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SPELLS (C)

 

Call Lightning

Evocation [Electricity]

Level: Drd 3

Components: V, S

Casting Time: 10 minutes, plus 1 action per bolt called

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

Effect: See text

Duration: 10 minutes/level

Saving Throw: Reflex half

Spell Resistance: Yes

To cast call lightning, the character must be in a stormy area (including a whirlwind formed by a djinn or air elemental of 7 HD or more). The character is then able to call bolts of lightning as long as the character remains in the stormy area. (The spell ends if the character leaves the stormy area.) The character can call down one bolt every 10 minutes. The character need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed. However, the character must use a standard action (concentrating on the spell) to call each bolt. A bolt causes 1d10 points of electrical damage per caster level (maximum 10d10).

The bolt of lightning strikes down in a vertical stroke at whatever target point the character chooses, within range (measured from the character's position at the time). The bolt takes the shortest possible unobstructed path between a nearby cloud and the target. Any creature within a 10-foot radius of the path or the point where the lightning strikes is affected.

This spell can be used only outdoors. It does not function indoors, underground, or underwater.

 

Calm Animals

Enchantment (Compulsion) [Mind-Affecting]

Level: Animal 1, Drd 1

Components: V, S

Casting Time: 1 action

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

Targets: Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30 ft. of each other

Duration: 1 minute/level

Saving Throw: Will negates (see text)

Spell Resistance: Yes

This spell affects animals, beasts, and magical beasts, rendering them docile and harmless. Only creatures with Intelligence scores of 1 or 2 can be affected by this spell. All the subjects must be of the same species and within a 30-foot sphere. Roll 2d4 + caster level to determine the total number of HD affected. Animals trained to attack or guard, dire animals, beasts, and magical beasts are allowed saving throws. Animals not trained to attack or guard are not.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

 

Calm Emotions

Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 2, Law 2

Components: V, S, DF

Casting Time: 1 action

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

Targets: 1d6 creatures/level, all of whom must be within 30 ft. of each other

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

Saving Throw: Will negates

Spell Resistance: Yes

This spell calms agitated creatures. The character has no control over the affected creatures, but this spell can stop creatures from fighting. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive, except to protect themselves. Any aggressive action or life-threatening damage against calmed creatures immediately breaks the spell on the threatened creatures.

This spell automatically suppresses (but does not dispel) mind-affecting spells, as well as negating a bard’s ability to inspire courage or a barbarian’s rage. While the calm emotions spell lasts, a suppressed spell has no effect. When the calm emotions spell ends, the original spell takes hold of the creature again, provided its duration has not expired in the meantime.

 

Cat’s Grace

Transmutation

Level: Brd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: Will Negates (harmless)

Spell Resistance: Yes

The spell grants an enhancement bonus to Dexterity of 1d4+1 points.

 

Cause Fear

Necromancy [Fear, Mind-Affecting]

Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1

Components: V, S

Casting Time: 1 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 becomes frightened. It suffers a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from the character 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.

 

Chain Lightning

Evocation [Electricity]

Level: Air 6, Sor/Wiz 6

Components: V, S, F

Casting Time: 1 action

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

Targets: One primary target plus one secondary target/level (each must be within 30 ft. of the primary target)

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: Yes

This spell creates an electrical discharge from the character's fingertips. 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) on the primary target. After the bolt strikes, lightning can arc to as many secondary targets as the character has levels. The secondary bolts each strike one target and deal half as many dice of damage as the primary (rounded down). All subjects can attempt Reflex saving throws for half damage. The character chooses secondary targets as the character likes, but they must all be within 30 feet of the primary target, and no target can be struck more than once. The character can choose to affect fewer secondary targets than the maximum.

 

Change Self

Illusion (Glamer)

Level: Sor/Wiz 1, Trickery 1

Components: V, S

Casting Time: 1 action

Range: Personal

Target: The character

Duration: 10 minutes/level (D)

The character can make his or herself—including clothing, armor, weapons, and equipment—look different. The character can seem 1 foot shorter or taller, thin, fat, or in between. The character cannot change the character's body type.  Otherwise, the extent of the apparent change is up to the character.

