MSRD:Magic
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About Spells
A spell is a one-time magical effect. Magic is used by individuals with magical power, which include spellcasters and creatures with spells and spell-like abilities. Spells can be arcane or divine.
Arcane spells involve direct manipulation of mystic energies. These manipulations require long study, and tend to produce dramatic results.
Divine spells draw power from an unworldly source, be it from within the caster’s own beliefs or some greater entity of power. Divine spellcasting requires meditation and provides more utilitarian effects, including the ability to heal the wounded. Some spells may be cast by both arcane and divine caster, functioning as arcane spells when cast by arcane casters and divine spells when cast by divine casters. Most spells require the caster to speak some utterance, make complex gestures, or sometimes expend an object or a small quantity of some substance. The spellcaster’s activity is visible to others, and the effects often are too, but the magic itself is not. Each spellcasting advanced class learns and casts spells differently. See the class description for more details.
Casting a Spell
To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate some material (if it has a material component) or focus (if any). Additionally, the character must concentrate to cast a spell. (See the Concentration skill) If a spell has multiple versions, the character chooses which version to use when he or she casts it.
How to Read a Spell Description
Spells have a number of defining characteristics that distinguish each spell from the others. Each spell description includes most or all of the following pieces of information.
School
The first line beneath the spell’s name provides the school (and perhaps also a subschool) that the spell belongs to. Schools provide a way of grouping together spells that have certain characteristics in common.
Abjuration: Spells of this school are protective spells. They create physical or magical barriers or negate magical or physical abilities.
Conjuration (Creation): This type of spell manipulates matter to create an object or creature in a place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends or is dispelled, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Conjuration (Healing): Certain divine conjuration spells can heal creatures or even bring them back to life.
Conjuration (Summoning): A summoning spell instantly brings a creature or an object to a place the caster designates. When the spell ends or is dispelled, the summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or dropped to 0 hit points.
Conjuration (Teleporting): A spell of this type transports one or more creatures or objects a great distance.
Divination: These spells enable you to learn information, to find hidden things (true seeing), or to foil deceptive spells.
Enchantment: An enchantment spell affects the minds of others, influencing or controlling their behavior. All enchantment spells have the mind-affecting descriptor (see below for more on spell descriptors).
Evocation: These spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion: Illusion spells deceive the senses or minds of others.
'Saving Throws and Illusions (Disbelief):' Creatures encountering an illusion effect usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. This allows them to disbelieve the illusion. If any viewer successfully disbelieves an illusion and communicates this fact to other viewers, each such viewer gains a saving throw with a +4 bonus.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures belong to this school, as do spells that utilize negative energy to deal damage.
Transmutation: Transmutation spells change the properties of some creature, thing, or condition.
Universal: A small number of spells belong to no school and are designated as universal. The type of magic they involve does not fall into one of the above categories.
Descriptors
Descriptors are a way of classifying spells (often from different schools) that have some common characteristic.
A spell’s descriptors (if any) appear in brackets on the line identifying the school. Descriptors used for spells include cold, electricity, fear, fire, force, language-dependent, light, mind-affecting, and sonic.
Level
The relative power of a spell is indicated by its level. A spell’s level also indicates whether a particular spellcaster is capable of preparing and casting the spell.
Spell Slots: Every spellcaster can prepare as many spells every day as he or she has spell slots. (See the advance class description for details.)
Spell slots have levels just as spells do; a spell slot of a certain level is designed to hold a spell of that level. It’s possible, however, to place a lower-level spell in a higher-level spell slot if you desire. A character doesn’t have to fill all spell slots with prepared spells every day (although it usually makes sense to do so).
Components
Every spell has at least one type of component that the spellcaster must provide at the time of casting.
Verbal (V): To cast a spell with a verbal component, a character must speak in a firm voice. If the character cannot speak, he or she can’t cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he or she tries to cast if that spell has a verbal component.
Somatic (S): To cast a spell with a somatic component, a character must gesture freely with at least one hand. A character can’t cast a spell that has a somatic component while bound, grappled, or with both hands full or occupied. If an arcane spellcaster casts a spell with a somatic component while wearing armor, the armor may bring with it an arcane spell failure chance.
Material (M): A material component is an object or a small amount of some substance that the caster must have on hand. It is expended and disappears when the spell is cast. Preparing these materials is a free action. The purchase DCs for expensive material components are included in the spell descriptions; if no value is given, assume a purchase DC of 2.
Focus (F): A focus is similar to a material component, except that it is not expended when the spell is cast.
Divine Focus (DF): Some divine spells require the caster to provide a divine focus. Unless some other focus is specified in the spell description this is a holy symbol of the character’s.
Sometimes the Components entry of a spell description contains the entry “M/DF”. This indicates a spell that can be cast as either an arcane spell or a divine spell—an arcane caster casting it needs the specified material component, while a divine caster needs to provide a divine focus.
Casting Time
This entry tells how much time is needed to complete the casting of a spell once it is begun.
Casting a spell with a casting time of 1 action is an attack action. The spell takes effect immediately.
Casting a spell with a casting time of 1 full round is a full-round action. A character can take a 5-foot step before, during, or after casting, but you cannot otherwise move. The spell takes effect at the beginning of that character’s turn in the round after he or she began to cast it. The character then acts normally after the casting is completed.
A spell that takes 1 minute to cast comes into effect just before the character’s turn 1 minute later (the character spends each of those 10 rounds casting as a full-round action).
When a character begins a spell that takes 1 full round or longer to cast, he or she must continue the invocations, gestures, and/or concentration from one round to just before his or her turn in the next round (at least). If the character loses concentration after starting the casting and before it is complete, the spell is lost (see the Concentration skill).
A character retains his or her Dexterity bonus to Defense while casting a spell. Attacks of Opportunity: Generally, if a character attempts to cast a spell, he or she provokes attacks of opportunity from threatening enemies. Table: FX Actions in Combat specifies whether a certain activity provokes attacks of opportunity (AoO). If a character takes damage from an attack of opportunity, he or she must make a Concentration check or lose the spell he or she was trying to cast. Casting on the Defensive: A character may attempt to cast a spell while on the defensive. This option means casting the spell while paying attention to threats and avoiding blows. In this case, the character are no more vulnerable to attack than he or she would be if the character was just standing there, so casting while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means the spell is lost..
| Attack Actions | AoO? |
|---|---|
| Activate a ring, rod, staff, wand, or wondrous item | No |
| Cast a spell (attack action casting time) | Yes |
| Concentrate to maintain an active spell or power | No |
| Dismiss a spell or power | No |
| Drink a potion | Yes |
| Manifest a power (attack action manifestation time) | Yes |
| Read a scroll | Yes |
| Turn or rebuke undead | No |
| Use spell-like ability | Yes |
| Use supernatural ability | No |
| Use extraordinary ability | No |
| Use touch spell on self | No |
| Move Actions | AoO? |
| Direct or redirect an active spell or power | No |
| Full-Round Actions | AoO? |
| Cast a spell (full-round action casting time) | Yes |
| Manifest a power (full-round action manifestation time) | Yes |
| Use touch spell on up to six friends | Yes |
| Free Actions | AoO? |
| Cease concentration on a spell or power | No |
| Prepare spell components to cast a spell | No |
| Make Spellcraft check on counterspell attempt | No |
Range
A spell’s range indicates how far from the caster it can reach—the maximum distance from the caster that the spell’s effect can occur, as well as the maximum distance at which the caster can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond the range, that area is wasted.
