Renegade Wizard's Spellbook
| Author | Mark Gedak |
| Publisher | Mongoose Publishing |
| Publish date | 2005 |
| OGL Section 15 | rws |
The material below is designated as Open Game Content.
Rain of Putrescence
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within 20 ft. radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A heavy rainfall of faecal waste falls in the area of effect, reducing visibility and making things slippery. The rainfall of waste obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Any creature attempting to move within or through the area must succeed at a Balance check (DC 5 if moving at one-quarter speed, DC 10 if moving at half speed, DC 15 if moving at full speed, and DC 20 if running or charging).
The material rained forth by this spell remains, clinging to the creatures’ clothing, hair and so on until cleaned off or otherwise removed (consider this a strong scent for purposes of Tracking through the use of the scent ability).
Material Component: a small vial of bodily waste.
Raise City
Necromancy
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 day
Range: Special
Targets: Ruined settlement
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
There are few spells more powerful in the necromancer’s repertoire than the ability to raise an entire civilisation from death. This is the ultimate goal of many practitioners who do not quest solely for undeath themselves, the animation and control of an entire legion of skeletons ready to do their bidding. From the ruins of an ancient town or city, you will cause skeletons to claw their way out of the ground, to rise up in perfect servitude to your every demand.
You must be upon the site of a ruined and deserted settlement to cast this spell successfully. Complete skeletons are not required for the use of this powerful spell (scattered dust and bones are just fine) but no sentient creature must have lived within the settlement for at least 50 years.
Once cast, a number of skeletons will animate in accordance with the size of the settlement, as it was when it was inhabited. A small village will yield between 60-600 skeletons, a town between 800-8,000 and a city between 1,000-10,000. The skeletons will be under your complete control until destroyed. A destroyed skeleton cannot be reanimated again and once cast, this spell may never be cast again by any other wizard in the same location.
The skeletons are unable to venture further than 25 miles from the settlement. Any ordered to do so will instantly crumble to dust and are destroyed.
Material Component: Ruined, deserted settlement and a collection of items from the ruined settlement worth at least 5,000 gp. The items are consumed in the casting, the settlement itself remains intact after the skeletons have risen.
XP Cost: 1 XP per skeleton raised.
Raise Death Fleet
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 day
Range: Long (400 ft. + 40 ft./level)
Targets: One or more sunken ships
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Few necromancers ever uncover the secret knowledge to perform one of the most awesome acts of the art – the raising of an entire fleet of death hulks. Such an action is worthy of the very greatest of arcane spellcasters and history itself may be changed as a powerful undead fleet suddenly appears to destroy a nation’s shipping.
One or more sunken ships must be in range of the spellcaster for this spell to have any effect. Raise death fleet will cause up to one ship per spell caster level to rise to the surface of the sea, where they will be magically seaworthy and under the full control of the necromancer. A destroyed ship cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only one ship per caster level may be controlled at any one time by a single caster.
Any type of ship may be raised this way and they will have a full complement of crew, usually zombies, though skeletons may also appear if the ships have lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship types and the nature of their crew.
Material Component: One or more sunken ships and the corpse of a renowned sea captain. The corpse is consumed in the casting; the ships themselves are raised to the surface.
XP Cost: 1,000 XP per ship raised.
Raise Death Hulk
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Target: One sunken ship
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
One of the most awesome feats any necromancer can hope to perform is the raising of a sunken ship from the sea floor, complete with undead crew, to be brought to the surface under the total control of the practitioner. Such death hulks are the stuff of legend, kept afloat through powerful magicks, despite the great holes in their hulls through which the sea flows freely. Animated skeletons and zombies patrol the deck, performing all the tasks they did in life and forming a frightening boarding party when the ship goes into battle.
A sunken ship must be in range of the spellcaster for this spell to have any effect. Raise death hulk will cause the ship to rise to the surface of the sea, where it will be magically seaworthy and under the full control of the necromancer. A destroyed death hulk cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only a single death hulk may be controlled at any one time by a single caster.
Any type of ship may be raised this way and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain at the bottom of the sea for more than a year. The Games Master is the final arbitrator of the ship type and the nature of its crew.
Material Component: One sunken ship and the corpse of a sea captain. The corpse is consumed in the casting; the ship itself is raised to the surface.
XP Cost: 1,000 XP.
Raise Island
Conjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 5 rounds
Range: Up to 300 yards from caster
Area: 50 square feet/level
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
An island of bare stone instantly appears upon the casting of this spell. The island can only appear on saltwater. It floats on the surface for the duration of the spell, but cannot be moved.
Material Component: A piece of granite.
Ramble of the Mad
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1d4 + 1 HD/3 levels of creatures
Duration: 1 round/level
Saving Throw: Will (negates)
Spell Resistance: Yes
This spell has become a bane of wizards, bards and spellcasters that use verbal components. With this spell, the subjects, 1d4 + 1 HD/3 levels of creatures, are affected by the ramble of the mad. The wizard designates a target; the first person to become the target of this spell and those around him becomes the next targets, starting with those closest to him and of the lowest HD.
The affected talk as they usually would, believing in their own speech, but they sound really mad and makes no sense to their surroundings. The targets cannot communicate with each other for the duration of the spell, and any spellcasters affected will not be able to cast their spells. If their spells have no verbal components or can be cast using Silent Spell, they may cast their spells normally. If the targets make a successful Will save, they are not affected by this spell.
Rapturous Touch
Enchantment
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Once a successful touch attack has been achieved on the target, this spell makes the target perceive any further touches by the caster to be extremely pleasurable. This rapture can be very distracting and can even become more than the target can stand, knocking it unconscious. Every successful touch attack after the first deals 1d4 non-lethal damage and 1 point of Wisdom damage. The saving throw for this spell is made when the first touch attack occurs. If successful, it does not take effect. If this save fails, rapturous touch affects the target. Thereafter, no save is allowed for the touch attacks. The Wisdom returns in one hour, regardless of the amount lost, but the nonlethal damage must be healed normally. Because of the nature of this spell, the touch attacks cannot be combined with any form of damaging effect, including using the caster’s Strength bonus (if any). Any actual hit point damage caused by the caster in any way during this spell ends it immediately and returns all the lost Wisdom to the target.
Rat’s Grace
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Rat’s grace grants the target amazing fluidity of motion. The target gains a +1 dodge bonus to his AC, with an additional +1 for every three levels you have (maximum +7 at 18th level). While under the influence of rat’s grace, the character constantly moves with nervous energy and may have trouble (Concentration check DC 20) standing still for more than one round.
Ray of Decay
Necromancy
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When this spell is cast, a ray of dark and sizzling negative energy shoots from the caster’s finger. The caster must succeed at a ranged touch attack, and if successful, this ray deals 1d3 points of negative energy damage. There is a stench of decay that extends from the new wound.
Razor the Vein
Transmutation
Level: Sor/Wiz 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: One piercing or slashing weapon
Duration: 1 round/level
Saving Throw: See below
The caster’s weapon is sharpened to a cruel edge by the means of this spell and the wounds it inflicts continue to bleed long after the injury is inflicted. Each time he successfully strikes with a piercing or slashing weapon, the wound continues to bleed at the rate of 1 hit point per round, until either the spell’s duration ends, or the victim succeeds at a Fortitude save against a DC of 10 + one half the caster’s level. Multiple strikes have a cumulative effect, with each requiring its own save to staunch.
The application of any form of cure spell, the quaffing of a cure potion or the successful application of a Heal check (DC 10 + one half caster level) will immediately staunch all bleeding.
Material Component: A strip of bloody flesh, which must be sliced in half at the time of casting.
Razor Trap
Conjuration [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One 5 ft. square per level within range
Duration: 10 minutes/caster level or until triggered, whichever is soonest
Saving Throw: Reflex half
Spell Resistance: No
This spell creates several eldritch traps that are triggered when a creature enters one of the affected squares. The caster indicates which areas are trapped when the spell is cast, with the following restrictions:
c One 5 foot square may be trapped per caster level.
c A razor trap may not be placed adjacent to another razor trapped square.
c All squares must be within the spell’s range, but the range is counted as a radius centred on the caster. Thus, a 10th level caster could put one trapped square 800 feet ahead of him and another 800 feet behind him without penalty.
When a creature steps into a trapped square, the razor trap is activated and causes 1d6 points of damage per level (maximum 10d6) to the unfortunate standing in the trapped square. This immediately halts the creature’s movement, although if the creature made its Reflex save for half damage it may take an additional 5 foot step in any direction after the trap is triggered.
A razor trapped square can be detected with a successful Spot check (DC 20). When successfully spotted, a trapped square seems to glitter with a faint red light. A rogue that is able to disarm magical traps can disarm an individual razor trapped square (DC 28).
Material components: A silver razor blade and a length of silver wire (value 75 gp).
Read History
Divination
Level: Brd1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: 30 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
By studying an area, you gain a sense of its history, with the amount of information you uncover depending on how long you study the area, the intensity of the events that occurred there, and how far in the past those events occurred.
c 1st Round: Presence or absence of extreme impressions from the past.
c 2nd Round: Presence or absence of strong impressions from the past. A sense of the area’s original purpose, if not already evident.
c 3rd Round: Presence or absence of moderate impressions from the past. A sense of the general kinds of activities that have taken place in the area for the past decade, if not already evident.
c 4th Round: Presence or absence of weak impressions from the past. A sense of the general kinds of activities that have taken place in the area for the past century, if not already evident.
The kinds of impressions this spell can reveal are noted below. If a past event falls into more than one category, use the stronger category:
c Weak: A non-violent crime; casting a spell of 6th to 8th level; the creation or destruction of a medium magic item.
c Moderate: A murder or other violent crime; a wedding or other celebration involving ordinary people; the casting of a 9th level spell; the creation or destruction of a major magic item; extensive damage, repairs, or alterations to the area.
c Strong: The birth or death of a ruler or famous hero; the casting of an epic spell; a wedding or other celebration involving a ruler or famous hero; the creation or destruction of a great work of art; a famous battle; a mass murder; extensive destruction and reconstruction of the area.
c Extreme: The birth or death of a god or legendary hero; a wedding or other celebration involving a god or legendary hero; the creation or destruction of an artefact; an epic battle.
The apparent intensity of an impression fades over time, as shown on the table below:
Time Past* and Apparent Intensity
| Original Intensity | 1 day | 10 years | 100 years + |
|---|---|---|---|
| Weak | None | None | None |
| Moderate | Weak | None | None |
| Strong | Moderate | Weak | None |
| Extreme | Strong | Moderate | Weak |
- If the time since an event falls between two values, use the apparent intensity for the longer time period.
When this spell reveals an impression, you can make an Intelligence check to discern how long ago the event occurred and its general details, including what happened (a murder as opposed to a wedding), how many items or beings were involved (a battle between two high-level heroes or two low-level armies), and what kinds of creatures or objects were present.
The DC for the check depends on the event’s original (not apparent) intensity: weak (DC 20), moderate (DC 15), strong (DC 12) or extreme (DC 10). If you have a Knowledge skill appropriate to the impression, such as Knowledge (arcana) when trying to sense a location’s magical history, you can make a skill check instead. Making the check is a free action, but you can check only one impression each round.
Material Component: A saucer of water or a few tealeaves.
Read Spirit Echo
Divination
Level: Brd 3, Drd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: All spirits within a 25-ft. + 5 ft./2 levels-radius spread, centred on caster
Duration: Concentration, up to 10 minutes/level
Saving Throw: None
Spell Resistance: No
You can read the memories of a location’s spirits to know about events that happened there in the past. Glades, hills, clearings and even city locations have spirits that remember past events, especially if they generated intense emotions in the people inside their area. You can build a mental image by contacting the spirit.
Events that provoke strong emotions are the most likely to be remembered by the spirits, or that create spirits themselves – large battles, powerful spellcasting, great joy or great pain. Common events are too weak and generic to leave an impression. The images evoked are ghostlike, and you do not learn anything about the people involved in the event. For example, a shaman casts this spell in a ruined fort. The vision obtained is that of a fight among an orc warband and a fort’s defenders. When the orcs breach the walls, the civilians try to escape by any means possible, even stepping and trampling over each other. The strongest emotion is panic.
You can read a single event per round of concentration, if there ever was any or if there is even a spirit present to remember it. You can extend your senses back in time for 10 years per caster level. The actual event sensed is at the discretion of the Games Master.
Material Component: An appropriate offering for the spirits.
Recall Spirit
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Targets: One corpse
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Through the use of this spell, you can summon a spirit back to the body that it once inhabited. Recall spirit may be cast on a body that has lost its spirit, through the effects of spells such as magic jar and astral projection or on a corpse that has subsequently caused the creation of an undead creature. If used for the latter, the undead creature may make a Will save to resist the attempt. Failure will result in its destruction.
Material Component: A live rook.
Recurring Image
Illusion (Figment)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Visual, audio, olfactory and thermal figment that cannot extend beyond 20 ft. cube + 1 ft. cube/level
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
As programmed image, except recurring image follows a predetermined script decided upon by the caster. The illusion then follows that script without the caster having to concentrate on it and repeats it after a predetermined amount of time (maximum of 10 minutes per caster level) or upon a specific triggering condition (see crafted figment for more details on triggers). The illusion created can include intelligible speech if the character wishes. For instance, the character could create the reoccurring illusion of several orcs playing cards and arguing, culminating in a fistfight. The spell then repeats this scene from beginning to end at the predetermined time or trigger.
Red Hourglass
Necromancy
Level: Sor/Wiz 4
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: 24 hours or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
By the casting of this spell, an unwitting victim is infused with a deadly poison that is transmitted by touch. On a failed save, the victim is suffused with a potentially deadly poison which is nearly undetectable and which cannot harm them in any fashion. Upon command by the caster, the poison in their veins quickens and begins to ooze imperceptibly from their pores; the next person they touch is immediately affected by the poison.
The victim of the poison suffers 1d10 points of initial Constitution damage, and another 1d10 points of Constitution damage one minute later. Each instance of damage can be resisted with a successful Fortitude save against a DC equal to 10 + one half the caster’s level + the caster’s Intelligence bonus.
After the poison is delivered, a red hourglass, much like that on the thorax of a black widow, appears on the poison carrier’s palm, announcing to all that he was the carrier. This hourglass stain is permanent, and can only be removed with a remove curse, limited wish, miracle or wish spell.
Once successfully cast upon a victim, the red hourglass spell remains dormant until the caster chooses to activate it with a silent mental command. This command takes effect regardless of considerations of distance, and can be given years or even centuries after the spell is cast, making red hourglass an extremely effective method of subtle assassination and terror.
Material Component: A live black widow spider, which is slain in the casting.
Rekindle Youth
Transmutation (Age, Temporal)
Level: Clr 6, Sor/Wiz 6, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell can remove any unnatural ageing the creature has experienced within one hour per level before this spell is cast. This duration is based on the creature’s own personal experience of the passage of time. Time spent under the influence of one of the spells that carries a subject into the future (future dispatcher) is added to this duration. Artificial ageing induced before this duration cannot be removed using this spell.
Material Component: A lock of hair from a young, healthy child.
Rending Grasp
Conjuration (Calling) [Prime]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Target: One summoned creature or outsider
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell uses the same power that a calling spell channels to inflict incredible damage against an outsider or summoned creature. You reach out, invoke the spell and attempt to call the target creature to your presence. However, halfway through the spell, you simply release the binding energies to the ether and let the target’s physical substance unravel before it arrives. This is sheer agony for the target, which suffers damage equal to its current hit point total if it fails a Fortitude save. Succeeding at the save results in half this damage. No form of damage reduction or resistance effect mitigates this damage, though a dimensional anchor spell negates the grasp completely. If the target survives this spell, it appears 5 feet from you in any direction it chooses.
