Spell Descriptions (U-Z)

Renegade Wizard's Spellbook

Renegade

Author Mark Gedak
Publisher Mongoose Publishing
Publish date 2005
OGL Section 15 rws

The material below is designated as Open Game Content.

Umbral Aura

Illusion (Shadow)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Touched willing creature
Duration: 1 hour/level or until destroyed (D)
Saving Throw: None
Spell Resistance: No

Shadow energies wreathe the subject of this spell in a protective aura that stretches one foot from the subject’s body. This protective aura grants the subject the following benefits:

c While under the affects of an umbral aura, the subject of the spell acts as if he has cover (due to the quasi-real nature of the aura) and is considered to be under concealment (20%
miss chance). In addition, the umbral aura provides the subject a +4 to Hide checks. The umbral aura does not interfere with the subject’s sight.

c If an opponent’s attack misses by two or less, the umbral aura is hit instead and takes damage from the weapon used in the attack. Area of effect spells also damage the aura, but as
long as the subject succeeds his saving throw by more than one, the aura only takes half-damage. When created the umbral aura has an amount of hit points equal to the caster’s hit
points at the time of casting.

Umbral Fortification

Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched willing creature
Duration: 1 round + 1 round/level (max +10)
Saving Throw: None
Spell Resistance: No

As minor umbral fortification, except that umbral fortification grants 2d8 temporary hit points or it can be used to grant +4 points of temporary Strength, Dexterity or Constitution to the subject of the spell, at the caster’s choice.

Umbral Fortification, Minor

Illusion (Shadow)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or object
Duration: 1 round + 1 round/level (max +5)
Saving Throw: None
Spell Resistance: No

By instilling shadow energy into the subject of this spell, you grant them 1d8 temporary hit points for the duration of the spell. This spell works on both living and non-living creatures.

Umbral Fortification, Greater

Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched willing creature
Duration: 1 round + 1 round/level (max +15)
Saving Throw: None
Spell Resistance: No

As minor umbral fortification, except that greater umbral fortification grants 3d8 temporary hit points or it can be used to grant +4 points of temporary ability enhancement to two of Strength, Dexterity or Constitution to the subject of the spell, at the caster’s choice.

Unbalanced Pattern

Illusion (Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action.
Range: Medium (100 ft. + 10 ft./level)
Area: 15 ft. radius spread
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This pattern unbalances all creatures in its area of effect. Those who leave the area of effect are unbalanced for one round afterwards and then return to normal. The unbalanced condition is described in Appendix I (see pg. 241).

Material component: An unbalanced weight.

Undead Conduit

Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One undead creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

By strengthening the bondings of negative energy between yourself and an undead creature you control, you may project your necromantic castings greater distances than normal. For the duration of the spell, you may cast any necromantic spell you know and have prepared from a controlled undead creature rather than yourself. In terms of range, touch attacks and area of effect, the undead creature effectively becomes the caster of these spells, though all other variables of the spell, such as caster level, are yours.

Material Component: Pinch of bone dust.

Undead Gate

Conjuration (Contigent – Necromancy, Summoning) [Evil]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned undead creatures, no two of which can be more than 30 ft. apart
Duration: See below
Saving Throw: None
Spell Resistance: No

By means of this spell, you enchant any normal portal (doorway, archway, window and so on.) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear within range of the portal.

Once the undead gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one in such an area destroys both gates. An undead gate remains enchanted indefinitely until used once per level of the caster.

Thus, a 16th level wizard could use her undead gate 16 times, after which the enchantment would vanish. An undead gate registers to detect magic, although this may not reveal the portal’s nature. A successful dispel magic rids the portal of its enchantment (although any undead produced before this remain).

Once the undead gate is in place, you can use it so long as you are within range of the portal. Upon command, the undead gate summons a random number of the desired type of undead monster. Summoned undead appear anywhere within range of the portal, as designated by you. They behave in a manner consistent with creatures called forth by the various summon monster spells, remaining until destroyed or dismissed, for up to one round per level of the caster. The magic of this spell imbues the undead with the ability to understand your spoken commands.

You may only summon one group of undead at a time. So once the gate is activated, no additional undead may be summoned by that particular gate until the first group was slain or dismissed. Undead that are turned, but not destroyed, count against this limit. As soon as the last of the group is destroyed or disappears, the gate may be used again. To determine the number and type of undead summoned, choose from the following list:

c 1 Zombie, Colossal

c 1d3 Skeletons, Colossal

c 1d3 Zombies, Gargantuan

c 1d6+1 Skeletons, Gargantuan

c 1d6+1 Zombies, Huge

Undead summoned via an undead gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the SRD.

Undying Loyalty

Enchantment (Contingent – Necromancy)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous (D)
Saving Throw: Will negates
Spell Resistance: Yes

By succeeding at a melee touch attack, the caster initiates a spiritual change in the target. No apparent effect occurs and, if the target makes a Will save against this spell, nothing
happens at all. Failure completes the change but, aside from a fleeting chill and a momentary sense of dread, there is no other effect. That is, until the subject dies any time in the future.
The caster is immediately informed of the death. The subject, if it becomes undead for any reason, is now subject to the caster’s enchantment spells. This spell circumvents the
undead’s usual immunity to mind-affecting spells, but only with respect to the caster. To any other source, the undead retains its immunity.

