Labyrinths & Liontaurs
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Arcane Spells

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Zero-Level Arcane Spells


Acid Splash

School conjuration (creation) [acid]; Level Arcane 0 (combat cantrip)

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect one missile of acid

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a small orb of acid that flies at the target. This acid disappears after 1 round. You must succeed on a ranged touch attack to hit your target, using your even (column B) intelligence modifier in place of your dexterity modifier. The orb deals 1d3 acid damage.

The duration increases every five levels, and the acid, unless neutralized, inflicts the same damage each round: 3 rounds at level 6, 5 rounds at level 11, and 7 rounds at level 16. The orb is not a weapon attack, and is not boosted by feats and powers that affect weapon attacks.


Battle Ward

School abjuration [chaotic]; Level Arcane 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

You draw an invisible rune on a creature that grants a +1d4 armor bonus to AC against melee attacks, rolled each round. It also increases CMD. The ward imposes no armor check penalty, arcane spell failure chance, or speed reduction.

The armor bonus increases every five levels, to +1d6 at level 6, +1d8 at level 11, and +1d10 at level 16.


Confusion I

School enchantment (compulsion) [mind-affecting, chaotic]; Level Arcane 0 (combat cantrip)

Casting Time 1 standard action

Components V, S

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

Targets one living creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell causes a single creature to become confused for 1 round. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d%Behavior
01-25Act normally
26-50Do nothing but babble incoherently
51-75Deal 1d8 points of damage + Str modifier to self with item in hand
76-100Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

At level 6, the range increases to medium and the duration to 1d2 rounds. At level 11, the range increases to long and the duration increases to 1d3 rounds. And at level 16, the duration increases to 1d4 rounds, and you can target 1d3 creatures that are within 15 ft of each other.


Detect Magic

School divination; Level Arcane 0 (exploration cantrip)

Casting Time 1 standard action

Components V, S

Range 60 ft.

Area cone-shaped emanation

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

Saving Throw none; Spell Resistance no

DESCRIPTION

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

1st Round: Presence or absence of magical auras.

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

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

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

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

Spell or ObjectAura Power
FaintModerateStrongOverwhelming
Functioning spell (spell level)3rd or lower4th-6th7th-9th10th+ (deity-level)
Magic item (caster level)5th or lower6th-11th12th-20th21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6x10 minutes
Overwhelming1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

At level 6, the spell extends for a 120 ft radius all around you, 360 degrees. At level 11, you gain full information after two rounds. At level 16, you gain full information after just one round.


Disrupt Undead

School necromancy; Level Arcane 0 (combat cantrip)

Casting Time 1 standard action

Components V, S

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

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals damage equal to 1d6 + your odd (column A) Int mod.

This damage increases every five levels, to 1d8+Int at level 6, 1d10+Int at level 11, and 1d12+Int at level 16. The ray is a weapon attack, and is boosted by feats and powers that affect rays and weapon attacks.


Ghost Sound

School illusion (figment); Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components S, M (a bit of wool or a small lump of wax)

EFFECT

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

Effect illusory sounds

Duration 1 round/level (D)

Saving Throw Will disbelief; Spell Resistance no

DESCRIPTION

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the spell creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created, but not understandable speech. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

At level 6, ghost sound can enhance the effectiveness of an illusion (figment) spell: only one saving throw is made, after interacting with a ghost-sound-boosted illusion, and the save DC is increased by 1. At level 11, you can change the type of sound produced at will throughout the duration. At level 16, a Will save to disbelieve is granted only if one uses a standard action to focus on the sound (rather than the usual move action), and no save is given for merely interacting with it.


Lullaby

School enchantment (compulsion) [mind-affecting]; Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area living creatures within a 10-ft.-radius burst

Duration concentration + 1 round (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Any creature within the area that fails a Will save becomes drowsy and inattentive, suffering the tired condition while the lullaby is in effect. Lullaby and its effects last for as long as the caster concentrates, plus one round.

At level 6, the spell lasts for one round per level after concentration ends, and targets do not realize that they have been targeted with a spell, even if they save. At level 11, targets that fail their save fall into natural sleep for one round, then awaken and are tired, and those that save are just tired for the duration. And at level 16, targets that fail their save fall asleep for a round, then awaken arnd are fatigued; those that fail the save fall asleep for a round, then awaken and are tired for the duration.


Mage Hand

School transmutation; Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one nonmagical, unattended object weighing up to 5 lbs.

Duration concentration

Saving Throw none; Spell Resistance no

DESCRIPTION

You point at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

At level 6, you can move nonmagical and magical objects weighing up to 10 lbs. At level 11, you may move both objects and willing creatures weighing up to 50 lbs. At level 16, you do not need to concentrate; the spell lasts one minute per level.


Mage Lights

School evocation [light]; Level Arcane 0 (exploration cantrip)

Casting Time 1 standard action

Components V,

Range medium (100 ft. + 10 ft./level)

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

Duration 1d4 minutes (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You create up to four spheres of white light, each the size of your fist and the intensity of a torch. Mage lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one mage lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

At level 6, you can vary each light's intensity, from normal to dim to no light, and back. At level 11, you can change the color of each light at will, and each light can move independently (they do not need to be within a 10 ft radius). At level 16, you can order a light to hover around an object or willing creature, and lights so ordered stay in the creature's or object's space at any range, even with a teleport or to move to another plane.


Message

School transmutation [language-dependent]; Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S, F (a piece of copper wire)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature/level

Duration 10 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

You can whisper messages and receive whispered replies. Eavesdroppers nearby can hear these messages with a DC 25 Search check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

At level 6, mouthing the words is not required, and there is no chance to be overheard. If you are currently messaging with multiple creatures, they can also communicate with each other at your discretion. At level 11, no open path is needed, and earth, stone, and metal do not block the message. At level 16, the range increases to long (400 ft. + 40 ft./level), and you may cast language-dependent spells and effects on willing message targets, even if you do not have line of sight.


Open/Close

School transmutation; Level Arcane 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S, F (a brass key)

EFFECT

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

Targets object weighing up to 30 lbs. or portal that can be opened or closed

Duration instantaneous

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

At level 6, the weight limit becomes 300 pounds. At level 11, you may use this spell to make a break skill check against a barred or locked object, using your spell casting ability score instead of your strength. At level 16, you may direct a casting of this spell to affect any or all target objects within range, at your discretion.


Penumbra

School evocation [darkness]; Level Arcane 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S, M (a bit of soot)

EFFECT

Range touch

Targets creature touched

Duration 10 minutes/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

This spell keeps the creature touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness. It provides immunity to the dazzled condition. You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

At level 6, the spell grants a +2 circumstance bonus on stealth checks. At level 11, the bonus rises to +4; at level 16, to +6.


Prestidigitation

School universal; Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 10 ft.

Target, Effect, or Area see text

Duration 1 hour

Saving Throw see text; Spell Resistance no

DESCRIPTION

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. Prestidigitation can create a small two-dimensional illusion covering no more than 1 square foot. It can create a light as bright as a candle with a 5 ft radius. It uses necromancy to kill fleas, lice, mosquitoes, and similar harmless but possibly annoying creatures. It can create one small solid object, of common materials weighing no more than 1 pound, that is too roughly made to be used as a weapon or spell component, but can be used as a tool. It cannot deal damage or affect the concentration of spellcasters. Finally, a prestidigitation lacks the power to duplicate any other spell effect. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

At level 6, the use of this spell grants a +2 competence bonus on any skill check that can be boosted through the use of a tool, as well as all perform checks. At level 11, this spell can create a weapon weighing no more than 2 pounds, a masterwork tool, or spell component found in a spell component pouch. At level 16, prestidigitation can duplicate the first level effect of any other arcane cantrip.


Ray of Frost

School evocation [cold]; Level Arcane 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You point at a target, and a ray of freezing cold shoots out. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals cold damage equal to 1d3+Int mod (use your odd (Column A) intelligence modifier).

This damage increases every five levels, to 2d3+Int at level 6, 3d3+Int at level 11, and 4d3+Int at level 16. The ray is a weapon attack, and is boosted by feats and powers that affect rays and weapon attacks.


Read Magic

School divination; Level Arcane 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S, F (a clear crystal or mineral prism)

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

You can decipher magical inscriptions on objects -- books, scrolls, weapons, and the like -- that you would otherwise be unable to understand. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

At level 6, with read magic active, you do not trigger cursed or trapped scrolls when you read them, and you gain +4 on your caster level checks to read higher level scrolls. At level 11, you gain a +4 bonus on use magic device checks to read scrolls you normally cannot cast. At level 16, you gain a +4 on saves when you read magical tomes, symbols, runes, and glyphs that would normally have an adverse effect you.


Sift

School divination; Level Arcane 0 (exploration cantrip)

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 30 ft.

Area one 10-ft. cube

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You examine an area at range as if you were searching for fine details with the Search skill. Make a Search check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

At level 6, you do not suffer the -5 penalty. At level 11, you can search creatures as well as objects and features. And at level 16, you can search with a range of 60 ft.


Touch of Illness

School necromancy; Level Arcane 0 (combat cantrip)

CASTING

Casting Time 1 standard action

Components V, M (a drop of blood)

EFFECT

Range touch

Targets creature touched

Duration 1d4 rounds

Saving Throw none; Spell Resistance yes

DESCRIPTION

You push negative energy through your touch, making the target queasy; it takes a -1 penalty on all attack rolls, saving throws, skill checks, and ability checks. You must succeed on a touch attack to strike a target. The subject is queasy for the spell's duration. This spell has no effect on a creature that is already queasy, sickened, or nauseated. The queasy effect ends as soon as the spell's duration expires.

At level 6, the spell lasts 1d4+1 rounds, and the target must also make a fortitude save or become sickened; a save means it is queasy. At level 11, the spell lasts 1d4+2 rounds, and the effect of this spell now stacks with other related effects (but not from repeated uses of this spell). At level 16, the spell lasts 1d4+3 rounds, and and the target is sickened with a successful touch, no save.


Ventriloquism

School illusion (figment); Level Arcane 0 (interaction cantrip)

CASTING

Casting Time 1 standard action

Components S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect understandable sound, usually speech

Duration 1 min./level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

You can make a voice issue from someplace else. You determine the words and language of the voice, but the language must be one you know. Anyone who engages in conversation with the voice and rolls a successful save recognizes it as illusory (but still hears it at a diminished volume).

At level 6, the spell can sound like the voice of some other person whose voice you have heard (If used with a disguise, this grants a +4 on the disguise check). At level 11, ventriloquism can enhance the effectiveness of an illusion (figment) spell: only one saving throw is made, after interacting with a ghost-sound-boosted illusion, and the save DC is increased by 1. At level 16, a Will save to disbelieve is granted only if one uses a standard action to focus on the sound (rather than the usual move action), and no save is given for merely interacting with the voice.


First-Level Arcane Spells


Animate Rope

School transmutation; Level arcane 1

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Targets one rope-like object, length up to 50 ft. + 5 ft./level; see text

Duration 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

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

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

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

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


Appraise Person

School divination; Level arcane 1

CASTING

Casting Time 1 standard action

Components S

EFFECT

Range 60 ft.

Target one person

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell reveals information about a target person. If the target's character level is less than your caster level, this spell reveals name, class or classes, and class levels. If the person's character level is up to five levels higher than your caster level, it reveals name and total character level only. If the person is more than five levels higher than your caster level, it reveals name and that's all. If the target is using the disguise skill, compare the target's disguise check to your caster level first, and if the disguise check is higher than your caster level, use the information of the target's disguise persona instead of their true info.


Arcane Mark

School universal; Level arcane 1

Casting Time 1 standard action

Components V, S

Range touch

Effect one personal rune, mark, or message, all of which must fit within 1 sq. ft.

Duration permanent (see text)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell allows you to inscribe a rune, mark, or message, which covers no more than one square foot in area. The writing can be visible or invisible. An arcane marking may be placed on any solid substance without harm to the material upon which it is placed. If an invisible marking is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the meaning of an invisible mark, unless it is written in a code or cipher. The mark cannot be dispelled, but it can be removed by the caster, or by spells including erase remove curse, limited wish, and so forth. The magical writing is permanent, or lasts for a duration set by the caster when the marking is created. You can create a personal mark that cannot be replicated by any means -- it is unique to you and cannot be counterfeited. You can use clairaudience/clairvoyance, scrying, or related magic to scry an arcane marking you cast. You can use instant summons to recall an object inscribed with arcane marking you cast. And you can teleport (as to a very familiar spot) or dimension door (even if you do not know where, so long as it is in range) to a place with an arcane marking you cast. When using this spell to make a scrivening skill check or a spellcraft skill check to scribe a scroll, it gives a +4 competence bonus on the check.


Cause Fear

School necromancy [fear, mind-affecting]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one living creature with 5 or fewer HD

Duration 1d4 rounds or 1 round; see text

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. A creature with 6 or more HD is shaken for 1d4 rounds if it fails the save. Cause fear counters and dispels remove fear.


Color Spray

School illusion (pattern) [mind-affecting]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (red, yellow, and blue powder or colored sand)

EFFECT

Range 15 ft.

Area cone-shaped burst

Duration instantaneous; see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

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

Sightless creatures are not affected by color spray.


Comprehend Languages

School divination; Level arcane 1

Casting Time 1 standard action

Components V, S, M (pinch of soot and salt)

Range personal

Targets you

Duration 10 min./level

DESCRIPTION

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

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


Detect Secret Doors

School divination; Level arcane 1

Casting Time 1 standard action

Components V, S

Range 60 ft.

Area cone-shaped emanation

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

Saving Throw none; Spell Resistance no

DESCRIPTION

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

1st Round: Presence or absence of secret doors.

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

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


Disguise Self

School illusion (glamer); Level arcane 1

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration 10 min./level (D)

DESCRIPTION

You make yourself--including clothing, armor, weapons, and equipmen--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


Erase

School transmutation; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one scroll or two pages

Duration instantaneous

Saving Throw see text; Spell Resistance no

DESCRIPTION

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.


Feather Fall

School transmutation; Level arcane 1

CASTING

Casting Time 1 free action

Components V

EFFECT

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

Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Duration until landing or 1 round/level

Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)

DESCRIPTION

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


Floating Disk

School evocation [force]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of mercury)

EFFECT

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

Effect 3-ft.-diameter disk of force

Duration 1 hour/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. You can sit on your own disk, but it will not move while you are on it.