Repair Ship
Transmutation
Level: Clr 2, Drd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Targets: One ship touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Through the use of this spell, you are able to knit together smashed timbers and ripped sails, restoring a ship a small way to its original seaworthiness. Through using repair ship, you automatically repair 1d3 structure points to any vessel that has sustained damage. If a ship has been reduced to –1 to –9 structure points, repair ship will stop it losing further structure points and eventually sinking.
Material Component: A small piece of timber.
Repel Water
Abjuration
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Living creatures touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless to air breathers)
Spell Resistance: Yes (harmless to air breathers)
You are able to keep a number of subjects completely dry when immersed in water. Divide the duration evenly amongst all the creatures you touch. This spell does not allow creatures to breath water, only keep them and any possessions they carry perfectly dry when immersed. If used against an [aquatic] creature, it will effectively suffocate them for the duration of the spell. The rules for suffocation may be found in the SRD.
Repercussion
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round per level (D)
As lesser repercussion, but the damage returned is 100% of what is done to you. All other facets of this spell’s effects (applicable attack types, Fortitude save for half damage and so on) are unchanged. You can choose at the time of casting, as with the previous spell, to make your repercussion damage nonlethal, but this decision cannot be changed during the duration of the spell afterward.
Repercussion, Greater
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round per level (D)
Saving Throw: Fortitude half
Spell Resistance: Yes
As lesser repercussion, but the damage returned is 150% of what is done to you. All other facets of this spell’s effects (applicable attack types, Fortitude save for half damage, and so on.) are unchanged. You can choose at the time of casting, as with the previous spell, to make your repercussion damage nonlethal, but this decision cannot be changed during the duration of the spell afterward.
Repercussion, Lesser
Abjuration (Force)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round per level (D)
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell surrounds you in a billowing aura of force that covers you completely from head to toe. This aura glows, but does not provide sufficient illumination to act as a light source. While lesser repercussion is active, the wearer cannot make effective Hide checks against a target he does not have at least 50% cover from. The aura cannot be concealed through illusion or other means without negating its effects completely. While this spell is active, any melee weapon, touch, or unarmed attack that successfully hits you and does damage has 50% of that damage rebounded unerringly back on the attacker. A target who successfully evades repercussion damage through spell resistance does not end this spell prematurely and must check again each time this spell attempts to damage it.
The damage reflected back is a projection of magical force, does not reduce the damage you took initially and only deals 50% of what you actually lost from the attack. It does not react to ranged attacks and spells that do not require a melee touch attack to deal damage are unaffected. Any other form of repercussion supersedes this spell; they do not stack even with their own versions. If you are protected by lesser repercussion and a new copy of the spell is cast on you, its duration becomes the new duration of your effect, its saving throw DC is used, and no other changes occur.
At the time of this spell’s casting, you can choose for all of the damage it reflects to be nonlethal. Once this decision is made, it cannot be changed for the duration of the spell. If the spell is ended prematurely and cast again, a new decision can be made.
Material Component: 50 gold pieces worth of diamond dust, blown into the air as part of the casting.
Replace the Senses
Transmutation
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
You can change how one creature perceives the world, exchanging the input of one sense for another. A creature under this spell’s effect can see through its hearing, hear through its taste or any other combination that the caster decides. While the effect lasts, the creature can use its Listen or Spot modifiers to obtain information about smells, sensations or tastes. For example, a caster replaces its sense of touch with his sight, allowing him to roll Spot checks to determine the texture and quality of a material or he can replace his sight for his hearing, enabling him to roll Listen to see in pitch darkness. The creature can end the effect at will.
Retch
Necromancy (Death)
Level: Sor/Wiz 0
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
By pulping a piece of necrotic flesh between his teeth and spitting the juices, the caster sickens his target, forcing him to retch and heave for a few seconds. A target who fails his Fortitude save to resist the effects of this spell is rendered nauseated for one round.
Material Component: A piece of rotting flesh.
Revealing Light
Evocation [Light]
Level: Rgr 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: Creatures in a 10 ft. radius
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
When cast, a light (colour is of the caster’s choice) shines over all creatures in a 10-foot-radius area, illuminating them. This light grants a +1 circumstance bonus to all ranged attacks against these creatures for the duration of the spell. Creatures within the affected area may leave the area of effect at any time, since the affected area cannot move.
Reverse Missile
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You can force one ranged physical (non-spell) attack back at its source each round as a free action. The attack retains its initial attack roll to determine whether it hits the source and deals damage normally. Thus, if an archer fires an arrow at you with an attack roll of 25, you reflect it back at the archer, striking if the archer’s Armour Class is 25 or less. You must be aware of the attack and not flat-footed, however.
Ribbon of Light
Evocation [Light]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A brilliant ribbon of pure white light leaps from your hand towards the target. You must succeed on a ranged touch attack to strike a target. A creature struck by this ray of light takes 1d4 points of damage per two caster levels (maximum 10d4).
However, a successfully struck aberration or outsider takes 1d8 points of damage per two caster levels (maximum 10d8).
Rooty Feet
Transmutation
Level: Sor/Wiz 1, Drd 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Targets: 1 target
Duration: 2 hours/level
Saving Throws: Will negates
Spell Resistance: Yes
This spell causes the target’s feet to sprout long, twisty root forms. Though no actual discomfort is caused by this reaction, boots and shoes may be destroyed in the outbreak, and the target may experience difficulty in walking about. The target’s base movement is reduced to one half normal speed for the duration of the spell.
Material Component: An old rotted piece of tree root.
Rotting Wound
Necromancy [Evil]
Level: Clr 2, Sor/Wiz 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: You or weapon touched
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
Casting this spell infects a weapon of the caster’s choice with filth fever. Any successful attack roll made with the weapon which causes damage while the spell is active has the chance to infect the target with a magically enhanced case of filth fever. The filth fever inflicted by this spell has no incubation period; its effects are immediate.
Anyone struck by a weapon enhanced by rotting wound must make a Fortitude save (DC 12) or be infected, immediately losing 1d3 Dexterity and 1d3 Constitution. Once infected, the character cannot be infected again for additional loss of ability scores. The disease, once it takes effect, is considered normal in all ways and may be cured by either magical or mundane means.
Material Component: A phial of sewage.
Rupture the Eye
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude partial (see text)
Spell Resistance: No
A spark of blinding light leaps from the caster’s hand and explodes in the target’s face, searing its face and causing the viscous fluid in its eyes to boil and possibly rupture.
The victim of rupture the eye must make a successful Fortitude save or take 6d6 points of damage and be permanently blinded. A successful save halves this damage and avoids the blindness effect. Eyes destroyed in this fashion can be restored by a regeneration or wish spell.
Scourge
Transmutation [Judicial Curse]
Level: Clr 7, Sor/Wiz 8
Components: V, S
Casting Time: 1 hour
Range: Special (4 miles/level + 4 miles/point of ceremonial force)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
A scourge is an extremely powerful form of bestow curse. It can be cast over a vast distance; as a result, it is often used to punish heretics and criminals who cannot be brought to face justice. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.
When you cast scourge you can choose to duplicate any of the effects of malediction or you can select one of the following effects:
c Ageing: The victim ages one year at the start of each day. The victim may be sentenced to lose ten years of her life in prison — but it will only take ten days.
c Barren Touch: Any food or drink touched by the victim spoils. Any plants he tills die. Any Heal check he makes automatically fail and any cure spells he casts have a 50 chance
of becoming inflict spells of the same level.
c Ignominy: Anyone who comes into contact with the victim will forget any noble or valorous deeds she has done, while clearly remembering any crimes she has committed or
mistakes she has made. People will attribute the character’s greatest achievements to other people (other party members, for example, or legendary heroes). If the curse is lifted, these
memories will return.
c Ostracism: The victim is surrounded by an aura that causes all Non-Player Characters to have a hostile attitude towards him. This also results in a permanent –6 penalty to the
victim’s Charisma score, to a minimum score of 1. People cannot explain why they do not like the victim — he just seems suspicious and hateful. NPC allies and friends can resist this
somewhat, but will still find the character strangely repellent; they may suspect that he has been replaced by a doppelganger, for example. In addition, any sort of spell used to detect
alignment will always respond with the alignment most hostile to the caster, and discern lies will always show the victim as lying.
c Poverty: Any precious metal that the victim touches turns to lead.
c Prohibition: You specify a specific action that the victim cannot take. ‘Do not lie’ or ‘Do not physically hurt humans’ will work; impossible or broad requests like ‘Do not breathe’
‘Never hurt anyone in any way’ will not. Any time that the victim attempts the prohibited action, he must make a Will save (using the DC of the scourge). If he succeeds, he can
perform the action unhindered, otherwise he is wracked with extreme pain and stunned for 2d4 rounds.
You can come up with similar effects with your Games Master’s permission. A scourge cannot be dispelled or removed with break enchantment. You may choose to release the
victim from the scourge at any time — although in the case of the curse of ageing, this will not restore lost years to the victim. Remove curse can end the scourge, but only if
its caster level is at least two levels higher than your caster level; miracle or wish will also work. Breaking the curse using any of these spells will restore the years lost to mystical
ageing. Finally, when you cast the spell you must declare a set of circumstances that will cause the curse to be broken. Depending on the reasons for inflicting the scourge, this
could range from ‘Save an innocent man from death’ or ‘Submit to Kheshite justice,’ to ‘Defeat the demon lord Xarglbarg’ or even ‘Find true love.’
Sculpt Water
Transmutation [Water]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: One 10-ft. cube of water/level
Duration: Six hours
Saving Throw: None
Spell Resistance: No
Any water touched by the caster during the casting of this spell is held in place. The caster could shape a puddle of water into a sculpture, or create an arcing tunnel of water between two containers, or create a dry path through the middle of a lake. The field of force can be pushed through with minimal effect, so a character can step through a wall of water without penalty. This also prevents the caster from making a staircase out of water, for example. When the spell ends, the water instantly returns to normal. This spell has no effect on water elementals or other entities made of water.
Sea Chanty
Divination
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: The caster learns a new song
Duration: Instantaneous
When sea chanty is cast, the knowledge of a song appears in the caster’s mind. This song can give any one of the following benefits:
c A +2 insight bonus to a Profession (sailor) checks made for seamanship or navigation, as the song contains hints on ship handling or navigation.
c A lesser effect similar to legend lore, only in the form of a song containing much less information.
c A song suitable to the occasion, giving the caster a +4 enhancement bonus to Charisma when dealing with sailors or other nautical folk.
The downside of this spell is that the song is irritatingly catchy. Its simple melody sticks in the character’s mind for one day, causing a –1 insight penalty to all Perform checks.
Seal, Fifth
Enchantment (Mind-Affecting)
Level: Brd 5
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft.+5 ft./2 levels)
Target: One target
Duration: Instantantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You can create a sudden empathic bond between yourself and one target. That target feels an overwhelming surge of alien emotions. If they fail to make a Will save, they take 1d8 per level (maximum 15d8) nonlethal damage. If they succeed, they are dazed for 1d4 rounds by the battering wave of emotion.
Focus: Any masterwork musical instrument.
Seal, First
Divination
Level: Brd 1, Wiz/Sor 1
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft./2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
You open an empathic channel between yourself and another person. This channel gives them a +10 circumstance bonus to his next Sense Motive check on you.
Additionally you receive a +10 circumstance bonus to your next Diplomacy skill check to convince the target that you really do feel what you feel. It is very difficult to lie while under the influence of this spell.
Focus: Any masterwork instrument.
Seal, Fourth
Enchantment (Mind-Affecting)
Level: Brd 4
Components: V, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. radius emanation centred on you
Target: One target/level
Duration: 5 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a zone in which everyone possesses heightened empathic abilities. Everyone within the zone who fails their save gains a +4 modifier to their Sense Motive skill checks against anyone in the zone. Additionally, individuals in the zone are at a –4 modifier on their ability to resist any mind-affecting spell or ability so long as they remain in the zone.
Focus: Any masterwork instrument.
Seal, Second
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft./2 levels)
Target: One target
Duration: Concentration up to 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You create a bond between you and your target, forcing your darkest and least positive emotions onto it. The target may make a Will save to negate the effect. If the target fails, it becomes confused (as the spell of that name) until you stop concentrating on it.
Focus: Any masterwork instrument.
Seal, Third
Enchantment [Mind-Affecting]
Level: Brd 3
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Two targets within range
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
You can create a telepathic bond between two targets in range. For as long as you concentrate, each target can hear the other’s thoughts. In addition to making lying and bluffing much more difficult (-10 to all Bluff checks, or +10 to an opposed Sense Motive skill check) the two parties can instantly react to the other’s actions (+2 to their AC if they are attacked by the person they are linked with). Furthermore, they can communicate no matter how much chaos and confusion lies between them.
Unwilling targets are allowed a Will save to negate the effect. Once the link is established the bard can maintain it without regard for the target’s wishes.
Focus: Any masterwork instrument.
Seas of Fate
Divination [Chaotic]
Level: Brd 2, Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
This curious spell may only be cast once per voyage. It puts the ultimate destination of the voyage into the hands of the gods, fate, potent extradimensional beings or the random factors of wind and wave. The spell may only be used when the caster is not sure where he is going – it can be cast if the character jumps onto a random ship in the port or if the character is piloting his own vessel.
The character will always arrive where he needs to be. This destination is a mystery to him until he arrives – attempting to divine or determine where he is going by any means breaks the spell. The spell does not ensure he arrives safely or whole – a character might cast this spell, run into a storm and be shipwrecked on a deserted island five hundred miles from anywhere, if that island is where he should be.
Essentially, this spell is a wide-open invitation to the Games Master to give the character an adventure. The bardic version of the spell usually results in the character arriving somewhere dramatic and exciting. The divine version brings the character to a location where he can do a service for his deity (and is thus often used as part of a penance or quest), while the arcane version usually draws the character to a nexus of magical power.
If two seas of fate spells are cast on the same vessel, it tends to result in a shipwreck that casts both fated individuals apart.180
Seavision
Transmutation
Level: Drd 1, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Any subject you touch will have their vision completely unaffected by being underwater. Their vision remains exactly as it does on dry land, granting them a great advantage over those reliant on more natural means of sight. Gloomy water and darkness affect the subject as normal, however.
Material Component: A pair of fish eyes.
Secret Desires
Divination
Level: Sor/Wiz 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes
With but a touch and a few moments concentration, this spell grants understanding of the victim’s subconscious desires and fears. For the duration of the spell, the caster gains a +1 per caster level insight bonus to all Charisma based skill checks involving the victim. When the spell ends, the victim has no idea he has been manipulated in any fashion.
Material Component: A single page of a diary or journal. At the moment of casting, the page burns to ash.
Secrets of the Heart
Divination
Level: Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft.+ 10 ft./level)
Target: One creature
Duration: Instant
Saving Throw: Will negates (see below)
Spell Resistance: No
You gain instant knowledge of the true name of a single, intelligent creature within the area of effect. This spell works immediately on any creature not attempting to conceal its identity.
A target using mundane means to conceal his identity may make a Will save to resist this spell. If he succeeds, the bard learns the false name of the target’s choice. If he fails, the bard learns his true name. Mundane means include the Bluff and Disguise skills, getting people to lie for you and forged papers.
A target using magical mean to conceal his identity may make a Will save to resist this spell. If he succeeds then the bard learns the false name of the target’s choice. If he fails then the bard learns his true name. Additionally the bard knows that a magical spell has interfered with his divination attempt. Magical means include, but are not limited to, innate shapechanging abilities, alter self, change self and polymorph.
The target is not alerted to the divination attempt whether he succeeds or fails his save.
Seductive Smile
Enchantment
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous (see text)
This spell grants the caster a gaze attack, usable immediately against the visible target creature of his choice. Once it is in effect, the smile forces the target to make a Will save or become enamoured with the caster. This enamouring will cause the target to suffer a –1 morale penalty to attacks, damage and saving throws. Against the caster and his spells, this penalty worsens to a –2.