Material Component: Hair, nails, scales or some other part of the subject and a piece of gravestone.

Unfetter Undead

Necromancy
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50 ft. radius emanation
Duration: 1 day
Saving Throw: Will negates
Spell Resistance: No

By manipulating the strands of control that exist between undead and their master, this spell can disrupt and distort such bindings. All undead within a 50-foot radius of the spell’s
target become uncontrolled unless their master makes a successful Will save. Undead affected by unfetter undead are difficult to control for some times afterwards and so all turning
checks are made with a –4 penalty for a further one hour.

Material Component: Three drops of blood from a corpse that died of cold.

Union of Body

Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Area: Two living, non-plant creatures, both of which are no further apart than 10 feet
Duration: 1 minute/level (D)
Saving Throw: Fortitude and Will partial
Spell Resistance: Yes

This strange spell fuses two creatures together for a time. If either or both of them are not willing subjects, they both make Fortitude and Will saving throws. The effects of the spell
depend on which saving throws fail (as always, willing targets can choose to fail their saves on purpose):

c All four saving throws fail: The creatures fuse into one creature, whose type becomes aberration. It has a bizarre appearance, with all the limbs of both subjects, a two-sided head
with both faces (if applicable), and the rest a strange amalgam. It is the size of the larger of the two subjects. This new creature has the higher of the two subjects’ hit points, ability
scores, saving throw bonuses, Armour Class, skill bonuses and speed. It retains all the movement capabilities, special abilities, spells, feats and knowledge of both creatures.
Redundant abilities, such as if both of them possessed the feat Cleave, produce no special effect beyond the fact that the gestalt creature has the feat. The new creature has all the
gear of both subjects, although in the case of redundancy (two sets of armour, two rings of protection or two cloaks, for example) only the better of the two remains, while the
other is subsumed into the creature’s form for the duration. Since the gestalt creature has multiple arms, multiple weapons are not redundant. While the creature does not gain more
actions, it does automatically gain Two-Weapon Fighting feat.

With both minds still active within the gestalt creature, the two subjects must agree on all actions the body takes (or it does nothing). If they cannot agree, one mind can attempt to assert dominance by making an opposed Charisma check against the other mind. The winner gains control of the gestalt creature for 1d10 rounds. All spell effects active on either subject before the spell is cast affect the gestalt creature as well. Thus, if one was charmed and the other was hasted, the gestalt creature is both charmed and hasted. When the spell ends, so do magical effects on both subjects, whether beneficial or detrimental.

c Damage dealt to the gestalt creature is evenly divided between the two subjects where possible. Damage that cannot be equally divided (such as 1 point of drained Strength) is ignored. After the spell ends, both creatures remember some details of the other’s thoughts and memories (DM’s discretion). If the gestalt creature dies, both subjects are dead.

c One creature fails just one saving throw, and the other succeeds at both: The creature failing the saving throw suffers 4d6 points of damage. The other subject remains unaffected, and there is no fusing.

c One creature fails just one saving throw and the other fails both: The creature succeeding at one saving throw suffers 2d6 points of damage. The other suffers 6d6 points of damage. There is no fusing.

c One creature fails just the Fortitude saving throw, one fails just the Will save: The creature failing the Fortitude saving throw disappears, its mind transported into the other creature’s body. This transported mind now controls the other creature’s body for the duration. The controller keeps its Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities and automatic abilities. For example, a fish’s body breathes water and a troll’s body regenerates, regardless of the mind controlling it. A body with extra limbs does not allow the controlling creature to make more attacks (or more advantageous two-weapon attacks) than normal. The controlling creature cannot choose to activate the body’s extraordinary or supernatural abilities. The controlled creature’s spells and spell-like abilities do not stay with the body.

c Both creatures fail the Fortitude saving throws but succeed at the Will saves: The subjects fuse into one creature, as described above, but have no control over the new body. They spend the entire duration of the spell paralysed.

c Both creatures fail the Will saving throws but succeed at the Fortitude saves: Both creatures are stunned for the duration, their minds (but not their bodies) fused together in a confusing jumble. When the spell ends, both subjects remember some details of the other’s thoughts and memories (DM’s discretion).

c Same creature fails both saves, other succeeds at both: The creature failing the saving throws suffers 8d6 points of damage. The other subject remains unaffected, and there is no fusing.

c Both creatures succeed at both saves: Nothing happens.

A subject that fused (at least partially successfully) with a creature it finds particularly repelling may suffer additional drawbacks from this spell, at the DM’s discretion. In these cases,
such as if a paladin fused with a demon or a ranger with its favoured enemy, one or both may suffer a morale penalty to attacks, damage, saves and checks for up to 10 minutes after the
spell ends. The aforementioned paladin may even find atonement appropriate in the aftermath of the gestalt. If the caster fails to overcome the spell resistance of either subject, the
entire spell has no effect on either creature.

Unseen Trickster

Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless trickster
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This improved form of unseen servant is capable of taking on a much wider range of actions than its simpler, lower level brother. The unseen trickster can fulfil all the roles and abilities listed for an unseen servant. In addition, it can take a limited number of actions to disrupt or annoy the caster’s enemies. The trickster may not attack, but it may use the aid another combat action. It attacks using its caster’s base attack bonus to attempt to aid another. The trickster tugs at its target’s belt straps, pokes him in the eye and otherwise makes a nuisance of it. The trickster also has the limited ability to filch items from the unwary. The trickster has 4 ranks in the Sleight of Hand skill and has a Dexterity score of 10. Items it steals seem to hover in mid-air as the trickster carries them and it has an effective Strength score of 2. Thus, it can lift 20 pounds or drag 100 pounds.