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 character or the character's equipment.

If the character uses this spell to create a disguise, the character gets a +10 bonus on the Disguise check.

Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it.

 

Changestaff

Transmutation

Level: Drd 7, Plant 7

Components: V, S, F

Casting Time: 1 full round

Range: Touch

Target: The character's touched staff

Duration: 1 hour/level (D)

Saving Throw: None

Spell Resistance: No

The character changes a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When the character concludes the casting of the spell, the character's staff turns into a creature that looks and fights just like a treant. The staff-treant defends the character and obeys any spoken commands. However, it is not a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 hit points or less, it crumbles to powder and the staff is destroyed. Otherwise, the staff can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have suffered the last time it appeared.

Focus: The quarterstaff, which must be specially prepared. Preparing the staff takes 28 days. The character cannot adventure or engage in other strenuous activity during the preparation period.

 

Chaos Hammer

Evocation [Chaotic]

Level: Chaos 4

Components: V, S

Casting Time: 1 action

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

Area: 20-ft.-radius burst

Duration: Instantaneous

Saving Throw: Will half (see text)

Spell Resistance: Yes

Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures and staggers them for 1d6 rounds. A staggered character can take only partial actions. A successful Will save reduces the damage by half and negates the stagger effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not staggered. They can reduce the damage by half again with a successful Will save.

 

Charm Monster

Enchantment (Charm) [Mind-Affecting]

Level: Brd 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

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

Target: One living creature

Duration: 1 day/level

Saving Throw: Will negates

Spell Resistance: Yes

This charm makes a creature regard the character as a trusted friend and ally. If the creature is currently being threatened or attacked by the character or the character's allies, however, he receives a +5 bonus on his saving throw.

The spell does not enable the character to control the charmed creature as if the creature were an automaton, but the subject perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince the subject to do anything he or she wouldn’t ordinarily do. (Retries not allowed.) A charmed creature never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed creature breaks the spell. Note also that the character must speak the creature’s language to communicate the character's commands, or else be good at pantomiming.

 

Charm Person

Enchantment (Charm) [Mind-Affecting]

Level: Brd 1, Sor/Wiz 1

Components: V, S

Casting Time: 1 action

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

Target: One person

Duration: 1 hour/level

Saving Throw: Will negates

Spell Resistance: Yes

This charm makes a humanoid of Medium-size or smaller regard the character as a trusted friend and ally. If the creature is currently being threatened or attacked by the character or the character's allies, however, he receives a +5 bonus on his saving throw.

The spell does not enable the character to control the charmed person as if the person were an automaton, but the subject perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince the subject to do anything he or she wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed person breaks the spell. Note also that the character must speak the person’s language to communicate the character's commands, or else be good at pantomiming.

 

Charm Person or Animal

Enchantment (Charm) [Mind-Affecting]

Level: Drd 2

Target: One person or animal

As charm person, except that it can also affect an animal.

This charm makes a humanoid or animal of Medium-size or smaller regard the character as a trusted friend and ally. If the creature is currently being threatened or attacked by the character or the character's allies, however, he receives a +5 bonus on his saving throw.

The spell does not enable the character to control the charmed person as if the person were an automaton, but the subject perceives the character's words and actions in the most favorable way. The character can try to give the subject orders, but the character must win an opposed Charisma check to convince the subject to do anything he or she wouldn’t ordinarily do. (Retries not allowed.) A charmed creature never obeys suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the charmed creature breaks the spell. Note also that the character must speak the creature’s language to communicate the character's commands, or else be good at pantomiming.

 

 

Chill Metal

Transmutation [Cold]

Level: Drd 2

Components: V, S, DF

Casting Time: 1 action

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

Target: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest

Duration: 7 rounds

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher).

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown below:

Round Temperature Damage

-----     ----------- ------

1          Cold None

2          Icy 1d4 points

3–5      Freezing 2d4 points

6          Icy 1d4 points

7          Cold None

Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

Chill metal counters and dispels heat metal.