In addition, if the target is of an appropriate race and sex to be physically attracted to the caster (Games Master’s discretion), any attacks made will be nonlethal if possible. If the caster is killed, subdued or becomes invisible or otherwise imperceptible to the target of this spell for longer than 3 rounds, the spell ends immediately. Otherwise, the enamouring effect lasts indefinitely.
Material Component: A strand of hair from a being with a 16 or higher Charisma.
Self-Reflection
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Drd 2, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
Victims of this spell go through several stages. A successful Will saving throw negates the spell but the following effects occur otherwise: The victim suffers a –1 morale penalty to attack rolls for the first 1d4 rounds. Then he will enter a pacifistic state of mind and stop fighting altogether. Victims of this spell will defend themselves if they are attacked (with no penalty to attack rolls), but they will take no offensive action against anyone, and they will seek to move away from anyone attacking them. For the next 1d4 hours + 1 hour per level of caster, the victim will spend his time thinking upon the inherent pointlessness of conflict and the value of simple communication and non-violent interaction. At the end of this period, the victim must make a Will saving throw. Those who fail remain pacifistic and will no longer attack save in self-defence. This pacifism can be overcome by a successful Will saving throw at a –3 penalty, but such saves may only be attempted once a month.
Material Components: A single feather from a white dove.
Sensebane
Abjuration (Contingent - Illusion)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You and/or creatures touched, up to 1 target per 2 caster levels
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
Those protected by sensebane become invisible as per the 2nd level illusion spell of the same name, but this magic works by protecting the targets from detection due to senses of any sort. The warded beings cannot be seen, felt, smelled, tasted or heard. In addition, special senses such as scent or tremorsense are unable to detect the warded creatures accurately, giving the detecting being only a general sense of something present nearby. This is not enough warning to foil sneak attacks or allow accurate targeting however, though it may spoil surprise round possibilities at the Games Master’s option.
Any action that would disrupt invisibility disrupts sensebane. Unlike invisibility, this spell fades out, remaining in effect for everyone protected by it until the end of the round it was disrupted in. When sensebane fades out, it ceases functioning for everyone protected by that casting of the spell, not just the one that disrupted it.
Material Component: An eye, a tongue, an earlobe, a nose and a fingertip or claw. Each of these must come from the same type of creature and are all consumed in the casting.
Sensory Link
Necromancy (Contingent – Divination)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead creature
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
By casting this spell, you become able to see and hear through the eyes and ears of a controlled undead creature you have animated or raised. No other communication of senses is permitted through the use of this spell, nor are special sight or hearing qualities, such as darkvision. Only one such sensory link may be maintained at any one time. The maximum range a sensory link may be maintained between caster and undead is one mile.
Set Form
Transmutation
Level: Sor/Wiz 8,
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Touch
Target: One polymorphed creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell is only applicable to a creature that has already been polymorphed by a baleful polymorph, polymorph or polymorph any object spell.
By casting a set form spell on the polymorphed target creature, the spellcaster makes the polymorph truly permanent, making the new form of the polymorphed creature its natural form, as much as if the creature had been born in the body it now inhabits. Set form effectively ends the polymorph spell, leaving the target creature forever imprisoned in its new form.
It is impossible to tell a creature that has been the subject of set form from any normal creature of the target’s new species. Even a true seeing spell will not show that the subject ever inhabited a different body. Only a wish, miracle or actual divine intervention is capable of returning the subject of a set form spell to his original form.
Set form has no effect on the 9th level shapechange spell.
Material Component: A chrysalis inhabited by a living butterfly.
Set Loose the Raging Wind
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 100 feet
Target: All creatures within a 100 ft. radius burst centred on you
Duration: 1 round
Saving Throw: Special (see text)
Spell Resistance: Special (see text)
This spell has no friends, even you. When you cast set loose the raging wind, the air around you explodes outward in a storm burst of gale-force winds, driving rain and crackling lightning. A thunderclap goes off throughout the air, easily audible up to a mile distant in open conditions. Everyone caught in the 100 foot burst is hurled to its outer edge if they are Small or smaller, thrown 30 feet if Medium, 10 feet if they are Large or knocked prone if they are Huge. Larger targets are not significantly moved. There is no save versus this effect, though if the forced movement would take a target past the edge of a terrain feature (such as a sheer cliff drop and so on), they may make a Reflex save to catch the edge at the last moment and end their motion there. For the round of the spell’s effect, no physical creature or object can approach you or enter the 100-foot burst.
Everyone in the radius is automatically deafened for 1d3 rounds, including you. The lightning deals 5d6 electrical damage to each target in the area as well; targets can make a Reflex saving throw for half damage and spell resistance applies. You take 2d6 lightning damage and receive no saving throw or spell resistance against this effect. The driving rain acts as a grease spell over the entire area, but this fades away after 1d4 rounds.
Shadow Beast
Illusion (Shadow)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: No
This spell creates a quasi-real beast that serves as both protector and mount for the caster or for one person whom the caster specified during the casting. The beast formed by this spell is 50% real and inky black from head to foot, with insubstantial hooves that make no sound. Those attacked by the beast get a Will disbelief saving throw. If they succeed, they only take half damage from the beast’s bite attack and are not affected by its frightful presence. The shadow beast serves the caster or the person specified by the caster unwaveringly. The statistic block for the shadow beast can be located in Appendix I (see pg. 241)
Material Component: A masterwork carving of a shadow beast made from obsidian.
Shadow Conjuration I
Illusion (Shadow)
Level: Sor/Wiz 1
Components: See text
Casting Time: See text
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
With this spell you can mimic spells from the wizard school of Conjuration. This spell can only mimic 0th level Conjuration spells. All effects created via this spell are one-fifth real. This spell has the components, casting time, range, effects, area of effect and duration of the original spell. If the subject of the spell makes his Will disbelief saving throw, the shadow has only one-fifth the normal effect. Regardless of the result of the save to disbelieve, the affected creature is also allowed any save the spell being simulated would normally allow, but set the save DC according to the shadow conjuration’s level rather than the spell’s normal level. Those who fail their saving throws suffer the same effects as listed under the mimicked spell.
Shadow Conjuration II
Illusion (Shadow)
Level: Sor/Wiz 2
This spell functions as shadow conjuration I, except that it may now mimic 1st level Conjuration spells.
Shadow Conjuration III
Illusion (Shadow)
Level: Sor/Wiz 3
This spell functions as shadow conjuration I, except that it may now mimic 2nd level Conjuration spells.
Shadow Conjuration IV
Illusion (Shadow)
Level: Sor/Wiz 4
This spell functions as shadow conjuration I, except that it may now mimic 3rd level Conjuration spells.
Shadow Conjuration V
Illusion (Shadow)
Level: Sor/Wiz 5
This spell functions as shadow conjuration I, except that it may now mimic 4th level Conjuration spells.
Shadow Conjuration VI
Illusion (Shadow)
Level: Sor/Wiz 6
This spell functions as shadow conjuration I, except that it may now mimic 5th level Conjuration spells.
Shadow Conjuration VII
Illusion (Shadow)
Level: Sor/Wiz 7
This spell functions as shadow conjuration I, except that it may now mimic 6th level Conjuration spells.
Shadow Conjuration VIII
Illusion (Shadow)
Level: Sor/Wiz 8
This spell functions as shadow conjuration I, except that it may now mimic 7th level Conjuration spells.
Shadow Conjuration IX
Illusion (Shadow)
Level: Sor/Wiz 9
This spell functions as shadow conjuration I, except that it may now mimic 9th level Conjuration spells.
Shadow Evocation I
Illusion (Shadow)
Level: Sor/Wiz 1
Components: See text
Casting Time: See text
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
With this spell you can mimic spells from the wizard school of Evocation. This spell can only mimic 0th level Evocation spells. All effects created via this spell are one-fifth real. This spell has the components, casting time, range, effects, area of effect and duration of the original spell. If the subject of the spell makes his Will disbelief saving throw, the shadow has only one-fifth the normal effect. Regardless of the result of the save to disbelieve, the affected creature is also allowed any save the spell being simulated would normally allow, but set the save DC according to the shadow evocation’s level rather than the spell’s normal level. Those who fail their saving throws suffer the same effects as listed under the mimicked spell.
Shadow Evocation II
Illusion (Shadow)
Level: Sor/Wiz 2
This spell functions as shadow evocation I, except that it may now mimic 1st level evocation spells.
Shadow Evocation III
Illusion (Shadow)
Level: Sor/Wiz 3
This spell functions as shadow evocation I, except that it may now mimic 2nd level Evocation spells.
Shadow Evocation IV
Illusion (Shadow)
Level: Sor/Wiz 4
This spell functions as shadow evocation I, except that it may now mimic 3rd level Evocation spells.
Shadow Evocation V
Illusion (Shadow)
Level: Sor/Wiz 5
This spell functions as shadow evocation I, except that it may now mimic 4th level Evocation spells.
Shadow Evocation VI
Illusion (Shadow)
Level: Sor/Wiz 6
This spell functions as shadow evocation I, except that it may now mimic 5th level Evocation spells.
Shadow Evocation VII
Illusion (Shadow)
Level: Sor/Wiz 7
This spell functions as shadow evocation I, except that it may now mimic 6th level Evocation spells.
Shadow Evocation VIII
Illusion (Shadow)
Level: Sor/Wiz 8
This spell functions as shadow evocation I, except that it may now mimic 7th level Evocation spells.
Shadow Evocation IX
Illusion (Shadow)
Level: Sor/Wiz 9
This spell functions as shadow evocation I, except that it may now mimic 9th level Evocation spells.
Shadow Fangs
Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: Spherical emanation from the caster to the range of the spell
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: Yes
For the duration of the spell, the caster’s melee attacks issue forth from any shadow or area of darkness which is within the spell’s radius; he quite literally reaches out of any shadow within the area of effect at will, to strike with impunity.
Each round, the caster can attack any target with the radius of effect as though he were within melee range. He makes all attack rolls as normal, deals damage as appropriate to his weapon (including magical effects, if applicable) and can use any applicable melee feats or special abilities. The caster can use disarm or trip manoeuvres when attacking as well; his opponent can attempt to disarm should the caster fail a disarm check, but he is not subject to retaliatory trip attempts. Likewise, you can strike with unarmed attacks should he so choose, but may not attempt to initiate a grapple.
Since the caster’s attacks can literally come from anywhere, his opponents are considered to be flat-footed whenever he makes a melee attack with shadow fangs. For the purposes of attacks of opportunity, the caster does not threaten areas within the spell’s radius of effect, save those that he normally threatens.
Shadow Horror
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes
Through this spell, you gather a small amount of negative energy to yourself and then send it as a ball of dark seething power to a target. This force flares for just the briefest instant, weakening and stunning the victim as it is enveloped by a swirling cloud of darkness.
The subject temporarily loses 1d4 points of Strength and is treated as stunned on its next round. In addition, the subject suffers a –2 morale penalty to attack rolls, ability checks, skill checks and saving throws for one round per two caster levels. Strength will be regained at the rate of one point per day.
Shadow Mastery
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: One minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Calling upon dark and twisted powers, you are able to cause an enemy’s own shadow to rise up against him. This manifestation causes the shadow to cloak itself around its owner, making him very susceptible to attacks formed from negative energy.
The subject must be casting a shadow for this spell to have any effect and thus will not work in pitch-blackness or against vampires. For the duration of the spell, however, the subject will cast no shadow at all as it envelops his body. A Will save is permitted to negate the effects of this spell. If this is failed, the subject suffers the following penalties for the duration of the spell:
c Any necromantic spell which reduces hit points targeted at the subject will automatically cause extra damage equal to the caster’s level.
c Any save required to reduce or negate the effects of a necromantic spell suffers an additional –1 penalty.
c All healing spells will cure less damage than normal, with the reduction in hit points cured being equal to the caster's level.
Shadow Stitch
Enchantment (Compulsion)
Level: Asn 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: As focus weapon used
Target: One creature that casts a shadow
Duration: 1 round/level
Saving Throw: Will dispels (see text)
Spell Resistance: Yes
You make a touch attack with a piercing weapon against the target’s shadow as part of the spellcasting action. If the attack succeeds, the target creature is effectively entangled (–2 to attack rolls and –4 to effective Dexterity score) and cannot move from the current spot. Pulling the weapon out of the target’s shadow ends the spell, but the enchantment prevents the target from removing it easily.
If the target attempts to pull the weapon from his shadow himself, he must make a Will save against the spell and suffers nonlethal damage equal to the weapon’s normal damage; this damage is halved if he fails his Will save and does not remove the weapon.
Focus: The weapon used to make the attack roll.
Shape Boat
Transmutation
Level: Drd 2, Sor/Wiz 2, Rng 2
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: One Tiny vessel
Duration: 1 day
Saving Throw: None
Spell Resistance: No
Using this spell, the caster can transform any vaguely boat-like object into a semi-seaworthy boat. A druid could turn a fallen log into a dugout canoe or a wizard could set sail in his bathtub. The spell gives the vessel a minimum Seaworthiness and Manoeuvrability of +0 (for more details see Seas of Blood or Classic Play: Book of the Sea.). The spell even patches holes in the hull and holds a broken boat together.
Focus: The object to be made into a boat.
Shared Minds
Divination
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You and one creature/6 levels
Duration: 1 hour per level (D)
Saving Throw: Will negates
Spell Resistance: Yes
By casting shared minds, the spellcaster enters into a state of subconscious rapport with one or more target creatures. No communication is possible through the link and it does not allow the caster to interrogate the subjects or learn secrets, but it does allow all involved to operate more efficiently as part of a greater whole.
Each subject of shared minds gains an insight bonus to their attack rolls and skill checks equal to +1 for every full +5 bonus possessed by the most skilled member of the link. In addition, everyone in the link uses the best Will save available in the group. However, a failed Will save by any member of the group affects every member equally. In addition, whenever a member of the link is dealt lethal damage, every other member suffers an amount of nonlethal damage equal to one-quarter of the damage dealt.
Material Component: A single amethyst worth 500 gp for each creature to be included in the link.
Shattered Will
Enchantment [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature of Large size or smaller
Duration: Instantaneous (D)
Saving Throw: Will partial
Spell Resistance: Yes
If the caster can succeed at a melee attack (not considered a touch attack, since the caster must contact some vital part of the body), the target is permanently rendered unable to resist his enchantment spells. A successful Will save lessens the severity of this effect. In this case, the target simply suffers a –5 morale penalty to saves against the caster’s enchantment spells. The caster can dispel this spell at will. Otherwise, only death, remove curse or break enchantment can free the target’s mind.
Shattering Maelstrom
Transmutation [Force]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target: All items unattended and on creatures within a 20 foot burst centred on you
Duration: Instantaneous
Saving Throw: None for items, Reflex partial (see text)
Spell Resistance: Yes
With a word and a gesture, you invoke a terrifying storm of raging force energies and entropic transmutive power. Everyone caught in the 20 feet radius except you must make a Reflex save or be affected. Success at this save represents being moved to the edge of the spell’s effect. If a target cannot be moved in anyway, it is automatically affected by the spell instead. If affected by the spell, every non-magical item on each target’s person, as well as any unattended item in the burst, is sundered and torn to shreds without a saving throw. Targets who have ten pounds or more of worn or carried equipment sundered by this spell suffer 1d6 physical damage per ten pounds of ruined equipment as the shards of their items tear past and through them to whirl into the maelstrom before being utterly disintegrated.
Shattersight
Transmutation [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft/level)
Target: One object per round
Duration: 1 round/3 levels
Saving Throw: Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)
You enchant your eyes to emanate dangerous beams of invisible force. This beam, which is directed as a ranged touch attack once per round and takes the place of one of your attacks, must be directed at an item or undead creature. If used against an item, you may duplicate the effects of a shatter spell including all appropriate saves. Unlike the shatter spell, this can affect magical items up to 4,000 gold pieces in value.
If shattersight is directed at an undead, it suffers 1d6 force damage per caster level, up to 10d6. The undead creature may make a Fortitude save for half damage and spell resistance applies.