Apart from the exceptions listed above, the unseen trickster acts as an unseen servant. It cannot be killed, but is destroyed if it takes 6 points of damage from an area attack. Against such assaults, it automatically fails its saving throw. If you order the trickster to move beyond the range of this spell, it immediately dissipates.

Material Components: A short length of string tied into a loose knot.

Vacate Bowels

Necromancy
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

The target creature’s bowels completely evacuate, with predictable results, if it fails its Fortitude saving throw. So violent is this action that the creature is immediately stunned (drops everything held, cannot take actions, takes a –2 penalty to AC and loses Dexterity bonus to AC) until the caster’s turn next round.

Vampiric Lust

Necromancy
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The victim of this spell begins to dislike food and instead crave human blood, much like the infamous vampire. He has no real idea why this is so and will begin to fight this urge. After a day, the victim must make his first Will save. If unsuccessful, he gets the taste for human blood and begins to crave it more and more. He can fight this urge, but if three days go by without the victim getting any blood, the target will lose 1d4 points of Constitution. After a week, the victim must make his second Will save; if successful, he merely loses 1d4 points of Constitution more and breaks this spell, but if unsuccessful, he must have the blood in order to live.

At this point, every day that goes by without any blood, he loses 2 points of Constitution permanently, until he dies. This is a powerful spell and can only be countered by a wish spell. This spell has become a curse and will forever change the victim’s life. Note also, that the target is not a real vampire and therefore gain none of this creature’s other powers.

Venom Touch

Necromancy
Level: Asn2, Bard 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One creature touched
Duration: Instantaneous (see text)
Saving Throw: Yes
Spell Resistance: Yes

Your hands are infused with a virulent poison of your choice, similar to the cleric spell poison. Upon a successful melee attack, you infect the victim with the poison. The victim must make an immediate Fortitude save or suffer 1d6 Strength damage immediately, and additional 1d6 Strength damage 1 minute later. The DC applies for both saves.

Material Component: A fang from any species of poisonous snake.

Virulence

Necromancy
Level: Clr/Drd 0, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One target
Duration: 1 minute
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spells weakens the innate resistance of its target, making him or her more susceptible to the effects of poison and disease. A victim who fails to save suffers a -2 penalty to all saving throws versus poison and disease for the next minute. While suffering the effects of the spell, the victim is noticeably pallid, shivers as though stricken by cold chills, sweats as though feverish and suffers from minor stomach irritation, as though he were suffering from an extreme form of flu.

Material Component: A piece of flesh taken from a victim slain by poison or disease.

Visage of the Dead

Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 10 minutes/level

Through the use of this spell, you can alter your appearance and form to that of a corpse or zombie of the same size class. Body temperature will feel cold, limbs will stiffen and flesh will appear putrid and rotting. Although the usual undead abilities and immunities are not granted by visage of the dead, you do gain a +2 resistance bonus to saves against cold, electrical, sleep and poison attacks. In addition, you no longer need to breathe whilst the spell is in effect.

If used to hide amongst the dead, the spell grants a near flawless image. Assume the caster has taken 20 with a Disguise check, adding the caster’s level and ranks in Disguise as additional bonuses. Generally, such a test need only be taken if the caster is being carefully examined. The caster may still move freely, however, and will appear much like an ordinary zombie, though he does not gain any further benefits other than those outlined above.

Material Component: Dirt from a fresh humanoid grave.

Voice of Memories

Enchantment [Mind-Affecting]
Level: Brd 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

You weave magic into your voice or music as you begin hypnotizing your target. If the target fails their Will save, their subconscious mind comes under your influence. You have a period of 3 minutes to instil false memories or cause the target to forget painful experiences. New memories are somewhat fragmented, yet the target’s own mind fills them in actually making the spell more effective over time. New memories that go far against anything the target has ever experienced allow a second Will save to reject the ‘memory’ as nothing but a dream. This spell can be used to set up a ‘patsy’ to take the blame for a crime or it can be used to help erase and ease painful memories to help an individual begin to move back into normal life after a horrible trauma. You receive no information about memories already contained in the target’s mind, you need to be familiar with the character’s background already before attempting to erase memories or add new memories.

A special trauma or careful examination of one’s past can offer another Will save to reject new memories or overcome a block to recalling erased memories. Normal healing spells cannot overcome the memories created by this spell but a limited wish, wish, miracle or similar magic instantly return the target to normal. Hypnosis or other spells of the mind also stand a chance of identifying the changed memories (Games Master’s option).

Voice of the Great Wyrm

Conjuration (Calling)
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned dragon
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Voice of the great wyrm is a spell from the ancient days, when pacts between mighty races were impressed upon the fabric of time. It calls a mighty dragon of evil alignment (very old or older, based on the Games Master’s judgement) to speak with you. At the end of the spell the dragon may make a Will save to resist the call. If it fails, it is compelled to come. If the dragon succeeds, it may come anyway just to find out who was bold enough to invoke this ancient power. Whether the dragon comes though compulsion or amusement, it is not bound in any way to assist the caster or even to leave him alive. If the dragon was compelled to come, the caster has 1 round per level to negotiate before the magic fades. If the dragon came of its own free will, the caster has no protection at all. An intelligent caster will prepare a suitable offering (food, magic items and treasure) before casting this spell.