A spell’s range usually falls into one of the following categories.
Personal: The spell affects only the caster.
Touch: The caster must touch a creature or object to affect it. To use a touch spell, the caster casts the spell and then touches the subject, either in the same round or any time later. In the same round that the character casts the spell, he or she may also touch (or attempt to touch) the target. The caster may take his or her move before casting the spell, after touching the target, or between casting the spell and touching the target. A character can automatically touch one friend or use the spell on his or herself, but to touch an opponent, the character must succeed on an attack.
Touch Attacks: Since the character only needs to touch the enemy, he or she makes a touch attack instead of a regular attack. Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity when it is discharged on an armed opponent. However, the act of casting a spell does provoke attacks of opportunity.
Touch attacks come in two types: melee touch attacks (for touches made with the character’s hand) and ranged touch attacks (for touches made with projectile and ray effects). The caster can score critical hits with either type of attack. The opponent’s Defense against a touch attack does not include any equipment bonus or natural armor bonus. The opponent’s size modifier and Dexterity modifier both apply normally.
Holding the Charge: The caster does not have to touch the target immediately after casting a touch spell. Instead, he or she can “hold the charge,” waiting to discharge the spell at a later time. If the character touches anything with his or her hand while holding a charge, the spell discharges. Otherwise, the character can make touch attacks round after round, until he or she succeeds (and thus discharge the spell). A character can touch one friend (or his or herself) as an attack action, or up to six friends as a full-round action. If the character casts another spell, the touch spell dissipates.
Close: The spell reaches up to 25 feet away from the caster. The maximum range increases by 5 feet for every two full spellcasting class levels.
Medium: The spell reaches up to 100 feet + 10 feet per class level.
Long: The spell reaches up to 400 feet + 40 feet per class level.
Range Expressed in Feet: Some spells have no standard range category, just a range expressed in a unit of measurement (usually feet).
Target
Some spells have a specific target or targets. A caster uses these spells directly on creatures or objects, as defined by the spell itself. The caster must be able to see or touch the target, and must specifically choose that target. The caster does not have to select his or her target until he or she finishes casting the spell.
If the character casts a targeted spell on the wrong sort of target the spell has no effect.
If the target of a spell is the caster (“Target: You”), the caster does not receive a saving throw, and spell resistance does not apply.
Subject: The descriptive text of spells makes a distinction between “target” and “subject.” The target of a spell is the creature(s) or object(s) it is directed against. A target becomes a subject if it fails a saving throw against the spell and is thus affected by the magic.
Effect
Some spells create or summon things rather than affecting things that are already present. The caster must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.
Ray: Some effects are rays. The caster aims a ray as if using a ranged weapon, though typically the character makes a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, the character can fire into the dark or at an invisible creature and hope to hit something. A character doesn’t have to see the creature he or she is trying to hit, as with a targeted spell. Intervening creatures and obstacles, however, can block the caster’s line of sight or provide cover for the creature being aimed at.
If a ray has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.
Spread: Some effects, notably clouds and fogs, spread out from a point of origin to a distance given in the spell description. The effect can extend around corners and into areas the caster can’t see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. The caster must designate the point of origin, but need not have line of effect (see below) to all portions of the effect.
Area
Some spells affect an area. The caster selects where the spell starts, but otherwise doesn’t control which creatures or objects the spell affects. Sometimes a spell describes a specially defined area, but usually an area falls into one of the following categories.
Burst: As with an effect, the caster selects the spell or power’s point of origin. The spell or power bursts out from this point, affecting whatever it catches in its area.
A burst spell has a radius that indicates how far from the point of origin the spell’s effect extends.
Cone: A cone shoots away from the caster in the direction he or she designates. A cone starts in a square adjacent to the caster and widens out as it goes. A cone’s width at a given distance from you equals that distance. Its far end is as wide as the effect is long.
Creatures: Some spells affect creatures directly (as a spell with a target does), but they affect creatures in an area of some kind rather than individual creatures the caster selects. The area might be a burst, a cone, or some other shape.
Many spells affect “living creatures,” which means all creatures other than constructs and undead.
Cylinder: As with a burst, the caster selects the spell’s point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder.
Emanation: Some spells have an area like a burst except that the effect continues to radiate from the point of origin for the duration of the spell.
Quarter-Circle: Some spells have a quarter-circle-shaped area. Like a cone, the effect starts in a square adjacent to the caster and widens out as it goes.
Spread: Some spells spread out like a burst but can turn corners. The caster selects the point of origin, and the spell spreads out a given distance in all directions. Figure distance by actual distance traveled, taking into account turns the spell effect takes.
Other: A spell or power can have a unique area, as defined in its description.
(S): If an Area or Effect entry ends with “(S)” (standing for “shapeable”), the caster can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except it’s not blocked by fog, darkness, and other factors that limit normal sight.
A caster must have a clear line of effect to any target that he or she uses a spell on, or to any space in which he or she wishes to create an effect. The caster must have a clear line of effect to the point of origin of any spell he or she casts or power he or she manifests. For bursts, cones, cylinders, and emanation spells, the spell only affects areas, creatures, or objects to which it has line of effect from its origin (a burst’s point, a cone’s starting point, a cylinder’s circle, or an emanation spell’s point of origin).
A hole of at least 1 square foot is sufficient to allow a line of effect through an otherwise solid barrier. If any given 5-foot length of barrier contains such an opening, that 5-foot length is not considered a barrier for purposes of a spell’s line of effect (though the rest of the barrier still counts as normal).
Directing or Redirecting Effects: Some spells allow the caster to redirect the effect to new targets or areas after casting the spell. Redirecting a spell requires a move action that does not provoke attacks of opportunity. It also doesn’t require concentration.
Duration
The Duration entry of a spell description tells how long the effect of the spell lasts.
Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magical energy goes away and the spell ends. If a spell’s duration is variable, the GM rolls it secretly.
Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences of the spell might be long-lasting.
Permanent: The effect remains indefinitely, but is sustained by lingering magical energy. If the energy goes away, so does the effect.