Shield Vessel
Abjuration [Force]
Level: Clr 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Vessel touched
Target: One vessel
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast, it creates a shimmering field of magical force surrounding the ship. It begins at the highest point of the mast and cascades downwards to protect the ship. The field of force hangs in the air about 10 feet off the vessel’s rail and protects against attacks from all sides and from above. However, it ends at the water’s surface, so attacks from below are unaffected by the shield. It is a one-way protection so the vessel can attack without penalty.
The shield provides a +4 shield bonus to the ship’s Armour Class.
Arcane Focus: An iron shield that must be hung from the ship’s figurehead or forecastle.
Shielding Star
Abjuration [Force]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 2 rounds/level (D)
Similar to a shield spell, shielding star creates a glowing star-shaped field of force to encircle and protect you. The star has to be directed against a single target’s attacks, much like the Dodge feat. Against any attack made by that target, the caster gets a +2 deflection bonus to AC. The star can circle around you and thus blocks the target’s attacks regardless of what direction they come from.
This spell has an offensive side as well. Each attack made by the target opponent that does not hit is assumed to be blocked by the star. Each blocked attack adds 1d6 to its pool of stored energy. At any point during the star’s duration, you may unleash the star’s pool of energy in a force ray attack against the target opponent as a free action. The star can hold up to 1d6 per caster level and, once used to attack, the spell ends immediately.
Because of the small size of the star’s effect and its focused attention on a single target, it stacks with shield whenever they overlap between you and the target.
Focus: Any masterwork buckler, which becomes the star until the end of its duration.
Shielding Star, Greater
Abjuration [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Duration: 2 minutes/caster level
Similar to shielding star, save that the deflection bonus provided by the star is +4. If the greater shielding star is directed against a foe that targets the caster with a ranged touch spell or ray attack, it can negate the spell or ray attack automatically. If the greater shielding star does this, its duration immediately ends.
Focus: A special masterwork buckler worth 1,200 gold pieces. As with shielding star, this buckler becomes the star and reappears when the spell ends.
Shriek of Abject Hatred
Evocation [Sonic]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonic energy, so powerful that it can liquefy flesh. The blast deals 1d6 points of sonic damage per caster level (10d6 maximum) to everyone within its radius of effect (Fortitude save for half).
The caster determines the location (distance and height) of the blast by sheer force of will. A small, compressed ball of sonic energy erupts from his throat and streaks to the target and, unless it impacts on a material body or solid barrier before reaching the desired target, detonates at that point. If the caster wishes to direct the ball through a narrow point, he must successfully thread the opening with a ranged touch attack.
In addition to dealing damage, the shriek renders all who fail to save stunned for one round and renders them deafened for one hour, meaning they suffer a -4 penalty to Initiative checks, automatically fail Listen checks and have a 20% chance of spell failure when casting spells with a verbal component. Those who succeed at their save are affected as though staggered for one round.
Shrieking Missile
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 50 projectiles, all of which must be in contact with each other at the time of casting.
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You may cast this spell on 50 non-magical missiles, be it sling stone, arrow or bolt, binding it with nearby spirits who are irresistibly drawn in by the flood of negative energy caused. When fired, the missile screams the cries of a thousand tortured souls as it flies through the air, unnerving any enemy. When it lands, the missile emanates waves of fear and oppression, causing most enemies to break and run immediately.
The missile does damage as normal but, in addition, also creates an area effect of 25 feet + 5 feet/2 caster levels. Every creature within this area is affected as if by a fear spell.
Material Component: Powdered chicken bone, sprinkled on to missile to be fired.
Shifting Element Guard
Abjuration
Level: Clr 3, Drd 3, Sor/Wis 3, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 mins/level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell alters the properties of the spells endure elements, resist energy and protection from energy. As a free action once per round, the character under the effects of this spell can change what environment or energy type he is protected from. For example, a character on the Plane of Fire has the spells shifting element guard, endure elements (heat) and protection from energy (fire) cast on him. Just before stepping through a portal to the frozen wastes of the north, he uses shifting element guard to change the spells to endure elements (cold) and protection from energy (cold).
All the active spells must be changed at the same time to the same ‘setting.’
Shockwave
Evocation [Force]
Level: Clr 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 20 ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
This spell causes a massive wave of force to explode outward from a point designated by the caster. The wave deals 3d6 nonlethal damage to all creatures within its area, as well as initiating a bull rush against such creatures. Roll only a single bull rush check for the spell, opposed by the check of each creature. The shockwave acts as a Large creature with Strength 25 for purposes of the bull rush. In addition, creatures that fail their Reflex saves are knocked prone. Flying creatures take only half damage from the wave and are not knocked prone, but suffer a –4 penalty to their bull rush checks.
There is a 5 foot hole in the centre of this effect’s radius, so you may target yourself or an ally with this spell with no adverse effects.
Shunt
Transmutation
Level: Asn 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 caster levels)
Target: 1 creature
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
This spell forces a target creature into the Ethereal Plane for 1 round. The creature returns to the Prime Material Plane on the following round. Creatures in the Ethereal Plane can see into the Prime Material Plane, though vision is limited and details are hazy. This spell functions in reverse if cast while in the Ethereal Plane, forcing a creature onto the Prime Material Plane for 1 round.
A creature on the Ethereal Plane is invisible, insubstantial and capable of moving in any direction, even up or down, albeit at half normal speed. As insubstantial creatures, they can move through solid objects, including living creatures. An ethereal creature can see and hear on the Prime Material Plane, but everything looks grey and ephemeral. Sight and hearing onto the Prime Material Plane are limited to 60 feet.
Shunt Storm
Transmutation
Level: Drd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 1 mile/level
Target: One storm
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A popular spell among weather mages, shunt storm pushes a storm or any other cloud mass away from the caster. It moves the storm to the limit of the spell’s range. Shunt storm can affect magical weather. The spell ends once it begins to move the storm, so another shunt storm can push the storm back again.
Sigil of Fire
Abjuration [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes or 1 minute (see text)
Range: Touch
Area: Object touched
Duration: 1 year or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes
This spell is identical to sigil of sleep, except as noted above and described here.
When triggered, the sigil of fire explodes for up to 1d6 fire damage per caster level (maximum 10d6). If the caster wishes to set the rune to do less damage than his level, he may do so. The sigil explodes in an area up to 30 feet in diameter. The caster may provide for a lesser area if he wishes.
Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil. Failure means all components are lost and the carving must be attempted again.
Sigil of Poison
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes or 1 minute (see text)
Range: Touch
Area: One object
Duration: 1 year or until discharged
Saving Throw: Reflex half
Spell Resistance: Yes
This spell is identical to sigil of sleep, except as noted above and described here.
When triggered, the sigil causes all creatures within the area of effect to be stricken as if injected with a deadly poison. The poison causes 1d4 points of Constitution damage per 4 caster levels (maximum to 3d4) immediately, and another similar amount of Constitution damage one minute later. Each instance of damage can be negated by a Fortitude save using the DC of this spell. The sigil affects an area up to 20 feet in diameter. The caster may provide for a lesser area if he wishes. The poison is treated as being instantaneously injected into the victims. The area does not remain poisonous after the rune is triggered.
Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil. Failure means all components are lost and the carving must be attempted again.
Sigil of Sleep
Abjuration [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes or 1 minute (see text)
Range: Touch
Area: One object
Duration: 1 year or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
When this spell is cast, the wizard traces the outline of a strange sigil in charcoal on the desired surface. When the spell is completed, the sigil because nearly invisible. The caster can set the conditions that trigger the sigil, similar to those of a glyph of warding. The caster may place a command word that prevents the triggering of the sigil.
When triggered, the sigil of sleep causes 1d6 Hit Dice of creatures per 2 caster levels (maximum 6d6) within the area of the effect to fall asleep per the sleep spell. Creatures are affected lowest Hit Dice to highest until the total Hit Dice affected is satisfied. A victim’s total Hit Dice must be affected in order for the sleep effect to work on the victim. If the caster wishes to set the effect to affect fewer Hit Dice, he may do so. The rune affects an area up to 30 feet in diameter. The caster may provide for a lesser area if he wishes.
The casting time for the spell depends on whether the sigil is being drawn anew or whether a previously placed, permanent sigil is being empowered (see material components, below). Empowering a previously placed permanent sigil take one minute.
A sigil of sleep does not last more than one year even if it is made permanent (see material components, below). Magical sigils such as this one are hard to detect. A rogue can use his Search skill (DC 25 + spell level) and Disable Device skill (DC 25 + spell level) to locate and remove these sigils. Sigils that are located can be identified with read magic and a successful Spellcraft check (DC 12). A sigil of sleep that has been located may be erased or dispelled. If the sigil is disabled, erased or dispelled, the spell ends, even if the normal duration of the spell has not yet expired. If this happens, the caster knows that his spell was cancelled in this manner.
Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil. Failure means all components are lost and the carving must be attempted again.
Silver Voice
Enchantment
Level: Brd 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft./2 levels)
Target: One target
Duration: Instantaneous
Saving Throw: Will (half)
Spell Resistance: Yes
Your words seem very persuasive to a single target. After casting this spell, you can target one creature in the area. If you immediately make a Bluff skill check against that creature, you gain a +10 circumstance bonus to your skill check. The target may make a Will save to resist the effect. If it succeeds, you only get a +5 circumstance bonus to your Bluff skill check.
Simple Bed
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Ground where caster will sleep
Duration: Until caster awakens
Saving Throw: None
Spell Resistance: None
Simple bed gathers, loosens and flattens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night. The caster gains a bonus of 1 hp to their normal healing rate for bed rest over eight consecutive hours.
Singular Focus
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Varies
Singular focus gathers every aspect of the caster’s attention and magical divination abilities into the performance of a single task. This greatly increases his ability to perform that task but does so at the exclusion of anything else until the subject of the focus succeeds. While singular focus is in effect, the caster is effectively helpless and loses his Dexterity bonus to AC. Aside from meeting the bare minimum physical needs, such as eating, sleeping and occasional bathing, the caster can do nothing but work on the task at hand.
When cast, the caster chooses one narrow task, such as picking a lock, deciphering an ancient tome or crafting an item. The caster must meet all of the prerequisites for performing the task (possession of the appropriate skills and feats, materials on hand and conditions allowing for work) before casting this spell. Once cast, singular focus does not allow the caster to move more than 10 feet in any direction without negating its effects.
While in effect, singular focus guarantees success and cuts the time required in half. Material costs are not affected but any skill checks required during the task’s completion are automatically successful. Note that this reduction of completion time affects the crafting time of magical items but the intense focus that drives this reduced time doubles the experience point cost of the item.
Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.
Siphon Elemental Lifeforce
Necromancy Varies
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You extend your hand toward any source of magical elements and shoot a ray of negative energy specially tailored to affect that element. If the target is a creature, it must make a Fortitude save or gain 1d4 negative levels as the enervation spell. If it is a static source of magical element, such as a wall of fire, this spell subtracts 1d4 dice of damage it deals. For each level or die subtracted in this manner, you can increase the DC of the next spell you cast by +1.
When you use this spell to siphon energy from magical air, earth, fire or water, it is a spell of that type, and the spell you bolster with this energy also becomes a spell of that type. For example, siphon elemental lifeforce is an earth spell when stealing energy from an earth elemental, as is the next spell you cast with an increased DC. If the target of the bolstered spell is particularly vulnerable to your spell’s new type, the DC is increased by +2 for each stolen level or subtracted damage die instead of +1.
Focus: A small, empty tin container.
Skeletal Revolt
Necromancy [Death, Evil]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell takes the target below 0 hit points, his skeleton tears from its body and becomes an animated skeleton (See ‘skeleton’ in the SRD.).
This skeleton is under the caster’s control, in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature.
Material Components: A fragment of bone with flesh still attached to it and a piece of iron.
Skeletal Spikes
Necromancy
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
The use of this spell causes your bones to warp and writhe, until large, wickedly sharp spikes burst forth from under your skin. These bony spikes make it exceedingly difficult for any enemy to approach without suffering nasty wounds. You are granted 1d3 additional gore attacks per round that count as natural weaponry and cause 1d6 damage.
Only undead spellcasters may use this spell without penalty. If used by a living creature, it will automatically be reduced to 0 hit points.
Material Component: A horn or spike from a creature of at least 3 HD.
Skin Spy
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: One hour/level (D)
You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your skin or return it to your actual body as a free action; you remain helpless during this spell when in your own body but you may control your skin as though you were possessing a living creature.
Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell and cannot be healed above this maximum; it has a Strength of 3 and no Constitution score; it carries all the immunities of a construct, immunity to bludgeoning weapons and it can fit through openings two sizes smaller than your normal size (a Medium humanoid’s skin could fit through a Tiny gap in a wall, for example). Your skin can take any actions you could normally take in your own body (such as fight or cast spells).
When your skin leaves your body, your hit points drop to 0. Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate spell, ring of regeneration, the regeneration ability or any other effect that can regrow missing limbs) can regrow your skin and allow you heal above 0 hit points.
If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with gentle repose and is suitable for any purpose requiring some of your flesh (such as a resurrection spell) or any horrible rite that requires a creature’s skin.
When your skin returns to your body, you regain hit points equal to your skin’s remaining hit points. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring a regeneration effect as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your skin is slain while you possess it, the spell ends and you are killed instantly.
Skin spy is useful for spying (particularly in places where your body would not survive, such as underwater or in a vacuum), for battling (from a distance) foes that might kill you (especially if regenerate is available to repair your body if your skin is destroyed) or for relaying information (as you and your skin can talk, an ally can carry your skin somewhere while your body remains in town with a sage and you can shift your mind between your body and skin).
Skin spy leaves long scars on your skin where it has split apart, although these fade normally with the use of healing magic.
Skittering Darkness
Illusion (Shadow)
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spherical emanation from the caster to the range of the spell
Duration: 1 round/2 levels
Saving Throw: Will partial
Spell Resistance: Yes
Upon casting this spell, the caster causes shadow and darkness to writhe and crawl like a wave of spiders, striking at those who oppose him and gnawing at their flesh and sanity.
Those who are within the initial area of effect, except the caster, must immediately attempt a Will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadows coalesce and attack with a base attack bonus of a fighter equal to the caster’s level. On a successful strike, the claws deal 1d6 + one half the caster’s level in damage. This effect follows each victim for the duration of the spell, so that even characters that flee the initial area of effect are subject to attack from creatures of shadow and night.
In addition to suffering physical injury, victims of this spell are subject to terrifying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with lumpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. They resemble nothing so much as visions from a child’s nightmares. For the duration of the spell effect, all those who were within the radius of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks.
Victims of this spell can avoid damage by ensuring that they remain entirely out of shadow. This can be difficult to do, as even the victim’s own shadow will writhe forth to attack him. A character who is the focal point of a light spell, or other, similar enchantment will not himself cast a shadow, though the aura he radiates may well doom his less fortunate companions.
Material Component: A breath of air trapped in an obsidian box at the stroke of midnight.
Skull Snare
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Skull touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By casting this spell, you make a single skull alive and aware and may command it to guard a single specified area of no more than 10-foot radius. It may move itself in a very clumsy fashion within this area and will automatically attack any creature but the caster entering the area.
The skull can make a bite attack against one creature in the area of effect each turn. It makes a single attack roll (base attack bonus +0). The skull does 1 point of damage with each successful attack. In addition, once a successful attack has been made, the skull retains its grip on its victim, reducing their speed to one-half of normal until it is destroyed. The skull is considered to have one hit point and an Armour Class of 10. Once the skull has been destroyed, it may not be animated in this way again.
Material Component: One skull of a Medium sized creature.
Skyship
Transmutation
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Targets: One ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
This is one of the most powerful of all sea magicks, standing side by side with raise death hulk in potency and magnitude. Through the use of this spell, you are able to draw upon incredible magical energies to raise a vessel clear above the water to become one of the legendary skyships for a short period of time.
This spell may only be cast on a ship of Small size or greater (see hold ship pg. 127 for details on ship size) which gains the ability to fly at its seagoing rate with poor manoeuvrability.
