damage bonuses, AC bonuses, and the like). Magic items with charges cannot be activated, but do not lose any charges.
Material Component: A terracotta statuette.

Talons
Transmutation
Level: Clr 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
With this spell, you transform your hands into talonlike claws. The talons give you two natural claw attacks per round, dealing
1d6 points of slashing damage (plus Strength modifier) per successful melee attack. You can instead attack with a weapon in
one hand, and make a claw attack with your other hand as a secondary attack (–5 on your attack roll, and half Strength
modifier on the damage roll) without penalizing your primary attack. You are considered armed.

Temporal Shield
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell creates a barrier before the caster, the size and shape of a tower shield. The barrier is invisible except for a faint
shimmer in the air. Anything that passes through the barrier in either direction is slowed to nearly a stop. The barrier grants
you a +6 shield bonus to AC. The bonus applies to incorporeal touch attacks and completely negates magic missiles fired at
you. The barrier imposes no armor check penalty or arcane spell failure chance.
Material Component: A pinch of sand.

Temporal Sphere
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: Sphere with radius of 10 feet, centered on caster’s position
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell creates a shimmering sphere of slowed time around the caster. While inside the sphere, you are completely
invulnerable to attacks or spells originating outside the sphere. Likewise, attacks and spells originating within the sphere
cannot affect those outside it. If the sphere is cast in an area with a lingering effect, like a cloud of poison gas, the effect will
remain in the sphere. Due to the slowing of time inside the sphere, those inside can only act every other round instead of
every round. Once the spell is cast, the temporal sphere cannot be moved. It is possible for a creature to cross the threshold
of the sphere in either direction, but it requires a full round action (provoking attacks of opportunity) to do so — this applies to
ethereal and incorporeal creatures as well. You may dismiss the sphere at will. The sphere can be dismissed by a targeted
dispel magic spell (but not an area one) if the caster passes a caster level check (DC 10 + your caster level), or by greater
dispel magic, antimagic field, disjunction, or similar spells.
Material Component: A small glass sphere filled with sand.

Temporal Sphere, Mobile


Abjuration
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: sphere with radius of 10 ft., centered on caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
As temporal sphere, selective except that the sphere moves with the caster for the duration of the spell.
Material Component: A small golden sphere, worth at least 1000 stl, filled with an ounce of fine quartz sand worth 100 stl.

Temporal Sphere, Selective


Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: sphere with radius of 10 ft., centered on caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
As temporal sphere except that creatures leaving the sphere are unhindered, and attacks and spells originating within the
sphere may affect creatures and items outside it. Attacks from within the sphere to outside it suffer a -2 circumstance penalty
due to the slight difference in the flow of time inside and outside of the sphere.
Material Component: A small silver sphere worth at least 500 stl filled with sand.

Timeheal
Transmutation
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: Yes
With this spell the caster sends the target’s body back in time to a point before it was wounded or ill. If successful, the target
is restored to whatever health he possessed at that time. The longer the target has been wounded or ill, the farther back his
body has to be sent, and the more likely the spell fails. For every caster level, the caster can send the body back 1 minute
without difficulty. Thus a twelfth-level wizard could restore a wounded man’s body to its condition 12 minutes ago. For every
additional minute the caster sends the body back, there exists a 5% cumulative chance of spell failure. Note that the target
must have at least one hit point left for the spell to work —it cannot restore the dead, though it can restore the corpse to a
pristine state.
Material Component: A small hourglass filled with powdered black pearls worth at least 500 stl.
XP Cost: 100 XP per minute of time reverted.

Timeless Slumber
Abjuration
Level: Clr/Mys 4
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Willing living creature touched
Duration: Permanent (D); see text
Saving Throw: None
Spell Resistance: No
Used by dragons in the long period of time between the Third Dragon War and the War of the Lance, timeless slumber
causes a deep and protective magical sleep to come upon a single, willing creature. While asleep, the passage of time flows
around the creature, and he does not age at all. All time-dependent effects such as poisons and diseases cease to affect the
creature while it sleeps. Despite being asleep, the creature has a sense of how much time has passed and can choose to
end the effect at any time, as well as react to any immediate threats to its safety. If a creature moves to attack the subject of
this spell, the spell is instantly broken and a high-pitched chime indicates the presence of danger. The spell ends immediately
before the attack, giving the subject enough time to react. Thus, anyone under a timeless slumber spell cannot be subject to
a coup de grace. Anything that would end an invisibility spell, or any dangerous conditions, such as falling debris, also
causes the creature to wake.
Material Component: Sand ground from a diamond worth 500 stl.