Focus: A statue of a dragon carved out of precious gemstone worth at least 1,000 gp. The material used in the focus dictates the colour of the dragon summoned: black star sapphire for black, diamond for white, emerald for green, sapphire for blue or ruby for red.

Void of the Wolf Spider

Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living being
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A more powerful version of the spider totem spell, the void of the wolf spider fills the caster, or the being touched, with the killing mastery of the wolf spider, at the cost of your civilised intellect. This provides a number of benefits, as follows:

c +6 inherent bonus to Strength, +2 inherent bonus to Constitution, +8 inherent bonus to Dexterity.

c +6 dodge bonus to Armour Class.

c Improved Uncanny Dodge ability, allowing the recipient to retain their Dexterity bonus even when flat-footed and rendering them unflankable.

c Improved Unarmed Attack and Weapon Finesse feats.

c 1d6 damage with a successful unarmed attack.

c Flurry of Blows as a monk of caster’s level and may use unarmed attacks to deal either bludgeoning or slashing damage. These attacks are considered to be both magical and evil for
the purposes of defeating damage reduction.

c Base movement is increased by 30 feet.

c +2 inherent bonus to Jump checks and can move along walls and ceilings as though under the effects of a spider climb spell, the recipient may move at their full movement rate,
however.

c +4 inherent bonus to all saves to resist spells or spell-like abilities that restrict movement in any way, for example hold person, web or flesh to stone.

These powerful benefits are not gained without cost. The recipient loses all access to spellcasting and suffers a -4 penalty to their Intelligence score for the duration of the spell.

Volcanic Wave

Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, XP
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half, see text
Spell Resistance: Yes

Casting the volcanic wave spell unleashes a torrent of flaming lava that instantly engulfs the affected area. Any characters or creatures caught within the cone suffer 2d4 points of
fire damage per caster level (maximum 20d4). Additionally, all affected characters and creatures suffer an additional 1 point of damage for a number of rounds after being hit by the
spell equal to one-half the caster’s level (round down).

A successful Reflex save reduces the initial damage to half though the secondary damage remains at 1 hp/round.

XP Cost: 100 XP per caster level.

Vorpal Spray

Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Stream
Duration: 1 round/5 caster levels
Saving Throw: Reflex partial
Spell Resistance: Yes

A glittering stream of power erupts from your hand when this spell is cast and any creature so unfortunate as to be caught in its path may be slain instantly. Creatures that are touched
by the stream and fail their Reflex save have their heads removed instantly; those who succeed suffer a loss of one-half of their current hit points and will lose 1d10 hit points each
round thereafter until they receive first aid or magical healing of some type. Damage from this spell can be regenerated normally, though creatures that fail their Reflex save die instantly
unless they can survive without their heads.

Vorpal spray can affect a total of 60 HD worth of creatures. The spell ends either at the expiry of the duration or when affecting a further creature would take it above the 60 HD total,
whichever happens sooner.

This spell actually functions by teleporting razor-thin slices out of the necks of affected targets to random locations around the battlefield. The aftermath of the spell can be quite
gruesome, as strips of skin and fragments of bone rain down around the affected area in a bloody storm.

Material Components: A golden straight razor floating in quicksilver (1,000 gp value).

Vulnerability

Transmutation (Varies)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

A cone of swirling light springs from your hand, leaving all in its path highly vulnerable to further magical attack. When the spell is cast, you must determine which of the spell
descriptors (acid, chaotic, cold, darkness, death, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic or teleportation) to which the target will
be vulnerable. Targets who fail their Will save suffer a –4 penalty to all saving throws against spells with that descriptor for the duration of the spell.

Material Component: An ornate crystal dagger (value 75 gp).

Wall of Bone

Necromancy (Contingent – Conjuration)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Bone wall whose area is up to one 5 ft. square/level
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

You cause a vertical bone wall, anchored to the floor, to appear in an area unoccupied by physical objects or creatures. The wall of bone is 1 inch thick per four caster levels, though by halving the wall’s thickness, its area may be doubled. Each 5-foot square of the wall has 10 hit points per inch of thickness and a hardness of 5. One side of the wall is flat and featureless polished bone, whilst the other manifests bony arms that attack anyone attempting to approach. These arms have a base attack bonus equal to that of the caster and each round 1d3 arms will attack anyone within 5 feet of the wall, dealing 1d6 points of damage on a successful hit.

Creatures can hit the wall automatically. A section of wall whose hit points drop to zero is breached. If a creature attempts to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

Material Component: Intact arm bone.

Wall of Bone, Greater

Necromancy (Contingent – Conjuration)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A wall of human bones whose area is up to one 10-ft. square/level (see text)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

You create a wall crafted from troll bones. The wall forms whatever shape is necessary to fill the area in which you create it. It shifts to seal off holes or fill a gap in an existing wall. The bones form a seamless barrier with stone walls, trees or any other obstacle. The bones never occupy the same space as any unliving or living matter. If an object exists in the area in which you attempt to create the wall, the bones form around it. The wall of bones always appear as a flat wall, though you may shape them to fit a hole or other space. The wall does not need to be anchored in place. It forms supports and struts formed from leg bones. The wall may use these bones to move at a speed of 15 feet per round. It moves at your direction, though you must spend a move action to direct the wall. You must be able to see the wall in order to command it.