Concentration: The spell or power lasts as long as the caster concentrates on it, possibly up to a specified maximum amount of time. Concentrating to maintain a spell is an attack action that does not provoke attacks of opportunity. Anything that could break the character’s concentration when casting a spell can also break his or her concentration while maintaining one, causing the spell to be ruined (see Concentration, below). A character can’t cast a spell while concentrating on another one.
Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell keeps going for the stated length of time after the character stops concentrating.
Subjects, Effects, and Areas: If a spell affects creatures directly, the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to the end of its duration. If the spell affects an area, the spell stays with that area for the spell’s duration. Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
Discharge: A few spells last for a set duration or until triggered or discharged. The spell remains in place until the triggering condition is met (at which point it takes effect) or the maximum duration is reached (at which point it dissipates, with no effect).
(D): If the Duration entry ends with “(D)” (standing for “dismissible”), the caster can dismiss the spell at will. The caster must be within range of the effect of the spell to dismiss it. Dismissing a spell is an attack action that does not provoke attacks of opportunity. A spell that depends on concentration is dismissible by its very nature, and dismissing it does not require an action (since all the caster has to do to end the spell is to stop concentrating).
Saving Throw
Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
Negates: This term means the spell has no effect on a creature that makes a successful saving throw.
Partial: The spell causes an effect on its subject. A successful saving throw means that some lesser effect occurs.
Half: The spell deals damage, and a successful saving throw halves the damage taken (round down).
None: No saving throw is allowed.
Disbelief: A saving throw is not allowed purely on the basis of encountering the spell. Rather, the creature gets a saving throw only after interacting with or carefully studying the spell. A successful save lets the subject ignore the effect.
(Object): The spell can be cast on objects, which receive saving throws only if they are magical in nature, or if they are attended (held, worn, or grasped) by a creature resisting the spell, in which case the object gets the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can only be cast on objects. Some spells of this sort can be cast on creatures or objects.)
(Harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes. Saving Throw Difficulty Class: A saving throw against a spell has a DC of 10 + the level of the spell + the spellcaster’s bonus for the relevant ability (see spellcasting advanced class for details).
Succeeding at a Saving Throw: A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted spell the caster senses that the spell has failed. The caster does not sense when creatures succeed at saving throws against effect and area spells.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this resistance if he or she wants to.
Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried and worn are assumed to survive a magical attack.
If an item is not carried or worn and is not magical, it does not get a saving throw. It is simply dealt the appropriate damage.
Spell Resistance
Spell resistance is a special defensive ability that protects against spells.
Each spell description includes an entry that indicates whether spell resistance applies to the spell (if so, Yes; if not, No). In general, whether spell resistance applies depends on what the spell does:
Targeted Spell: If the spell is targeted at a creature, spell resistance applies. If the spell targets multiple specific creatures, spell resistance applies to those individuals that have it.
Area Spell: If the target is within the area of a spell, its spell resistance applies. The spell resistance protects the resistant creature without affecting the spell itself.
Effect Spell: Most effect spells summon or create something and are not subject to spell resistance. Effect spells that affect a creature more or less directly are sometimes subject to spell resistance.
Level Check: If a spell is being resisted by a creature with spell resistance, the caster must make a level check (1d20 + caster level) and get a result at least equal to the creature’s spell resistance for the spell to affect that creature. If the caster fails the check, the spell doesn’t affect the defender. The defender’s spell resistance is like a Defense score against magical attacks.
(Harmless) and (Object): These terms mean the same thing in a spell resistance entry as they do for saving throws. A creature with spell resistance must voluntarily drop the resistance in order to receive the effects of a spell noted as harmless without the level check described above. Doing so is an attack action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn, at the beginning of which it automatically returns. A creature’s spell resistance never interferes with its own spells, powers, items, or abilities. Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and others that are not.
Spell resistance does not stack with power resistance, and vice versa.
Descriptive Text
A spell’s descriptive text explains how the spell works or what it does and includes necessary information such as the spell’s material component.
The Spell’s Result
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit.
Interrupting FX Users
Distracting Spellcasters and Psionic Characters: A character can ready an attack against a character or creature with the trigger “if he or she starts casting a spell or manifesting a power.” If the attack succeeds in damaging the character or otherwise distracting him or her, he or she may lose the FX ability he or she was trying to use (as determined by his or her Concentration check result).
Readying a Counterspell: A character may ready a counterspell against a spellcaster (often with the trigger “if he or she starts casting a spell”). In this case, when the spellcaster starts a spell, the character gets a chance to identify it with a Spellcraft check (DC 15 + spell level). If the character does, and if he or she can cast that same spell (are able to cast it and have it prepared), the character can cast the spell as a counterspell and automatically ruin the other spellcaster’s spell. Counterspelling works even if one spell is divine and the other arcane.
Spell Failure
If a caster ever tries to cast a spell in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the spell is wasted.
Spells also fail if the caster’s concentration is broken. Arcane spells (but not divine spells) might fail if the character is wearing armor while casting a spell that has a somatic component.
Arcane Spells
Arcane spells involve the direct manipulation of mystic energies. These manipulations require natural talent and long study. Compared to divine spells, arcane spells are more likely to produce dramatic results, such as flight, explosions, or transformations.
Preparing Arcane Spells
The rules for which spells, and how many spells, an arcane spellcaster can cast are given in the class description. The class description also includes information on how the character prepares spells each day.
Arcane Magical Writings
To decipher an arcane magical writing, a character must make a successful Spellcraft check (DC 20 + the spell’s level). If the check fails, the character cannot attempt to read that particular spell until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.
Once a character deciphers a particular magical writing, he or she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, he or she can attempt to use the scroll.
Divine Spells
Unlike arcane spells, divine spells draw power from the strength of the spellcaster’s beliefs. Divine spells tend to be less flashy, destructive, and disruptive than arcane spells. What they do that arcane spells don’t do is heal.
Preparing Divine Spells
The rules for which spells, and how many spells, a divine spellcaster can cast are given in the class description. The class description also includes information on how the character prepares spells each day.
Divine Magical Writings
Divine spells can be written down and deciphered just as arcane spells can (see Arcane Magical Writings, above). Any character with the Spellcraft skill can attempt to decipher the divine magical writing and identify it. However, only characters who are capable of casting the spell in its divine form can cast a divine spell from a scroll. (The character does not have to have the spell prepared; he or she only has to be capable of preparing and casting it in general.)
Casting Spells through Email
Any spell that can be scribed onto a scroll can likewise be saved in electronic format—as email. In order to accomplish this, the caster must have the Scribe Scroll ability and a minimum of 8 ranks in Computer Use.
All the spellcaster needs is a computer with Internet access and the usual components necessary to cast the spell. First she writes the email, which takes one minute per level of the spell. At the end of that time, the spellcaster must cast the spell and succeed at a Computer Use check (DC 15 + spell level). If the check fails, the email is not correctly typed, the spell is ruined, and the spellcaster must begin anew. If the check succeeds, the email carries the spell through cyberspace and delivers it to the mailbox of the target.