The disk winks out of existence when the spell duration expires.

The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it.

When the disk winks out, whatever it was supporting falls to the surface beneath it.


Grease

School conjuration (creation); Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (butter)

EFFECT

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

Targets one object or 10-ft. square

Duration 1 min./level (D)

Saving Throw see text; Spell Resistance no

DESCRIPTION

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Tumble check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Tumble skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item.

Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.


Hold Portal

School abjuration; Level arcane 1

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one portal, up to 20 sq. ft./level

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Add 5 plus your caster level to the normal DC for forcing open or breaking through a portal affected by this spell.


Hypnotism

School enchantment (compulsion) [mind-affecting]; Level arcane 1

CASTING

Casting Time 1 round

Components V, S

EFFECT

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

Area several living creatures, no two of which may be more than 30 ft. apart

Duration 2d4 rounds (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.

In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 1d3 per caster level to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.


Jump

School transmutation; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (a grasshopper's hind leg)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.


Mage Armor

School conjuration (creation) [force]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, F (a piece of cured leather)

EFFECT

Range touch

Targets creature touched

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

This force field counts as armor, filling your armor slot, but unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.


Magic Map

School divination; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (a blank piece of parchment, vellum, or equivalent)

EFFECT

Range touch

Target blank piece of parchment

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell magically draws a map of all you can see, using your Scrivening skill check with an enhancement bonus equal to your caster level (maximum +10). Since this spell relies on your sight, it is only as accurate as what you see, and can be fooled by illusions, secret doors, traps, etc. It magically updates as you explore, and resizes itself to fit in the writing space available as you explore. It adds labels and notes at your verbal command. Per the skill, your modified scrivening check must still beat a DC15 to be useful to others, or DC25 to work as a masterwork map. The map stops updating when it is not in your possession, but you can place it in a pocket or backpack so that observers do not know it is updating in real time. At the end of the spells duration, the map stops updating and becomes a nonmagical map.


Magic Missile

School evocation [force]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets up to five creatures, no two of which can be more than 15 ft. apart

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Misdirection

School illusion (glamer); Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature or object, up to a 10-ft. cube in size

Duration 1 hour/level

Saving Throw none or Will negates; see text; Spell Resistance no

DESCRIPTION

By means of this spell, you misdirect the information from divination spells that reveal auras (detect auras, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).


Mount

School conjuration (summoning); Level arcane 1

CASTING

Casting Time 1 round

Components V, S, M (a bit of horse hair)

EFFECT

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

Effect one mount

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You summon a light horse or a pony (your choice) to serve you as a mount (see the Pathfinder RPG Bestiary). The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.


Obscure Object

School abjuration; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (chameleon skin)

EFFECT

Range touch

Targets one object touched of up to 100 lbs./level

Duration 8 hours (D)

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).


Phantom Trap

School illusion (glamer); Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (special dust worth 50 gp)

EFFECT

Range touch

Targets object touched

Duration permanent (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists.

Of course, the effect is illusory and nothing happens if the trap is "sprung"; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.


Ray Of Enfeeblement

School necromancy; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect ray

Duration 1 round/level

Saving Throw Fortitude half; Spell Resistance yes

DESCRIPTION

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).

The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.


Shield

School abjuration [force]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.


Shocking Grasp

School evocation [electricity]; Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature or object touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).


Sleep

School enchantment (compulsion) [mind-affecting]; Level arcane 1

CASTING

Casting Time 1 round

Components V, S, M (fine sand, rose petals, or a live cricket)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area one or more living creatures within a 10-ft.-radius burst

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A sleep spell causes a magical slumber to come upon 1d2 HD per caster level of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.


Solid Note

School conjuration (creation); Level arcane 1

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Effect one solidified musical note

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round.


Unseen Servant

School conjuration (creation); Level arcane 1

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of string and a bit of wood)

EFFECT

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

Effect one invisible, mindless, shapeless servant

Duration 1 hour/level

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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


Second-Level Arcane Spells


Alarm

School abjuration; Level arcane 2

Casting Time 1 standard action

Components V, S, F (a tiny bell and a piece of very fine silver wire)

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

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

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible in nature.

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

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

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing. Ethereal or astral creatures do not trigger the alarm.


Anonymous Interaction

School enchantment (compulsion) [mind-affecting]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration permanent (see text)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your interactions with them (such as "She was asking about the queen"), but they don't remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent.


Protection From Chaos

School abjuration; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M

EFFECT

Range touch

Targets creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

This spell wards a creature from certain mental attacks, including mental control. First, the subject gains a +2 resistance bonus on will saves. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target.


Beguiling Gift

School enchantment (compulsion) [mind-affecting]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, F (the object to be offered)

EFFECT

Range 5 ft.

Targets one creature

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Will save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell's duration has expired, although it may find a cursed item difficult to be rid of.


Burning Hands

School evocation [fire]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 15 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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


Charm Person

School enchantment (charm) [mind-affecting]; Level arcane 2

Casting Time 1 standard action

Components V, S

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

Targets one humanoid creature

Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

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


Chill Touch

School necromancy; Level arcane 2

Casting Time 1 standard action

Components V, S

Range touch

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

Duration instantaneous

Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

DESCRIPTION

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

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


Create Pit

School conjuration (creation); Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels

Duration 1 round + 1 round/level

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet).

You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.

Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it.

In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.

Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal.

The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


Elemental Touch

School evocation [acid, cold, electricity, or fire]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M (a bit of the chosen element: earth, water, air, or fire)

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

Saving Throw see text; Spell Resistance no

DESCRIPTION

Upon completing the casting of this spell, elemental energy infuses your hands. Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack, but the energy efffecct can be used no more than once per round. This bonus damage can never apply to multiple weapons.

Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.

Cold: The target must make a Fortitude save or be fatigued.

A creature that is already fatigued suffers no additional effect.

Electricity: The target must make a Fortitude save or be staggered for 1 round.

Fire: Your hands ignite and shed light as a torch. Your touch may cause flammable targets to catch on fire.

Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.


Enlarge Person

School transmutation; Level arcane 2

CASTING

Casting Time 1 round

Components V, S, M (powdered iron)

EFFECT

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

Targets one humanoid creature

Duration 1 min./level (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person.


Expeditious Retreat

School transmutation; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).


False Life I

School necromancy; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of blood)

EFFECT

Range personal

Targets you

Duration 1 hour/level or until discharged; see text

DESCRIPTION

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).


Icicle Dagger

School conjuration (creation) [cold]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 0 ft.

Effect one icicle

Duration 1 minute/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage.

If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.


Identify

School divination; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M (wine stirred with an owl's feather)

EFFECT

Range 60 ft.

Area cone-shaped emanation

Duration 3 rounds/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.


Improved Concentration

School universal; Level arcane 2

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration one round per level

DESCRIPTION

This spell guides you with a slightly improved chance to concentrate on your magic. You get a +1 enhancement bonus on concentration checks while the spell lasts. This bonuses increases by +1 for every five caster levels you have: +2 at level 6, +3 at level 11, and +4 at level 16. This spell is designed to be easy to cast; you also gain a +5 on concentration checks whenever you attempt to cast improved concentration.


Magic Aura

School illusion (glamer); Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, F (a small square of silk that must be passed over the object that receives the aura)

EFFECT

Range touch

Targets one touched object weighing up to 5 lbs./level

Duration 1 day/level (D)

Saving Throw none; see text; Spell Resistance no

DESCRIPTION

You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.


Magic Mouth

School illusion (glamer); Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M (a small bit of honeycomb and jade dust worth 10 gp)

EFFECT

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

Targets one creature or object

Duration permanent until discharged

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can also be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case.

Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does.

Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6thlevel caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.


Magic Weapon I

School transmutation; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets weapon touched

Duration 10 min./level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

This spell gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


Recall Lessons

School divination; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration Instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

While pondering a topic that you have studied, this spell helps you recall a memory that is relevant to the topic. You gain an insight bonus on a knoeledge check check equal to half your caster level (max +5). You must have ranks in the knowledge skill you are using.


Reduce Person

School transmutation; Level arcane 2

CASTING

Casting Time 1 round

Components V, S, M (a pinch of powdered iron)

EFFECT

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

Targets one humanoid creature

Duration 1 min./level (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.


Restful Sleep

School necromancy; Level arcane 2

CASTING

Casting Time 10 minutes

Components V, S, M (a pinch of sand)

EFFECT

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

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 8 hours or 24 hours; see text

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night's sleep. If a subject completes a full night's rest, it regains hit points as if it had undergone a full day of bed rest (regaining twice its character level in hit points). If a subject completes a full day's rest, it regains three times its character level in hit points. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of restful sleep is considered natural healing, and has no affect on effects requiring magical healing to cure.


Silent Image

School illusion (figment); Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. Cubes + one 10-ft. cube/level (S)

Duration concentration

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.


Snowball

School evocation [cold]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S, M (a cotton ball)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 5-ft.-radius spread

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

This spell evokes a blast of cold that inflicts 1d4 points of cold damage per two caster levels (maximum 5d4) to every creature within the area. Unattended objects also take this damage.


Summon Monster I

School conjuration (summoning); Level arcane 2

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Giant centipede, Fire beetle, Latalspawn, Stirge, Hobgoblin, Vegepygmy.


Touch of Idiocy

School enchantment (compulsion) [mind-affecting]; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration 10 min./level

Saving Throw none; Spell Resistance yes

DESCRIPTION

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

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


True Strike

School divination; Level arcane 2

CASTING

Casting Time 1 standard action

Components V, F (small wooden replica of an archery target)

EFFECT

Range personal

Targets you

Duration see text

DESCRIPTION

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus.

Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.


Youthful Appearance

School transmutation (polymorph); Level arcane 2

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 hour/level

DESCRIPTION

You make your target look like a younger version of itself. You select how much younger it looks (for example, "10 years" or "as a young adult"). You cannot otherwise change details of the target's appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size.

This spell does not affect any age-based modifications to ability scores or other age-related effects.


Third-Level Arcane Spells


Alter Self

School transmutation (polymorph); Level arcane 3

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

When you cast this spell, you can assume the form of any Small, Medium, or Large person. You gain the base move and vision of the race you become, replacing your own move and vision. You gain no other racial abilities of your new form, nor lose any of your own. If you are using this spell to help create a disguise, you gain a +10 racial bonus on the skill check, but you cannot assume the form of a particular individual.

Small person: If the form you take is that of a Small person, you gain a +2 size bonus to your Dexterity.

Medium person: If the form you take is that of a Medium person, you gain a +1 size bonus to your Strength and a +1 size bonus to your Dexterty.

Large person: If the form you take is that of a Large person, you gain a +2 size bonus to your Strength.


Arcane Lock

School abjuration; Level arcane 3

Casting Time 1 standard action

Components V, S, M (gold dust worth 25 gp)

Range touch

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

Duration permanent

Saving Throw none; Spell Resistance no

DESCRIPTION

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.


Blur

School illusion (glamer); Level arcane 3

Casting Time 1 standard action

Components V

Range touch

Targets creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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

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

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


Darkvision

School transmutation; Level arcane 3

Casting Time 1 standard action

Components V, S, M (either a pinch of dried carrot or an agate)

Range touch

Targets creature touched

Duration 1 hour/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.


Detect Thoughts

School divination [mind-affecting]; Level arcane 3

Casting Time 1 standard action

Components V, S, F (a copper piece)

Range 60 ft.

Area cone-shaped emanation

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

Saving Throw Will negates; see text; Spell Resistance no

DESCRIPTION

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

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

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

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

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


Detect Undead

School divination; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Area cone-shaped emanation

Duration concentration, up to 10 minutes/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like detect animals or plants, except it detects creatures of the undead type.


Disguise Other

School illusion (glamer); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 10 minute/level (D)

DESCRIPTION

This spell functions as disguise self, except you can disguise either yourself or another creature.


Flaming Sphere

School evocation [fire]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (tallow, brimstone, and powdered iron)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter sphere

Duration 1 round/level

Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.


Ghoul touch

School necromancy; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (cloth from a ghoul or earth from a ghoul's lair)

EFFECT

Range touch

Targets living humanoid touched

Duration 1d6+2 rounds

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.


Glitterdust

School conjuration (creation); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (ground mica)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area creatures and objects within 10-ft.-radius spread

Duration 1 round/level

Saving Throw Will negates (blinding only); Spell Resistance no

DESCRIPTION

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.


Hideous Laughter

School enchantment (compulsion) [mind-affecting]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (tiny fruit tarts and a feather)

EFFECT

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

Targets one creature; see text

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity.

If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected.

A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.


Hypnotic Pattern

School illusion (pattern) [mind-affecting]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V (bard only), S, M (a stick of incense or a crystal rod); see text

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect colorful lights in a 10-ft.-radius spread

Duration Concentration + 2 rounds

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.


Knock

School transmutation; Level arcane 3

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one door, box, or chest with an area of up to 10 sq. ft./level

Duration instantaneous; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.

In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.


Minor Image

School illusion (figment); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration concentration + 2 rounds

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.


Mirror Image

School illusion (figment); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 min./level

DESCRIPTION

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created.

These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).


Nondetection

School abjuration; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (diamond dust worth 50 gp)

EFFECT

Range touch

Targets creature or object touched

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature's gear as well as the creature itself.


Protection From Arrows

School abjuration; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, F (a piece of tortoiseshell or turtle shell)

EFFECT

Range touch

Targets creature touched

Duration 1 hour/level or until discharged

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The warded creature gains resistance to ranged weapons.

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


Retrieve Item

School conjuration (calling); Level arcane 3

CASTING

Casting Time 1 full round

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Targets an unattended object weighing 1 lb. or less whose longest dimension is 6 inches or less

Duration permanent until discharged

Saving Throw none; Spell Resistance no

DESCRIPTION

You call a specific nonliving item directly to your hand from a nearby location. First, you must cast the spell on the item while holding it. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and snapping your fingers. The item appears instantly in your hand.

If the item is in the possession of another creature, the spell fails.


Rope Trick

School conjuration (creation); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (powdered corn and a twisted loop of parchment)

EFFECT

Range touch

Targets one touched piece of rope from 5 ft. to 30 ft. long

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.