Time Reaver
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One way portal through time and space
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Known only to a few — officially only the Masters of the Towers of High Sorcery know this spell — timereaver is one of the
most potentially powerful and dangerous spells known on Ansalon. This spell creates a portal through time and space and
allows up to 1 individual per 4 caster levels to travel through the portal to another period of time. Originally intended to allow
wizards to research the past or the future, the spell allows individuals to travel backward or forward along the River of Time.
The travelers can travel up to 20 years per level of the caster backward in time, or 1 year per level of the caster forward (as
the future is far more difficult to navigate. The spell pierces the barriers between both time and space. It requires incredible
concentration from the spellcaster in order to ensure that the travelers end up at both the right time and in the right place
(requiring a Spellcraft check at DC 15 +1 for every decade traveled backward and a Spellcraft check at DC 15 +1 for every
year traveled forward). If the Spellcraft check is failed: 1) the travelers end up either in the right time but wrong place — 25
miles away per point the Spellcraft check failed, in a random direction (50% chance), or 2) in the right place but the wrong
time — up to 5 years per point the Spellcraft check failed, either forward or back (50% chance). Either failure may place the
travelers in a precarious position, particularly as the spell is a one-way trip (unless the travelers are provided with a means of
returning, such as the device of time journeying or another rare and powerful artifact). At the beginning of time, the High God
dictated that alterations to the River of Time were forbidden, thus those using the timereaver spell cannot affect either the
past or the future, no matter how hard they try (as a pebble dropped in the river cannot alter the river’s path). However, if one
of the Chaos races (any race altered by the effects of the Graygem, such as kender, dwarves, minotaurs, or sea elves)
travels through time, the touch of Chaos within them allows for the possibility of time alteration — a potentially disastrous
consequence. This spell was primarily used by Masters of the Tower to send individuals through time to research aspects of
the past or the future, secure in the knowledge the travelers could do nothing to affect the River of Time. Such expeditions
were rarely undertaken, however, as artifacts like the device of time journeying (which originally allowed only a single
individual to return through time) are exceedingly rare and difficult to produce.
Material Component: A magical circle, created by a mixture of rare ingredients worth at least 10,000 stl + 1000 stl per decade
traveled backward in time, or per year forward in time.
Arcane Focus: A major artifact, which is temporarily inert for 1 hour per decade traveled backward in time, or per year
traveled forward in time.
XP Cost: 1000 XP + 500 XP per decade traveled backward in time, or per year forward in time.

Touch of Agony
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S (DF)
Casting Time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes
With a touch, you are capable of inflicting great agony upon a living creature. You must succeed at making a successful
touch attack, but if the creature fails its saving throw, it falls prone and is stunned. The target creature drops whatever it was
holding, can’t take actions, suffers a -2 penalty to Armor Class, and loses its Dexterity bonus (if any) for the duration of the
spell.

Touch of Guiding Light


Transmutation
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
Similar to kiss of night’s guardian, this spell is known only by the Master of the Tower of Wayreth. When this spell is cast, you
allow the target to find her way through the magical forest surrounding the Tower of Wayreth. This spell gives the target an
instinctive sense of where the Tower is located, enabling her to find the Tower’s location. This spell works despite the Tower’s
and the grove’s natural defenses, although it does not grant the target any special ability to travel across the distance if the
Tower moves. Once the target has traversed the Grove, whether entering or leaving, the spell expires and the target is
subject to the normal effects of the Grove.
See Kiss of Night’s Guardian for information about spells relating to other guardian groves.

Touch of Weakness
Necromancy
Level: Clr 3, Sor/Wiz 3
Components: V, S (DF)
Casting Time: 1 standard action
Range: Touch
Effect: Living creature touched
Duration: 1 minute/level
Saving Throw: Fort negates
Spell Resistance: Yes
By touching a creature, you can channel the icy chill of negative energy, physically weakening it for the duration of the spell.
With a successful melee touch attack, the caster applies a 1d4 penalty to the target’s Strength, Dexterity, and Constitution
scores. This penalty cannot reduce any of these scores below 1.