A spellcaster casting a spell through email must expend XP as if scribing a scroll.
There are several rules and restrictions pertaining to spells sent through email:
Target: The target of the spell is always the person who first opens the email. Any target with 10 or more ranks in Computer Use, Knowledge (arcane lore or technology), or Spellcraft receives a +5 competence bonus to any saving throws required by the spell.
No Spam: The email may only be sent to a single account. If you put more than one address in the “Recipient” line, the spell is ruined and wasted.
Subject Line: The spell’s name must be typed into the “Subject” line of the email. One can attempt to disguise the name by writing it in an obscure language, an illegible font, or burying it in the middle of a larger phrase.
Duration: All spells begin immediately upon the email being opened. It is not possible for a spellcaster to save the power from an email spell and discharge it later.
Undeliverable: If the email is not opened within 72 hours, it becomes undeliverable. The account that sent the original email will receive an email notification of this. If the target opens the email after 72 hours have elapsed, the body of the message will be blank.
Spell Descriptions
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.
Caster Level: A spell’s power often depends on caster level, which is the caster’s level in the appropriate spellcasting class. Creatures with no classes have a caster level equal to their Hit Dice unless otherwise specified.
Creatures and Characters: “Creatures” and “characters” are used synonymously in the spell descriptions.
List Format: Spells in the following lists are presented in order of spell level (from lowest to highest) and alphabetized within each level group. A brief description of the spell’s effect is provided.
List of Arcane Spells
The following spells may be cast by arcane spellcasters.
0-level Arcane Spells
Arcane Graffiti. Inscribes personal rune or short message on object or surface.
Daze. Subject takes no actions for 1 round.
Detect Magical Aura. Detects spells and magic items within 60 feet.
Haywire. Causes a single device to behave randomly and erratically.
Light. Object shines like a torch.
Mage Hand. 5-pound telekinesis.
Magic ID. Creates a false but visually accurate identification card.
Mending. Repairs small breaks or tears in objects.
Message. Whispered conversation at distance.
Prestidigitation. Perform minor tricks.
Read Magic. Read scrolls, spellbooks, and magical writing.
Resistance. Subject gains +1 on saving throws.
1st-level Arcane Spells
Burning Hands. 1d4 fire damage/ level (max 5d4).
Cause Fear. One creature flees for 1d4 rounds.
Change Self. Changes your appearance.
Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Comprehend Languages. Understands all spoken and written languages.
Dancing Lights. Creates up to four lights or a glowing, vaguely humanoid shape.
Degauss. Erase a single device that contains electronic data.
Feather Fall. Objects or creatures fall slowly.
Hold Portal. Holds door shut.
Instant Identify. Determines all magic properties of a single magic item.
Jump. Subject gets bonus on Jump checks.
Mage Armor. Gives subject +4 Defense bonus.
Magic Missile. 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Weapon. Weapon gains +1 bonus.
Mask Metal. Renders a metal object undetectable to metal detectors.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Power Device. Powers one inoperative electrical or mechanical device.
Ray of Fatigue. Ray fatigues target.
Shield. Invisible disc gives cover, blocks magic missiles.
Sleep. Put 2d4 HD of creatures into comatose slumber.
Summon Vivilor I. Summons a 1st-level vivilor from Shadow to fight for you.
Trace Purge. Removes physical traces of the subject’s presence or passage.
True Strike. Adds +20 bonus to your next attack roll.
Undetectable Magical Aura. Masks a magic item’s aura from detection.
2nd-level Arcane Spells
Arcane Lock. Magically locks a portal or chest.
Blur. Attacks miss subject 20% of the time.
Burglar’s Buddy. Suppresses mechanic or electronic intrusion alarms and alarm sensors within a 15-foot radius.
Darkvision. See 60 feet in total darkness.
Dataread. You can access and read data stored in any machine-readable data source.
Enhance Ability. Subject gains +5 bonus to one ability score for 1 min./level.
Glitterdust. Blinds creatures, outlines invisible creatures.
Invisibility. Subject is invisible for 10 min./level or until it attacks.
Knock. Opens locked or magically sealed door.
Levitate. Subject moves up and down at your direction.
Locate Object. Senses direction toward object (specific or type).
Machine Invisibility. One creature or object cannot be detected by machines.
Magic Message. Device delivers a message of 25 words or less when specific conditions are met.
Magic Mouth. Speaks once when triggered.
Protection from Arrows/Bullets. Subject immune to most ranged attacks.
Relay Text. You can transmit a message of up to 25 words via electronic device to someone you know.
Resist Energy. Ignores 10 points of damage/round from one energy type.
See Invisibility. Reveals invisible creatures or objects.
Spider Climb. Grants ability to travel on walls and ceilings.
Summon Vivilor II. Summons a 2nd-level vivilor or 1d3 1st-level vivilors to fight for you.
Web. Fills 20-foot-radius spread with sticky spider webs.
3rd-level Arcane Spells
Dispel Magic. Cancels magical spells and effects.
Displacement. Attacks miss subject 50% of the time.
Electromagnetic Pulse. Ruins or scrambles electronic circuitry in a 20-foot-radius burst.
Fireball. 1d6 damage per level, 20-foot radius.
Flaming Projectiles. Projectiles deal +1d6 fire damage.
Gaseous Form. Turns subject into translucent mist or wispy smoke and grants damage reduction 10/+1.
Greater Magic Weapon. +1/three levels (max +5).
Halt Undead. Immobilizes undead for 1 round/level.
Haste. Extra attack action, additional move, and +2 Defense.
Hold Person. Holds one person helpless; 1 round/level.
Improved Arcane Lock. Closes and locks all specifically targeted doors within range.
Invisibility Sphere. Makes everyone within 10 feet invisible.
Keen Edge. Doubles normal weapon’s threat range.
Lightning Bolt. Electricity deals 1d6 damage/level.
Nondetection. Creature or object becomes difficult to detect by divination and detection spells.
Phantom Chopper. Conjures a quasi-real motorcycle that seats one creature.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shutdown. Electric devices in area cease to function for the duration of the spell.
Slow. One subject/level may only move or attack; –2 to Defense, –2 on melee attack and damage rolls, –2 on Reflex saves.
Summon Vivilor III. Summons a 3rd-level vivilor, 1d3 2ndlevel vivilors, or 1d4+1 1st-level vivilors to fight for you.
Tongues. Speak any language.
Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.
Water Breathing. Subjects can breathe underwater.
4th-level Arcane Spells
Animate Dead. Creates undead skeletons and zombies.
Arcane Eye. Invisible floating eye moves 30 feet/round.
Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of taking no action.
Clown Car. Creates extradimensional space within enclosed vehicle that holds one passenger per caster level.
Confusion. Makes subject behave oddly for 1 round/level.