 

Chill Touch

Necromancy

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 action

Range: Touch

Targets: Creature or creatures touched (up to one/level)

Duration: Instantaneous

Saving Throw: Fortitude partial

Spell Resistance: Yes

A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The character can use this melee touch attack up to one time per level.

Undead touched by the character suffer no damage or Strength loss, but they must make successful Will saving throws or flee as if panicked for 1d4 rounds +1 round per caster level.

 

Circle of Death

Necromancy [Death]

Level: Sor/Wiz 6

Components: V, S, M

Casting Time: 1 action

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

Area: Several living creatures within a 50-ft.-radius burst

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

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 point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

Material Component: Minimum value of 500 gp.

 

Circle of Doom

Necromancy

Level: Clr 5, Destruction 5

Components: V, S

Casting Time: 1 action

Range: 20 ft.

Area: All living enemies and undead creatures within a 20-ft.-radius burst centered on the character

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes

Negative energy bursts in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby living enemies.

Like inflict spells, circle of doom cures undead in its area rather than harming them.

 

Clairaudience/Clairvoyance

Divination

Level: Brd 3, Knowledge 3, Sor/Wiz 3

Components: V, S, F/DF

Casting Time: 1 action

Range: See text

Effect: Magical sensor

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

Clairaudience/clairvoyance enables the character to concentrate upon some locale and hear or see (the character's choice) almost as if the character were there. Distance is not a factor, but the locale must be known—a place familiar to the character or an obvious one. The spell does not allow magically enhanced senses to work through it. If the chosen locale is magically dark, the character sees nothing. If it is naturally pitch black, the character can see in a 10-foot radius around the center of the spell’s effect. Lead sheeting or magical protection blocks the spell, and the character senses that the spell is so blocked. The spell creates an invisible sensor that can be dispelled. The spell functions only on the plane of existence the character is currently occupying.

 

Clenched Fist

Evocation

Level: Sor/Wiz 8, Strength 8

Components: V, S, F/DF

Casting Time: 1 action

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

Effect: 10-ft. hand

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes

This spell creates a Large magic hand. This floating, disembodied hand moves and attacks as directed by the character. (The character directs it as a free action.) The floating hand can move up to 60 feet and can attack in the same round.  Since the hand is directed by the character, its ability to notice or attack invisible or concealed creatures is no better than the character's.  The hand attacks once per round, and its attack bonus equals the character's level + the character's Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand's damage is 1d8+12, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

The hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 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 cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.

 

Cloak of Chaos

Abjuration [Chaotic]

Level: Chaos 8, Clr 8

Components: V, S, F

Casting Time: 1 action

Range: 20 ft.

Targets: One creature/level in a 20-ft.-radius burst centered on the character

Duration: 1 round/level (D)

Saving Throw: See text

Spell Resistance: Yes (harmless)

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and confusing lawful creatures when they strike the subjects. This abjuration has four effects:

First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by lawful creatures.

Second, the warded creatures gain SR 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence.

Finally, if a lawful creature succeeds with a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as confusion, but against the save DC of cloak of chaos).

Focus: Worth at least 500 gp.

 

Clone

Necromancy

Level: Sor/Wiz 8

Components: V, S, M, F

Casting Time: 10 minutes

Range: 0 ft.

Effect: One clone

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell makes an inert duplicate of a creature. If the original individual has been slain, the original’s soul transfers to the clone, creating a replacement (provided the soul is free and willing to return). The original’s physical remains, should they still exist, become inert matter and cannot thereafter be restored to life. If the original has reached the end of its natural life span, any cloning attempt fails.

To create the duplicate, the character must have a piece of flesh taken from the original’s living body, with a volume of at least 1 cubic inch. 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, if the original is dead, the original’s soul enters the clone. The clone has the personality, memories, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clone’s Constitution score drops by 1; if this would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is at the level at which the original died.

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 creature is merely a soulless bit of inert flesh, which rots if not somehow preserved.

Arcane Material Components: The piece of flesh and 1,000 gp.

Focus: cost 500 gp.

 

Cloudkill

Conjuration (Creation)

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 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.