Traitor’s Death
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: One day/level or until discharged (D)
Saving Throw: Special
Spell Resistance: Yes
Many wizards and priests that travel a dark path often resort to spells to compel others to follow them, binding their allies with
magic to try to stave off betrayal. Traitor’s death is similar in many ways to a lesser geas. The spell is enforced by a promise
spoken by the target creature to the spellcaster, who then imbues the promise with necromantic energy. The victim is allowed
a Will saving throw at this point to resist the spell. The spellcaster knows whether or not the spell takes effect, but, unless the
target is informed of the spell, he is unaware of the effect. As long as the target creature does not break that promise, the
spell lingers with relative benignity, dissipating with the lapse of the duration, or with the mental command of the spellcaster.
If the target creature breaks the promise, not fulfilling his side of the agreement, he must make an immediate Fortitude saving
throw. Failing the saving throw, the creature is reduced to -1 hit points and is dying, losing an additional hit point each round.
Only magical healing can restore the creature or arrest hit point loss.
Focus: A small poppet bound in silver chains, worth at least 250 stl.

Transfer Essence
Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two living creatures
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You are able to temporarily transfer the arcane energies of one wizard into another wizard, using them to strengthen the
target wizard’s arcane power. This spell is often used by groups of wizards working together to transfer their own power into a
central wizard in order to bolster his strength. This spell can also be used against wizards by unscrupulous wizards who seek
to increase their own strength, even temporarily. When this spell is cast, the target being drained of his essence is allowed a
Will save to resist, otherwise he suffers a temporary level drain equal to 1 level for every 2 levels of the spellcaster (suffering
all normal effects of such drain). This energy is then immediately transferred into another wizard, who gains a temporary level
increase to his spellcasting levels when determining a spell’s effects based on range, target(s), area, effect, duration,
overcoming SR, calculating damage, and other similar variables. These temporary levels do not increase the wizard’s saving
throws, hit points/HD, or allow the wizard to cast spells normally beyond his capabilities. When the spell’s duration expires,
the levels are instantly returned to the original spellcasters.
Material Component: A translucent quartz prism on a silver chain.

Trace Magic
Divination
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone-shaped emanation
Duration: Concentration, up to 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When you cast this spell, you are able to track the lingering aura of magic, even after it has left the area. Depending upon the
strength of the magic, you may be able to trace the magic back to its source, whether it is a creature, spell, or magical item.
Once the spell is cast, the lingering threads of magic are clearly visible to your sight. For spells that have been cast upon
creatures or magical items, these glowing threads will lead off into trails, which enable you to follow either where it has come
from or where it is going. In areas where there have been many spells or magic items, the threads can become a tangle. For
you to pick out one particular thread, you must first identify it with a Spellcraft check. (Make one check per thread; DC 15 +
spell level, or 15 + half caster level for a nonspell effect.) Threads linger long after their original source dissipates. (in the
case of a spell) or is destroyed (in the case of a magic item. The length that a thread lingers depends on its original power:

Duration of Lingering Aura:


Original Strength Aura – Duration of Lingering
Faint (0-2nd level spells, effects; minor magical items) – 1d6 minutes
Moderate (3rd-5th level spells, effects; moderate magic items) – 1d6 x 10 minutes
Strong (6th-8th level spells, effects; minor artifacts) – 1d6 hours
Overwhelming (9th level spells; major artifacts) – 1d6 days

The threads of magic are not affected by terrain, and thus if the thread leads where you cannot go (such as up into the air
and you are unable to fly) your ability to follow it may be limited.