Detect Scrying. You are aware of any attempt to scry on you and can sense the presence of scrying devices.
Dimension Door. Teleports you and up to 50 lb./level.
Energy Trap. Opened object deals 1d4 +1/level damage of given energy type.
Fear. Subjects within cone flee for 1 round/level.
Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
Magic Bullets. Enchants bullets with the power to knock out or panic targets.
Minor Globe of Invulnerability. Stops 1st- through 3rdlevel spell effects.
Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 points of damage.
Remove Curse. Frees object or person from curse.
Scrying. Spies on subject from a distance.
Shout. Deafens all within cone and deals 2d6 damage.
Stoneskin. Stops blows, cuts, stabs, and slashes.
Summon Vivilor IV. Summons a 4th-level vivilor, 1d3 3rdlevel vivilors, or 1d4+1 2nd-level vivilors to fight for you.
Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
Wall of Fire. Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 +1/level.
Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wire Walk. Subjects teleport instantly to the location of a telephone you call.
5th-level Arcane Spells
Cloudkill. Kills 3 HD or less; 4–6 HD save or die.
Cone of Cold. 1d6 cold damage/level.
Hold Monster. As hold person, but any creature.
Instant Connectivity. Instantly transport one or more creatures through the Internet using instant-message software.
Passwall. Breaches walls 1 foot thick/level.
Phantom Limousine. Conjures a quasi-real limousine that seats eight Medium creatures.
Phantom Projectiles. Projectiles pass through obstacles and armor and ignore most damage reduction.
Phantom Watchdog. Spectral dog can guard or attack.
Secret Vault. Creates extradimensional space in which to hide a container, which you can retrieve at will.
Seeming. Changes the appearance of one creature per two levels.
Summon Vivilor V. Summons a 5th-level vivilor, 1d3 4thlevel vivilors, or 1d4+1 3rd-level vivilors to fight for you.
Synchronicity. Subject isn’t delayed by the inconveniences of modern life.
Telekinesis. Lifts or moves 25 lb./level at long range.
Wall of Force. Wall is immune to damage.
Wall of Iron. 30 hp/four levels; can topple onto foes.
Wall of Stone. Creates a stone wall that can be shaped.
List of Divine Spells
The following spells may be cast by divine spellcasters.
0-level Divine Spells
Create Water. Creates 2 gallons/level of pure water.
Cure Minor Wounds. Cures 1 point of damage.
Detect Magical Aura. Detects spells, magic items within 60 feet.
Haywire. Causes a single device to behave randomly and erratically.
Inflict Minor Wounds. Touch attack, 1 point of damage.
Light. Object shines like a torch.
Mending. Repairs small breaks or tears in objects.
Read Magic. Read scrolls and magical writing.
Resistance. Subject gains +1 on saving throws.
Virtue. Subject gains 1 temporary hp.
1st-level Divine Spells
Bane. Enemies suffer –1 attack, –1 on saves against fear.
Bless. Allies gain +1 attack and +1 on saves against fear.
Cause Fear. One creature flees for 1d4 rounds.
Clean. Eliminates grime, dirt, and bacterial contaminants from the target, and renders target scentless.
Command. One subject obeys one-word command for 1 round.
Comprehend Languages. Understand all spoken and written languages.
Cure Light Wounds. Cures 1d8 +1/level damage (max +5).
Degauss. Erases a single device that contains electronic data.
Faerie Fire. Pale glow surrounds and outlines creatures and objects in a 5-foot-radius burst.
Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).
Instant Identify. Determines all magic properties of a single magic item.
Magic Weapon. Weapon gains +1 bonus.
Obscuring Mist. Creates cloud of vapor that obscures all sight, including darkvision, beyond 5 feet.
Remove Fear. +4 on saves against fear for one subject + one additional subject/four levels.
Sanctuary. Opponents can’t attack you, and you can’t attack them.
Shield of Faith. Aura grants +2 or higher deflection bonus.
Summon Vivilor I. Summons a 1st-level vivilor from Shadow to fight for you.
Trace Purge. Removes physical traces of the subject’s presence or passage.
2nd-level Divine Spells
Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.
Augury. Learn whether an action will be good or bad.
Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).
Darkness. Causes an object to radiate darkness out to a 20-foot radius.
Dataread. You can access and read data stored in any machine-readable data source.
Daylight. Object touched sheds light as bright as full daylight in a 60-foot radius.
Delay Poison. Stops poison from harming subject for 1 hour/level.
Enhance Ability. Subject gains +5 bonus to one ability score for 1 min./level.
Hold Person. Holds one person helpless; 1 round/level.
Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage (max +10).
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage.
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow.
Resist Energy. Ignores 10 points of damage/round from one energy type.
Shatter. Sonic vibration damages objects or crystalline creatures.
Shield Other. You take half of the subject’s damage. Subject gains +1 deflection bonus to Defense and +1 resistance bonus to saves.
Silence. Negates sound in 15-foot radius.
Speak with Animals. You can comprehend and communicate with animals.
Spider Climb. Grants ability to travel on walls and ceilings.
Summon Vivilor II. Summons a 2nd-level vivilor or 1d3 1st-level vivilors to fight for you.
Zone of Truth. Subjects within range cannot lie.
3rd-level Divine Spells
Animate Dead. Creates undead skeletons and zombies.
Bestow Curse. –6 to an ability; –4 on attacks, saves, and checks; or 50% chance of losing each action.
Cure Serious Wounds. Cures 3d8 +1/level damage (max +10).
Dispel Magic. Cancels magical spells and effects.
Glyph of Warding. Inscription harms those who pass it.
Inflict Serious Wounds. Touch attack, 3d8 +1/level damage (max +10).
Locate Object. Senses direction toward object (specific or type).
Magic Circle. 10-foot-radius area grants +2 bonus to Defense and saves, counters mind control, and hedges out summoned and conjured creatures of specified allegiance.
Prayer. Allies gain +1 on most rolls, and enemies suffer –1.
Recharge. Removes debilitating conditions and grants a +4 bonus on Fortitude saves against poison for 1 minute.
Remove Curse. Frees object or person from curse.
Remove Disease. Cures all diseases affecting subject.
Searing Light. Ray deals 1d8/two levels, more against undead.
Secret Pocket. Creates extradimensional space within a pocket on a garment.
Shadowmoth Plague. Summons a cloud of shadowmoths that fills a 5-foot-high, 10-foot-radius spread.
Shutdown. Electric devices in area cease to function for the duration of the spell.
Status. Monitors condition and position of one ally per 3 caster levels.
Summon Vivilor III. Summons a 3rd-level vivilor, 1d3 2ndlevel vivilors, or 1d4+1 1st-level vivilors to fight for you.
Vampiric Touch. Touch deals 1d6 points of damage per two caster levels; caster gains damage as temporary hit points.
Water Breathing. Subjects can breathe underwater.