The upper end is, in fact, fastened to an extradimensional space that is outside the usual multiverse of extradimensional spaces.

Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.


Scare

School necromancy [fear, mind-affecting, emotion]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (a bone from an undead creature)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living creature per three levels, no two of which can be more than 30 ft. apart

Duration 1 round/level or 1 round; see text for cause fear

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

This spell functions like cause fear. All targeted creatures of less than 6 HD become frightened or shaken if they fail the save; targets with 6 HD or more are shaken if they fail, or unaffected if they save.


Scorching Ray

School evocation [fire]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect one or more rays

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


See Invisibility

School divination; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (talc and powdered silver)

EFFECT

Range personal

Targets you

Duration 10 min./level (D)

DESCRIPTION

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility.

It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.


Shatter

School evocation [sonic]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (a chip of mica)

EFFECT

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

Target or Area 5-ft.-radius spread; or one solid object or one crystalline creature

Duration instantaneous

Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell Resistance yes

DESCRIPTION

Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, you can target shatter against a single solid nonmagical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.


Spell Penetration

School universal; Level arcane 3

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration one round per level

DESCRIPTION

This spell guides you with a slightly improved chance to beat a target's spell resistance. You get a +1 enhancement bonus on spell penetration checks while the spell lasts. This bonuses increases by +1 for every five caster levels you have: +2 at level 6, +3 at level 11, and +4 at level 16.


Steadfast

School enchantment (compulsion) [mind-affecting, emotion, language-dependent]; Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Target one willing living creature

Duration concentration + 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

With a few encouraging words, you fill a creature's mind with steadfast determination. The target gains a morale bonus equal to half your caster level on saving throws against mind-affecting spells and spell-like abilities. The same bonus applies to the skill DC needed to use Intimidate to demoralize the target or to use Diplomacy to divert the target from a preferred course of action.


Web

School conjuration (creation); Level arcane 3

CASTING

Casting Time 1 standard action

Components V, S, M (spider web)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect webs in a 20-ft.-radius spread

Duration 10 min./level (D)

Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

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

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

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

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


Fourth-Level Arcane Spells


Acid Arrow

School conjuration (creation) [acid]; Level arcane 4

Casting Time 1 standard action

Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)

Range long (400 ft. + 40 ft./level)

Effect one arrow of acid

Duration 1 round + 1 round per three levels

Saving Throw none; Spell Resistance no

DESCRIPTION

An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.


Burrow

School transmutation [earth]; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Target creature touched

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through packed earth or clay. the target cannot burrow through solid stone. Using burrow requires only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area, so one creature the same size or smaller can follow safely. This spell does not give the target the ability to breathe underground, so when burrowing, the creature must hold its breath and take only short trips, or else it may suffocate.


Call to Surrender

School enchantment (compulsion) [mind-affecting, language-dependent]; Level arcane 4

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one wounded person

Duration concentration, up to 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Cast on a person you have personally wounded and who has lost at least half of their hit points, this spell compels the target to surrender to you, approaching you and taking only non-hostile move actions for so long as you concentrate. Once they have approached you, the target will sheathe any weapons and put away any objects held. If the person can speak, they will declare that they are surrendering. The spell ends if the person is attacked by you or your allies. The target is not compelled to follow your orders, but will allow you (and no one else) to bind them. Note that killing (or even attacking with lethal damage) a surrendered foe is dishonorable and may violate a paladin's code of conduct.


Clairaudience/Clairvoyance

School divination (scrying); Level arcane 4

Casting Time 1 round

Components V, S, F (a small horn or a glass eye)

Range long (400 ft. + 40 ft./level)

Effect magical sensor

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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


Command Undead

School necromancy; Level arcane 4

Casting Time 1 standard action

Components V, S, M (a shred of raw meat and a splinter of bone)

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

Targets one undead creature

Duration 1 day/level

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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

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

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

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


Continual Flame

School evocation [light]; Level arcane 4

Casting Time 1 standard action

Components V, S, M (ruby dust worth 50 gp)

Range touch

Targets object touched Effect magical, heatless flame

Duration permanent

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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


Freeze Water

School evocation [cold]; Level arcane 4

Casting Time 1 standard action

Components V, S

Range touch

Targets unattended water within a 5 ft x 5 ft x 5 ft space

Duration instantaneous

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

You freeze all the water within a 5 ft by 5 ft by 5 ft space. Water in vials or waterskins or that is otherwise attended is not affected. Cast on a puddle, this spell acts like a grease spell in the 5 ft by 5 ft area. Cast on a swimming creature, a failed reflex save means that the creature gains the entangled condition. If the swimmer is under water, a failed save also means that the entangled creature is dragged upwards as the ice floats up at a rate of 40 ft per round. An entangled creature can break free as a full-round action with a DC 20 Break check or a DC 20 Escape Artist check. An entangled creature is free if 1 hp fire damage per caster lefvel is applied to the ice. This same amount of fire damage melts a puddle. Applying 5 hp fire damage per caster level melts an entire 5 ft cube of ice. Otherwise, the ice, which is not magical, melts normally, depending on the local temperature and exposure to sun.


Ghostly Disguise

School illusion (glamer); Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 10 minute/level (D)

DESCRIPTION

You make yourself-including clothing, armor, weapons, and equipment-appear translucent like a ghost. Any mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale green, blue, or violet coloration, or a muted version of your normal appearance.

The spell does not actually make you ghostly or provide any incorporeal abilities. If you choose, the illusion can make you appear to float slightly above the ground, though you are actually still on the ground. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


Illusory Script

School illusion (phantasm) [mind-affecting]; Level arcane 4

CASTING

Casting Time 1 minute per page

Components V, S, M (lead-based ink worth 50 gp)

EFFECT

Range touch

Targets one touched object weighing no more than 10 lbs.

Duration one day/level (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear.

The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.


Invisibility I

School illusion (glamer); Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S, M (an eyelash encased in gum arabic)

EFFECT

Range personal or touch

Targets you or a creature or object weighing no more than 100 lbs./level

Duration 1 min./level (D)

Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)

DESCRIPTION

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

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

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's spots. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.


Levitate

School transmutation; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S, F (a leather loop or golden wire bent into a cup shape)

EFFECT

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

Targets you or one willing creature or one object (total weight up to 100 lbs./level)

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action.

You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).

A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.


Locate Object

School divination; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S, F (a forked twig)

EFFECT

Range long (400 ft. + 40 ft./level)

Area circle, centered on you, with a radius of 400 ft. + 40 ft./level

Duration 1 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

You sense the direction of a well-known or clearly visualized object.

You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails.

You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object and nondetection fool it.


Pyrotechnics

School transmutation; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S, M (one fire source)

EFFECT

Range long (400 ft. + 40 ft./level)

Targets one fire source, up to a 20-ft. cube

Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text

Saving Throw Will negates or Fortitude negates; see text; Spell Resistance yes or no; see text

DESCRIPTION

Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.


Rage

School enchantment (compulsion) [mind-affecting, emotion, language-dependent]; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one willing living creature per three levels, no two of which may be more than 30 ft. apart

Duration concentration + 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

Your words grant each affected creature a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.


Rune of Warding

School abjuration; Level arcane 4

CASTING

Casting Time 1 hour

Components V, S, M (powdered adamantine, diamond, or mithral worth 200 gp)

EFFECT

Range touch

Targets doorway or portal touched

Duration permanent until discharged (D)

Saving Throw Reflex half; Spell Resistance no (object) and yes (see text)

DESCRIPTION

You inscribe a series of runes upon the surface of a door or around the border of an entryway. They function as a glyph of warding (blast glyph), though unlike a glyph of warding, these runes are always visible. The runes count as a glyph of warding for the purpose of what spells can defeat it, placing multiple glyphs in the same area, and so on.


Scroll Booster

School universal; Level arcane 4

Casting Time 1 round

Components V, S

Range personal

Targets you

Duration instantaneous

DESCRIPTION

When you cast this spell with a scroll in hand, you trigger the scroll's magic as if you had cast it yourself, using your caster level (not the scroll's), your ability score and feats, and so on. Only arcane scrolls with first and second level spells can be enhanced with the scroll booster spell, and only those with a casting time of one standard action. The scroll is always consumed by the spell. There is also a 5% chance that forcing magic into a scroll in this way will backfire, ruining the scroll and inflicting hit points of damage to you equal to your caster level.


Secret Page

School transmutation; Level arcane 4

CASTING

Casting Time 10 minutes

Components V, S, M (powdered herring scales and a vial of will-o'-wisp essence)

EFFECT

Range touch

Targets page touched, up to 3 sq. ft. in size

Duration permanent

Saving Throw none; Spell Resistance no

DESCRIPTION

Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster.

This spell cannot be used to change a spell contained on a scroll, but it can be used to hide a scroll. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.


Sepia Snake Sigil

School conjuration (creation) [force]; Level arcane 4

CASTING

Casting Time 10 minutes

Components V, S, M (powdered amber worth 500 gp and a snake scale)

EFFECT

Range touch

Targets one touched book or written work

Duration permanent or until discharged; until released or 1d4 days + 1 day/level; see text

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

You cause a small symbol to appear in the text of a written work.

The text containing the symbol must be at least 25 words long.

When anyone reads the text containing the symbol, the sepia snake sigil springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of duncolored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.


Share Memory

School divination; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets you and one creature touched

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target's memories.


Shield Ally

School abjuration [force]; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 10 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell creates an invisible shield of force that hovers in front of a willing creature you touch. It negates magic missile attacks directed at the target. The disk also provides a shield bonus to AC equal to one quarter of your caster level. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.


Spectral Hand

School necromancy; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect one spectral hand

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.


Summon Monster II

School conjuration (summoning); Level arcane 4

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Darkmantle, Flumph, Giant spider, Gnoll, Goblin dog, Pseudodragon.


Tongues

School divination; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, M (a clay model of a ziggurat)

EFFECT

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance no

DESCRIPTION

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


Verbal Hiccup

School enchantment (compulsion) [mind-affecting]; Level arcane 4

CASTING

Casting Time 1 standard action

Components S, M (a piece of carved fools gold worth 50 gp)

EFFECT

Range long (400 ft. + 40 ft./level)

Target one living creature with the ability to speak

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The target is compelled to say one or two words, chosen by you when the spell is cast, at random intervals. In any given round of speech, there is a 5% chance that one or both of the words will be uttered. If the verbal hiccup occurs during a round in which the target is casting a spell, the spell is ruined if it has a verbal component. The words must be in a language you know, but otherwise there is no limit.


Whispering Wind

School transmutation [air]; Level arcane 4

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 1 mile/level

Area 10-ft.-radius spread

Duration no more than 1 hour/level or until discharged (destination is reached)

Saving Throw none; Spell Resistance no

DESCRIPTION

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

You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

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


Fifth-Level Arcane Spells


Animate Skeleton

School necromancy; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)

EFFECT

Range touch

Targets one corpse touched

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell turns a corpse into a mindless undead skeleton that obeys your spoken commands. The skeleton can be made to follow you, or it can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. It remains animated until it is destroyed. A destroyed skeleton can't be animated again. The skeleton you create cannot have hit dice more than twice your caster level. The skeleton you create remains under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level; this is also the limit of undead you can control by other means, including the Command Undead feat. If you exceed this number, the newly created skeleton falls under your control, and any excess from previous castings become uncontrolled. You choose which skeletons are released. A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh fades away when the spell is cast.


Beast Shape I

School transmutation (polymorph); Level arcane 5

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.


Blindness/Deafness

School necromancy; Level arcane 5

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living creature

Duration permanent (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

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


Create Treasure Map

School divination; Level arcane 5

CASTING

Casting Time 1 hour

Components V, S, M (powdered metal and rare inks worth 100 gp)

EFFECT

Range touch

Targets one dead creature

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You can take a piece from a dead creature's body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess.

Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature's death.

You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.


Dispel Magic I

School universal; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Target or Area one spellcaster, creature, or object

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You can use dispel magic I to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic I. Dispel magic I can dispel (but not counter) spell-like effects just as it does spells. A spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic I can take effect.

You choose to use dispel magic I in one of two ways: a targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic I spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends.

If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Counterspell: When dispel magic I is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic I may not work; you must make a dispel check to counter the other spellcaster's spell.


Displacement

School illusion (glamer); Level arcane 5

Casting Time 1 standard action

Components V, M (a small loop of leather)

Range touch

Targets creature touched

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.


Explosive Runes

School abjuration [force]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets one touched object weighing no more than 10 lbs.

Duration permanent until discharged (D)

Saving Throw see text; Spell Resistance yes

DESCRIPTION

You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion. Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes. The DC to find magic traps using Spot and to disable them is 25 + spell level, or 28 for explosive runes.


Flame Arrow

School transmutation [fire]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of oil and a small piece of flint)

EFFECT

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

Targets fifty projectiles, all of which must be together at the time of casting

Duration 10 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

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


Gaseous Form

School transmutation; Level arcane 5

CASTING

Casting Time 1 standard action

Components S, M (a bit of gauze and a wisp of smoke)

EFFECT

Range touch

Targets willing corporeal creature touched

Duration 2 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/ magic and becomes immune to poison, sneak attacks, and critical hits. It can't make physical attacks or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of spell-like abilities and certain spells that have no components, such as those cast with the feats Silent Spell, Still Spell, and Eschew Materials. The subject loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.


Hidden Speech

School divination [language-dependent]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (a cipher written on a piece of parchment)

EFFECT

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

Targets you plus one creature/level, no two of which can be more than 30 ft. apart

Duration 10 minutes/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages.


Hold Monster

School enchantment (compulsion) [mind-affecting]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (one hard metal bar or rod, which can be as small as a three-penny nail)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living monster

Duration 1 round/level ; see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

The target monster becomes paralyzed and freezes in place if it fails its will save. If the monster is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. This spell does not affect people, undead, and constructs.


Invisibility Sphere

School illusion (glamer); Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M

EFFECT

Area 10-ft.-radius emanation around the creature

Duration 1 min./level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like invisibility I, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.

Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.


Lightning Bolt

School evocation [electricity]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (fur and a glass rod)

EFFECT

Range 120 ft.

Area 120-ft. line

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

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


Magic Weapon II

School transmutation; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (powdered lime and carbon)

EFFECT

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

Targets one weapon or 50 projectiles (all of which must be together at the time of casting)

Duration 1 hour/level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

This spell functions like magic weapon I, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per five caster levels (maximum +4). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.