 

Color Spray

Illusion (Pattern) [Mind-Affecting]

Level: Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

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

Area: Cone

Duration: Instantaneous (see text)

Saving Throw: Will negates

Spell Resistance: Yes

A cone of colors springs forth from the character's hand. The closest 1d6 creatures in the cone are affected. The spell affects each subject according to its HD:

Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.

5 or more: Stunned for 1 round.

In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on Search checks and most Strength- and Dexterity-based skills.

A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Sightless creatures are not affected by color spray.

 

Command

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 1

Components: V

Casting Time: 1 action

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

Target: One living creature

Duration: 1 round

Saving Throw: Will negates

Spell Resistance: Yes

The character gives the subject a one-word command, which the subject obeys to the best of his or her ability. A very reasonable command causes the subject to suffer a penalty on the saving throw (from –1 to –4, at the DM’s discretion). A command of “Die” causes the subject to fake death. A command of "Suicide" fails because "suicide" is generally used as a noun, not as a command.

 

Command Plants

Enchantment (Charm) [Mind-Affecting]

Level: Drd 8, Plant 8

Components: V

Casting Time: 1 action

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

Targets: Plants and plant creatures (see text)

Duration: 1 day/level or 1 hour/level (see text)

Saving Throw: See text

Spell Resistance: See text

Plants, fungi, plant creatures, and fungus creatures do the character's bidding.

Charm: Against plant creatures and fungus creatures, command plants functions as a mass charm spell. The character can command a number of plant creatures whose combined level or HD do not exceed three times the character's level (or at least one creature regardless of HD). No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect. Spell resistance applies. The effect lasts 1 day per caster level. This is a charm effect.

Animate: The spell imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever the character first designates. Animated plants gain humanlike senses. The plants’ AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects. The character can animate two trees, four shrubs, or eight vines. All plants to be affected must be within 60 feet of each other. The character can animate different types of plants if desired. Creatures who have the plants in their possession can prevent the effect with Will saves or spell resistance. The effect lasts 1 hour per caster level.

Entangle: the character imbues all plants within range with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. The effect lasts 1 hour per caster level.

 

Commune

Divination

Level: Clr 5

Components: V, S, M, DF, XP

Casting Time: 10 minutes

Range: Personal

Target: The character

Duration: 1 round/level

The character can contact the character's deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) The character is allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. "Unclear" is a legitimate answer. In cases where a one-word answer would be misleading or contrary to the deity’s interests, the DM should give a short phrase (five words or less) as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If the character doesn't focus on the conversation, discusses the answers at length with other parties, or leaves to undertake another task, the spell ends.

XP Cost: 100 XP.

 

Commune with Nature

Divination

Level: Animal 5, Drd 5

Components: V, S

Casting Time: 10 minutes

Range: Personal

Target: The character

Duration: Instantaneous

The character gains knowledge of the surrounding territory. The character instantly gains knowledge of up to three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or the general state of the natural setting.

In outdoor settings, the spell operates in a radius of one mile per caster level. In natural underground settings the range is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement.

 

Comprehend Languages

Divination

Level: Clr 1, Sor/Wiz 1

Components: V, S, M/DF

Casting Time: 1 action

Range: Personal

Target: The character

Duration: 10 minutes/level

The character can understand the spoken words of creatures or read otherwise incomprehensible written messages. The character must touch the creature or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. Note also that the spell enables the character 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. It does not decipher codes or reveal messages concealed in otherwise normal text.

 

Cone of Cold

Evocation [Cold]

Level: Sor/Wiz 5, Water 6

Components: V, S, M/DF

Casting Time: 1 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 character's hand and extending outward in a cone. It causes 1d6 points of cold damage per caster level (maximum 15d6).

 

Confusion

Enchantment (Compulsion)

[Mind-Affecting]

Level: Brd 3, Sor/Wiz 4, Trickery 4

Components: V, S, M/DF

Casting Time: 1 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:

1d10    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 to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.