Focus: Ship of small size or larger.
Slapping Hand
Evocation [Force]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One glove of force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Slapping hand creates a hand of Diminutive size (about the size of a normal human hand) that slaps the target you designate. You must succeed at a ranged touch attack to hit your target, at which point the hand delivers a resounding slap to the target that deals 1 point of damage. As a force effect, slap can strike incorporeal creatures without the normal miss chance associated with incorporeality.
Focus: Your hand.
Sleep of Power
Transmutation
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Special (see text)
Saving Throw: None (harmless)
Spell Resistance: None (harmless)
This spell must be cast in the round directly after you have cast another spell with a non-permanent and non-instantaneous duration. At the completion of the spell, you fall into a deep comalike sleep. Your body functions cease and you do not grow older. You are unaware of your surroundings and devoid of your senses. You are considered helpless while under the effects of this spell.
The purpose of this sleep is to extend the duration of the spell cast directly before sleep of power. The first spell lasts as long as you remain in the coma. You set the conditions for when you want to wake up; the first spell then ends. The conditions you set must be clear, although they can be general. If you describe complicated or convoluted conditions, you may miscast the spell and never wake up again. The first spell is empowered by the slow leeching of your own life force (represented by an XP loss).
For example, you cast a prismatic wall, which normally lasts for 10 minutes per caster level. In the following round, you cast sleep of power with the condition to wake up when the seventh wall of the prismatic wall is destroyed. You fall into a coma for days, years or even centuries. When the seventh prismatic wall is destroyed, you wake up. If you are successfully attacked, you wake up, and the associated spell ends immediately.
XP Cost: 1 XP per day you spend in your comalike state. If you fall to 0 XP as a result of this spell, you die, and the associated spell ends. Note that this XP drain is an exception to the rule prohibiting a caster from casting a spell that would reduce his level.
Slow Magic
Abjuration [Temporal]
Level: Sor/Wiz 2
Slow magic is a chronomancer’s version of the dispel magic spell. The spells are identical except where specifically noted. Spells successfully affected by this spell are not dispelled but are instead suppressed for 1d4 + 1 rounds.
Magic items and spells with an instantaneous duration are unaffected by slow magic.
Slow magic can be used as a counterspell but only against spells with a duration other than instantaneous. The countered spell begins to operate normally after 1d4 + 1 rounds.
A suppressed spell can still be detected using detect magic and the time spent suppressed counts against the spell’s duration.
Slow Skin
Abjuration [Temporal]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 round/level (D)
This spell delays the onset of damage. While this spell operates, any damage the caster takes is delayed for a limited number of rounds. The casting level of the spell determines the onset delay.
| Caster Level | Onset Delay |
|---|---|
| 13-16 | 2 rounds |
| 17-20 | 3 rounds |
| 20+ | 4 rounds |
The player should record all damage the character takes in a round as normal but he does not actually remove the hit points until the onset delay has elapsed. Even if the spell is suppressed or dispelled, the damage retains its delay in much the same manner as a fly spell wears off gradually.
This spell only affects hit point damage. This spell normally offers no protection against special effects or ability drain, unless the effect would be negated by damage reduction; if so this spell delays the effect until the duration has elapsed.
Damage is calculated at the time of the attack or effect. Nothing the character does after that time can change the amount of damage he will take when the onset-delay elapses.
Material Component: A flywing dipped in honey.
Smoke Image
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Visual smoke image that cannot extend beyond one 5-ft cube (S)
Duration: Concentration
Saving Throw: None
Spell Resistance: No
This spell shapes existing smoke into any shape, creature or object the spellcaster can visualize. The image is composed entirely of smoke and, if disturbed by any force or action, dissipates back into smoke.
Material Component: Smoke from a pipe or other source, such as a fire.
Solidify Air
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. burst
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Essentially a transmuter’s version of web, this spell works by altering the viscosity of the air around you. Any living creature that tries to move through the area affected by solidify air must make a Strength check against a DC of 20 for each 5 feet of desired movement or be unable to do so. Each attempt at this roll costs 5 feet of movement whether the attempt succeeds or not; a creature can keep making checks as long as it has movement remaining. Physical gestures such as melee attacks or spellcasting are not affected by solidify air, but all physical missile attacks are at –4 to hit and inflict half damage if any part of their flight path carries them through the air. If you wish, you may centre this spell on yourself, but you will be similarly affected if you choose to move.
Song of Farsending
Conjuration
Level: Sor/Wiz 9, Brd 6
Components: V
Casting Time: 1 round
Range: Touch
Target: You or one creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell actually requires a Perform (singing) check to cast due to the complex vocal sounds it draws upon for its effect. The DC for this check is 10 or 15 if cast in combat. The target of this spell, which may be you or any other being you can touch (possibly requiring a melee touch attack in combat), is instantly transported to any place you have been before, even if this requires planar travel. The song transports the target, its familiar if any and up to 10 pounds of non-living equipment per caster level. There is no chance of error with arriving and if a physical obstruction is in the arrival point, the spell moves the target as far as needed in the shortest possible straight line to an unobstructed space.
If the transported target is currently in command of summoned or called creatures, they are all transported with him, appearing within 5 feet of him when they all materialise. This can make the song a very powerful spell in the repertoire of a conjurer.
Song of Serenity
Conjuration (Healing)
Level: Brd 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You channel positive energy through your song, rejuvenating a fatigued target. You must sing for 1 round and touch the target while singing for the spell to take effect. The fatigued subject is immediately rejuvenated. This spell counters touch of fatigue.
Song of the Tempest
Transmutation
Level: Brd 3
Components: V, S, F (optional)
Casting Time: 1 standard action
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The song of the tempest quadruples (4x) the area of effect of your next bardic music effect. This quadrupling stacks normally with any other extending effects; so another doubling increases the area of effect by 5x and so on. It is not possible to stack multiple song of the tempest spells, although this spell does stack with wind borne songs and thunder’s song. The maximum possible range extension using all three songs is 13x the usual area of effect.
The extended range drops as soon as the song of the tempest ends, even if the bard is maintaining his bardic music. If the performance mode that the bard uses requires an instrument, that instrument must be a masterwork tool to use this effect.
Focus: A masterwork instrument
Sorcerer’s Parry
Divination
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
If the caster is struck by a foe’s non-magical attack while this spell is in effect, the caster may expend the spell to avoid any damage. The decision to use the spell must be made before damage is rolled. The spell’s effect ends once it is used.
Material Component: A vial of mercury
Soul Poison
Necromancy
Level: Clr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
Calling upon the seething hatred that is the legacy of the drow’s fall from grace, the caster infects his victim with a psychic poison that erodes their very soul. In order to do this, the caster must touch his victim, as only the intimacy of skin to skin contact can truly allow him to express his exquisite loathing.
The victim of the spell suffers 1d10 points of initial Charisma damage, with another 1d10 points of Charisma damage occurring one minute later. Each instance of damage can be negated with a successful Will save (DC 10 + one half caster level + Charisma modifier).
Sovereign Self
Abjuration [Prime]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour
Saving Throw: None
Spell Resistance: Yes
By imbuing yourself with abjurative energies, you render your body nearly immune to physical harm for the duration of this spell. You gain damage reduction 15/epic, complete invulnerability to normal weapons of any kind, 15 points of energy resistance to all five basic types and you take half damage from all force effects. You cannot be poisoned, diseased or polymorphed while sovereign self is in effect. You do not need to eat, breathe or sleep. Your statistics cannot be affected for good or ill, returning to their base values regardless of their current status. You do not suffer nonlethal damage, nor are you subject to pain effects of any sort. Your wounds do not bleed and you can fight and act freely beyond 0 hit points. At -10 hit points, you cease to be able to physically function and fall prone. If this spell ends while you are at -10 hit points or less, you die.
Sovereign self’s only true weakness is its all-inclusive nature. You cannot benefit from any Transmutation spell effect, including teleport, greater teleport or healing magic of any sort. Any other Abjuration magic, including items made with Abjuration (such as bracers of armour) ceases to function for you during sovereign self’s duration.
There are two spells that will stack with sovereign self despite the limitations listed above. Transformation and your own personally cast mage armour will function on you while this spell is in effect. If transformation is cast on you while you are affected by sovereign self, both spells become linked in duration. Both spells last as long as the sovereign self, and if one is dispelled, both are negated.
Material Component: A vial of blood from the tarrasque or great wyrm dragon of any type.
Sovereign Shield
Abjuration [Prime]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You or creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As shield, but sovereign shield protects in all directions simultaneously. It also absorbs all force descriptor spells and effects directed at you and dissipates them harmlessly, though it does not disrupt force effects already in place. Magic missiles directed at you extend the duration by one minute per magic missile spell, to a maximum of double its original duration.
Sovereign shield also cushions impact damage, reducing by half any damage taken from falling, crushing traps or other massive blunt trauma. The Games Master is the final arbiter on what qualifies for this reduction, but in general it does not include bludgeoning melee or ranged attacks from other creatures, regardless of their size or severity.
Material Component: A single scale from a tarrasque or great wyrm dragon of any type.
Sovereign Strike
Abjuration [Prime]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One weapon or ranged attack spell
Duration: 1 round or next attack
Saving Throw: None
Spell Resistance: Yes
In many ways a form of anti-abjuration, sovereign strike wreathes a single melee weapon, ranged weapon or spell emanation requiring an attack roll with powerful energies, causing it to flare intensely with unchecked magical forces. This aura allows the weapon or emanation to strike true, regardless of protective spells and/or effects that might prevent its success. This single blow hits automatically, is the only attack that can be made that round by the wielder of the target weapon and is automatically a critical if one is possible or effective against the creature struck.
Once the attack hits, its damage and effects are resolved normally and applied to the target, which receives no saving throw against any part of the attack that would normally allow one or any benefit from Abjuration spells and effects upon its person. For the purposes of sovereign strike and the affected attack, the opponent essentially has an unmissible Armour Class and bears no special defences of any kind. Even absolute immunity due to subtype or race is no protection, allowing sovereign strike to inflict fire damage from a flaming burst longsword on a red dragon.
The opponent struck by an attack enhanced through this spell does not actually lose any of its Armour Class or defences; they are just suspended for the attack in question. All other attacks, even those that occur simultaneously with the sovereign strike, interact normally with the creature.
Material Component: A tooth or claw from the tarrasque or great wyrm dragon of any type.
Speak with Familiar
Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This spell acts as speak with animals, except that it may be only used to communicate with his familiar.
Spears of Oblivion
Conjuration [Force]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 25 ft. mobile emanation
Duration: Concentration (up to 1 round/level)
Saving Throw: No
Spell Resistance: Yes
Each person in the area affected by the spell is immediately attacked by 1d3 spears of oblivion. The spears use the caster’s base attack bonus to make ranged touch attacks and receive a competence bonus on each attack roll equal to the caster’s Intelligence modifier. Targets immediately suffer 2d10 hit points of damage for each spear that strikes them. On subsequent rounds, any creature that spends any time in this spell’s area of effect is attacked by 1d3 spears and suffers damage, as noted above, if hit.
Material Components: A miniature, gem-encrusted platinum spear worth at least 1,000 gp.
Spectral Gallows
Conjuration
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30 ft. radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell calls forth invisible tentacles that encircle the necks of creatures in the affected area in an attempt to choke the life from them. Creatures that fail their Reflex save immediately suffer 1d8 hit points of damage per level of the caster (maximum 20d8) and are considered pinned. If attempting to escape or break a pin, assume that the tentacles have grapple check results equal to the caster level +12. The tentacles continue their pins each round, causing 1d3 points of Constitution damage each round as they strangle the life from their targets. The tentacles will attempt to grapple any free opponents in the area each round with the same bonus to grapple attempts, however initial grapple attacks only deal 1d8 points of damage and pin the opponent; in following rounds, however, 1d3 points of Constitution damage will be dealt if the opponent has not broken free.
Undead, constructs and other creatures that have no respiratory system or heads are still constricted by the tentacles and are considered pin until they break free. These creatures suffer only 1d4 hit points of damage per level of the caster when they are initially pinned and an additional 1d4 hit points of constriction damage each round thereafter. When a creature escapes a tentacle’s pin or the duration of the spell ends, releasing the creature, it is considered stunned for one round while it attempts to catch its breath or regain its balance.
Material component: A thin golden chain (value of at least 100 gp) painted black.
Speed Poison
Necromancy
Level: Asn 2, Clr3, Drd 3, Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: 20 ft. burst
Duration: 1 round per level
Saving Throw: Fortitude negates
Spell Resistance: Yes
By means of this spell, the caster causes poisons to become more virulent and more immediately lethal. For the duration of the spell effect, all beings within the radius of effect when the spell is cast are weakened against the effects of poison. Whenever they come under the effects of a poison attack of any sort, they suffer both the initial and secondary damage effect from the poison immediately. The victim must attempt first his save against the initial effect, and then immediately roll to save against the secondary effect. Should the initial effect of the poison reduce the victim’s applicable save, the reduction is applied before the save against the secondary effect is rolled.
A successful Fortitude save negates the effects of the spell, but of course has no effect on the victim’s saves against poison attacks, should he later suffer one.
Material Component: A small vial of spider venom.
Spell Legs
Universal
Level: Asn 4, Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area/Effect: Spell effect already created
Duration: Concentration up to 1 round/ level
Saving Throw: Special, see text
Spell Resistance: Special, see text
You usurp control of a spell with an ongoing effect such as a fog cloud, stinking cloud or darkness spell and can move it at a rate of 20 feet per round as a move action. After casting this spell at the effect in question, you must make a Knowledge (arcana) check with a DC value determined by the level of the caster that created the spell (DC 10 + caster level of effect). If you cast the spell yourself, you automatically succeed. A successful check allows you to direct the movement of the spell effect as a move action. Spell effects that cannot be cast into certain areas or locations cannot be moved into those locations with spell legs.
If the spell is under control of a spell caster already, such as a flaming sphere, you must first make the above check and then make a Concentration check opposed by the Concentration check of the caster presently in control of the spell. If both checks succeed, you wrest control of the spell away from the original caster and can turn the spell against them.
When the spell effect is moved over a target creature, that creature must make any saving throws the spell effect permits to avoid its effects. The saving throw, and spell effects, are those of the originally cast spell. If the creature has spell resistance, a caster level check is made using the original caster’s level.
You cannot usurp control of any spell effect above 3rd level and the original caster can still dismiss any spell that can be dismissed.
Spellbane
Abjuration (Contingent - Varies)
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You or creature touched
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: Yes
As a contingent spell, spellbane requires that the caster have access to the chosen warded school of magic from the same spellcasting class that provides the spellbane spell slot.
The recipient of this spell becomes completely and totally immune to one school of magic and its effects. This protection extends to up to 250 pounds worth of creatures and any equipment (within reason, Games Master’s discretion) in physical contact with the recipient. This immunity cannot be breached in any way by less than divine level effects and spellbane cannot be targeted by any form of dispelling magic. In effect, the body of the recipient is treated as an anti-magical area with respect to the chosen school.
Material Component: An iron needle, a 10 gp gemstone of any sort, and a lead coin.
Sphere of Decay
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Targets: All living creatures within range
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (each round)
Spell Resistance: Yes (each round)
This potent spell affects only living creatures, causing them to whither and crumble, eventually reducing them to dust. On the first round of the duration, all within the area (except you) suffer 1d6 points of damage. The next round, they suffer 2d6 points of damage. The next round deals 3d6, and so on, to a maximum of 10d6 points of damage each round. Characters are allowed a Fortitude save to resist the damage, but they must attempt a new saving throw each round. A saving throw is required of anyone who spends any amount of time in the range of the spell, so that even a character who entered the area and backed out again on the same action would still need to make a save.