4th-level Divine Spells
Crawling Carpet. Summons a 10-foot-radius carpet of monstrous centipedes, scarab beetles, or spiders.
Cure Critical Wounds. Cures 4d8 +1/level damage (max +10).
Discern Lies. Reveals deliberate falsehoods.
Divination. Provides useful (if cryptic) advice to a single question.
Faith’s Fury. Damages and blinds creatures with a specific allegiance.
Freedom of Movement. Subject moves normally despite impediments.
Greater Magic Weapon. +1 bonus/three levels (max +5).
Inflict Critical Wounds. Touch attack, 4d8 +1/level damage (max +10).
Magic Bullets. Enchants bullets with the power to cure light wounds or inflict light wounds.
Neutralize Poison. Detoxifies venom in or on subject.
Restoration. Restores level and ability score drains.
Spell Immunity. Subject is immune to one spell per four levels.
Summon Vivilor IV. Summons a 4th-level vivilor, 1d3 3rdlevel vivilors, or 1d4+1 2nd-level vivilors to fight for you.
Tongues. Speak any language.
Via Negativa. Crackling energy deals 4d6 points of damage per round to grappled foe; +5 bonus to grapple checks.
Wall Walk. Subject can move on ceilings and walls at normal speed as well as hold and wield weapons.
5th-level Divine Spells
Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
Flaming Wrath. Smites foes with fire (1d6/level).
Greater Command. As command, but affects one subject/level.
Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee.
Mass Cure Light Wounds. Cures 1d8 +1/level damage for many creatures.
Mass Inflict Light Wounds. Deals 1d8 +1/level damage to many creatures.
Rage of Bees. Summons 1d3 swarms of sentient killer bees to fight for you.
Raise Dead. Restores life to subject who died up to 1 day/level ago.
Scrying. Spies on subject from a distance.
Spell Resistance. Subject gains spell resistance 12 + your caster level.
Summon Vivilor V. Summons a 5th-level vivilor, 1d3 4thlevel vivilors, or 1d4+1 3rd-level vivilors to fight for you.
Synchronicity. Subject isn’t delayed by the inconveniences of modern life.
True Seeing. See all things as they really are.
Wall of Stone. Creates a stone wall that can be shaped.
Spell Descriptions
The spells herein are presented in alphabetical order.
Aid
Enchantment [Mind-Affecting]
Level: Acolyte 2; Components: V, S, DF; Casting Time: Attack action; Range: Touch; Target: Living creature touched; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus a number of temporary hit points equal to 1d8 +1 per caster level (maximum 1d8+10 temporary hit points).
Animate Dead
Necromancy [Evil]
Level: Acolyte 3, Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Touch; Targets: One or more corpses touched; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.
The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead.
Arcane Eye
Divination
Level: Mage 4; Components: V, S, M; Casting Time: 10 minutes; Range: Unlimited; Effect: Magical sensor; Duration: 1 minute/level (D); Saving Throw: None; Spell Resistance: No
The caster creates an invisible magical sensor that sends him or her visual information. The caster can create the arcane eye at any point he or she can see, but it can then travel outside the caster’s line of sight without hindrance. The arcane eye travels 30 feet per round (300 feet per minute) if viewing an area ahead 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. The arcane eye sees exactly as the caster would see if he or she were there. The arcane eye can travel in any direction as long as the spell lasts. Solid barriers prevent the passage of an arcane eye, although it can pass through a space no smaller than 1 inch in diameter.
The caster must concentrate to use the eye. If the caster does not concentrate, the eye is inert until the caster again concentrates.
Arcane Graffiti
Conjuration (Creation)
Level: Arcane 0; Components: V, S; Casting Time: Attack action; Range: 0 ft.; Effect: One personal rune or short message; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell or use of any spell-like ability within 30 feet causes the words to become visible for 5 rounds.
The mark cannot be dispelled, but it can be removed by the caster or with a clean spell.
Arcane Lock
Abjuration
Level: Mage 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: One door, cabinet, chest, or portal touched, up to 30 sq. ft./level in size; Duration: Permanent; Saving Throw: None; Spell Resistance: No
An arcane lock spell cast upon a door, cabinet, chest, or portal magically locks it. The caster can freely pass his or her own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or by a successful dispel magic or knock spell. Add +10 to the normal DC to break open a door or portal affected by this spell. Note that a knock spell does not remove an arcane lock. It only suppresses it for 10 minutes.
Material Component: Purchase DC 15.
Augury
Divination
Level: Acolyte 2; Components: V, S, F; Casting Time: Attack action; Range: Personal; Target: You; Duration: Instantaneous
An augury can tell the caster whether a particular action will bring good or bad results for him or her in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level; the GM makes the roll secretly. The GM may determine that the question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the caster gets one of four results:
“Weal” (if the action will probably bring good results).
“Woe” (for bad results).
“Weal and woe” (for both).
“Nothing” (for actions that don’t have especially good or bad results).
If the spell fails, the caster gets the “nothing” result. A divine caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the augury. All augury spells cast by the same person about the same topic use the same result as the first augury.
Bane
Enchantment [Mind-Affecting]
Level: Acolyte 1; Components: V, S, DF; Casting Time: Attack action; Range: 50 ft.; Area: All enemies within 50 ft.; Duration: 1 minute/level; Saving Throw: Will negates; Spell Resistance: Yes
The caster’s enemies suffer a –1 penalty on their attack rolls and a –1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
Bestow Curse
Necromancy
Level: Acolyte 3, Mage 4; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Permanent; Saving Throw: Will negates; Spell Resistance: Yes
The caster places a curse on the creature touched. The caster chooses one of the three following effects, depending on the version selected:
–6 penalty to an ability score (minimum score of 1).
–4 penalty on attack rolls, saving throws, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, he or she takes no action.
A character may also invent his or her own curse, but it should be no more powerful than those described above, and the GM has final say on the curse’s effect.
The curse cannot be dispelled, but it can be removed with a break enchantment or remove curse spell.
Bestow curse counters remove curse.
Bless
Enchantment [Mind-Affecting]
Level: Acolyte 1; Components: V, S, DF; Casting Time: Attack action; Range: 50 ft.; Area: All allies within 50 ft.; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: Yes (harmless)
The caster’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.
Blur
Illusion
Level: Mage 2; Components: V; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 minute/level (D); Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject one-half concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents who cannot see the subject ignore the spell’s effect.
Break Enchantment
Abjuration
Level: Acolyte 5; Components: V, S; Casting Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels); Target or Targets: Up to one creature per level, all within 30 ft. of each other; Duration: Instantaneous; Saving Throw: See text; Spell Resistance: No
This spell frees creatures from enchantments, transmutations, curses, and petrification (as well as other magical transformations). Break enchantment can reverse even an instantaneous effect. For each such effect, the caster makes a check of 1d20 + caster level (maximum +10) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For cursed magic items, the DC is 25.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item but merely frees the victim from the item’s effects, leaving the item cursed.