Major Image

School illusion (figment); Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration Concentration + 3 rounds

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect, but not but not understandable speech. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.


Phantom Steed

School conjuration (creation); Level arcane 5

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range 0 ft.

Effect one quasi-real, horselike creature

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You conjure a Large, quasi-real, horselike creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound.

It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider's weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.


Ray of Exhaustion

School necromancy; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of sweat)

EFFECT

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

Effect ray

Duration 1 min./level

Saving Throw Fortitude partial; see text; Spell Resistance yes

DESCRIPTION

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted.

Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.


Rune of Durability

School transmutation; Level arcane 5

CASTING

Casting Time 1 minute

Components V, S, M (iron filings)

EFFECT

Range touch

Targets weapon touched

Duration 2 hours/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You inscribe an angular rune upon the surface of an object, such as a weapon, increasing its hit points. An object that bears this rune multiplies its hit points by 2, as if it were one size category larger than it actually is. The object's Break skill DC is increased by 4. The possessor's CMD to resist sunder attacks increases by 4 if the object is the target of a sunder attack. This spell grants a +1 enhancement bonus to AC when cast on clothing, padded armor, or leather armor. Placing more than one rune of this type on an object has no effect. This rune cannot be placed on constructs, only inanimate objects. It can be placed on magical objects.


Shrink Item

School transmutation; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets one touched object of up to 2 cu. ft./level

Duration 1 day/level; see text

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one.

Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.


Spiked Pit

School conjuration (creation); Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels

Duration 1 round + 1 round/level

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20.


Stinking Cloud

School conjuration (creation); Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (a rotten egg or cabbage leaves)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Duration 1 round/level

Saving Throw Fortitude negates; see text; Spell Resistance no

DESCRIPTION

Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.

(Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.


Strangling Hair

School transmutation; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration concentration, up to 1 round/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard) or Charisma bonus (if a sorcerer). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB. Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.


Suggestion

School enchantment (compulsion) [language-dependent, mind-affecting]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, M (a snake's tongue and a honeycomb)

EFFECT

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

Targets one living creature

Duration 1 hour/level or until completed

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

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

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


Tiny Hut

School evocation [force]; Level arcane 5

CASTING

Casting Time 1 standard action

Components V, S, M (a small crystal bead)

EFFECT

Range 20 ft.

Effect 20-ft.-radius sphere centered on your location

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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

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


Sixth-Level Arcane Spells


Arcane Protection Circle

School abjuration; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, M (a 3-ft.-diameter circle of powdered silver)

EFFECT

Range touch

Area 10-ft.-radius emanation from touched creature

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance no; see text

DESCRIPTION

All corporeal creatures within the area gain the effects of an arcane protection spell. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them; if successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are protected by the spell's resistance bonus on will saves and its protection from mental control so long as they are in the area. This spell has an alternative version that you may choose when casting it. An arcane protection circle can be focused inward rather than outward. When focused inward, the spell binds a possessing spirit or incorporeal creature for a maximum of 24 hours per caster level, and removing a possessed creature ends the possession and leaves the spirit behind, trapped within the circle. The spirit cannot cross the circle's boundaries. An arcane protection circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A spirit capable of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) is still trapped within the circle. The spirit cannot reach across the magic circle, but its ranged attacks (if any) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, strengthened with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A creature cannot use its spell resistance against an arcane protection circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. The creature is immediately released if anything disturbs the diagram -- even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.


Arcane Sight

School divination; Level arcane 6

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

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

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

This spell lets you pinpoint the square of an invisible creature, but it retains a 50% miss chance.


School transmutation; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.

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

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

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

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).

Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

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

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

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

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

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

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.

Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Collaborative Thaumaturgy

School universal; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, F (a bronze tuning fork)

EFFECT

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

Targets one creature

Duration instantaneous

DESCRIPTION

You tap into the magical resonance between you and your allies to enhance one another's magic. Use the ready action to cast this spell when an ally casts a spell at least 1 level lower than the highest-level spell she can cast. The ally casts her spell as if one of the following metamagic feats were applied to it without increasing the spell level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. You can't target yourself with collaborative thaumaturgy.


Creation I

School conjuration (creation); Level arcane 6

CASTING

Casting Time 1 minute

Components V, S, M (a tiny piece of matter of the same sort of item you plan to create with creation I)

EFFECT

Range 0 ft.

Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.


Deep Slumber

School enchantment (compulsion) [mind-affecting]; Level arcane 6

CASTING

Casting Time 1 round

Components V, S, M (fine sand, rose petals, or a live cricket)

EFFECT

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

Area one or more living creatures within a 10-ft.-radius burst

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like sleep, except that it affects 10 HD of targets.


Dimension Door

School conjuration (teleportation); Level arcane 6

Casting Time 1 standard action

Components V

Range long (400 ft. + 40 ft./level)

Targets you and touched objects or other touched willing creatures

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired--whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

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

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


Fireball

School evocation [fire]; Level arcane 6/p>

CASTING

Casting Time 1 standard action

Components V, S, M (a ball of bat guano and sulfur)

EFFECT

Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius spread

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area.

Unattended objects also take this damage. The explosion creates almost no pressure.

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

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


Fly

School transmutation; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, F (a wing feather)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).

It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

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


Force Ray

School evocation [force]; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect one ray/round

Duration 1 round/level

Saving Throw none; Spell Resistance yes

DESCRIPTION

A ray of force shoots out from your pointing finger and strikes its target if you succeed with a ranged touch attack, dealing 1d8+1 hp / 2 caster levels of force damage to a creature. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. The spell lasts for 1 round per level, and you can shoot one ray per round as a standard action while the spell lasts. You must designate targets before you check for spell resistance or roll damage.


Forewarning

School divination; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, M (a forked twig)

EFFECT

Range personal

Targets you

Duration 1 hour/level or until discharged; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

After you cast this spell, you can gain a glimpse into the future. Just before you make any one d20 roll, you can choose to learn the result of the roll before you make it. You roll the die, and that will be your result. For unavoidable rolls, such as saving throws, after learning the result, you can choose to accept the roll, or choose to use lionheart points before making the roll. If the roll is for an action you can choose to do, such as roll an attack or use a skill, you can also choose to do nothing at all, wasting the action rather than using it with the rolled result -- for example choosing not to roll a missed attack on an acid arrow, and instead doing nothing and saving the spell slot. After using this spell to learn the result of a roll, the spell ends. You can have no more than one of these spells active at a time.


Glibness

School enchantmant; Level arcane 6

CASTING

Casting Time 1 standard action

Components S

EFFECT

Range personal

Targets you

Duration 10 min./level (D)

DESCRIPTION

Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.

If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.


Hallucinatory Terrain

School illusion (glamer); Level arcane 6

CASTING

Casting Time 10 minutes

Components V, S, M (a stone, a twig, and a green leaf)

EFFECT

Range long (400 ft. + 40 ft./level)

Area one 30-ft. cube/level (S)

Duration 2 hours/level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.


Halt Undead

School necromancy; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, M (a pinch of sulfur and powdered garlic)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets up to three undead creatures, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates (see text); Spell Resistance yes

DESCRIPTION

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.


Haste

School transmutation; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, M (a shaving of licorice root)

EFFECT

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

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.


Illusory Wall

School illusion (figment); Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect image 1 ft. by 10 ft. by 10 ft.

Duration permanent

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his illusory wall, other creatures cannot, even if they succeed at their will save (but they do learn that it is not real).


Remove Curse

School abjuration; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature or object touched

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.

Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

Remove curse counters and dispels bestow curse.


Sculpt Sound

School transmutation; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature or object/level, no two of which can be more than 30 ft. apart

Duration 1 hour/level (D)

Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it. You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.

A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.


Secure Shelter

School conjuration (creation); Level arcane 6

CASTING

Casting Time 10 minutes

Components V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)

EFFECT

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

Effect 20-ft.-square structure

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being secured with arcane lock and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains crude furnishings-eight bunks, a trestle table, eight stools, and a writing desk.


Shadow Projection

School necromancy; Level arcane 6

CASTING

Casting Time 1 minute

Components S

EFFECT

Range personal

Targets you

Duration 1 hour/level (D)

DESCRIPTION

With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect. While projecting your shadow, you gain a shadow's darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature's create spawn ability, nor its skill ranks or Hit Dice. You cannot speak. Your shadow has Hit Dice and hit points equal to your own. Your shadow projection has the undead type and may be turned or affected as undead. If your shadow projection is slain, you return to your physical body and are immediately reduced to -1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.


Slow

School transmutation; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of molasses)

EFFECT

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

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple slow effects don't stack. Slow counters and dispels haste.


Summon Monster III

School conjuration (summoning); Level arcane 6

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Bugbear, Choker, Giant ant, Giant crab, Shocker lizard, Worg.


Vampiric Touch

School necromancy; Level arcane 6

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration instantaneous/1 hour; see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

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


Seventh-Level Arcane Spells


Acid Pit

School conjuration (creation) [acid]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (drop of acid), F (Fine shovel worth 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels

Duration 1 round + 1 round/level

Saving Throw Reflex negates; see text; Spell Resistance no

DESCRIPTION

This spell functions as create pit, except that it places a 5-footdeep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.


Beast Shape II

School transmutation (polymorph); Level arcane 7

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.


Black Tentacles

School conjuration (creation); Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (octopus or squid tentacle)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.


Calcific Touch

School transmutation [earth]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature or creatures touched (up to one per level)

Duration 1 round/level

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a touch attack that inflicts 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round. A successful Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is petrified permanently. Break enchantment, restoration II, or stone to flesh can reverse the effects of calcific touch.


Confusion

School enchantment (compulsion) [mind-affecting, chaotic]; Level arcane 7

Casting Time 1 standard action

Components V, S, M (three nutshells)

Range medium (100 ft. + 10 ft./level)

Targets all creatures in a 15-ft.-radius burst

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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


Crushing Despair

School enchantment (compulsion) [mind-affecting, emotion]; Level arcane 7

Casting Time 1 standard action

Components V, S, M

Range 30 ft.

Area cone-shaped burst

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

Crushing despair counters and dispels good hope .


Deathless

School necromancy; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets living creature touched

Duration 1 round/level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target's soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target's hit points get, it remains alive (though not necessarily conscious). This spell doesn't prevent death from sources other than hit point damage-such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally.


Detect Scrying

School divination; Level arcane 7

Casting Time 1 standard action

Components V, S, M (a piece of mirror and a miniature brass hearing trumpet)

Range 40 ft.

Area 40-ft.-radius emanation centered on you

Duration 24 hours

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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


Enlarge People

School transmutation; Level arcane 7

CASTING

Casting Time 1 round

Components V, S, M (powdered iron)

EFFECT

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

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

Duration 1 min./level (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell functions like enlarge person, except that it affects multiple creatures.


Fear

School necromancy [fear, mind-affecting, emotion]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (the heart of a hen or a white feather)

EFFECT

Range 30 ft.

Area cone-shaped burst

Duration 1 round/level or 1 round; see text

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.


Fire Shield

School evocation [fire or cold]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).

This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.


Invisibility II

School illusion (glamer); Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal or touch

Targets you or creature touched

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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


Perfect Image

School illusion (figment); Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration Concentration + 4 rounds

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that understandable speech, sound, smell, tactile, and thermal illusions are included in the spell effect. A save for interaction is only given if the image is attacked and hit; it does not disappear when struck by an opponent.


Rainbow Pattern

School illusion (pattern) [mind-affecting]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect colorful lights with a 20-ft.-radius spread

Duration Concentration +1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.

The spell does not affect sightless creatures.


Reduce People

School transmutation; Level arcane 7

CASTING

Casting Time 1 round

Components V, S, M (a pinch of powdered iron)

EFFECT

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

Targets one humanoid creature/level, no two of which can be more than 30 ft. apart

Duration 1 min./level (D)

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell functions like reduce person, except that it affects multiple creatures.


Ride The Waves

School transmutation [water]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target gains the ability to breathe water and a swim speed of 30 feet. This swim speed means the target also gains the standard +8 bonus on Swim checks and the ability to take 10 on Swim checks even while distracted or endangered. The target can use the run action while swimming, provided it swims in a straight line. The spell does not make the target unable to breathe air.


Scrying

School divination (scrying); Level arcane 7

CASTING

Casting Time 1 hour

Components V, S, M (a pool of water), F (a silver mirror worth 1,000 gp)

EFFECT

Range see text

Effect magical sensor

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature.

Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

KnowledgeWill Save Modifier
None*+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5
*You must have some sort of connection (see below) to a creature of which you have no knowledge.

ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject).

If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect auras, detect magic, and message.

If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.


Slot Drain I

School universal; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration 1 round/level

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

You surround the target with a field of magical absorption that drains the target's available magic each round at the start of its turn. The target loses one of its available 6th-level spell slots; if the target has no available 6th-level spell slots, it must lose a 5th-level spell slot (progressing down to a 1st-level spell slot if no higher level spell slots are available). There is no initial saving throw for this spell, but the target can attempt a Will save each round at the end of its turn to end the spell. This spell has no effect on spell-like abilities. Any spell or spell slot lost because of this spell is treated as if the caster had failed a concentration check while trying to cast it-the spell or the spell slot is wasted and has no effect, but is recovered normally the next time the character regains spell slots.


Solid Fog

School conjuration (creation); Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (powdered peas and an animal hoof)

EFFECT

Range medium (100 ft. + 10 ft. level)

Effect fog spreads in 20-ft. radius

Duration 1 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement.

Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.

Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.


Twilight Knife

School evocation [force]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, F (a small knife)

EFFECT

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

Effect floating knife of force

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round. The knife uses your base attack bonus modified by your Intelligence bonus when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a rogue, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack. A twilight knife cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A twilight knife's AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier. If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes it. If the knife is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.


Wall Of Ice

School abjuration [cold]; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of quartz or rock crystal)

EFFECT

Range medium (100 ft. + 10 ft./level)

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

Duration 1 min./level

Saving Throw Reflex negates; see text; Spell Resistance yes

DESCRIPTION

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails.

Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

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

Each 10-foot square of wall has 3 hit points per inch of thickness.

Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

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

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


Ward Shield

School abjuration; Level arcane 7

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets shield touched

Duration 1 minute/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

With a touch, you enchant a shield and enable it to protect its wielder from hostile spells. The shield grants spell resistance 10 + your caster level against spells so long as the shield can be interposed between the wielder and the spell effect. A spell shield does not provide spell resistance against area effect spells such as fireball, but does provide a +5 bonus on Reflex saving throws against such spells.


Eighth-Level Arcane Spells


Arcane Eye

School divination (scrying); Level arcane 8

Casting Time 10 minutes

Components V, S, M (a bit of bat fur)

Range unlimited

Effect magical sensor

Duration 1 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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

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


Break Enchantment

School abjuration; Level arcane 8

CASTING

Casting Time 1 minute

Components V, S

EFFECT

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

Targets up to one creature per level, all within 30 ft. of each other

Duration instantaneous

Saving Throw see text; Spell Resistance no

DESCRIPTION

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

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

If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.


Charm Monster

School enchantment (charm) [mind-affecting]; Level arcane 8

Casting Time 1 standard action

Components V, S

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

Targets one living creature

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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


Creation II

School conjuration (creation); Level arcane 8

CASTING

Casting Time 10 minutes

Components V, S, M (a tiny piece of matter of the same sort of item you plan to create with creation II)

EFFECT

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

Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Duration see text

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like creation I, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

Hardness and Rarity ExamplesDuration
Vegetable matter2 hr./level
Stone, crystal, base metals1 hr./level
Precious metals20 min./level
Gems10 min./level
Rare metal*1 round/level
*Includes adamantine, alchemical silver, and mithral. You can't use creation II to create a cold iron item.


Dream

School illusion (phantasm) [mind-affecting]; Level arcane 8

CASTING

Casting Time 1 minute

Components V, S

EFFECT

Range unlimited

Targets one living creature touched

Duration see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance.

The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.


Elemental Body I

School transmutation (polymorph); Level arcane 8

Casting Time 1 standard action

Components V, S, M (the element you plan to assume)

Range personal

Targets you

Duration 1 min/level (D)

DESCRIPTION

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earth glide.

Fire elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.

Water elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.


Enervation

School necromancy; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect ray of negative energy

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).

Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.


Fabricate

School transmutation; Level arcane 8

CASTING

Casting Time see text

Components V, S, M (the original material, which costs the same amount as the raw materials required to craft the item to be created)

EFFECT

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

Targets up to 10 cu. ft./level; see text

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet. You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship. Casting requires 1 round per 10 cubic feet of material to be affected by the spell.


False Life II

School necromancy; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of blood)

EFFECT

Range personal

Targets you

Duration 1 hour/level or until discharged; see text

DESCRIPTION

This spell functions as false life I, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). The effects of this spell do not stack with those of false life I.


False Vision

School illusion (glamer); Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, M (crushed jade worth 250 gp)

EFFECT

Range touch

Area 40-ft.-radius emanation

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.


Globe of Lesser Invulnerability

School abjuration; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, M (a glass or crystal bead)

EFFECT

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe.

Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.


Good Hope

School enchantment (compulsion) [mind-affecting, emotion, language-dependent]; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living creature/level, no two of which may be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair.


Hungry Pit

School conjuration (creation); Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, F (miniature shovel costing 10 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels

Duration 1 round + 1 round/level

Saving Throw Reflex negates; Reflex half; see text; Spell Resistance no

DESCRIPTION

This spell functions as create pit, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful Reflex save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a Climb DC of 35.


Locate Creature

School divination; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, M (fur from a bloodhound)

EFFECT

Range long (400 ft. + 40 ft./level)

Area circle, centered on you, with a radius of 400 ft. + 40 ft./level

Duration 10 min./level

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like locate object, except this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.


Mage's Lucubration

School universal; Level arcane 8

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration instantaneous

DESCRIPTION

You instantly recall eight levels of spell slots that you have used during the past 24 hours, none higher than 7th level. The used slots are restored and available to cast any spell, as usual. If you cannot use all 8 levels of slots, then the excess are wasted. You can recall a 7th level slot and a 1st level slot; or a 3rd and a 5th; or 1st, a 4th, and a 2nd (and waste 1).


Overland Flight

School transmutation; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 hour/level

DESCRIPTION

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).


Resilient Sphere

School evocation [force]; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, F (a crystal sphere)

EFFECT

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

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

Duration 1 min./level (D)

Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.

The sphere contains its subject for the spell's duration. The sphere functions as a wall of force, except that it can be negated by dispel magic. A subject inside the sphere can breathe normally.

The sphere cannot be physically moved either by people outside it or by the struggles of those within.


Shadow Conjuration I

School illusion (shadow) [shadow]; Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect see text

Duration see text

Saving Throw Will disbelief (if interacted with); varies; see text; Spell Resistance yes; see text

DESCRIPTION

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration I can mimic any arcane conjuration (summoning) or conjuration (creation) spell of 7th level or lower. Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows. In addition, any effect created by shadow conjuration I allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.


Shout I

School evocation [sonic]; Level arcane 8

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 30 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object)

DESCRIPTION

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout I spell cannot penetrate a silence spell.


Summon Monster IV

School conjuration (summoning); Level arcane 8

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Cockatrice, Ettercap, Hell hound, Ogre, Otyugh, Owlbear.


Vermin Shape I

School transmutation (polymorph); Level arcane 8

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

When you cast this spell, you assume the form of any Small or Medium creature of the vermin type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, scent, and lunge. You don't gain full immunity to mind-affecting effects, but you do gain a +2 resistance bonus on all saving throws against such effects.

Small vermin: If you take the form of a Small vermin, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus.

Medium vermin: If you take the form of a Medium vermin, you gain a +2 size bonus to your Strength and a +3 natural armor bonus.


Ninth-Level Arcane Spells


Baleful Polymorph

School transmutation (polymorph); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration permanent

Saving Throw Fortitude negates, Will partial, see text; Spell Resistance yes

DESCRIPTION

As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

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

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of baleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.


Beast Shape III

School transmutation (polymorph); Level arcane 9

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.


Cloudkill

School conjuration (creation); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Duration 1 min./level

Saving Throw Fortitude partial; see text; Spell Resistance no

DESCRIPTION

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save).

A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

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

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

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

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


Contact Other Plane

School divination; Level arcane 9

Casting Time 10 minutes

Components V

Range personal

Targets you

Duration concentration

DESCRIPTION

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

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

Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.

True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Don't Know: The entity tells you that it doesn't know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

Contact Other Plane
Plane Contacted Avoid Int/Cha Decrease True Answer Don't Know Lie Random Answer
Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
Outer Plane, demigod DC 10/2 weeks 01-49 50-70 71-91 92-100
Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100


Feeblemind

School enchantment (compulsion) [mind-affecting]; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S, M (a handful of clay, crystal, or glass spheres)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charismabased skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.


Fire Snake

School evocation [fire]; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S, M (a snake scale)

EFFECT

Range 60 ft.

Area see text

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6).


Mirage Arcana

School illusion (glamer); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Area one 20-ft. cube/level (S)

Duration concentration +1 hour/ level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements.

Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).


Modify Memory

School enchantment (compulsion) [mind-affecting]; Level arcane 9

CASTING

Casting Time 1 round; see text

Components V, S

EFFECT

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

Targets one living creature

Duration permanent

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.


Phantasmal Killer

School illusion (phantasm); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect one living creature.

Duration instantaneous

Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance no

DESCRIPTION

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.


Phantasmal Web

School illusion (phantasm) [mind-affecting]; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature/level, no two of which may be more than 30 ft. apart

Duration 1 round/level (D)

Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes

DESCRIPTION

You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the phantasmal web are treated as if in a web spell, but must also make a Fortitude save at the beginning of each turn or become nauseated for that round by the phantasmal spiders.

As the phantasmal web exists only in the minds of the targets, it cannot be burned or destroyed, and it provides no cover (though it does provide concealment) against attacks made by the targets. Targets cannot escape the phantasmal web by moving, even by teleportation. Freedom of movement allows unobstructed movement but does not negate the concealment or nausea effects.

Targets of the spell perceive everyone else around them to be engulfed in webs and swarming spiders, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).


Plant Shape I

School transmutation (polymorph); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

When you cast this spell you can assume the form of any Small or Medium creature of the plant type (see the Pathfinder RPG Bestiary).

If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.

Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 natural armor bonus.

Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 natural armor bonus.


Protection from Theft

School abjuration [chaotic]; Level arcane 9

Casting Time 1 standard action

Components V, S

Range personal

Targets your belongings

Duration 24 hours

Saving Throw none; Spell Resistance yes

DESCRIPTION

When you cast this spell, all objects in your possession are marked with a unique visible mark indicating that they belong to you. If any creature takes one of them against your will, for example, through sleight of hand or disarm or magical or mundane trickery, or through force, then one round later, three things happen. First, the thief immediately takes 1 hp of damage per caster level. Second, a loud piercing sound can be heard up to 500 feet away; the sound lasts for one round per level and emanates from the thief. Third, the mark on the object is duplicated on the thief, in an obvious place, such as on the face, for one day per level. The effect of this spell on a thief may be negated by the thief's spell resistance; roll once per object stolen.


Prying Eyes

School divination; Level arcane 9

CASTING

Casting Time 1 minute

Components V, S, M (a handful of crystal marbles)

EFFECT

Range 1 mile

Effect 10 or more levitating eyes

Duration 1 hour/level; see text (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on Stealth skill checks. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence.

It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.


Secret Chest

School conjuration (summoning); Level arcane 9

CASTING

Casting Time 10 minutes

Components V, S, F (the chest and its replica)

EFFECT

Range see text

Targets one chest and up to 1 cu. ft. of goods/caster level

Duration 60 days or until discharged

Saving Throw none; Spell Resistance no

DESCRIPTION

You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails.

Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You must place the same rune on both chest and copy with an Arcane Marking spell. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane.

You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost.

If the miniature of the chest is lost or destroyed, there is no way, even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.


Seeming

School illusion (glamer); Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature per two levels, no two of which can be more than 30 ft. apart

Duration 12 hours (D)

Saving Throw Will negates or Will disbelief (if interacted with); Spell Resistance yes or no; see text

DESCRIPTION

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.


School universal; Level arcane 9

CASTING

Casting Time 1 free action

Components V, S

EFFECT

Range see text

Targets see text

Duration see text

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell makes the duration of other spells last indefinitely. You first cast the desired spell and then immediately follow it with the soul link spell as a free action. The duration of almost any spell can be continued by spending your personal experience points to do so. When the spell reaches the end of its normal duration, spend the required amount of experience points (xp) as a free action to reset the duration. By paying the xp cost each time the spell expires, you can make the spell last as long as you wish, so long as you have the xp available to spend.

Soul Link cannot be cast with any spell that is that is instantaneous, permanent, or requires concentration. It also cannot be used with a spell that ends when target makes a saving throw; with a cantrip; nor with a spell that already has an extended duration, as with the Extend Spell metamagic feat. A spell that ends prematurely, perhaps because it is dispelled or dismissed or is ended by a creature with spell resistance or is ended when you make an attack, cannot be made to last any longer after its premature termination. You can end a soul link at any time, and you can only have at the same time a number of active soul links equal to your even (Column B) Intelligence modifier.

The xp cost to make a spell last longer is the caster level times the level of the slot used to cast the spell. A Fly spell cast with a 6th level slot by a caster level 10 wizard costs 60 xp each time the duration is renewed.


Spotlight

School evocation [light]; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S, M (a marble)

EFFECT

Range 120 ft.

Effect a cone of normal light

Duration Concentration plus 1 rnd./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

When you cast this spell, a third eye forms in the center of your forehead and emits a cone of normal light with 120 ft range. You can wear a hat or a headband while using this spell, but not both. You cannot see through the eye, which lasts while you concentrate, and for one round per caster level after your concentration ends.


Suspend Extraordinary Abilities

School abjuration; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

An immobile, faintly shimmering magical sphere surrounds you. Within the sphere, extraordinary abiities -- those marked (Ex) in the rules -- do not function. Ranged extraordinary abilities or abilities that are initiated outside the sphere do not affect those within. The area or effect of any such abilities does not include the area of the sphere, which can be brought down by a dispel magic spell. You can leave and return to the sphere without penalty. Note that all extraordinary abilities are suspended within the area of effect, including yours and your allies'.


Telekinesis

School transmutation; Level arcane 9

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Targets or see text

Duration concentration (up to 1 round/level) or instantaneous; see text

Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text

DESCRIPTION

You move objects or creatures by concentrating on them.

Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

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

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

An object can be telekinetically manipulated as if with one hand.

For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

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

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

You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

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

Objects and creatures that miss their target land in a square adjacent to the target.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.

If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).


Teleport I

School conjuration (teleportation); Level arcane 9

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range personal and touch

Targets you and touched objects or other touched willing creatures

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

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

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

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

Familiarity: "Very familiar" is a place where you have been very often and where you feel at home. "Studied carefully" is a place you know well, either because you can currently physically see it or you've been there often. "Seen casually" is a place that you have seen more than once but with which you are not very familiar. "Viewed once" is a place that you have seen once, possibly using magic such as scrying.

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

On Target: You appear where you want to be.

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

Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

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

Each time "Mishap" comes up, the characters take more damage and must reroll.

FamiliarityOn TargetOff TargetSimilar Areamishap
Very familiar01-9798-99100-
Studied carefully01-9495-9798-99100
Seen casually01-8889-9495-9899-100
Viewed once01-7677-8889-9697-100
False destination--81-9293-100


Tenth-Level Arcane Spells


Cleromancy

School divination; Level arcane 10

CASTING

Casting Time full-round action

Components V, S, F (a set of 64 chicken bones)

EFFECT

Range personal

Targets you

Duration 1 round/caster level

Saving Throw none; Spell Resistance no

DESCRIPTION

Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.


Dominate Person

School enchantment (compulsion) [mind-affecting]; Level arcane 10

Casting Time 1 round

Components V, S

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

Targets one humanoid

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your orders or giving a dominated creature a new command is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.


Elemental Body II

School transmutation (polymorph); Level arcane 10

Casting Time 1 standard action

Components V, S, M (the element you plan to assume)

Range personal

Targets you

Duration 1 min/level (D)

DESCRIPTION

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.