The damage progression always starts at 1d6 points of damage. Therefore, even if the spell has been going for 5 rounds, a new target entering into range suffers 1d6 points of damage on his first round, 2d6 the next round, and so on. Exiting and reentering the spell’s range, however, restarts the damage the victim was suffering as if he had not left it does not start over. So, say a character stays in range for 4 rounds, then leaves for 2 rounds. On his first round back in range, he suffers 5d6 points of damage. The spell’s effect moves as you do, since it affects everyone in range of you.
Material Components: A brass statuette of a living creature, worth 100 gp, and a handful of brass dust, worth 50 gp.
Spider Eyes
Transmutation
Level: Asn 1, Sor/Wiz 0
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
The spider’s eyes are cold and merciless. The spider knows no pity and shows no mercy. With the casting of this spell, the caster revels in the cold, predatory nature of the spider. He gains a +2 competence bonus to Intimidate checks, provided he uses the skill in the round immediately following the casting of the spell.
Alternately, when dealing with drow or spider-like beings, the caster can instead apply the +2 competence bonus to a Non-Player Character reaction check.
Material Components: Eight black pebbles.
Spider Gorge
Conjuration (Summoning)
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: 25 ft.
Area: 25 ft. line
Duration: Instantaneous; see text
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
Distending the caster’s jaw to an unnatural degree, he vomits forth a stream of Tiny spiders that engulfs anyone unfortunate enough to be caught in its path, dealing 1d4 points of damage per caster level (maximum 10d4). Those who succeed at a Fortitude save suffer only half damage.
Those who fail their initial save are nauseated for one round and must immediately succeed at a Fortitude save (at the same DC) or suffer 1d4 points of Constitution damage, as hundreds of spider bites take their toll. The spiders disappear as quickly as they appeared, fading away into sparkling motes of greasy light within moments of striking their victims.
Material Component: A handful of live spiders, which must be devoured immediately after speaking the incantation.
Spider Mother
Conjuration (Summoning)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius burst
Target: Living beings
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
When cast, this spell laces the hapless victims’ body with spider’s eggs, which blossom to horrible life if the victim is reduced to an unconscious state. When an affected victim is reduced to 0 hit points or less, his body ruptures at the beginning of the caster’s next action and a monstrous spider crawls forth, attacking his enemies as directed. This spell deals no actual damage to those caught in its burst but lay the groundwork for a terrible birth should they be reduced to 0 hit points or less.
The size of the monstrous spider birthed varies, dependant on the power of the victim, as outlined below:
| Victim's Level/Hit Die | Monstrous Spider Size |
|---|---|
| 1-2 | Tiny |
| 3-4 | Small |
| 5-6 | Medium |
| 7-9 | Large |
| 10-12 | Huge |
| 13-16 | Gargantuan |
| 17-20+ | Colossal |
The birthing of the spider instantly reduces the victim to -10 hit points.
Monstrous spiders created by this spell can be no larger than the size category of the victim when he died, regardless of the victim’s level or Hit Die. However, should a victim’s level or Hit Die indicate that a spider larger than his body can support be created, the magic of the spell instead creates multiple spiders of the largest attainable size, with each step of difference between the size categories of the victim and the spider to be created doubling the number of spiders. So, for example, a 20th level character’s body would normally birth a spider of Colossal size. If the victim were Medium sized, however, the spell would instead create 16 Medium monstrous spiders.
This spell can only be cast upon living creatures, and only if they are above 0 hit points. The eggs implanted by the spider mother are destroyed by the application of any cure spell, remove disease or other, similar spells and spell-like effects.
Material Components: A spider’s egg sac, which must be torn open and hurled towards the intended victims as the spell is cast.
Spider Totem
Transmutation
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You or one creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster, or the target chosen, takes on some of the characteristics of the spider, becoming faster, stronger and more deadly in combat. In essence, you become the spider, a transcendent experience for any drow.
The recipient gains a +2 inherent bonus to Strength, a +6 inherent bonus to Dexterity and a +2 natural armour bonus. In addition, he becomes completely immune to non-magical poisons, gains a +4 inherent bonus to resist magical poisons, a +4 bonus to Initiative checks and the ability to climb along walls and horizontal surfaces as though under the effects of a spider climb spell. Clerics who cast this spell lose the use of most of their spells, but retain the use of their domain spells if they are a spider god or goddess.
For the duration of the spell, the recipient takes on the hideous appearance of a spider, with multiple eyes, chitinous skin that bristles with coarse hair and clawed fingers and toes. This appearance is so revolting that the recipient suffers a -6 penalty to all Non-Player Character reaction checks that do not involve drow or other spider worshipping, or spider-like beings.
Material Components: A live, Tiny spider, which is absorbed into the recipient’s body at the time of casting.
Spirit Song
Evocation [Sonic]
Level: Brd 3, Clr 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: A 20-ft.emanation centred on a creature, object or point in space
Duration: 2 rounds/level (D)
Saving Throw: Special (see text)
Spell Resistance: No
You coax the spirits to manifest their voices in the Prime Material Plane. Their voices are part of the original song of creation and their echo interferes with all spellcasting, supernatural and spell-like abilities as well as creating a distracting rhythm. Every creature trying to cast a spell or use a supernatural or spell-like ability must make a caster check (1d20 + HD or caster level, DC 11 + your caster level) or it will not work. Magic items work normally, as do spells or abilities entering the area but cast or activated outside it. Additionally, every creature inside the area must make a Will save or be distracted by the spirits’ half-whispered words, suffering a –1 morale penalty to attack and damage rolls as well as to skill checks and saving throws. A bard’s countersong ability works against both effects.
Material Component: A small flute, panpipes or ocarina.
Spiritual Bestowment
Transmutation
Level: Brd 3, Clr 3, Rgr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level
Saving Throw: Will/Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You compel a spirit to boost an ability in the target creature. The spirit grants the creature +4 additional points in the ability score the caster designates upon casting. The target can resist a boost to Strength, Dexterity and Constitution with a Fortitude save, and to Wisdom, Intelligence and Charisma with a Will save.
Spray of Needles
Evocation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an area of needles shooting out from the caster’s hands and extending outward in a cone. Creatures within the cone spread of the spray of needles are hit by one of more needles, depending on their size.
| Creature Size | Number of Needles |
|---|---|
| Tiny or smaller | 1d4 |
| Small | 1d6 |
| Medium | 1d8 |
| Large | 2d8 |
| Huge or larger | 3d8 |
Creatures that make their save are hit with half as many needles. Each needle does 1d4 points piercing damage.
Material Component: A needle.
Steal the Thunder
Abjuration [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You can steal other spellcasters’ ability to work magic. You target a spellcaster or a creature with spell-like abilities and, if it fails a Will save, it loses a number of spells equal to 1d6 + your Charisma modifier, starting with the highest level it can cast, going down. If the creature possesses spell-like abilities, this spell can cancel a number of uses equal to 1d6 + your Charisma modifier, starting with the ones with the least uses. Abilities that can be used at will or once per hour or any shorter amount of time are not affected. If a creature possesses both spell slots and spell-like abilities, this spell targets the spell slots first.
Material Component: A quartz crystal worth at least 100 gp.
Steel Satellites
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You surround yourself with a swarm of swirling steel balls. These satellites interfere with physical attacks against you, granting you a +4 deflection bonus to your AC. Alternatively, you can launch them outward from yourself, dealing 1d6 bludgeoning damage per two levels (to a maximum of 5d6) to all targets within 10 feet, who can make a Reflex save for half damage. Using this spell to deal damage ends the spell immediately.
Material Component: A single steel marble.
Steel Voice
Enchantment [Fear, Mind-Affecting]
Level: Brd 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft.+100 ft./level)
Target: 1 target/3 levels
Duration: 5 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
Your voice becomes as hard as steel, carrying with it the promise of death and worse to those who oppose you. Each target must make a Will save or suffer from a negative level for the duration of the spell. This negative level is a fear effect and therefore does not affect beings that are immune to fear.
Each negative level that a target suffers inflicts the following penalties: -1 competence penalty on attack rolls, saving throws, skill checks, ability checks and effective level for determining the power, duration, DC and other details of spells or special abilities). Additionally a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. A being targeted by this spell does not have to roll to get rid of the negative levels. They vanish instantly after the duration of the spell has elapsed.
Stinky Toe
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 12 hours
Saving Throws: Reflex negates
Spell Resistance: Yes
The target of this spell leaves behind footprints of a foul smelling substance that is grey in colour and resembles spoiled gravy. So hideous is the odour of this substance that any creature with half a sense of smell can easily track (DC 5) the target of the spell. Removing one’s boots or shoes or covering one’s feet does not help to prevent the tracks. Treading through swift moving water or riding a mount, however, can help one cover their tracks.
Material Component: A flask of rotten gravy
Stone Spears
Conjuration (Creation) (Earth)
Level: Sor/Wiz 4
Components: S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stalactites and stalagmites that fill an area up to 5 ft. square/level
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: No
This spell causes stone floors and ceilings to erupt with stalactites and stalagmites, which strike with the force of spears and then harden to impede movement. All within the area of effect when the spell is cast suffer 1d4 points of damage per caster level (maximum 10d4), with a Reflex save allowed for half damage.
From that point until the end of the spell’s duration, the area of effect is choked with stalactites and stalagmites, which reduce movement to almost nothing. Creatures can force their way through the hedge of rock in two fashions, either through brute force or by attempting to thread the needles with dextrous movement.
Each 5-foot section of stalactite and stalagmite created by this spell is considered to have a hardness of 8 and 10 hit points. A section whose hit points have been reduced to 0 is considered destroyed and no longer impedes movement. Alternately, with a successful Strength check against DC 20, the creature can simply smash through a 5-foot section of rock; for every 5 points by which a creature succeeds at its skill check, an additional 5-foot section of wall is destroyed.
Like any other stone wall, stone spears can be disintegrated or warped by stone shape or soften earth and stone. Each 5-foot section can also be bypassed with a successful Escape Artist or Dexterity check against DC 20. For every 5 points by which the check succeeds, another 5-foot section may be traversed.
Beings separated by a 5-foot section of stone spears are considered to have cover, while those separated by 15 feet or more are considered to have both cover and concealment.
Material Components: A stone spear tip or arrowhead.
Stream of Unconsciousness
Illusion (Pattern) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels)
Area: Stream
Duration: 1 round/4 levels (see text)
Saving Throw: Will negates
Spell Resistance: Yes
This pattern causes the creatures caught in its area of effect to fall unconscious for a number of rounds depending upon their HD:
c Up to 3: Unconscious for 4d4 rounds.
c 4-6: Unconscious for 2d4 rounds.
c 7-9: Unconscious for 1d4 rounds.
c 10-12: Unconscious for 1 round.
c 13+: No effect
Material Component: Nightshade root.
Strike Barren
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Often seen as merely a petty curse by all spellcasters but the vilest of witches, its effects can be devastating for the subject. By guiding small amounts of negative energy to specific parts of a subject’s body, a skilled and manipulative exercise in itself, you may cause them to become infertile, utterly incapable of producing offspring for the rest of their lives.
The use of remove curse will negate the effects of this spell. This spell has no effect on outsiders or creatures that do not reproduce anyway.
Material Component: The skull of an infant.
Suffocate
Necromancy [Air]
Level: Clr 6, Drd 6, Sor/Wiz 6
As drown, except that you suck the air from the target’s lungs or other respiratory system. In addition to the danger of dying, every round that the target succeeds its Fortitude save, it suffers 1d6 points of nonlethal damage. If it falls unconscious from the nonlethal damage, the spell works as if it had failed a Fortitude save and its hit points drop to 0. Creatures that do not breathe, such as undead and constructs, are completely unaffected. Creatures who breathe water are affected.
Material Component: A gag made of cloth.
Summon Familiar
Conjuration (Calling)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Caster’s familiar
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This is a simple spell that instantly transports the caster’s familiar to him from anywhere within one mile per caster level. The familiar can resist this call, but will not do so under normal circumstances. If the familiar does resist the call, the caster instantly knows why and can release the spell without losing it or spending the spell slot it occupies.
Material component: A piece of fur, a scale or other innocuous part of the familiar to be summoned.
Summon Swarm of Voracious Hell Beetles
Conjuration (Summoning) [Chaotic, Evil]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of voracious hell beetles
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This powerful spell calls into existence a tremendous swarm of voracious hell beetles whose razor-sharp pincers scythe through flesh with ease. This swarm attacks all others within its area. The swarm of beetles originates from the Infernum. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as it best can. The caster has no control over its target or direction of travel. The statistics of the swarm can be found in Appendix I (see pg. 241).
Material Component: A fine powder made from dried ground beetles and powdered brimstone.
Swarm Boil
Conjuration (Summoning)
Level: Clr 4, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: Instantaneous; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes
When cast, this loathsome spell causes immense boils to bubble up from the victim’s skin. These boils erupt nearly instantaneously, spilling forth a swarm of Tiny spiders that live only to serve the caster’s whim.
The victim of the spell suffers 1d6/2 caster levels damage (max 5d6) from the initial eruption of boils and the resultant flood of tiny spiders pouring from his flesh – a Fortitude save is permitted for half damage.
In the round following the eruption, the spiders form a swarm, exactly as with the spell summon swarm. The swarm has a number of Hit Dice equal to the victim’s own and its size and the damage it deals are dependent upon its Hit Dice, as outlined in the swarm subtype description (SRD). The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell’s duration, the swarm disappears.
Material Components: A bag containing both a score or more of dead spiders and a small vial filled with liquid taken from lanced boils.
Swarming Missiles
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft. per level)
Targets: Up to 10 creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A swarm of magical missiles explodes from your hand, twisting and spiralling as it seeks out its target. You launch 1 missile per two caster levels (maximum 10 missiles), and each missile deals 1d4+1 points of damage. The missiles strike unerringly and dart around living beings and inanimate objects to strike their intended target. Creatures with total cover or total concealment cannot be targeted with this spell.
Should you wish, you can fire the magical missile at separate targets, or all at the same target, splitting them in any fashion you choose. You must designate targets before rolling damage, or checking for spell resistance.
Switch Fate
Transmutation [Temporal]
Level: Sor/Wiz 2
Component: S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Using a melee touch attack, the caster of this spell can steal the target’s initiative. If the spell is successful, the chronomancer and the creature he targets switch initiatives.
For example, if a chronomancer with initiative 14 casts switch fate and successfully touched an orc with initiative 22, they would switch initiative scores. In the following round, the chronomancer would go on initiative 22 and the orc would go on initiative 14. In essence, the chronomancer has stolen time from the orc.
Switch Outfits
Transmutation [Teleportation]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F (see text)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or two creatures wearing clothing (see text)
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The caster can choose to switch his own clothing with another set of clothing that he can see and that is within range, whether it is hanging in a closet, strewn on the floor or worn by another. He may also use it to exchange the clothing worn by two other individuals within range. If a target is unaware of the spell or is resisting, he receives a Will saving throw. If he succeeds, the spell fails. If the caster is attempting to exchange the clothing of two other individuals, the spell fails if either individual succeeds at his Will save.
All worn items are exchanged, including cloaks, rings, backpacks, sheathed weapons and so on. Drawn weapons are not exchanged, nor are magic items. Non-magical armour can also be exchanged or quickly donned using this spell. The GM should adjudicate the consequences for switching items that are the wrong size: armour that is too small will fall off and be useless; clothing that is too large will hinder movement and provide a Dexterity penalty; rings that are the wrong size may break, fall off or cause discomfort, and so on. Physical damage is never taken due to exchanged items being the wrong size.
Focus: The exchanged clothing.
Sword Curse
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One opponent/3 caster levels
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
When the target of this spell attempts to attack a target, there is an equal chance he directs his strike at any eligible target.
For example, an orc archer under the effect of sword curse decides to fire an arrow at a human wizard. There are eight other targets in the area: five orc warriors and three adventurers.