Travel the Paths of the Mind


Transmutation
Level: Sorcerer/wizard 9
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: One living creature touched, and up to 1 creature/level, all of which must be within 25 ft.; see text
Duration: Special (D); see text
Saving Throw: Will negates
Spell Resistance: No
You cast this spell upon one living creature, enabling yourself or others to travel into the target’s memories. You can travel —
or send other travelers — back into an individual’s memories up to 5 years per level. If the target is unwilling, he is allowed a
Will saving throw to resist the spell. Traveling into an individual’s memories can be a dangerous thing. The travelers bear
witness to the events as they occurred, based on the target’s memory of how they occurred (which may be different from the
actual events). To the travelers, events happen as if they were really there. The travelers can re-experience up to 1 hour per
caster level worth of memories of the target creature. To the travelers, time progresses as normal, but to the target, only 1
minute passes per hour of the travelers experience. The threat to the travelers can be very real. Any dangers they encounter
can harm them. Spells cast, items used, and actions performed seem real to the travelers, although such actions have no
effect on the actual event, outside of altering the target’s memories of what happened. If a traveler dies in the memories, she
must make an immediate Fortitude saving throw. If she fails the saving throw, she dies and remains forever trapped within
the target’s mind, unable to return without the proper usage of a miracle or wish. The target will gradually forget the deceased
individual ever existed. If the traveler succeeds on the saving throw, she emerges from the target’s mind with 0 hit points, in
critical but stable condition. The travelers can emerge from the target’s memories only when the spell expires or the
spellcaster releases them from the memory (dispelling the spell). When the travelers return from the memory, they retain any
wounds they may have suffered and have lost anything they may have lost (including spells cast or items used), just as if
they had truly experienced the events. If the target dies while the travelers are still within his memories, all travelers must
immediately make a Fortitude saving throw (DC 15 + 1 per hour they have been within the dream). If they fail the saving
throw, they die with the target. If they succeed, they emerge from the memories as normal. It is theoretically possible for the
travelers to draw a person or item out from the target’s memories, although this is extremely difficult and dangerous. Anyone
attempting to draw an item or person from the target’s mind must make a Will save (DC 20 + 1 per hour within the
memories). The target must also make the same Will saving throw (involuntary; this save cannot be suppressed by the
desires of the target). If the traveler succeeds but the target fails the saving throw, the item or person emerges from the
memories. If the traveler fails but the target succeeds, the item or person remains within the target’s memories. If both fail,
the traveler is immediately ejected from the memories without the item or person she was attempting to draw out. If both
succeed on the saving throw, the traveler emerges from the memories without the item or person she was attempting to draw
out. (It is very difficult to draw anything out of someone’s memories into reality.) The effect of removing something from a
target’s memories is long-lasting. The target has no memories of the person or item after it was removed from his memory.
The nature of the item or person is also completely based upon how the target remembers them, which may be very different
from the reality. A person drawn out is effectively a simulacrum (see simulacrum in the Player’s Handbook), based upon the
target’s memories. An item drawn out is only half as powerful as the original, if it was magical. [The exact nature of the item
or person is determined by the Dungeon Master.]
Material Component: A silver mirror engraved with runes and inlaid with diamond dust.
XP Cost: 2,000 XP + 1,000 XP per traveler.

Truth-Testing
Divination
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
You can concentrate upon one subject within range, enabling you to tell if the subject is deliberately and knowingly speaking
a lie by discerning disturbances in its aura caused by lying. This spell does not reveal the truth, uncover unintentional
inaccuracies, or necessarily reveal evasions. You must maintain concentration upon the subject to continue discerning its
aura.
Arcane Focus: A small mirror.

Unbinding
Abjuration
Level: Liberation 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 round
Range: 180 ft.
Area: 180-ft. radius burst, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When you cast an unbinding spell, a burst of energy erupts from your body and magically destroys any spells that contain,
constrain, or seal, with the exceptions noted below. The unbinding negates charm and hold spell of all types, arcane locks
and similar closures, spells with a duration longer than instantaneous that create physical or magical barriers (wall of fire, wall
of force), guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is ended. A magic jar
is shattered—forever destroyed—and the life force within snuffed out. In addition, any spell that holds magical effects,
including other spells, immediately releases them at a range of 0 ft. (including magic mouth, imbue with spell ability, and so
on). Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an
unbinding. Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (including
creatures such as familiars, invisible stalkers, genies, and planar allies). An antimagic field is not affected, nor will the effects
of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is
dispelled. Curses and geas/quest spells are negated only if the caster is of a level equal to or greater than that of the original
caster. All these effects occur without regard to the caster’s wishes. Spell effects on the person of the caster or being carried
or worn by the caster remain undisturbed, but any others within the burst are effective, including those of allies. The opening
of locks or other closures triggers any alarms or traps attached to them. Any released creature may or may not be friendly to
the caster.
Material Components: A lodestone and a pinch of saltpeter.