Burglar’s Buddy
Illusion
Level: Arcane 2; Components: V, S, M; Casting Time: Attack action; Range: Long (400 ft. + 40 ft./level); Area: 15-ft.-radius emanation centered on a creature, object, or point in space; Duration: 1 minute/level; Saving Throw: None and Will negates (object); Spell Resistance: Yes and no (object)
This spell suppresses all mechanical or electronic intrusion alarms and alarm sensors in the affected area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices continue to send whatever image they were photographing the moment when the spell was cast.
Material Component: A camera lens cover.
Burning Hands
Transmutation [Fire]
Level: Mage 1; Components: V, S; Casting Time: Attack action; Range: 10 ft.; Area: Semicircular burst of flames 10 ft. long, centered on your hands; Duration: Instantaneous; Saving Throw: Reflex half; Spell Resistance: Yes
A thin sheet of flame shoots from the caster’s outspread fingertips. The caster must hold his or her hands with the thumbs touching and fingers spread. The sheet of flame is about as thick as the caster’s thumbs. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Acolyte 1, Mage 1; Components: V, S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1d4 rounds; Saving Throw: Will negates; Spell Resistance: Yes
The affected creature suffers a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from the caster as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune. Cause fear counters remove fear.
Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.
Change Self
Illusion
Level: Mage 1; Components: V, S; Casting Time: Attack action; Range: Personal; Target: You; Duration: 10 minutes/level (D)
The caster can make him or herself—including clothing, armor, weapons, and equipment—look different. The caster can seem 1 foot shorter or taller, thin, fat, or in between. The caster cannot change body type. Otherwise, the changes can be as minor or as major as the caster desires.
The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the caster or his or her equipment.
If a character uses this spell to create a disguise, he or she gets a +10 bonus on the Disguise check.
Note: Creatures get a Will save to recognize the illusion if they interact with it.
Clean
Transmutation
Level: Arcane 1, Divine 1; Components: V, S, M; Casting Time: Full-round action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature, object of up to 1,000 lb./level, or room of up to 100 square feet/level; Duration: Instantaneous; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The clean spell completely eliminates grime, dirt, and bacterial
contaminants from the target. Smooth surfaces gain a faint
shine, as if they had been polished.
If cast on a room or object, the clean spell destroys dirt, dust, and anything else that would ordinarily be wiped away with a thorough mundane cleaning. The room or object retains no fingerprints, and even the smallest hairs, skin cells, and garment fibers are cleaned away—rendering most evidence collection impossible, for example.
If cast on a creature, the clean spell disinfects wounds (doubling the natural healing rate for that day) and renders the creature scentless for 1 minute. This means that creatures with the scent extraordinary ability won’t be able to detect the subject by scent alone.
Material Component: Bar of soap.
Cloudkill
Conjuration (Creation)
Level: Mage 5; Components: V, S; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Effect: Cloud spreads 30 ft. wide and 20 ft. high; Duration: 1 minute/level; Saving Throw: See text; Spell Resistance: Yes
A bank of yellowish green poisonous fog billows out from the point the character designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The fog’s vapors kill any living creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make Fortitude saving throws or die. Living creatures above 6 HD, and creatures of 4 to 6 HD who make their saving throws, take 1d10 points of poison damage each round while in the cloud. Holding one’s breath doesn’t help.
The cloudkill moves away from the character 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, 10 feet farther away from the point of origin where the character cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down openings. It cannot penetrate liquids, nor can it be cast underwater.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Clown Car
Conjuration (Summoning)
Level: Arcane 4; Components: V, S, F; Casting Time: 1 minute; Range: 0 ft.; Effect: Extradimensional space within an enclosed vehicle capable of holding one creature per caster level; Duration: 1 hour/level; Saving Throw: None; Spell Resistance: No
You create a temporary extradimensional space within an enclosed passenger compartment of a vehicle. The spell cannot be cast on vehicles without enclosed passenger compartments, such as motorcycles. The extradimensional space allows the vehicle to hold a number of additional passengers equal to the caster’s level. A passenger may be up to Large size and can bring up to a medium load into the extradimensional space; creatures with more than a medium load cannot enter the extradimensional space.
Creatures that enter the extradimensional space cannot interact with anything outside of the vehicle, nor can creatures outside the vehicle perceive or interact with the occupants and contents of the extradimensional space (or even see the extradimensional space itself). Creatures within the extradimensional space effectively occupy the same 5-footsquare and are incapable of making attacks while so contained.
Exiting the extradimensional space requires the passengers to physically exit the vehicle as well. If the vehicle is destroyed or the extradimensional space is successfully dispelled, the extradimensional space collapses. Any creatures or objects within the extradimensional space are ejected before the space implodes. Ejected creatures fall prone in squares adjacent to the vehicle.
Focus: A klaxon, which must be honked when the spell is cast.
Command
Enchantment [Language-Dependent, Mind-Affecting]
Level: Acolyte 1; Components: V; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One living creature; Duration: 1 round; Saving Throw: Will negates; Spell Resistance: Yes
The caster gives the subject a single command, which he or she obeys to the best of his or her ability at his or her earliest opportunity. The caster may select from the following options.
Approach: On the subject’s turn, the subject moves toward the caster as quickly and directly as possible for 1 round. The subject may do nothing but move during his or her turn, and he or she incurs attacks of opportunity for this movement as normal.
Drop: On the subject’s turn, he or she drops whatever he or she is holding. The subject can’t pick up any dropped item until his or her next turn.
Fall: The subject immediately falls to the ground and remains prone for 1 round. He or she may act normally while prone, but takes any appropriate penalties.
Flee: On the subject’s turn, he or she moves away from the caster as quickly as possible for 1 round. The subject may do nothing but move during his or her turn.
Halt: The subject stands in place for 1 round. The subject may not take any actions, but may defend him or herself normally.
If the subject can’t carry out the caster’s command on his or her next turn, the spell automatically fails.
Comprehend Languages
Divination
Level: Acolyte 1, Mage 1; Components: V, S, M/DF; Casting Time: Attack action; Range: Personal; Target: You; Duration: 10 minutes/level
The caster can understand words spoken or written in a language he or she does not know (including the unique languages of some creatures). In either case, the caster must touch the speaker or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster 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, other than to know it is magical. This spell can be foiled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.
Cone of Cold
Evocation [Cold]
Level: Mage 5; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Area: Cone; Duration: Instantaneous; Saving Throw: Reflex half; Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at the caster’s hand and extending outward in a cone. It drains heat, causing 1d6 points of cold damage per caster level (maximum 10d6).