The wall’s size and dimensions are dictated by your caster level. It is 1 inch thick for every 4 caster levels and has 20 hit points per inch of thickness and hardness 5. Attacks against the wall hit automatically. Damage against a section that reduces it to 0 hit points leaves a hole in the wall. A creature may attempt to sunder the wall with a Strength check (DC 23).

You may designate one side of the wall to reach forth and grasp at attackers. Anyone standing within 5 feet of that side of the wall is subject to 1d6 attacks from the clawed arm bones used to form the wall. The wall fights as a troll skeleton (SRD). In addition, it may make grappling attacks to immobilise its victims. The wall makes its attack on your initiative. If for some reason you do not have an initiative in the battle, roll for the wall without any modifiers.

Wall of Darkness

Evocation [Darkness]
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Effect: Opaque wall of shadow up to 20 ft. long/level
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: No

You create a wall or ‘curtain’ of darkness. The wall does not in any way impede physical movement, but it does prevent anyone on one side from seeing what occurs on the other. Creatures in the process of passing through the wall are treated as though in the area of effect of a darkness spell. Magical light sources penetrate (and essentially dispel) the wall if they are higher level spells.

Wall of Distraction

Enchantment
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall of light whose area is up to one 5 ft. square/level (see text)
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

The scintillating wall of pale white mist brought into effect by this spell inflicts an intense and severe distraction upon all those who make contact with it or pass through it. The wall does not block line of sight, nor does it offer concealment. Creatures failing their Will saves suffer a –2 morale penalty to attacks, damage, skill checks and saving throws for one hour. This effect is not cumulative; thus, the target(s) can pass through the wall several times while affected without adding to this duration. Those who succeed at the Will save suffer only a –1 morale penalty for one hour. The caster is immune to the effects of a wall of distraction he cast. In addition, the caster can release any victim of the wall from the distraction effect at will (the target must be visible to the caster to do so). A dispel magic will automatically destroy a 5-foot cube of this wall per effective caster level (up to 10) of the dispel. More powerful dispelling effects destroy the entire wall automatically.

Material Component: A small sheet of mica and a lit candle anointed with 250 gp worth of precious oils.

Wall of Fear

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Insubstantial wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

This spell creates an imperceptible wall of pure fear. Anyone trying to pass through the wall must succeed at a Will save or be invaded by blind terror and back away, unable to cross until the spell ends. Succeeding in the saving throw allows the creature to pass the wall once, and must roll again if attempting to cross the affected area again, but with a +1 morale bonus for each time it successfully crossed this wall previously. The wall remains in place no matter how many creatures are able to cross it, only dissipating at the end of its duration.

Material Component: Powder made from crushed bones.

Wall of Patterns

Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall 5 ft./level wide x 2 ft./level high
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: See text

This spell creates an immobile and insubstantial wall of patterns that has adverse effects on those who attempt to pass through it. One side of the wall, selected by the caster, sends forth waves of patterns to dazzle, unbalance, stun and confuse his foes. Those on the side not chosen to emanate patterns can walk up to the very edge of the wall without ill effect. The caster is immune to the wall of pattern’s affects and may pass through and remain near the wall with no ill effect.

Any creature with fewer than 9 HD that is within 40 feet of the wall is dazzled and distracted (see Appendix I for details on the effects of distraction) for 2d4 rounds with no saving throw. Those who have 9 or more HD receive a Will saving throw to negate. Those who come within 30 feet of the wall must make a Will save versus the spell’s DC or become unbalanced (see Appendix I for details on the effects of being unbalanced) for 2d4 rounds. At 20 feet away from the wall, one must make a Will save versus the spell’s DC or suffer one of the following effects:

1d10 Effect
1-2 Blinded for 2d4 rounds
3-5 Dazed for 2d4 rounds
6-7 Nauseated for 2d4 rounds
8-9 Deafened for 2d4 rounds
10 Stunned for 2d4 rounds

When a creature pushes forward to 10 feet, he must make another Will save or be confused for 2d4 rounds. Those who continue to 5 feet must make a Will save or be paralysed for 2d4 rounds. Finally those who reach the wall itself must make one last Will save, if they fail then they fall unconscious for 2d4 rounds, but if they succeed, then they may continue to the other side.

A wall of patterns spell cast to materialise in a space occupied by a creature is disrupted and the spell is wasted.

Wall of Snakes

Conjuration (Summoning)
Level: Drd 5, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of writhing snakes whose area is up to one 10-ft. square/level (see text)
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No

You cause a tremendous pile of interwoven vipers to spring into existence. This wall may be used to seal off a hallway or fill a gap in an existing wall. The snakes anchor themselves so that they form a continuous barrier with a wall or other solid matter available. The snakes never occupy the same space as any unliving or living matter. If an object exists in the area in which you attempt to create the wall, the snakes form around it. The snakes always appear as a flat wall, though you may shape them to fit a hole or other space.