Untiring Form
Transmutation
Level: Clr/Mys 3, Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 creature/ 2 levels (Max 10)
Duration: 1 day/4 levels (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Used primarily by clerics of Shinare, untiring form confers immunity to fatigue and exhaustion, and even removes the need
for sleep altogether. Furthermore, all affected creatures gain a +4 bonus to saving throws against sleep effects. If a creature
desires to go to sleep it may do so, thus ending the effects of that casting of the spell. Creatures who cast spells are able to
prepare spells and spell slots normally even though they do not sleep. Spells cast within the previous 8 hours still count
against the total number of spells that they can prepare, as they usually do.

Virtue Manifest
Abjuration
Level: Clr 8
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like the redemption/temptation effects of atonement save for one strong difference—the target need not
be willing for the alignment change to take effect. As such, the caster often must bind, or in some other way immobilize, the
target creature in order to keep them present for the entirety of the ceremony, or simply hold the charge of the spell until the
caster can discharge the spell on the intended creature. Although the caster causes the creature’s alignment to match his,
the creature may not necessarily become his personal ally.
Material Component: Burning incense made from the wax of giant bees worth 500 Stl.
Focus: In addition to a holy symbol or normal divine focus, the caster needs a set of prayer beads (or other prayer device
such as a prayer wheel or prayer book) worth at least 1,000 stl.
XP Cost: 2,000 XP.

Vision of Dusk’s Eye


Abjuration
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
Similar to the spell kiss of night’s guardian, this spell is known only by the Master of the Tower of Istar. When this spell is cast,
you allow the target to find her way through the magical grove surrounding the Tower of Istar. This spell grants a +10
circumstance bonus against the powerful suggestion of forgetfulness imbuing the magical grove surrounding the Tower. Once
the target has traversed the grove, whether entering or leaving, the spell expires and the target is subject to the normal
effects of the grove. See Kiss of Night’s Guardian for information about spells relating to other guardian groves.

Whisper of Dawn’s Song


Abjuration
Level: Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Special; see text
Saving Throw: None
Spell Resistance: No
Similar to kiss of night’s guardian, this spell is known only by the Master of the Tower of Daltigoth. When this spell is cast, you
allow the target to find her way through the magical grove surrounding the Tower of Daltigoth. This spell grants the target a
+10 circumstance bonus to resist the powerful suggestion of sleep imbuing the magical grove of Daltigoth. This spell only
protects the recipient for a one-way journey through the grove. Once the target has traversed the grove, whether entering or
leaving, the spell expires and the target is subject to the normal effects of the grove. See Kiss of Night’s Guardian for
information about spells relating to other guardian groves.

Withering Death
Necromancy [Evil]
Level: Clr/Mys 4, Sor/Wiz 4
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A yellow pulsating ray springs from the caster’s hand. He must succeed on a ranged touch attack with the ray to strike a
target. If hit, the target takes a penalty to Constitution equal to 1d6 plus +1 per two caster levels (maximum 1d6+5). If a
subject dies while under the effect of this spell, it rises as a zombie under the caster’s control, as if animated.

Zone of Air
Evocation [Air]
Level: Clr 3, Drd 2, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius emanation from the target creature
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A faintly shimmering magical sphere surrounds the target creature with a gentle breeze, bringing with it clean, breathable air.
The magical sphere prevents noxious fumes and vapors from entering the area of effect, as well as mitigates the lack of
oxygen from high altitudes or in other situations where the air is lacking oxygen. The zone of air is not strong enough to
disperse magical fumes (such as that of a fog cloud, stinking cloud, or cloudkill spell), although it does temporarily displace
the fumes from entering the area of effect if the target creature is passing through such areas. The zone of air does not
function underwater, nor is the breeze strong enough to displace even the lightest of objects (thus provides no deflection
bonuses).
Material Component: A hollow glass bead.

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