Force Hammer

School evocation [force]; Level arcane 10

Casting Time 1 standard action

Components V, S, M (a tiny hammer)

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

Targets 1 unattended object

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell sends a blow of force against an unattanded object in an attempt to break it. Roll a Break skill check, using your caster level as your ranks in the skill and your even (column B) Intelligence modifier in place of your Strength modifier. You may apply any usual Break skill bonuses, such as those from feats or race.


Interposing Hand

School evocation [force]; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, F (a soft glove)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents.

It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

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


Mage's Private Sanctum

School abjuration; Level arcane 10

CASTING

Casting Time 10 minutes

Components V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)

EFFECT

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

Area 30-ft. cube/level (S)

Duration 24 hours (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.


Magic Jar

School necromancy; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, F (a gem or crystal worth at least 100 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration 1 hour/level or until you return to your body

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body.

The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence).

You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures.

In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.


Mind Fog

School enchantment (compulsion) [mind-affecting]; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect fog spreads in 20-ft. radius, 20 ft. high

Duration 30 minutes and 2d6 rounds; see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The fog is thin and does not significantly hamper vision.


Nightmare

School illusion (phantasm) [mind-affecting, evil]; Level arcane 10

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

Range unlimited

Targets one living creature

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None*+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5
*You must have some sort of connection to a creature of which you have no knowledge.
ConnectionWill Save Modifier
Likeness or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.) Creatures who don't sleep (such as outsiders) or dream are immune to this spell.


Persistent Image

School illusion (figment); Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

Duration 1 min./level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include understandable speech if you wish.


Wall Of Force

School abjuration [force]; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, M (powdered quartz)

EFFECT

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

Effect wall whose area is up to one 10-ft. square/level

Duration 1 round /level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic, although a mage's disjunction can still dispel it.

A wall of force can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a wall of force.

Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force.

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


Polymorph I

School transmutation (polymorph); Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you choose)

EFFECT

Range touch

Targets living creature touched

Duration 1 min/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).

If you use this spell to cause the target to take on the form of an animal or magical beast, the spell functions as beast shape II. If the form is that of an elemental, the spell functions as elemental body I. If the form is that of a humanoid, the spell functions as alter self.

The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.


Shadow Evocation I

School illusion (shadow) [shadow]; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect see text

Duration see text

Saving Throw Will disbelief (if interacted with); Spell Resistance yes

DESCRIPTION

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of an arcane evocation spell of 8th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.


Slot Drain II

School universal; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration 1 round/level

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

This spell functions as spell drain I, except it affects 9th-level or lower spell slots.


Summon Monster V

School conjuration (summoning); Level arcane 10

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Basidirond, Cloaker, Cyclops, Gibbering mouther, Manticore.


Telepathic Bond

School divination; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, M (two eggshells from two different creatures)

EFFECT

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

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

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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


Vermin Shape II

School transmutation (polymorph); Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

This spell functions as vermin shape I, except it also allows you to assume the form of a Tiny or Large creature of the vermintype. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, tremorsense 30 feet, scent, blood drain, constrict, grab, lunge, poison, pull, trample, and web. You don't gain full immunity to mind-affecting effects, but you do gain a +4 bonus on all saving throws against such effects.

Tiny vermin: If you take the form of a Tiny vermin, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Large vermin: If you take the form of a Large vermin, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +5 natural armor bonus.


Wall Of Force

School abjuration [force]; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S, M (powdered quartz)

EFFECT

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

Effect wall whose area is up to one 10-ft. square/level

Duration 1 round /level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic, although a mage's disjunction can still dispel it.

A wall of force can be damaged by spells as normal, except for disintegrate, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a wall of force.

Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force.

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


Waves of Fatigue

School necromancy; Level arcane 10

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 30 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

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


Eleventh-Level Arcane Spells


Antimagic Field

School universal; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, M (pinch of powdered iron or iron filings)

EFFECT

Range 10 ft.

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

Duration 10 min./level (D)

Saving Throw none; Spell Resistance see text

DESCRIPTION

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.

Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it.

Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.

(The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles.

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

Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field.

Artifacts and deities are unaffected by mortal magic such as this.

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


Beast Shape IV

School transmutation (polymorph); Level arcane 11

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a -4 penalty to your Strength, and a +1 natural armor bonus.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a -4 penalty to your Dexterity, and a +6 natural armor bonus.

Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a -2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.

Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.


Circle Of Clarity

School abjuration; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, F (a crystal lens worth 100 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

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

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

You create a magical emanation that interferes with all figments and glamers within it, giving creatures a +4 bonus on saving throws to recognize them as illusions. The emanation negates concealment less than total concealment within the area. Spot checks to notice creatures or objects within the area gain a bonus equal to half your caster level (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a saving throw or spell resistance.


Cloak of Dreams

School enchantment (compulsion) [mind-affecting]; Level arcane 11

CASTING

Casting Time 1 round

Components V, S, M (a rose petal and a drop of perfume)

EFFECT

Range 5 ft.

Area 5-ft.-radius emanation centered on you

Duration 1 round/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded.

Creatures with the scent special quality have a -4 penalty on their saves.


Cone of Cold

School evocation [cold]; Level arcane 11

Casting Time 1 standard action

Components V, S, M (a small crystal or glass cone)

Range 60 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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


Contingency

School evocation; Level arcane 11

CASTING

Casting Time at least 10 minutes; see text

Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)

EFFECT

Range personal

Targets you

Duration 1 day/level (D) or until discharged

DESCRIPTION

You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.

The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.

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

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being "cast" instantaneously when the prescribed circumstances occur.

If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

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


Disintegrate

School transmutation; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, M (a lodestone and a pinch of dust)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect ray

Duration instantaneous

Saving Throw Fortitude partial (object); Spell Resistance yes

DESCRIPTION

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

When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted.

The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

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

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


Fluid Form

School transmutation [water]; Level arcane 11

CASTING

Casting Time 1 standard action

Components S, M (a mixture of oil and water)

EFFECT

Range personal

Targets you

Duration 1 minute/level

DESCRIPTION

When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect.


Legend Lore

School divination; Level arcane 11

CASTING

Casting Time see text

Components V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)

EFFECT

Range personal

Targets you

Duration see text

DESCRIPTION

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.


Mage's Faithful Hound

School abjuration; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, M (a tiny silver whistle, a piece of bone, and a thread)

EFFECT

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

Effect phantom watchdog

Duration 1 hour/caster level or until discharged, then 1 round/caster level; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature (see invisibility).

The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.


Mislead

School illusion (figment, glamer); Level arcane 11

CASTING

Casting Time 1 swift action

Components S

EFFECT

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

Effect Target/ you/one illusory double

Duration 1 round/level (D) and concentration + 3 rounds; see text

Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no

DESCRIPTION

You become invisible (as invisibility II, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility II lasts for 1 round per level, regardless of concentration.


Plant Shape II

School transmutation (polymorph); Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.


Shadow Walk

School illusion (shadow) [shadow]; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets up to one touched creature/level

Duration 1 hour/level (D)

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying.

Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Suggestions

School enchantment (compulsion) [language-dependent, mind-affecting]; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, M (a snake's tongue and a honeycomb)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 1 hour/level or until completed

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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


Symbol of Pain

School necromancy [evil]; Level arcane 11

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

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

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

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


Veil

School illusion (glamer); Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

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

Duration concentration + 1 hour/level (D)

Saving Throw Will negates; see text; Spell Resistance yes; see text

DESCRIPTION

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

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


Wall of Iron

School abjuration; Level arcane 11

CASTING

Casting Time 1 standard action

Components V, S, M (a small iron sheet plus gold dust worth 50 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect iron wall whose area is up to one 5-ft. square/level; see text

Duration instantaneous

Saving Throw see text; Spell Resistance no

DESCRIPTION

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

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

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

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.


Zone of Silence

School illusion (glamer); Level arcane 11

CASTING

Casting Time 1 round

Components V, S

EFFECT

Range personal

Area 5-ft.-radius emanation centered on you

Duration 1 hour/level (D)

DESCRIPTION

By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you.

Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 Linguistics check to read lips can still reveal what's said inside a zone of silence.


Twelfth-Level Arcane Spells


Acid Fog

School conjuration (creation) [acid]; Level arcane 12

Casting Time 1 standard action

Components V, S, M (powdered peas and an animal hoof)

Range medium (100 ft. + 10 ft./level)

Effect fog spreads in 20-ft. radius, 20 ft. high

Duration 1 round/level

Saving Throw none; Spell Resistance no

DESCRIPTION

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


Charm Many People

School enchantment (charm) [mind-affecting]; Level arcane 12

Casting Time 1 standard action

Components V

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

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

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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


Dispel Magic II

School universal; Level arcane 12

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst

Targets one spellcaster, creature, or object

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like dispel magic I, except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use dispel magic II in one of three ways: a targeted dispel, area dispel, or a counterspell: Targeted Dispel: This functions as a targeted dispel magic I, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, dispel magic II has a chance to dispel any effect that remove curse can remove, even if dispel magic I can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When dispel magic II is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic I. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic II spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic II spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: This functions as dispel magic I, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.


Elemental Body III

School transmutation (polymorph); Level arcane 12

Casting Time 1 standard action

Components V, S, M (the element you plan to assume)

Range personal

Targets you

Duration 1 min/level (D)

DESCRIPTION

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to critical hits and sneak attacks while in elemental form.

Air elemental: As elemental body I except that you gain a +2 size bonus to your Strength, +4 size bonus to your Dexterity, and a +4 natural armor bonus.

Earth elemental: As elemental body I except that you gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +2 size bonus to your Strength, a -2 penalty on your Dexterity, a +6 size bonus to your Constitution, and a +6 natural armor bonus.


Eyebite

School necromancy; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one living creature

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects.

hdEffect
10 or moreSickened
5-9Panicked, sickened
4 or lessComatose, panicked, sickened
The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subject's body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. You must spend a swift action each round after the first to target a foe.


Flesh to Stone

School transmutation; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, M (lime, water, and earth)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this spell.


Forceful Hand

School evocation [force]; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, F (a soft glove)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select. The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action. Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does.


Form of the Dragon I

School transmutation (polymorph); Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, M (a scale of the dragon type you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

Saving Throw see below; Spell Resistance no

DESCRIPTION

You become a Medium chromatic or metallic dragon (see the Pathfinder RPG Bestiary). You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.


Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire


Freezing Sphere

School evocation [cold]; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, F (a small crystal sphere)

EFFECT

Range long (400 ft. + 40 ft./level)

Targets see text

Duration instantaneous or 1 round/level; see text

Saving Throw Reflex half; see text; Spell Resistance yes

DESCRIPTION

Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. A creature of the water subtype instead takes 1d8 points of cold damage per caster level (maximum 15d8) and is staggered for 1d4 rounds.

If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of a targeted body of water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.


Guards and Wards

School abjuration; Level arcane 12

CASTING

Casting Time 30 minutes

Components V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)

EFFECT

Range anywhere within the area to be warded

Area up to 200 sq. ft./level (S)

Duration 2 hours/level (D)

Saving Throw see text; Spell Resistance see text

DESCRIPTION

This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: none. Spell Resistance: no.

Arcane Locks: All doors in the warded area are arcane locked.

Saving Throw: none. Spell Resistance: no.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: no.

Confusion: Where there are choices in direction-such as a corridor intersection or side passage-a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. Saving Throw: none. Spell Resistance: yes.

Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: no.

In addition, you can place your choice of one of the following five magical effects.

1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: none. Spell Resistance: no.

2. A magic mouth in two places. Saving Throw: none. Spell Resistance: no.

3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: no.

4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: yes.

5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates.

Spell Resistance: yes.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful mage's disjunction destroys the entire guards and wards effect.


Permanent Image

School illusion (figment); Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fleece)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)

Duration permanent (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.


Programmed Image

School illusion (figment); Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, M (fleece and jade dust worth 25 gp)

EFFECT

Range long (400 ft. + 40 ft./level)

Effect visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)

Duration permanent until triggered, then 1 round/level

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including understandable speech.

You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See magic mouth for more details about such triggers.


Shout II

School evocation [sonic]; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, F (a metal or ivory horn)

EFFECT

Range 60 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object)

DESCRIPTION

This spell functions like shout I, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.


Song of Discord

School enchantment (compulsion) [mind-affecting, sonic]; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area creatures within a 20-ft.-radius spread

Duration 1 round/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.


Stone to Flesh

School transmutation; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, M (a drop of blood mixed with earth)

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long

Duration instantaneous

Saving Throw Fortitude negates (object); see text; Spell Resistance yes

DESCRIPTION

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn an animated stone statue into an animated flesh statue, but an ordinary statue would become a mass of inert flesh in the shape of the statue. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.


Summon Monster VI

School conjuration (summoning); Level arcane 12

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Aboleth, Bulette, Hill giant, Lamia.


True Seeing

School divination; Level arcane 12

CASTING

Casting Time 1 standard action

Components V, S, M (an eye ointment that costs 250 gp)

EFFECT

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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

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


Thirteenth-Level Arcane Spells


Analyze Dweomer

School divination; Level arcane 13

Casting Time 1 standard action

Components V, S, F (a ruby and gold lens worth 1,500 gp)

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

Targets one object or creature per caster level

Duration 1 round/level (D)

Saving Throw none or Will negates; see text; Spell Resistance no

DESCRIPTION

You can observe magical auras. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

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

Analyze dweomer does not function when used on an artifact.


Chain Lightning

School evocation [electricity]; Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)

EFFECT

Range long (400 ft. + 40 ft./level)

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

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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

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

Each target can attempt a Reflex saving throw for half damage.

The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.


Control Undead

School necromancy; Level arcane 13

Casting Time 1 standard action

Components V, S, M (a piece of bone and a piece of raw meat)

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

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

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

Intelligent undead creatures remember that you controlled them, and they may seek revenge after the spell's effects end.


Create Pocket Realm

School conjuration (creation); Level arcane 13

CASTING

Casting Time 2 hours

Components V, S, F (a forked metal rod worth at least 500 gp)

EFFECT

Range 0 ft.