The wall’s size and dimensions are dictated by your caster level. It is 1 inch thick for every 4 caster levels and has 15 hit points per inch of thickness. Attacks against the wall hit automatically, but as the snakes continually move and shift within the wall, all attacks deal half damage. As an attacker hacks through some of the snakes, the rest move to fill the hole. The wall regenerates 3 hit points per round in any 5-foot section that has taken damage. The wall cannot regenerate acid damage. If a section of wall is reduced to 0 hit points, it is breached until it regenerates back above 0 hit points.

You may not break through the wall, as the snakes are too fluid to grasp and rend. However, you may attempt to force your way through the wall with a DC 15 Strength check taken as a move action. If you succeed, you push your way through 10 feet of wall. Doing so draws 1d6 attacks from the snakes, each of which attacks as a Medium viper. You suffer these attacks whether your Strength check fails or succeeds. Furthermore, you may designate the order for the snakes to extend and attack from one side of the wall. Any creature within 5 feet of that side is subject to 1d6 attacks per round. The wall makes its attack on your initiative. If for some reason you do not have an initiative in the battle, roll for the wall without any modifiers. The wall may not be knocked over or formed along a horizontal plane. Snakes killed by damage to the wall disintegrate into dust. Any spell that may be used to affect the attitude or senses of an animal weakens the wall’s capabilities. The snakes may only attack opponents that they may see or otherwise sense, though they are always aware of creatures that attempt to force their way through the wall. A spellcaster or creature may use any magic that can charm or befriend an animal against the wall. The snakes refuse to attack anyone who has charmed them, even if they attempt to force their way through. The wall makes Will saving throws as a wizard at the caster level used to create the wall.

Focus: A small woodwind instrument. As the magical energy used to form the spell takes place, the instrument spontaneously plays a short, hypnotic tune.

Wall of Spiders

Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of spiders whose area is up to one 5 ft. cube/level, see text
Duration: 1 minute / level
Saving Throw: See text
Spell Resistance: No

The caster causes a writhing mass of Tiny poisonous spiders to appear, which instantaneously coalesces into the shape of an impenetrable wall. This wall can be used to close a passage, to channel opponents or protect from the elements. The wall cannot, however, be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, a wall of spiders can be formed into almost any shape desired. It need not be vertical, nor must it rest upon a firm foundation, it can even be laid horizontally. A wall of spiders is pliant and moves at a touch, but is firm enough to walk upon, should someone desire to do so.

Any creature which touches the wall suffers 25 – their Armour Class points of damage. Dexterity and dodge bonuses to Armour Class do not count for this calculation. Creatures with an Armour Class of 25 or higher, without considering Dexterity or dodge bonuses, suffer no damage. In addition, the virulent contact poison that covers the wall and fills the fangs of the spiders that compose it is deadly in the extreme; those who touch the wall must attempt a Fortitude save to avoid suffering 1d6 points of initial and secondary Constitution damage. Those who are immune to poison need not attempt to save.

Living beings can attempt to force themselves through a wall of spiders, but they suffer a -2 circumstance penalty to their saves to resist the wall’s poison when doing so. To push through the wall, the being must attempt a Strength check as a full round action. The DC of the check is 20 and a successful check allows the being to move 5 feet and for every full 5 points by which the check succeeds, the being can move an additional 5 feet. A creature trapped in the wall can choose to remain absolutely still and does not suffer damage and need not attempt to save versus poison, when doing so. It is not possible to simply breach a section of wall with a Strength check, as the wall is simply too pliable.

Like any other wall, a wall of spiders can be destroyed by means of a disintegrate spell or by attacking the wall with weapons. Each 5 foot section of wall has 50 hit points and a hardness of 5.

Though the wall of spiders is entirely composed of spiders, it cannot be destroyed or controlled by spells that affect vermin, nor is it subject to the effects of spells like harm. The spiders that make up the wall are entirely magical in nature and are not living in any real sense.

Material Components: A petrified spider’s egg sack.

Wall of Will

Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of 1 ft./level
Duration: Permanent
Saving Throw: Will passes through; see text
Spell Resistance: No

A wall of will is a visible sheet of bluish white energy, which the caster can form into a flat, vertical plane whose area is up to one 10-foot square per level or into a sphere or
hemisphere with a radius of up to 1-foot per level. The wall deals 6d6 points of force damage against anyone attempting to pass through it. Further, the character attempting to pass
through must make a DC 18 Will save. Failure means that the character is repelled by the barrier, but can attempt to cross it again as many times as he likes – on subsequent attempts a
character will suffer an additional 6d6 points of damage and have to make additional saving throws.

A wall of will cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. Spells and breath weapons cannot pass through the wall in either direction, although dimension door, teleport and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material creatures. Gaze attacks cannot pierce a wall of will – the wall is opaque.

Material Component: A small piece of agate.

War Mastery

Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the touched creature insight into an advanced combat technique. You grant your target a single feat included on the fighter class’s list of bonus feats. The target must meet all prerequisites for this feat, including minimum ability scores, base attack bonus or other feats. The target of this spell chooses the feat he wishes to gain when he receives this spell. If the feat works only with a single weapon, the target chooses the weapon. If the recipient selects a feat for which he does not meet the necessary requirements, he does not gain a feat and the spell is lost.