Confusion
Enchantment [Mind-Affecting]
Level: Mage 4; Components: V, S, M; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Targets: All creatures in a 15-ft. radius; Duration: 1 round/level; Saving Throw: Will negates; Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following table.
| d10 Roll | Behavior |
|---|---|
| 1 | Wander away for 1 minute (unless prevented) |
| 2–6 | Do nothing for 1 round |
| 7–9 | Attack nearest creature for 1 round |
| 10 | Act normally for 1 round |
Except on a result of 1, roll again each round on the creature’s turn to see what the subject does in that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Any confused creature who is attacked automatically attacks its attackers on its next turn.
Crawling Carpet
Conjuration (Summoning)
Level: Divine 4; Components: V, S, DF; Casting Time: Fullround action; Range: Long (400 ft. + 40 ft./level); Effect: Carpet of monstrous spiders, scarab beetles, or centipedes filling a 10-ft.-radius spread; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: No
You summon a number of monstrous insect swarms, each of which attacks any creature occupying its square. Each square of the spell’s effect contains a swarm of monstrous spiders, monstrous scarab beetles, or monstrous centipedes, to a maximum of 12 swarms, assuming that the spell’s effect isn’t blocked by obstacles. The swarms are stationary after being summoned, and won’t pursue creatures that flee. Use the monstrous spider swarm statistics for monstrous scarab beetle swarms and monstrous centipede swarms as well.
Create Water
Conjuration (Creation)
Level: Acolyte 0; Components: V, S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Up to 2 gallons of water/level; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rainwater. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large.
Note: This spell cannot create water within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
Cure Critical Wounds
Conjuration (Healing)
Level: Acolyte 4; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 4d8 points of damage +1 point per caster level (up to +10).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Cure Light Wounds
Conjuration (Healing)
Level: Acolyte 1; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 1d8 points of damage +1 point per caster level (up to +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Cure Minor Wounds
Conjuration (Healing)
Level: Acolyte 0; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 1 point of damage..
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Cure Moderate Wounds
Conjuration (Healing)
Level: Acolyte 2; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 2d8 points of damage +1 point per caster level (up to +10).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Cure Serious Wounds
Conjuration (Healing)
Level: Acolyte 3; Components: V, S; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: Instantaneous; Saving Throw: Will half (harmless) (see text); Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 3d8 points of damage +1 point per caster level (up to +10).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
Dancing Lights
Evocation [Light]
Level: Arcane 0; Components: V, S; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Effect: Up to four lights, all within a 10-ft.-radius area; Duration: 1 minute (D); Saving Throw: None; Spell Resistance: No
You create up to four lights that resemble lanterns or flashlights (and cast that amount of light), or up to four glowing spheres of light, or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, and so forth. The lights can move up to 100 feet per round. A light winks out if the distance between you and the nearest light exceeds the spell’s range.
Darkness
Evocation [Darkness]
Level: Divine 2; Components: V, DF; Casting Time: Attack action; Range: Touch; Target: Object touched; Duration: 10 minutes/level (D); Saving Throw: None; Spell Resistance: No
This spell causes an object to radiate darkness out to a 20- foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (flashlights, candles, lanterns, and so forth) do not illuminate the darkened area, nor do light spells of lower level (such as light and dancing lights). Darkness and the 2nd-level spell daylight cancel each other, leaving whatever light conditions normally prevail in the overlapping areas of the spells.
If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower level.
Darkvision
Transmutation
Level: Mage 2; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 hour/level; Saving Throw: Will negates (harmless); Saving Throw: None; Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant the ability to see in magical darkness.
Dataread
Divination
Level: Arcane 2, Divine 2; Components: V, S, F/DF; Casting Time: Attack action; Range: Touch; Effect: Read machinereadable data; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: No
You run your finger over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data.
The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell.
Daylight
Evocation [Light]
Level: Divine 2; Components: V, DF; Casting Time: Attack action; Range: Touch; Target: Object touched; Duration: 10 minutes/level (D); Saving Throw: None; Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. Despite its name, this spell isn’t equivalent to daylight insofar as it does not damage or destroy creatures normally harmed by daylight (such as vampires). If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Daze
Enchantment [Mind-Affecting]
Level: Mage 0; Components: V, S, M; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One person; Duration: 1 round; Saving Throw: Will negates; Spell Resistance: Yes
This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move, cast spells, use mental abilities, or perform any other actions requiring awareness or concentration.
Degauss
Transmutation
Level: Arcane 1, Divine 1; Components: V, S; Casting Time: Attack action; Range: Touch; Effect: Stored data is erased; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No
By touching a single device that contains electronic files, such as a computer, external hard drive, CD-ROM, or magnetic disk, you erase all files on that device. The device is rendered empty of data.
Delay Poison
Conjuration (Healing)
Level: Acolyte 2; Components: V, S, DF; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 hour/level; Saving Throw: Fortitude negates (harmless); Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, does not affect the subject until the spell has expired. Delay poison does not cure any damage that a poison may have already dealt.
Detect Magical Aura
Universal
Level: Acolyte 0, Mage 0; Components: V, S; Casting Time: Attack action; Range: 60 ft.; Area: Quarter-circle emanating from you to the extreme of the range; Duration: Concentration, up to 1 minute/level (D); Saving Throw: None; Spell Resistance: No
The caster can detect magical auras. The amount of information revealed depends on how long the caster studies a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura.
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
| Functioning Spell Level | Item Caster Level | Aura Power |
|---|---|---|
| 0-level or lingering aura | Lingering aura | Dim |
| 1st–2nd | 1st–3rd | Faint |
| 3rd | 4th–5th | Moderate |
| 4th | 6th–7th | Strong |
| 5th | 8th–10th | Overwhelming |
If an aura falls into more than one category, detect magical aura indicates the stronger of the two.
Length Aura Lingers: How long a magical aura lingers after the source has vacated the location depends on the aura’s original strength.
| Original Strength | Duration |
|---|---|
| Faint | 1d6 minutes |
| Moderate | 1d6 x 10 minutes |
| Strong | 1d6 hours |
| Overwhelming | 1d6 days |
Each round, the caster can turn to detect things 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 Scrying
Divination
Level: Arcane 4; Components: V, S, M; Casting Time: Attack action; Range: 120 ft.; Area: 120-ft.-radius emanation centered on you; Duration: 24 hours; Saving Throw: None; Spell Resistance: No
You immediately become aware of any attempt to observe you by means of scrying (including the scrying spell). The spell’s effect radiates from you moves as you move. The spell also reveals the use of crystal balls or other magic scrying devices. 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. If the attempt originates outside this range, you and the scrier immediately make opposed caster level checks. If you match or beat the scrier’s result, you get a visual image of the scrier and a sense of the scrier’s direction and distance from you (accurate to within one-tenth the distance).
Material Components: A small shard of mirror and a miniature trumpet.
Dimension Door
Conjuration (Teleporting)
Level: Mage 4; Componen