The orc directs his shot at a randomly chosen target among the orcs and adventurers. The victim of this spell is under no compulsion to attack. He can simply choose other actions for its duration. Attackers with multiple attacks choose a random target for each one. Spellcasters suffer a similar effect. They have an equal chance of centring an area of effect spell on a different target. If such a spell is targeted against a point in space, include that as one of the caster’s possible targets when resolving this spell. If a spell has more than one target, such as magic missile, randomly determine a target for each portion of the spell. The victim of this spell does not realize its effects until he makes an attack or casts a spell.
Focus: A miniature sword the caster uses to cut his thumb.
Symbol of Grief
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft., see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like symbol of death, save that all creatures who come within 60 feet of the symbol of grief instead become stricken with grief, suffering a -4 morale penalty to attack and damage rolls, to ability and skill checks and to saving throws, for a number of rounds equal to the caster’s level. Unlike the symbol of death spell, there is no Hit Point limit; once triggered, it simply remains active for 10 minutes per caster level.
Magic traps such as symbol of grief are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to find a symbol of grief and the Disable Device skill to thwart it. The DC in each case is 25 + spell level, or 33 for a symbol of grief.
Material Components: Mercury and phosphorous, plus powered black diamond and ruby worth at least 5,000 gp in value. All components are consumed in the casting of the spell.
Symbol of Hate
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft., see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of hate instead become overwhelmed with hate, turning on the closest creature (friend or foe) and attacking ferociously with intent to kill for a number of rounds equal to the caster level of the symbol.
Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of hate simply remains active for 10 minutes per level of the caster.
Magic traps such as a symbol of hate are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to find a symbol of hate and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of hate.
Material Components: Mercury and phosphorous, plus powdered garnet and ruby worth at least 2,000 gp.
Symbol of Lust
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft., see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of lust instead become overwhelmed with lust, consumed with carnal urges and an undeniable need to act upon them. Individuals affected by the symbol of lust can still defend themselves if directly attacked, but suffer a –4 penalty to all attack rolls, damage rolls, ability checks, skill checks and saving throws, as they are far too distracted to fight effectively. Individuals affected by the symbol who are not directly attacked must make a Will saving throw (at the same DC as the symbol) to engage in combat. Otherwise, they will seek to fulfil the urges the symbol has given them.
Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of lust simply remains active for 10 minutes per level of the caster.
Magic traps such as a symbol of lust are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to find a symbol of lust and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of lust.
Material Components: Mercury and phosphorous, plus powdered diamond and sapphire worth at least 2,500 gp.
Taboo
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: One living creature
Duration: 1 day/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
A taboo enforces a simple prohibition on a creature, forcing it to not take a specific action. The instruction must be one sentence of 10 words or less, and it may only forbid an action. It must be physically possible for the target to obey this command — ‘Don’t live’ will not work, but ‘Don’t stand on this cliff’ might force a creature into a life-threatening situation as it tries to climb down.
If the creature attempts to disobey a taboo, it suffers extreme pain. It must make a Fortitude save (DC 20 + caster level) or be stunned for 1d6 rounds. A stunned creature cannot take actions, drops anything it is holding and loses any positive Dexterity modifier to AC. Attackers gain a +2 bonus to their attack rolls against a stunned creature. If the creature’s Fortitude bonus is high enough that a roll of 20 will succeed at the save to avoid being stunned, the creature may ‘take 20’ to slowly accomplish the forbidden action.
Remove curse ends the taboo only if its caster level is at least two higher than your caster level. Break enchantment and dispel magic do not end the taboo, although limited wish, miracle and wish do.
Telepathic Assault
Divination [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
One of the only offensive spells of the Divination school, telepathic assault functions much like mindshriek, in that it divines thousands of different things in a single moment and forces this cacophony of information into the mind of the target creature. Telepathic assault deals 5d6 points of nonlethal damage and 5d6 points of mental damage as it overwhelms the mind and psyche (treat as lethal damage of no particular subtype). A Will save negates the lethal damage but not the nonlethal.
Targets immune to mind-affecting spells or under the effects of mind blank are unaffected by this spell. A ring of mind shielding or similar magic negates the lethal damage automatically and allows a Will save to negate the nonlethal damage.
Teleportive Burst
Transmutation
Level: Sor/Wiz 7
Components: V
Casting Time: 1 round
Range: 30 feet
Area: 30 ft. burst centred on you
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes
You and every affected creature within the 30 foot burst invoked by this spell are instantly teleported to locations of your choosing within the spell’s area of effect. No target can be put somewhere without a solid surface to stand on, no target can end up in the air unless they were flying at the time of casting and no part of any target can transect a solid object or another target.
Upon reappearing, all targets are in the same position they began in and if targets are flying, they must make Reflex saving throws to avoid crashing if they appear within 5 feet of a solid object in their flight path. Targets appearing in the area of effect of active spells or traps will immediate suffer the consequences but are also allowed all appropriate saving throws.
Combat conditions immediately apply, such as flanking or possible sneak attack positions, but the movement caused by this spell does not cause attacks of opportunity for any of the targets affected.
Tempest
Evocation
Level: Drd 7, Clr 7, Sor/Wis 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One ship
Duration: See text
Saving Throw: None
Spell Resistance: No
Once the tempest spell is cast, the targeted vessel begins to shiver and the sea around it begins to boil. A sudden, incredibly localised storm materialises above it and lightning begins to flash. Tiny waterspouts leap from sea to sky. 1d4+1 rounds after the spell is cast, a massive waterspout explodes beneath the ship and carries it off. The ship crashes on a shore within 5d100 miles of a point selected by the caster.
It sustains 1d6 points of structural damage per level of the caster (maximum 20d6). A captain can make a Profession (sailor) check in place of a saving throw to reduce this damage by one-half.
Tempest can be dispelled at any point before the waterspout erupts.
Material Component: A pearl worth 100 gp, and a staff.
Temporal Abstraction
Transmutation [Temporal]
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 5 rounds
Range: Personal
Target: You
Duration: Instantaneous
This spell concentrates time; releasing it in a single burst in the round the chronomancer finishes casting the spell. Following the completion of this spell, the chronomancer receives his normal action for that round (plus any additional actions the character may be receiving from haste spells and so on). In addition, the chronomancer receives 2 bonus standard actions that he may use either before, or after, his normal actions that round.
Material Component: A small glass prism.
XP Cost: 250 XP.
Temporal Disjunction
Illusion (Phantasm) [Temporal]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Temporal disjunction causes the subject’s own perceptions to lag moments behind actual events. The creature suffers a -2 penalty to his Armour Class, attack rolls and saving throws, is considered to be flat-footed at all times and suffers a 20% miss chance on all his attacks. Targeted spells suffer a 50% chance of failure but area effect spells can be cast normally.
This spell may be removed with a successful dispel magic or remove curse but it is otherwise permanent. As a side effect, the creature will always be moments late. There is no way to adjust for the lag in this spell as it fluctuates randomly.
Material Component: A sealed glass vial containing a mixture of belladonna and hemlock in oil.
Tendrils of Destruction
Conjuration (Summoning) [Evil]
Level: Sor/Wiz 9
Components: V, S, M
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: Four 15 ft. long tendrils extending from 10-ft. diameter portal to the Negative Energy Plane
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
Tendrils of destruction creates a portal in the ground or floor with a 10-foot diameter. Anyone standing in this area must make a Reflex save or fall in and immediately suffer the effects outlined below. Four shadow tentacles spring out from the portal and attempt to grapple the caster’s enemies and drag them through the portal. Each tentacle is 15 feet long (Huge) and saves as the caster. It has AC 22, 2 hit points/caster level, an attack bonus of +1 per caster level and a Strength score of 23 (+6 bonus).
Each round that a tentacle is not grappling someone, it will do so and attempt to drag the victim through the portal. Once someone has been dragged into the portal, a tentacle will hold the victim there until he is dead or the spell has ended. These are normal grapple attacks, save that they do no allow attacks of opportunity from opponents. They cause 1d6+6 points of damage per round that the grapple is maintained. Once grappled, a target will be drawn toward the portal at the rate of 10 feet per round. The target may attempt to break the grapple in the normal fashion.
Anyone dragged into the portal must make a Fortitude save each round or gain two negative levels. The portal closes when the spell’s duration expires or when all four tentacles are destroyed. When the portal closes, anyone trapped in the pit is considered slain unless he can cast plane shift or similar planar travel spells. If this is not done, such victims may only be brought back through the use of a wish or similar spell.
Material Components: A black pearl worth at least 500 gp.
Tether
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2, Rng 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Conjures a rope
Duration: 10 minutes/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Tether conjures a sturdy rope 50 feet in length, which shoots out of the caster’s outstretched hand.
By making a ranged touch attack, the caster can attempt to lasso a target. The target is permitted a Reflex save to avoid being caught, and the caster must make a Use Rope check (DC 10) to successfully tie the knot. This spell may also be used to provide a handy rope for swinging on.
Thief Soul
Necromancy
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
This spell requires the skull of a deceased rogue from which the dead creature’s skills are pried. When the spell is cast, the skull is destroyed and the caster gains the skills the character possessed in life, though not the ability scores. To determine the level of the skull found by the caster (assuming a trip to the local graveyard), roll 1d6+5. Use the skills for a Non-Player Character rogue of the appropriate level as found in the SRD to determine what skills the caster gains by casting this spell.
Material component: The skull of a deceased rogue.
Thievesbane
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube/level (S)
Duration: 2 hours/level (D), see text
Saving Throw: None
Spell Resistance: No
Thievesbane creates a warded area in which footfalls, echo and the slightest motion create a visible shimmer and audible creaking. Within the warded area, all Listen and Spot checks get a +2 circumstance bonus and any creature passing through the area leaves behind a faint trail that grants a +2 bonus on Search or Survival checks to locate or follow its tracks. This effect persists for 2 hours after the creature leaves the warded area or until the spell expires, whichever comes first.
The skill bonuses this spell provides increases by +1 for every three caster levels above 5th, to a maximum of +5 at level 14.
Material Component: A handful of nutshells or dry leaves.
Thin Blood
Necromancy
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: One hour
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a successful melee touch attack, the target of this spell suffers a wave of weakness as the energy of their body becomes diluted and undirected. The creature suffers 1 point of ability damage to each physical ability and drops to the bottom of the initiative order in the following round. The spell also impairs the target’s ability to resist damage, providing all successful attacks with a +1 circumstance bonus to damage.
Thoughtbane
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: Yes
The protected creature is protected from mind reading, detect thoughts spells and any form of psionic or mental attack. This defence is not absolute, but it does allow the recipient to make a Will saving throw against any attempted intrusion, even if the mental effect does not normally allow one. Success negates the attempted contact or attack. This consumes the thoughtbane if the effect negated was actually psionic or did not normally allow a Will save.
Material Component: A 10 gold piece value amethyst and an infusion of willow bark.
Thousand Feet
Illusion (Shadow)
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: 20 ft. radius spread
Duration: 1 minute/level
Saving Throw: Will disbelief
Spell Resistance: No
Thousand feet is all but useless to a spellcaster of the surface world but in the Underdeep, it can mean the difference between life and death. When cast, thousand feet creates a drumming impact on the ground in a 20-foot radius around the caster. This has no effect on most people, who will only hear what sounds like dozens of running and jumping footsteps. To a creature that navigates and hunts by tremorsense, however, it renders the caster effectively invisible, as the creature cannot distinguish between the caster’s footsteps and those created by the spell. The caster and anyone else within the area of effect of thousand feet are treated as having total concealment from any creature that relies on tremorsense.
Thrall’s Understanding
Enchantment
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close
Target: Your charmed creature
Duration: Varies (D)
Saving Throw: None
Spell Resistance: Yes
Thrall’s understanding must be cast on the caster’s next action after he successfully affects a target with an Enchantment (Charm) spell. The target creature is then considered to have a common language with the caster, even if it does not normally have a language or communicates in a way the caster could not (such as telepathy). The caster does not gain the ability to actually communicate in this language with any being except the charmed target. However, the target instantly understands any command or information the caster wishes to impart. This spell even allows the target to grasp concepts normally beyond its intelligence. A final advantage of this spell is that, because of the additional bond with the target, the duration of the original charm effect is determined as if cast one level higher.
Focus: An ornate gold disc with the word for ‘understanding’ etched into it in every language the caster knows. This disc costs 200 gp plus 20 gold for every engraved language.
Threshold of Unlife
Necromancy
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 30 minutes
Range: 100 ft.
Area: 20 5 ft. squares (must be adjacent)
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes
By outlining an area to be affected with chalk and ashes from a burnt corpse, you can greatly increase the ambient negative energy present in your surroundings. The effectiveness of all healing spells within this area is halved, whilst one-half increases all damage dealt, from any source. Normal healing by rest is not possible within the area, nor will spellcasters be able to rest for the preparation of their spells.
Ordinary light still enters the area affected but becomes dim and indistinct. Those inside the area gain a concealment miss chance of 10% when attacked by ranged weapons from outside. Undead creatures that normally suffer in daylight, such as spectres and vampires, will face no ill effects whilst inside the area. All undead creatures will automatically regenerate one hit point per round whilst inside the spell’s area of effect.
Material Component: White chalk mixed with ash from a cremation.
Thunder’s Song
Transmutation
Level: Brd 5
Components: V, S, F (optional)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
The thunder’s song octuples (8x) the area of effect of your next bardic music effect. This octupling stacks normally with any other extending effect; so another doubling increases the area of effect by 9x and so on. It is not possible to stack multiple thunder’s song spells, although this spell does stack with wind borne songs and song of the tempest. The maximum possible range extension using all three songs is 13x the usual area of effect.
The extended range drops as soon as thunder’s song ends, even if the bard is maintaining his bardic music.
Focus: If the performance mode that the bard uses requires an instrument, that instrument must be a masterwork tool to use this effect.
Time to Act
Transmutation [Temporal]
Level: Sor/Wiz 4, Brd 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Time to act gives you the time to perform a single complex skill check. The skill check must be an actual action, you must have at least one rank in the skill and all necessary equipment must be on your person and ready to use. Skill checks that require extensive time or bulk materials, like Craft skills, cannot be used with this spell. The skill check cannot be a reaction to outside actions or the actions of others.
During the action, you cannot move from your current position but you can perform any other physical aspects of the skill use. You cannot make use of any spell, supernatural or even extraordinary ability-related skill check. You could, for example, use this spell to disable a trap you are kneeling next to or pick a lock. You could not use it to Read Lips, Balance, Jump or Tumble. You cannot even Hide unless already in a suitable place to do so.
While you perform the skill use, the world appears to stop about you. It could even be a Search check as long as the search does not require you to move. To others, you seem to blur and then the action is complete.
Time to Pause
Transmutation [Temporal]
Level: Sor / Wiz 6, Brd 5
This spell is the same as time to act except it gives the caster sufficient time to take 10 on his check. He can still only make one skill check and the caster must still abide by all the restrictions of the lesser spell.
Timesight
Divination [Temporal]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Person, object or place touched
Duration: 1 round/hour viewed (D)
Saving Throw: Will negates
Spell Resistance: Yes
By casting timesight, the caster attempts to read the past or future of an object, person or place touched, to a maximum of one day per caster level. Immediately upon casting the spell, the caster must make a Concentration check (DC 20) or lose the spell due to the chaotic, incomprehensible images that flood his mind. If this occurs, nothing useful is gained and the spell has no further effect. Unwilling sentient creatures, objects or places may make a Will save to negate this spell’s effects.
If the Concentration check succeeds, the caster states an amount of time and can look either backwards or forwards (not both) along the flow of time for the subject. Seeing the past is easier and the images gained are clear and occur as if the caster were present for the events that transpired. However, nothing in the past can interact with him and vice-versa. This spell does not grant visual abilities the caster does not normally possess and spells that grant augmented vision, such as darkvision, are rendered inoperable for the duration of the timesight.
Attempting to see the future is far more complicated and requires a Concentration check each hour (DC 20 +5 for each hour past the first). Failing a Concentration check ends the spell immediately but the caster retains memory of anything seen up to that point. Images of the future are not as clear as those of the past and the reason for this disparity is a topic of much debate among those who know this spell and its effects. Ultimately, the Games Master is the final arbiter of what can be seen with this version of the spell.