Effect extradimensional pocket realm, up to three 10-ft. cubes/level (S)

Duration 1 day/level

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a small, finite pocket realm. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the pocket realm is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The "walls" and "ceiling" of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane's environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane. There are no native creatures or plants on this plane, though you may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade. When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The pocket realm is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered "very familiar" with your entire pocket realm. As a standard action, you may eject a creature from your pocket realm. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your pocket realm (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a successful dispel check. If you are within the pocket realm, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the pocket realm ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the pocket realm would leave one section cut off from other sections of the pocket realm (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate pocket realms under your control. You may reconnect these stranded sections by the spell again to create a linked area between the two.


Ethereal Jaunt

School transmutation; Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

You become ethereal, along with your equipment. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.


Globe Of Invulnerability

School universal; Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S, M (a glass or crystal bead)

EFFECT

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like globe of lesser invulnerability, except that it also excludes 4th-level spells and spell-like effects.


Invisibility for All

School illusion (glamer); Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Targets any number of creatures, no two of which can be more than 180 ft. apart

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions like invisibility I, except that the effect moves with the group and is broken when anyone in the group attacks.

Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.


Phase Door

School conjuration (creation); Level arcane 13

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range touch

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

Duration one usage per two levels

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.


Planar Binding II

School conjuration (calling) [see text for planar binding I]; Level arcane 13

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

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

Targets up to three elementals or outsiders, totaling no more than 13 HD, no two of which can be more than 30 ft. apart when they appear

Duration instantaneous

Saving Throw Will negates; Spell Resistance no and yes; see text

DESCRIPTION

This spell functions like planar binding I, except that you may call a single creature of 13 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 13. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.


Plant Shape III

School transmutation (polymorph); Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as plant shape II except that it also allows you to assume the form of a Huge creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: DR, regeneration 5, and trample.

Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a -2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.


Polymorph II

School transmutation (polymorph); Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you choose)

EFFECT

Range touch

Targets living creature touched

Duration 1 min/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions as polymorph I except that it allows the creature to take on the form of a dragon or plant creature. If you use this spell to cause the target to take on the form of an animal or magical beast, it functions as beast shape IV. If the form is that of an elemental, the spell functions as elemental body III. If the form is that of a humanoid, the spell functions as alter self. If the form is that of a plant, the spell functions as plant shape II. If the form is that of a dragon, the spell functions as form of the dragon I. The subject may choose to resume its normal form as a full-round action; doing so ends the spell.


Power Word Blind

School enchantment (compulsion) [mind-affecting]; Level arcane 13

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets one creature with 200 hp or less

Duration see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total.

Any creature that currently has 201 or more hit points is unaffected.

Hit pointsDuration
50 or lessPermanent
51-1001d4+1 minutes
101-2001d4+1 rounds


Shadow Conjuration II

School illusion (shadow) [shadow]; Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect see text

Duration see text

Saving Throw Will disbelief (if interacted with); varies; see text; Spell Resistance yes; see text

DESCRIPTION

This spell functions like shadow conjuration I, except that it duplicates any arcane conjuration (summoning) or conjuration (creation) spell of 12th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.


Statue

School transmutation; Level arcane 13

CASTING

Casting Time 1 round

Components V, S, M (lime, sand, and a drop of water stirred by an iron spike)

EFFECT

Range touch

Targets creature touched

Duration 1 hour/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

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

The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body.

Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.


Symbol of Fear

School necromancy [fear, mind-affecting, emotion]; Level arcane 13

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

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


Undeath Ward

School abjuration; Level arcane 13

CASTING

Casting Time 1 standard action

Components V, S, M (powdered silver)

EFFECT

Range 10 ft.

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

Duration 1 minute/level (D)

Saving Throw none or Will negates (see text); Spell Resistance yes

DESCRIPTION

You create a pale silver barrier that repels undead. Mindless undead and intelligent undead with fewer Hit Dice than your caster level cannot enter the area or penetrate the barrier.

Undead of Hit Dice equal to or greater than your caster level can pass through this barrier by making a successful Will save against the spell, but as they do so, they take 3d6 points of damage. Once an undead creature makes its save again this spell and takes this damage, it can come and go without further penalty. This spell may only be used defensively, not aggressively. Forcing an undeath ward against creatures that the spell keeps at bay collapses the barrier.


Fourteenth-Level Arcane Spells


Symbol of Stunning

School enchantment (compulsion) [mind-affecting]; Level arcane 14

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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

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


Summon Monster VII

School conjuration (summoning); Level arcane 14

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Aurumvorax, Dark naga, Dragon turtle.


Spell Turning

School universal; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (a small silver mirror)

EFFECT

Range personal

Targets you

Duration until expended or 10 min./level

DESCRIPTION

Spells and spell-like effects targeted on you are turned back upon the original caster. The spell turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.

d%Effect
01-70Spell drains away without effect.
71-80Spell affects both of you equally at full effect.
81-97Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100Both of you go through a rift into another plane.


Sequester

School abjuration; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (a basilisk eyelash and gum arabic)

EFFECT

Range touch

Targets one willing creature or object (up to a 2-ft. cube/level) touched

Duration 1 day/level (D)

Saving Throw none or Will negates (object); Spell Resistance no or yes (object)

DESCRIPTION

When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the invisibility I spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell ends.

Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.


Scrying II

School divination (scrying); Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect magical sensor

Duration 1 hour/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like scrying I, except as noted above.

Additionally, all of the following spells function reliably through the sensor: detect auras, detect magic, message, read magic, and tongues.


Reverse Gravity

School transmutation; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (lodestone and iron filings)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area up to one 10-ft. cube/level (S)

Duration 1 round/level (D)

Saving Throw none; see text; Spell Resistance no

DESCRIPTION

This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes.

Creatures who can fly or levitate can keep themselves from falling.


Project Image

School illusion (shadow) [shadow]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (a small replica of you worth 5 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect one shadow duplicate

Duration 1 round/level (D)

Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION

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

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

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

Objects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.


Instant Summons

School conjuration (summoning); Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (sapphire worth 1,000 gp)

EFFECT

Range see text

Targets one object weighing 10 lbs. or less whose longest dimension is 6 ft. or less

Duration permanent until discharged

Saving Throw none; Spell Resistance no

DESCRIPTION

You call some nonliving item directly to your hand from virtually any location.

First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.


Hold Monsters

School enchantment (compulsion) [mind-affecting]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (one hard metal bar or rod, which can be as small as a three-penny nail)

EFFECT

Range medium (100 ft. + 10 ft./level)

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

Duration 1 round/level ; see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.


Grasping Hand

School evocation [force]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, F (a soft glove)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10, granting no bonus on the Combat Maneuver Defense).

The hand holds but does not harm creatures that it grapples.

Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.


Form of the Dragon II

School transmutation (polymorph); Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (a scale of the dragon type you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

Saving Throw see below; Spell Resistance no

DESCRIPTION

This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon.

You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 80-foot lines and cones increase to 40-foot cones.


Forcecage

School evocation [force]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (ruby dust worth 500 gp)

EFFECT

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

Area barred cage (20-ft. cube) or windowless cell (10-ft. cube)

Duration 1 round/level (D)

Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.

Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force, a forcecage resists dispel magic, although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate, which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilation or rod of cancellation instantly destroys a forcecage.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.


Elemental Body IV

School transmutation (polymorph); Level arcane 14

Casting Time 1 standard action

Components V, S, M (the element you plan to assume)

Range personal

Targets you

Duration 1 min/level (D)

DESCRIPTION

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to critical hits and sneak attacks while in elemental form and gain DR 5/-.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a -2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.


Confusion III

School enchantment (compulsion) [mind-affecting, chaotic]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one living creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The affected creature suffers from a continuous confusion effect, as confusion I.

Remove curse does not remove confusion III. Restoration III, heal, limited wish, miracle, or wish can restore the creature.


Circle Of Death

School necromancy [death]; Level arcane 14

CASTING

Casting Time 1 standard action

Components V, S, M (a crushed black pearl worth 400 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Area several living creatures within a 40-ft.-radius burst

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

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


Fifteenth-Level Arcane Spells


Arcane Instinct

School divination; Level arcane 15

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

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


Binding

School enchantment (compulsion) [mind-affecting]; Level arcane 15

Casting Time 1 minute

Components V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)

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

Targets one living creature

Duration see text (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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

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

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

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

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

Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.

Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.

Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.

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

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

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


Finger Of Death

School necromancy [death]; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration instantaneous

Saving Throw Fortitude partial; Spell Resistance yes

DESCRIPTION

This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.


Fly for All

School transmutation; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S, F (a wing feather)

EFFECT

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

Targets one creature/level, no two of which can be more than 30 ft. apart

Duration 10 minutes/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell functions as fly, save that it can target numerous creatures and lasts longer.


Giant Form I

School transmutation (polymorph); Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype (see the Pathfinder RPG Bestiary). Once you assume your new form, you gain the following abilities: a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, a +4 natural armor bonus, and low-light vision. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.


Mage's Sword

School evocation [force]; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S, F (a miniature platinum sword worth 250 gp)

EFFECT

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

Effect one sword

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time mage's sword strikes it. If the sword 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.


Planar Greater Binding

School conjuration (calling) [see text for planar binding I]; Level arcane 15

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

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

Targets up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

Duration instantaneous

Saving Throw Will negates; Spell Resistance no and yes; see text

DESCRIPTION

This spell functions like planar binding I, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.


Power Word Stun

School enchantment (compulsion) [mind-affecting]; Level arcane 15

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets one creature with 150 hp or less

Duration See text

Saving Throw none; Spell Resistance yes

DESCRIPTION

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit PointsDuration
50 or less4d4 rounds
51-1002d4 rounds
101-1501d4 rounds


Prismatic Spray

School evocation; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw see text; Spell Resistance yes

DESCRIPTION

This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8Color of BeamEffect
1Red20 points fire damage (Reflex half)
2Orange40 points acid damage (Reflex half
3Yellow80 points electricity damage (Reflex half )
4GreenPoison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5BlueFlesh to stone (Fortitude negates)
6IndigoInsane, as insanity spell (Will negates)
7VioletSent to another plane (Will negates)
8Struck by two raysRoll twice more, ignoring any "8"results
* See poisons on page 557.

Protection from Spells

School abjuration; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)

EFFECT

Range touch

Targets up to one creature touched per four levels

Duration 10 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).


Scintillating Pattern

School illusion (pattern) [mind-affecting]; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S, M (a crystal prism)

EFFECT

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

Effect colorful lights in a 20-ft.-radius spread

Duration concentration + 2 rounds

Saving Throw none; Spell Resistance yes

DESCRIPTION

A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20).

Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD.

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12: Stunned for 1d4 rounds, then confused for an additional 1d4 rounds.

13 or more: Confused for 1d4 rounds.

Sightless creatures are not affected by scintillating pattern.


Slot Drain III

School universal; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets one creature

Duration 1 round/level

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

This spell functions as slot drain I, except it affects 14th-level or lower spell slots.


Teleport II

School conjuration (teleportation); Level arcane 15

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range personal and touch

Targets you and touched objects or other touched willing creatures

Duration instantaneous

Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

DESCRIPTION

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


Waves of Exhaustion

School necromancy; Level arcane 15

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range 60 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

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


Sixteenth-Level Arcane Spells


Barrier of Suppression

School universal; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S, M (powdered adamantine worth 1,000 gp)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect anti-magic barrier occupying up to two 5 ft. cubes/level (S)

Duration 10 minutes/level; see text

Saving Throw none; Spell Resistance no

DESCRIPTION

You create a barrier of glittering motes that suppresses or even negates any magical effect passing through it. The barrier appears to have no actual substance and does not physically obstruct or impede anything attempting to move through it. However, the wall exerts a powerful anti-magical effect.

Any magic item or magical spell or effect of your caster level or lower that passes through the wall is suppressed for 1 round per level. Spells or effects with durations expire normally, even while thus suppressed. A spell or with a duration greater than that of the suppression resumes functioning normally when the suppression ends.

The wall affects all magical effects, including spells, spelllike abilities, magical items, and any effects stemming from them that pass through the wall. The wall does not suppress a creature's ability to cast spells, use spell-like abilities, or any other sort of limited-use abilities even if the wall suppresses a particular application of those abilities. However, if a creature with magical abilities that are constant or otherwise always active passes through the wall, those abilities are suppressed for the normal duration.

The wall blocks line of effect, so no spell or effect can pass through the wall, but it does not block line of sight. Magic items or spell effects with a higher caster level than yours are unaffected by the wall of suppression. The wall does not affect artifacts, anything stemming from the direct action of a deity, or similarly powerful sorts of magic.


Charm Many Monsters

School enchantment (charm) [mind-affecting]; Level arcane 16

Casting Time 1 standard action

Components V

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

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

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

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


Clenched Fist

School evocation [force]; Level arcane 16

Casting Time 1 standard action

Components V, S, F (a leather glove)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions like interposing hand, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your odd (column A) Intelligence modifier + 11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.


Demand

School enchantment (compulsion) [mind-affecting]; Level arcane 16

Casting Time 10 minutes

Components V, S, M (fine copper wire)

Range see text

Targets one creature

Duration 1 round; see text

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

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

The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.


Form of the Dragon III

School transmutation (polymorph); Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S, M (a scale of the dragon type you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

Saving Throw see below; Spell Resistance no

DESCRIPTION

This spell functions as form of the dragon II save that it also allows you to take the form of a Huge chromatic or metallic dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element (of the same type form of the dragon I grants resistance to).

You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones.


Horrid Wilting

School necromancy; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S, M (a bit of sponge)

EFFECT

Range long (400 ft. + 40 ft./level)

Targets living creatures, no two of which can be more than 60 ft. apart

Duration instantaneous

Saving Throw Fortitude half; Spell Resistance yes

DESCRIPTION

This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).


Ice Body

School transmutation [cold]; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 minute/level (D)

DESCRIPTION

Your form transmutes into living ice, granting you several abilities. You gain the cold subtype and damage reduction 5/ magic. You are immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.

Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters) plus 1 point of cold damage, and you are considered armed when making unarmed attacks. You may burrow through nonmagical ice or snow at your base speed as easily as a fish swims through water. You can move through magical ice and snow if you succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the effect; you automatically succeed on caster level checks against effects that you created. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.


Mind Blank

School abjuration; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration 24 hours

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect auras, locate creature, scry, and see invisible). This spell also grants a +8 resistance bonus on saving throws against all mindaffecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.


Simulacrum

School illusion (shadow); Level arcane 16

CASTING

Casting Time 12 hours

Components V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)

EFFECT

Range 0 ft.