 

Consecrate

Evocation

Level: Clr 2

Components: V, S, M, DF

Casting Time: 1 action

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

Area: 20-ft.-radius emanation

Duration: 2 hours/level

Saving Throw: None

Spell Resistance: No

This spell blesses an area with positive energy. All Charisma checks made to turn undead within this area gain a +3 sacred bonus. Undead entering this area suffer minor disruption, giving them a –1 sacred penalty on attack rolls, damage rolls, and saving throws. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains a permanent fixture dedicated to the character's deity, pantheon, or aligned higher power, the modifiers listed above are doubled (+6 sacred bonus to turning, –2 penalty to undead rolls). The character cannot consecrate an area with a similar fixture of a deity other than the character's own patron.

Consecrate counters and dispels desecrate.

Material Components: Worth 25 gp.

 

Contact Other Plane

Divination

Level: Brd 5, Sor/Wiz 5

Components: V

Casting Time: 10 minutes

Range: Personal

Target: The character

Duration: Concentration

The character sends his or her mind to another plane of existence in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.)

                                                            Avoid Effective             True                 Don’t               Random

Plane Contacted                                               Int/Cha Decrease          Answer                        Know   Lie       Answer

---------------                          ----------------            ------               -----     -----     ------

Elemental Plane                                    DC 7/1 week               01–34              35–62 63–83 84–100

(appropriate)                                        (DC 7/1 week)                         (01–68)            (69–75)            (76–98)            (99–100)

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, demideity                          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

Avoid Effective Intelligence/Charisma Decrease: The character must succeed at an Intelligence check against this DC in order to avoid effective Intelligence and Charisma decrease. If the check fails, the character's Intelligence and Charisma scores fall to 8 for the stated duration, and the character becomes unable to cast arcane spells. If the character loses Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

Results of a Successful Contact: The DM rolls d% for the result shown on the table:

True Answer: The character gets a true, one-word answer. Questions not capable of being answered in this way are answered randomly.

Don’t Know: The entity tells the character that it doesn’t know.

Lie: The entity intentionally lies to the character.

Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.

The powers reply in a language the character understands, but they resent such contact and give only brief answers to the character's questions. (The DM answers all questions with "yes," "no," "maybe," "never," "irrelevant," or some other one-word answer.) The character 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. For every two caster levels, the character may ask one question.

The character can contact an Elemental Plane or some plane farther removed. Contact with minds far removed from the character's home plane increases the probability of suffering an effective decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects.

 

On rare occasions, this divination may be blocked by an act of certain deities or forces.

 

Contagion

Necromancy

Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: Fortitude negates

Spell Resistance: Yes

The subject contracts a disease, which strikes immediately (no incubation period). The character infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom.

 

Contingency

Evocation

Level: Sor/Wiz 6

Components: V, S, M, F

Casting Time: At least 10 minutes (see text)

Range: Personal

Target: The character

Duration: 1 day/level or until discharged

The character can place another spell upon the character's person so that the latter spell comes into effect under some condition the character dictates 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 casting time instead.

The spell to be brought into effect by the contingency must be one that affects the character's person (feather fall, levitate, fly, teleport, and so forth) and be of a spell level no higher than one-third the character's 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 second spell, the latter being "cast" instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether the character wants it to.

The character can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Focus: Worth at least 1,500 gp. The character must carry the focus for the contingency to work.

 

Continual Flame

Evocation (Light)

Level: Clr 3, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: 0 ft.

Effect: Illusory flame

Duration: Permanent

Saving Throw: None

Spell Resistance: No

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

Material Component: Worth 50 gp.

 

Control Plants

Transmutation

Level: Drd 4, Plant 4, Rgr 3

Components: V, S, DF

Casting Time: 1 action

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

Area: Plants within a 25 ft. + 5 ft/2 levels-radius spread, centered on the character

Duration: 1 minute/level

Saving Throw: Will negates (see text)

Spell Resistance: No

The character can converse, in very rudimentary terms, with all sorts of plants and plantlike creatures (including fungi, molds, and plantlike monsters). The character automatically exercises limited control over normal plants. Plantlike creatures can negate the control effect with a Will save.

The spell does not enable plants to uproot themselves and move about, but it does allow them to move their branches, stems, and leaves.

The plants can duplicate the effect of an entangle spell or free creatures trapped by that spell.