Ward Island

Abjuration
Level: Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: 5 miles/level
Target: One island and its surrounding seas, which must all fit within the range of the spell
Duration: One week (D)
Saving Throw: Will negates
Spell Resistance: No

The island protected by ward island becomes wreathed in magical mists and almost impossible to locate. It becomes invisible to anyone more than 5 miles offshore. Any vessels or
characters entering the range of the spell must make a Will save every minute or unconsciously steer away from the island. The mists also give a +5 insight bonus to saving throws
against scrying. Anyone touching the island’s shores triggers a silent alarm spell. The mists surround the whole island, creating a week-long fog cloud 100 feet thick along either the shoreline or in an offshore ring. The spell also gives the caster the following spell-like abilities:

c Once per hour, the caster may create a gust of wind emanating from any point on the waters surrounding the island.

c Once per day, he may control weather or control winds within the spell’s area of effect.

c If the caster used the druidic form of this spell, he may commune with nature once a day while on the island.

c If the caster used the arcane form of the spell, he may tie the casting of a magnificent mansion into this spell, so that the mansion lasts for one week.

c Once per week, he may cast tempest on any ship within the spell’s area of effect.

c He may use modify memory at will, but only on those leaving the spell’s area of effect.

A caster may only have one ward island spell in effect at any time.

Material Component: A perfectly constructed scale model of the island made of silver, gold, exotic woods and ground sapphire dust, costing at least 10,000 gold pieces.

Wardbane

Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: 5 minutes per level
Saving Throw: No
Spell Resistance: Yes

The creature protected by this spell is defended against the effect of magical wards, literally being invisible to them for its duration. While under the effects of wardbane, you can
handle items protected by hanging magic like glyphs, symbols, fire trap, explosive runes or other warding spells. You can safely pass through any area protected by a magical trap
and may freely ignore the effects of any spell with the word ‘ward’, ‘wards’ or ‘warding’ in its name. (The Games Master is free to disallow this in the case of spells that may have the
word in its name but does not qualify as warding magic in his opinion.) Your familiar is also protected only if it is in physical contact with you, but you cannot extend the protection to
other creatures.

Material Component: A leather glove once worn by a rogue while successfully disarming a magical trap.

Water Brand

Evocation
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The energy of this spell creates a blue, wavy brand on the face, hand or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus
to Constitution. They also possess the ability to cast from the palm of the hand a stream of water which requires a normal ranged attack roll and deals 5d6 points of damage to a target it
hits within medium range (100 feet + 10 feet/level). Using this stream of water ability is a standard action that immediately dismisses the water brand.

Water Brand, Greater

Evocation
Level: Drd 5, Sor/Wiz 4

As water brand, except that the mark allows the subject to breathe water for the duration or until the subject uses the greater mark’s other effect: to safely teleport the caster from
any completely submerged location to the surface of the water directly above. If something solid occupies the space the caster would teleport into, the character is shunted in a random
direction until there is room for him. If the body of water has no surface (for example, it fills an underwater cave) the spell fails.

Wave of Heat

Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Effect: Burst of heat extending in a 10-ft.-radius from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, a powerful burst of heat energy travels out to a 10-foot-radius distance from you in all directions (stopped only by physical barriers, such as stone floors, wooden ceilings, walls and so on). All creatures within this affected area, except for you, take 1d6 points of fire damage per caster level (maximum 5d6). The heat wave will not affect inanimate objects or cause combustible materials to catch fire.

Wave of Heat, Greater

Evocation [Fire]
Level: Sor/Wiz 5
Range: 20 ft.
Effect: Burst of heat extending in a 20-ft.-radius from you

This spell functions like wave of heat, except that it affects creatures within 20 feet of you and deals a maximum of 15d6 points of fire damage to each one.

Wave of Hesitation

Enchantment
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will partial
Spell Resistance: Yes

Casting wave of hesitation causes a cone of shimmering lights and pale white mist to erupt from the caster’s outstretched hands. Every creature in this cone must succeed at a Will save or be stunned for 1d4 rounds. On a successful save, the targets are affected by a daze spell if they are of the appropriate type and Hit Dice. Otherwise, there is no additional effect.

Material Component: A pinch of sand, which is thrown towards the targets as the spell is cast.

Wave of Mutilation

Necromancy [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 60-ft.
Effect: A line-shaped wave ten feet high and wide emanating from the caster to the extreme of the range
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The exceedingly unpleasant wave of mutilation imbues the air (or the water, if cast onto a body of water) with savage hatred. Phantasmal razor blades, instruments of torture and grasping hands appear in the wave as it rushes towards its victims. When the wave strikes, it tears at whatever section of the victim’s body he fears injury to the most - a wizard’s hands, for example, or a bard’s throat. It deals 3d8 points of damage to the first target it strikes, as well as inflicting a –2 penalty to the character’s next action. If the spell reduces a target below 0 hit points, its damage is increased by 1d8 when it strikes the next victim. If it fails to kill, its damage drops down by 1d8, to a minimum of 1d8. Casting this spell on a body of water increases the damage dice to d10s.

Material Component: A piece of leather that is shredded when the spell is cast.

Wave of Unbinding

Conjuration [Prime]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: Wave 30 ft. wide, 120 ft. long
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No (see text)

A powerful tool both for and against conjuration magic, the wave of unbinding unravels the energies that bind conjured beings and objects to the Prime Material Plane. Any summoned or called creature within the spell’s area of effect is automatically returned to its home dimension, disappearing instantly. Created items with a finite duration within the wave are instantly dispelled. Even outsiders on the Prime Material Plane through their own power or spell effects must make a Will save to avoid the wave’s dismissal. Failure sends them back to their home plane, though it has no continuing effect afterward.