Focus: An hourglass or pocket watch worth 1,000 gp.
Torpor
Evocation [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
An icy blue ray fires from your open palm. You must succeed at a ranged touch attack to strike your target. The struck target suffers a -1d3 penalty to Dexterity, with an additional -1 per 2 caster levels (maximum additional penalty of -5). The subject’s Dexterity cannot drop below 1.
Torment of Loss
Enchantment [Hanging]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Your charmed creature
Duration: Permanent (D)
Saving Throw: None (see text)
Spell Resistance: Yes
This spell can be cast on any creature (with fewer Hit Dice than the caster) currently affected by one of the caster’s Enchantment (Charm) spells. There is no save against this spell initially. Torment of loss has no further effect until the charm spell ends on the target creature. If torment of loss is still in effect, it then activates. The target creature becomes filled with terrible regret and depression over the loss of its bond with the caster. These dark feelings can overwhelm the subject; if it fails a Will save, it dies immediately from the emotional shock. A successful save leaves the target shaken (–2 morale penalty to attack rolls, weapon damage and saving throws) for one hour. It then fully overcomes the effect.
Material Component: One of the caster’s tears (a pearl of at least 100 gp value can be substituted by casters without the ability to cry) and a vial of any sort of poison.
Touch of the Artisan
Divination
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Varies
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell opens the recipient’s mind to an incredible amount of information about the crafting arts. The caster must choose a focus for this spell when he casts it, choosing from any Craft skill available in the campaign world.
Once cast, the recipient gains a +25 competence bonus for the purposes of the chosen Craft. This bonus lasts as long as it takes for the recipient to create a single item and its masterwork element, if applicable.
While working on this item (which can be as simple as a poem or as complex as a suit of full plate), the recipient must work at least eight hours a day and do nothing more than rest and converse for the remainder of each day. Any significant interruption ends the spell immediately and has a 50% chance of ruining the item. The subject must begin work on the item the same day this spell is cast or it ends with no further effect.
Material Component: A masterwork set of tools for the chosen Craft.
Touch of the Divine
Divination
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
This spell is a dangerous divination at best but its effect is often well worth the risk. It grants the caster a sudden, intuitive knowledge of the essence and true name of a chosen god. This can be any deity the caster knows of and does not need to be of a compatible alignment. The deity is instantly aware of this intrusion and may choose to take offence (usually in the form of a planar being of appropriate type appearing after the spell ends). This offence is best left to the individual Games Master to adjudicate specifically but suffice to say touch of the divine should never be cast lightly.
Once cast, the knowledge gained by this spell grants the caster the ability to ‘trade out’ spells for any spell from any of the deity’s domains of the same level, similar to the cleric’s Spontaneous Casting ability. Each time this is done, the caster must make a Concentration check (DC 30) or touch of the divine ends immediately after the traded spell is cast.
The knowledge of the deity’s true name is a subtle and intuitive one. It cannot be imparted through any form of communication and cannot be put to any other use. Once the spell ends, the knowledge disappears completely.
Focus: A holy symbol of the chosen deity that has been used to cast at least one 3rd level divine spell.
Touch of the Healer
Divination
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 day
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Mending torn flesh and setting broken bones magically is the unquestioned province of clerics, bards and druids, but the mundane skills required to do so can be learned by anyone. Touch of the healer grants the recipient temporary mastery of the healing arts.
Once cast, touch of the healer allows the subject to automatically stabilise dying creatures as if he had made a successful Heal check. By taking a full-round action while in contact with an injured target, the recipient can restore 1d4+1 hit points through incredibly expert medical attention. This healing can only benefit a target once per day but it can affect as many different targets as the caster desires during the spell’s duration.
If the subject of the spell possesses one or more ranks in Heal, he gains the ability to automatically accomplish anything that skill can achieve as a full-round action (unless the chosen type of treatment takes longer, in which case the time required increases to one hour). Any required skill check is automatically successful.
Focus: A masterwork healer’s kit.
Touch of the Merchant
Divination
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A simple but incredible useful divination, touch of the merchant allows the recipient to know the approximate value of any item he handles. This ‘value’ is an approximation (+/-10% of the true value) and does not take speciality markets into account unless the recipient is aware of them.
Focus: A gold coin blessed by a priest of any god concerned with merchants, business, wealth or finance.
Touch of the Mystic
Divination
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell brings the recipient in tune with magical energies and the flow of power that exists in the world around him. While this spell is in effect, the recipient can freely use detect magic and identify, though only one of these powers can be in effect in any given round. A subject under the effects of this spell will also know immediately when a new source of magic (an active spell or magic item, for example) comes within 30 feet. This makes the recipient difficult to surprise by anyone carrying or casting magic nearby and may spoil sneak attacks at the Games Master’s discretion.
If the recipient can make physical contact with a target, he learns of any spell-like or supernatural abilities it possesses at a rate of one per round, in the same manner as an identify spell. Magical traps can be discerned and contact while under this spell’s effects does not set off such traps. Once identified this way, the recipient gains a +5 insight bonus to Disable Device checks regarding that trap.
Focus: A wand, staff or other charged device with detect magic as one of its abilities. The device loses a single charge when touch of the mystic is cast.
Touch of the Sage
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
When cast, the caster chooses either a specific Knowledge skill or Spellcraft and gains the ability to use that skill with uncanny accuracy for the duration of the spell. The caster immediately gains +10 competence bonus with the chosen skill. Any check the recipient could now ‘take 10’ on and succeed at can be done as a free action once per round. This spell allows the recipient to retry a failed skill check with the chosen skill once. If this second try does not succeed, the spell immediately ends.
Focus: A one-inch square of fine parchment with a drop of blood from any creature with 10 or more ranks in the chosen skill.
Touch of the Scoundrel
Divination
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
By focusing the divinatory arts on the skills of criminals, the caster imparts a basic understanding of how to perform them upon the recipient. While this is no replacement for a true practitioner of the shadowy arts, it can allow the recipient to perform in a crisis or act stealthily when the need arises.
The recipient gains a +5 competence bonus in Disable Device, Hide, Move Silently, Open Lock, Search and Sleight of Hand for the duration of the spell. In addition, while this spell is in effect, the recipient is considered a rogue for purposes of trap detection and disarming.
Focus: A set of masterwork thieves’ tools.
Touch of the Soldier
Divination
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
The mark of a true fighter is his expert and specialised skill with his weapon of choice. That same level of singular dedication is the focus of this spell. The caster gains an amazing amount of skill and expertise in the use of a single weapon designated at the time of the casting. While wielding that weapon, the recipient is nearly as good as a specialised fighter of the same level.
The character gains the Martial Weapon Proficiency, Weapon Finesse (if applicable) and Weapon Focus feats with the chosen weapon. In addition, the recipient gains the base attack bonus of a fighter of his character level. This increase is not compatible with other spells that affect base attack bonus or give a bonus to attack rolls (transformation, for example) and the spell ends if the target is affected by one of these spells.
This spell also grants the recipient the ability to wield the chosen weapon with truly unnatural skill for a brief amount of time. The subject of the spell may choose, at the beginning of his action, to consume the remaining duration of the spell in order to gain the effects of a true strike spell on every attack he makes that round.
Focus: Masterwork weapon of the selected type.
Touch of the Torturer
Divination
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Much like touch of the healer, this spell imparts an in-depth knowledge of the medical arts. Unlike that spell, however, the target learns only what happens when this knowledge is used to harm instead of heal. Pressure points, painful joint locks and bleeding wounds become terrifyingly easy for the recipient to invoke, as his mind is focused on the task of pain and anguish.
Any weapon wielded by the target gains the wounding special ability while this spell is in effect. In addition, the target gains the Sneak Attack and Crippling Strike class features, as if he were a 10th level rogue.
If the diviner uses this knowledge as part of interrogation, the target must make Willpower saves against the spell’s DC each minute to resist such expert ministrations. The caster never runs the risk of inadvertently knocking out or killing targets during this questioning. Using the spell for this purpose is an evil act.
Focus: A used piece of torturing equipment.
Touch of Transference
Abjuration
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Special, see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell allows you to grant any or all of the Abjuration spells currently operating on your person to another creature by touch. This must be a melee touch attack if done in combat, but is otherwise considered automatic if circumstances allow. The touch cannot transfer any spell of higher than 6th level, does not circumvent the rules for stacking spells and cannot transfer a spell to an invalid target. (Note that for the purposes of this spell, an Abjuration spell with a Target of ‘You’ does not invalidate transferral.) The exchange happens instantaneously upon touch, with the target creature gaining the desired spells with the balance of their duration and effects.
If a transferred Abjuration spell has an ablative nature, like protection from energy or stoneskin, this spell does not refresh its values for the new target. Once transferred, the Abjuration spells in question cannot be transferred again, nor can they be dismissed by the recipient or the caster any longer.
Toxic Caress
Transmutation (Focused)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 swift action
Range: Touch
Target: Large or smaller creature touched
Duration: 1 round/4 levels, also see text
Saving Throw: None, Fortitude for poison (see text)
Spell Resistance: Yes
Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.
A target creature successfully affected by toxic caress is considered poisoned by whatever toxin is used during the casting of this spell (see material component below). The initial touch does not offer a save, but the poison does. The magic of this spell causes the poison to have its secondary effect in one round, regardless of the poison’s usual onset time. The DC for these two saving throws is this spell’s normal saving throw (factoring in all applicable feats and abilities) or the DC of the poison, whichever is higher. Unlike most poisoned attacks, the damage from the unarmed attack that delivers this venom does not need to penetrate damage reduction to be effective.
Material Component: A single dose of any poison. The toxic caress will deal this poison as its effect.
Treasure Hunter Ward
Transmutation [Teleportation]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Area: One 10-foot cube/level (S)
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The caster creates a powerful protective ward throughout an area. If anyone enters the ward other than the caster or those named by the caster at the time of casting, this spell teleports the intruders to a specific location designated at the time of casting, with none of their equipment. The equipment remains in the ward, although intelligent magic items are immune and do travel with the wielder, if they so choose.
Material Component: Gold dust worth at least 1,000 gp
Trigger Trap
Abjuration
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Area: 30 ft. radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell sets off any traps within its radius while allowing the spellcasters to stand safely at a distance. The trap must have a material trigger of some kind, either sound, movement or pressure for the spell to work. This spell does not disable the trap but merely causes it to activate. Continuous traps, such as zones of effect or magically altered fountains, are not affected by this spell. A trap with multiple charges only loses one charge. If the trap has a non-visual effect or requires a target, the spellcaster will not know if the spell worked.
Material Component: A twig of wood wrapped in coarse twine.
True Bane
Abjuration
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 round
Range: Varies
Target: Varies
Duration: Varies
Saving Throw: Varies
Spell Resistance: Varies
The highest form of the bane spells, true bane can duplicate the effects of 9 levels of lesser bane spells chosen at the time of its casting. These nine levels can be divided up in any way among the eight bane spells and all nine need not be used. All DCs or level dependent variables of the duplicate spells use the level of true bane instead. This spell is a special exception to the number of spells that can be cast in a single round, as the multiple banes generated only count as a single spell.
For example, a wizard could cast true bane and generate the effects of bloodbane and two different weaponbanes (against slashing and piercing weapons respectively). All of these effects occur as soon as the true bane’s casting time ends. The duration for each effect equals the duration of the duplicated spell.
The spells that true bane can duplicate are: bloodbane, creaturebane, deathbane, sensebane, spellbane, thievesbane, thoughtbane, weaponbane and wizardbane.
Focus: A spellbook valued at 2,000 gp in materials value, containing a complete set of the nine bane spells. Each one must be penned in ink made from your blood. Thus, these foci cannot be used by anyone but you.
True Sharing
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and your Familiar
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When this spell is cast, the bond between a caster and her familiar is greatly intensified. This increased bond allows the caster and the familiar to share each other’s feats, skills and some special qualities as if they were truly the same being. For this true sharing to work, the familiar must remain in contact with the caster throughout the duration. Any loss of contact ends the spell instantly.
Shared skills only share skill ranks, not ability bonuses, and these ranks do not stack with ranks possessed by the other. Feats never stack, even if they would. Special qualities are only shared if the quality is not dependent on a physical trait. For example, a viper has the special quality of poison, but this would not be shared because the quality is based on having poison glands, which the caster likely does not possess.
An exception is the familiar ability of Improved Evasion. During the duration of this spell, the caster and the familiar both have Evasion instead. If the caster or familiar should die while under the effects of this spell, the other must immediately make a Fortitude Save (DC 20) or also perish from the shock of loss.
Tune Cooties
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This insipid spell puts a song in the affected creature’s head that it just cannot seem to shake. Whatever the creature does or thinks, the song’s chorus repeatedly loops in its thoughts. This small dose of madness tends to distract the creature at the worst possible moments, conferring upon it a –1 morale penalty to its first action (attack, skill check or saving throw) each round. If the affected character is a spellcaster, he must make a Concentration check (DC 10 + bard’s Cha modifier) each time he wants to cast a spell for the duration of tune cooties. If he fails the roll, then his spell is lost.
Tuning
Conjuration (creation)
Level: Brd 0, Clr 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Effect: Creates a tuning fork
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell conjures a tuning fork tuned to the frequency of the plane the caster is currently on, for use with the plane shift spell.
Focus: An instrument of some sort, used to produce the correct resonance.
Tunnel Vision
Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell resistance: No
Subjects of this spell cannot see with their peripheral vision. This causes them to lose their Dexterity bonus (if any) against anyone who is gaining a flanking bonus against them.
Twist Speech
Enchantment (Compulsion)
Level: Brd 3, Sor/Wiz 3
Components: V, M, F
Casting Time: 1 round
Range: Line of sight
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
With this spell, you can permanently change the primary language of your target or forever destroy their understanding of a single word of your choice. Twist speech can be used on any creature of at least human intelligence that uses, or at least understands, one or more languages.
When used to change the victim’s primary language, the spell rearranges the pathways of their mind, causing them to forget their primary languages (usually common and racial tongues, if any) in favour of another language of your choice. The new language is considered to be their primary language; they are as fluent in it as they were in the replaced language and can read and write if they were literate in the original tongue. The language the victim learns must be one that you speak fluently and it must be selected at the time of casting. The original language is completely and absolutely erased from their mind and they can only relearn it after careful study (and expenditure of skill points) or if they are cured via a greater restoration, limited wish, miracle or wish.
When used to destroy a word, the spell completely removes the victim’s comprehension, their very conception, of one word of your choice. Regardless of the language used, the victim cannot understand the word, or even discern the meaning behind it, hearing instead disconcerting, vaguely sinister gibberish. The word chosen must be one that expresses a strong emotion or concept, such as love. Though the unfortunate victim cannot even conceive of the destroyed word, he can still feel associated emotions and sensations; so a victim whose conception of the word hunger has been destroyed still feels hunger pangs, though he will not recognise them for what they are. A victim can only suffer from one destroyed word at a time; if the spell is cast upon his again, it has no effect. Only a greater restoration, limited wish, miracle or wish can reverse the effects of twist speech.
Against creatures of the outsider type, particularly those monsters known as fiends, twist speech is especially dangerous. If you somehow discover the beast’s true name and then destroy the fiend’s memory of it, the effects are catastrophic. If its true name is destroyed on the Prime Material Plane, the fiend is instantly and irrevocably banished; it is unable to return to the Prime Material Plane until the memory of its true name is restored to it by a miracle or wish spell. If its true name is destroyed on its home plane, the fiend is permanently destroyed, its essence scattered so thoroughly that only a fiend of godlike power, or a true god, can restore it.
Material Component: A sheet of parchment or paper, upon which must be written either a full page of text in the language to be forced upon the victim, or one hundred repetitions of the word to be erased from the victim’s memory. In addition, if the caster is not a sorcerer, he must have the preserved tongue of a member of the victim’s species to serve as a focus.