 

Control Undead

Necromancy

Level: Sor/Wiz 7

Components: V, S, M

Casting Time: 1 action

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

Targets: Up to 2 HD of undead creatures/level, no two of which can be more than 30 ft. apart

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes

This spell enables the character to command undead creatures for a short period of time. The character commands the creatures by voice. Telepathic communication is not possible, but the creatures understand the character no matter what language the character speaks. Even if vocal communication is impossible the controlled undead do not attack the character. At the end of the spell, the controlled undead revert to their normal behavior. Intelligent undead remember that the character controlled them.

 

Control Water

Transmutation

Level: Brd 5, Clr 4, Sor/Wiz 6, Water 4

Components: V, S, M/DF

Casting Time: 1 action

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

Area: Water in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S)

Duration: 10 minutes/level (D)

Saving Throw: None

Spell Resistance: No

Depending on the version the character chose, the control water spell raises or lowers water.

Lower Water: This causes water (or similar liquid) to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The water is lowered within a squarish depression whose sides are up to 10 feet long per caster level. In extremely large and deep bodies of water the spell creates a whirlpool that sweeps ships downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.

Raise Water: This causes water (or similar liquid) to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes land near the raised water, the water can spill over onto dry land.

For either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.

 

Control Weather

Transmutation

Level: Air 7, Brd 6, Clr 7, Drd 7, Sor/Wiz 6

Components: V, S

Casting Time: 10 minutes (see text)

Range: Two miles

Area: Two-mile-radius circle, centered on the character (see text)

Duration: 4d12 hours (see text)

Saving Throw: None

Spell Resistance: No

The character changes the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. The current, natural weather conditions are determined by the DM. The character can call forth weather appropriate to the climate and season of the area the character is in.

Season             Possible Weather

------   ----------------

Spring Tornado, thunderstorm, sleet storm, or hot weather

Summer            Torrential rain, heat wave, or hailstorm

Autumn            Hot or cold weather, fog, or sleet

Winter Frigid cold, blizzard, or thaw

The character controls the general tendencies of the weather, such as the direction and intensity of the wind. The character cannot control specific applications of the weather. When the character selects a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually). The weather continues as the character left it for the duration, or until the character uses a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

Druids casting this spell double the duration and affect a circle with a three-mile radius.

 

Control Winds

Transmutation

Level: Air 5, Drd 5

Components: V, S

Casting Time: 1 action

Range: 40 ft./level

Area: 40 ft./level radius centered on the character

Duration: 10 minutes/level

Saving Throw: Fortitude negates

Spell Resistance: No

The character alters wind force in the area surrounding the character. The character can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or the character chooses to alter his or her handiwork, which requires concentration. The character may create an "eye" of calm air up to 80 feet in diameter at the center of the area if the character so desires, and the character may choose to limit the effect to any circular area less than the character's full range.

Wind Direction: The character may choose one of four basic wind patterns to function over the spell’s area:

A downdraft blows from the center outward in equal strength in all directions.

An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Force: For every three caster levels, the character can increase or decrease wind force by one level of strength. Each round, a creature in the wind must make a Fortitude save or suffer the effect.

Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

 

Create Food and Water

Conjuration (Creation)

Level: Clr 3

Components: V, S

Casting Time: 10 minutes

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

Effect: Food and water to sustain three humans or one horse/level for 1 day

Duration: 24 hours (see text)

Saving Throw: None

Spell Resistance: No

The food that this spell creates is simple fare of the character's choice. The food decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water. The water doesn’t go bad as the food does.

 

Create Greater Undead

Necromancy [Evil]

Level: Clr 8, Death 8

Components: V, S, M

Casting Time: 1 hour

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

Target: One corpse

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell allows the character to create powerful and intelligent sorts of undead. The type of undead created is based on the character's level. The following types of undead can be created by casters of the specified levels:

Cleric Level      Undead Created

------------      --------------

15 or lower      Mummy

16–17              Spectre

18–19              Vampire

20                    Ghost*

*Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze.

Certain types of undead, such as liches, cannot be created by this spell.

The character may create less powerful undead than the character's level would indicate if the character chooses.

Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.

This spell must be cast at night.

Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.

 

Create Undead

Necromancy [Evil]

Level: Clr 6, Death 6, Evil 6

Components: V, S, M

Casting Time: 1 hour

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

Target: One corpse

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This evil spell allows the character to create powerful kinds of undead: ghasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels:

Cleric Level      Undead Created

------------      --------------

11 or lower      Ghoul

12–13              Shadow

14–15              Ghast

16–19              Wight

20                    Wraith

The character may create less powerful undead than the character's level would indicate if the character chooses.

Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.

This spell must be cast at night.

Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.

 

Create Water

Conjuration (Creation)

Level: Clr 0, Drd 0, Pal 1

Components: V, S

Casting Time: 1 action

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

Effect: Up to 2 gallons of water/level

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large (possibly creating a downpour or filling many small receptacles).

Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

 

Creeping Doom

Conjuration (Summoning)

Level: Animal 8, Drd 7

Components: V, S

Casting Time: 1 full round

Range: Close (25 ft. + 5 ft./2 levels)/100 ft. (see text)

Effect: 1,000 insects that fill a 10-ft.-radius spread

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: No

The character calls forth a mass of 1,000 venomous, biting and stinging spiders, scorpions, beetles, and centipedes. This carpetlike mass swarms in a square 20 feet on a side. Upon the character's command, the swarm creeps forth at 10 feet per round toward any prey within 100 feet, moving in the direction the character commands. Each vermin in the creeping doom effect automatically bites a creature for 1 point of damage and then dies. Each creature takes enough damage to kill it, destroying that number of vermin in the process. These attacks are nonmagical attacks, so creatures with damage reduction are safe.

If there aren’t enough vermin to kill all the creatures in the spell’s effect, damage is distributed among the survivors equally.

If creeping doom travels more than 100 feet away from the character, it loses 50 of its number for each additional 10 feet it travels. Anything that would deter or destroy normal insects is effective against these insects.

 

Crushing Hand

Evocation

Level: Sor/Wiz 9, Strength 9

Components: V, S, M, F/DF

Casting Time: 1 action

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

Effect: 10-ft. hand

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes

Creates a Large magic hand that appears between the character and one opponent.

The hand can interpose itself, push, or crush one opponent that the character selects.

When interposing the floating, disembodied hand moves to remain between the character and the opponent, regardless of where the character moves or how the opponent tries to get around it, providing nine-tenths cover (+10 AC) for the character against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself. The hand does not pursue an opponent, however.

When pushing, the hand pursues and pushes away the opponent that the character designates. Treat this as a bull rush with a +18 bonus on the Strength check (+12 for Strength 35, +4 for being Large, and +2 for charging bonus, which it always gets). The hand always moves with the opponent to push him back the full distance allowed, and it has no speed limit.  A very strong creature could not push the hand out of its way, but it could push the hand up against the character by successfully bull rushing the hand.

When grappling the hand can grapple one opponent that the character selects. The hand gets one grappling attack per round. Its attack bonus to make contact is the character's level + the character's Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +12 for the hand's Strength score (35), -1 for being Large. Its grapple check is this same figure, except with +4 for being Large instead of -1.  The hand deals 2d6+12 points of grapple damage (normal, not subdual).

The hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 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 cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.

 

Cure Critical Wounds

Conjuration (Healing)

Level: Brd 4, Clr 4, Drd 5, Healing 4

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless

When laying the character's hand upon a living creature, the character channels positive energy that cures 4d8 points of damage +1 point per caster level (up to +20).

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: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless)

When laying the character's hand upon a living creature, the character 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: Clr 0, Drd 0

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless

When laying the character's hand upon a living creature, the character 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: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless

When laying the character's hand upon a living creature, the character 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: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half (harmless) (see text)

Spell Resistance: Yes (harmless

When laying the character's hand upon a living creature, the character channels positive energy that cures 3d8 points of damage +1 point per caster level (up to +15).

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.

 

Curse Water

Transmutation [Evil]

Level: Clr 1

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: Flask of water touched

Duration: Instantaneous

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead.

Material Component: Worth 25 gp.