Effect one duplicate creature

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD).

You can't create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is.

A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

At all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.


Summon Monster VIII

School conjuration (summoning); Level arcane 16

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Shedu or Thunderbird.


Sympathetic Vibration

School evocation [sonic]; Level arcane 16

CASTING

Casting Time 10 minutes

Components V, S, F (a tuning fork)

EFFECT

Range touch

Targets one freestanding structure

Duration up to 1 round/level

Saving Throw none; see text; Spell Resistance yes

DESCRIPTION

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

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


Telekinetic Sphere

School evocation [force]; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S, M (a crystal sphere and a pair of small magnets)

EFFECT

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

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

Duration 1 min./level (D)

Saving Throw Reflex negates (object); Spell Resistance yes (object)

DESCRIPTION

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

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

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

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


Vision

School divination; Level arcane 16

CASTING

Casting Time 1 standard action

Components V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)

EFFECT

Range personal

Targets you

Duration see text

DESCRIPTION

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


Seventeenth-Level Arcane Spells


Antipathy

School enchantment (compulsion) [mind-affecting, emotion]; Level arcane 17

Casting Time 1 hour

Components V, S, M (a lump of alum soaked in vinegar)

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

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

Duration 2 hours/level (D)

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

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

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

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

Antipathy counters and dispels sympathy.


Clone

School necromancy; Level arcane 17

Casting Time 10 minutes

Components V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)

Range 0 ft.

Effect one clone

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

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

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

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.


Delayed Blast Fireball

School evocation [fire]; Level arcane 17

Casting Time 1 standard action

Components V, S, M (a ball of bat guano and sulfur)

Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius spread

Duration 5 rounds or less; see text

Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

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


Etherealness

School transmutation; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch; see text

Targets you and one other touched creature per three levels

Duration 1 min./level (D)

DESCRIPTION

This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence.


Giant Form II

School Transmutation (polymorph); Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell functions as giant form I except that it also allows you to assume the form of any Huge creature of the giant type. You gain the following abilities: a +8 size bonus to Strength, a -2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. If the form you assume has any of the following abilities, you gain the listed ability: swim 60 feet, darkvision 60 feet, rend (2d8 damage), regeneration 5, rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability.


Incendiary Cloud

School conjuration (creation) [fire]; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Area cloud spreads in 20-ft. radius, 20 ft. high

Duration 1 round/level (D)

Saving Throw Reflex half; see text; Spell Resistance no

DESCRIPTION

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.


Limited Wish

School universal; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S, M (diamond worth 1,500 gp)

EFFECT

Range see text

Area see text

Effect see text

Targets see text

Duration see text

Saving Throw none, see text; Spell Resistance yes

DESCRIPTION

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.


Maze

School conjuration (teleportation); Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration see text

Saving Throw none; Spell Resistance yes

DESCRIPTION

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

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.

Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.


Moment of Prescience

School divination; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration 1 hour/level or until discharged

DESCRIPTION

This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.

Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the moment of prescience before the roll it is to modify.

Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.


Prismatic Wall

School abjuration; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Effect wall 4 ft./level wide, 2 ft./level high

Duration 10 min./level (D)

Saving Throw see text; Spell Resistance see text

DESCRIPTION

Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic can only be used on the wall once all the other colors have been destroyed. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

OrderColorEffect of ColorNegated by
1stRedStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half ).Cone of cold
2ndOrangeStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
3rdYellowStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
4thGreenStops breath weapons. Poison (frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; cure 2 consecutive Fort saves).Passwall
5thBlueStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
6thIndigoStops all spells. Will save or become insane (as insanity spell).Daylight
7thVioletEnergy field destroys all objects and effects.* Creatures sent to another plane (Will negates).Dispel magic or greater dispel magic
*The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).


Shadow Evocation II

School illusion (shadow) [shadow]; Level arcane 17

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect see text

Duration see text

Saving Throw Will disbelief (if interacted with); Spell Resistance yes

DESCRIPTION

This spell functions like shadow evocation I, except that it enables you to create partially real, illusory versions of arcane evocation spells of 14th level or lower. If recognized as a shadow evocation, a damaging spell deals only three-fifths (60%) damage.


Sympathy

School enchantment (compulsion) [mind-affecting, emotion]; Level arcane 17

CASTING

Casting Time 1 hour

Components V, S, M (a drop of honey and crushed pearls worth 1,500 gp)

EFFECT

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

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

Duration 2 hours/level (D)

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

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

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 x 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.


Eighteenth-Level Arcane Spells


Dominate Monster

School enchantment (compulsion) [mind-affecting]; Level arcane 18

Casting Time 1 round

Components V, S

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

Targets one creature

Duration 1 day/level

Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell functions like dominate person, except that the spell is not restricted by creature type.


Freedom

School abjuration; Level arcane 18

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes

DESCRIPTION

The subject is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.


Mage's Disjunction

School universal; Level arcane 18

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Duration 1 minute/level

Saving Throw Will negates (object); Spell Resistance no

DESCRIPTION

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.

That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell.

An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.


Polar Ray

School evocation [cold]; Level arcane 18

CASTING

Casting Time 1 standard action

Components V, S, F (a white ceramic cone or prism)

EFFECT

Range medium (100 ft. + 10 ft./level)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

A blue-white ray of freezing air and ice springs from your hand.

You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.


Polymorph Any Object

School transmutation (polymorph); Level arcane 18

CASTING

Casting Time 1 standard action

Components V, S, M (mercury, gum arabic, and smoke)

EFFECT

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

Targets one creature, or one nonmagical object of up to 100 cu. ft./level

Duration see text

Saving Throw Fortitude negates (object); see text; Spell Resistance yes (object)

DESCRIPTION

This spell functions like greater polymorph, except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms-you aren't limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.

Changed Subject is...Increase to duration Factor*
Same kingdom (animal, vegetable, mineral)+5
Same class (mammals, fungi, metals, etc.)+2
Same size+2
Related (twig is to tree, wolf fur is to wolf, etc.)+2
Same or lower Intelligence+2
*Add all that apply. Look up the total on the next table.

Duration FactorDurationExample
020 minutesPebble to human
21 hourMarionette to human
43 hoursHuman to marionette
512 hoursLizard to manticore
62 daysSheep to wool coat
71 weekShrew to manticore
9+PermanentManticore to shrew
If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), this spell grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, greater polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.


Prying Eyes of Truth

School divination; Level arcane 18

CASTING

Casting Time 1 minute

Components V, S, M (a handful of crystal marbles)

EFFECT

Range 1 mile

Effect 10 or more levitating eyes

Duration 1 hour/level; see text (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at normal speed. Also, a greater prying eye's maximum Spot modifier is +25 instead of +15.


Ride the Lightning

School evocation [electricity]; Level arcane 18

CASTING

Casting Time 1 standardaction

Components V, S

EFFECT

Range personal

Targets you

Duration 1 round/level (D)

DESCRIPTION

You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies).

Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.


Screen

School illusion (glamer); Level arcane 18

CASTING

Casting Time 10 minutes

Components V, S

EFFECT

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

Area 30-ft. cube/level (S)

Duration 24 hours

Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no

DESCRIPTION

This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.


Summon Monster IX

School conjuration (summoning); Level arcane 18

CASTING

Casting Time 1 round

Components V, S, F (a tiny bag and a small candle)

EFFECT

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

Effect one summoned creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons a creature from an alternate dimension -- the creature appears willingly, since it cannot die, but is returned home unharmed when the spell ends or when it reaches 0 hp. 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. On very rare occaisions, it may refuse to act in ways that violate its alignment or instincts, for example to attack those of its own kind, if it is a social creature, or to engage in evil acts, if it is good. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). With this spell, you can summon one of the following creatures: Storm giant or Viper vine.


Symbol of Death

School necromancy [death]; Level arcane 18

CASTING

Casting Time 10 minutes

Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration see text

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

This spell allows you to scribe a potent rune of power upon a surface.

When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect.

Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

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

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

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

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

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

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

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

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


Temporal Stasis

School transmutation; Level arcane 18

CASTING

Casting Time 1 standard action

Components V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)

EFFECT

Range touch

Targets creature touched

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

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


Nineteenth-Level Arcane Spells


Crushing Hand

School evocation [force]; Level arcane 19

Casting Time 1 standard action

Components V, S, F (a soft glove)

Range medium (100 ft. + 10 ft./level)

Effect 10-ft. hand

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target (as forceful hand), using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.


Imprisonment

School abjuration; Level arcane 19

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range touch

Targets creature touched

Duration instantaneous

Saving Throw Will negates; see text; Spell Resistance yes

DESCRIPTION

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.


Iron Body

School transmutation; Level arcane 19

CASTING

Casting Time 1 standard action

Components V, S, M (a piece of iron from an iron golem, a hero's armor, or a war machine)

EFFECT

Range personal

Targets you

Duration 1 min./level (D)

DESCRIPTION

This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire.

However, you also become vulnerable to all special attacks that affect iron golems (see the Pathfinder RPG Bestiary).

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean-at least until the spell duration expires.


Irresistible Dance

School enchantment (compulsion) [mind-affecting]; Level arcane 19

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range touch

Targets living creature touched

Duration 1d4+1 rounds

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round.


Retrocognition

School divination; Level arcane 19

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range personal

Targets you

Duration instantaneous

DESCRIPTION

This spell allows you to gain psychic impressions from past events that occurred within line of sight of your current location. Retrocognition reveals facts of events that occurred over the course of the last century, as if you witnessed them, using all your senses, magical and mundane. However, the level of detail diminishes with time, so eventually it becomes difficult to distinguish impressions left by anything but the most major events.


Shadow Conjuration III

School illusion (shadow) [shadow]; Level arcane 19

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range see text

Effect see text

Duration see text

Saving Throw Will disbelief (if interacted with); varies; see text; Spell Resistance yes; see text

DESCRIPTION

This spell functions like shadow conjuration II, except that it mimics conjuration spells of 17th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.


Shapechange

School transmutation (polymorph); Level arcane 19

CASTING

Casting Time 1 standard action

Components V, S, F (jade circlet worth 1,500 gp)

EFFECT

Range personal

Targets you

Duration 10 min./level (D)

DESCRIPTION

This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, beast form IV, elemental body IV, form of the dragon III, giant form II, and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.


Symbol Of Dispelling

School universal; Level arcane 19

CASTING

Casting Time 10 minutes

Components V, S, M (pure grain alcohol and powdered diamond worth 5,000 gp)

EFFECT

Range 0 ft.; see text

Effect one symbol

Duration instantaneous

Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions as symbol of death, except that all creatures within 40 feet of the symbol of dispelling are instead affected as if by the area dispel function of greater dispel magic.

Attempt a dispel check when casting symbol of dispelling.

Once the symbol is triggered, apply the result of that check to each creature in the area, as well as each object that is the target of one or more spells. Unlike symbol of death, symbol of dispelling grants no saving throws, and it is not subject to spell resistance.


Trap the Soul

School conjuration (summoning); Level arcane 19

CASTING

Casting Time 1 standard action or see text

Components V, S, M (gem worth 1,000 gp per HD of the trapped creature)

EFFECT

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

Targets one creature

Duration permanent; see text

Saving Throw see text; Spell Resistance yes; see text

DESCRIPTION

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

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

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

Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap.

To use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled.

A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.


Wail of the Banshee

School necromancy [death, sonic]; Level arcane 19

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets one living creature/level within a 40-ft.-radius spread

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself ). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.


Twentieth-Level Arcane Spells


Energy Drain

School necromancy; Level arcane 20

Casting Time 1 standard action

Components V, S

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

Effect ray of negative energy

Duration instantaneous

Saving Throw Fortitude partial; see text for enervation; Spell Resistance yes

DESCRIPTION

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.


Meteor Swarm

School evocation [fire]; Level arcane 20

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)

Area four 40-ft.-radius spreads, see text

Duration instantaneous

Saving Throw none or Reflex half, see text; Spell Resistance yes

DESCRIPTION

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

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a -4 penalty on the saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.


Power Word Kill

School enchantment (compulsion) [death, mind-affecting]; Level arcane 20

CASTING

Casting Time 1 standard action

Components V

EFFECT

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

Targets one living creature with 100 hp or less

Duration instantaneous

Saving Throw none; Spell Resistance yes

DESCRIPTION

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.


Prediction of Failure

School divination [fear, mind-affecting]; Level arcane 20

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

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

Targets one creature

Duration permanent or 1 round/level (see text)

Saving Throw Will partial; Spell Resistance yes

DESCRIPTION

You wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened.


Prismatic Sphere

School abjuration; Level arcane 20

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range 10 ft.

Effect 10-ft.-radius sphere centered on you

Duration 10 min./level (D)

Saving Throw see text; Spell Resistance see text

DESCRIPTION

This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere's blindness effect on creatures with less than 8 HD lasts 2d4 x 10 minutes.

You can pass into and out of the prismatic sphere and remain near it without harm. When you're inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.


Teleportation Circle

School conjuration (teleportation); Level arcane 20

CASTING

Casting Time 10 minutes

Components V, M (amber dust to cover circle worth 1,000 gp)

EFFECT

Range 0 ft.

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

Duration 10 min./level (D)

Saving Throw none; Spell Resistance yes

DESCRIPTION

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

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

Magic traps such as teleportation circle are hard to detect and disable. A character with the trapfinding class feature can use the Disable Device to disarm magic traps. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.


Time Stop

School transmutation; Level arcane 20

CASTING

Casting Time 1 standard action

Components V

EFFECT

Range personal

Targets you

Duration 1d4+1 rounds (apparent time); see text

DESCRIPTION

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

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

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


Weird

School illusion (phantasm) [fear, mind-affecting, emotion]; Level arcane 20

CASTING

Casting Time 1 standard action

Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)

Targets any number of creatures, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw Will disbelief, then Fortitude partial; see text; Spell Resistance yes

DESCRIPTION

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

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


Wish

School universal; Level arcane 20

CASTING

Casting Time 1 standard action

Components V, S, M (diamond worth 25,000 gp)

EFFECT

Range see text

Area see text

Targets see text

Effect see text

Duration see text

Saving Throw none; see text; Spell Resistance yes

DESCRIPTION

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can divine the truth of reality and bend it to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.) Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).