Summoned creatures unbound by this spell are treated as if they were slain; they are dissipated and cannot be summoned again for 24 hours. Called beings and dismissed outsiders are
not negatively affected, though they may be irritated or grateful to the caster of the wave depending on circumstance.

Weapon Ward

Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour

By calling on ancient laws of form and symbolism, you are able to become virtually invulnerable to a variety of weapon attacks. You gain damage reduction equal to your caster level,
but only against one kind of weapon attack, that is: Slashing, Piercing or Bludgeoning. The other two types are both unaffected by the damage reduction. As ever, magic weapons with
enhancement bonuses also ignore the damage reduction. It is only possible to have one casting of this spell in effect at any one time; further castings, even if from a scroll or other
magic item, will have no effect.

For example: Hengler is a 12th level wizard who casts weapon ward to gain damage reduction against slashing weapons. He acquires ‘damage reduction 12/piercing or bludgeoning’
for the next hour. Trusting the infantry regiment not to think of hitting him with anything other than their swords, he wades into them, his quarterstaff snapping out to crack a skull here,
smash a kneecap there.

Material Component: A gold spear, sword or mace (depending on the type of damage to which you wish to become resistant) worth 100gp.

Weaponbane

Abjuration
Level: Sor/Wiz 7
Components: V, S, M
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)

When you cast this spell, you must choose a type of weapon damage (slashing, piercing or bludgeoning). You, or the creature to you bestow this spell upon, enjoy utter immunity to attacks from physical weapons of the chosen type. Brilliant energy weapons bypass this defence, and the immunity is only to the weapon itself. Bonus damage from any source, such as high Strength, magical enchantments or feats still gets through. This damage is considered nonlethal, regardless of its original source.

Because the chosen weapon type does not penetrate this defence itself, any special effects carried by the weapon fail to affect you if they are dependent on inflicting real damage. Thus, wounding does not apply on strikes from the chosen weapon, poisons are not transferred and critical threats from the chosen weapon type cannot confirm. The Games Master is free to allow or disallow other effects on a case-by-case basis.

Material Component: A piece of a metal shield and a drop of honing oil.

Weatherblindness

Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400-ft. + 10-ft./level)
Target: One creature/level
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

The victims of weatherblindness believe that the weather is always relatively pleasant and not at all dangerous. They perceive a howling hurricane as a light breeze, a torrential downpour as a spot of rain and a tidal wave as a mild swell in the ocean. The spell does not prevent the victims from seeing obvious dangers (an iceberg is always an iceberg), but they assume the weather and conditions are always as good as possible. This can have disastrous consequences if the victims are sailing a ship…

Web Bind

Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: Yes

With a quick gesture and a few skittering, guttural words, the caster causes a jet of webbing to erupt from his hand, wrapping an unlucky target in thick, rope-like strands of sticky silk. A victim who is enveloped is rendered immobile and may take no action other than attempting to struggle free of the binding – breaking loose requires a successful Strength check against the spell’s save DC. The sticky strands which bind the character also severely restrict his ability to breathe and he must begin saving against suffocation (per the rules in the SRD) in the second round of the spell’s duration.

The target of the spell is allowed a Reflex save; if successful he is not immobilised and need not save against suffocation, but is considered entangled for the duration of the spell. An entangled character moves at half speed, cannot run or charge and suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity. An entangled spellcaster must succeed at a Concentration check (DC 15 + the spell’s level) or lose the spell. A successful Strength check (at the Reflex save DC -2), will free the victim from entanglement.

Material Component: A length of woven spiderweb.

Web Walking

Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

With this simple spell, you can move within or through any area of webs as if the silken strands did not exist. This includes those created by a web spell or natural webs created by spiders. Note that if you are still within the confines of the webs when the duration of web walking expires, you are automatically trapped within.

Material Component: A spider, living or dead.

Web Whip

Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 swift action
Effect: Creates a whip from strands of webbing
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

When this spell is cast, a thick length of woven spider’s webbing appears from the caster’s palm. This strand of webbing is thick, strong and flexible enough to function as a very effective whip. The caster wields this whip as though he possessed the Exotic Weapon Proficiency (whip) feat. The whip deals normal damage and can be used normally against beings with an armour bonus of +1 or lower, or a natural armour bonus of +3 or lower, but is otherwise identical in function to a normal whip.

Should the caster wish, he can use the natural stickiness of the whip to ensnare objects, tearing them from his victim’s grasp. The caster can attempt a disarm attack and does not provoke an attack of opportunity when doing so. For the purposes of the disarm check, the caster is considered to be wielding a two-handed weapon. If the check is failed, the caster can immediately end the spell, so as to avoid a retaliatory disarm attempt.

Material Component: A strand of spider’s web woven into rope.

Whispers of the Mind

Enchantment (Compulsion, Mind-Affecting)
Level: Brd 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One target
Duration: Concentration (up to 1 round/level)
Saving Throw: Will negates
Spell Resistance: Yes

You can hijack a target’s voice, causing them to speak the words of your choosing. This does not give you control of their actions. Each round you can make them utter one statement of your choosing. The target may make a Will save to negate the effect.

The target may make a Spellcraft skill check (DC 20) to determine that his utterances originate from a compulsion spell. Anyone using a detect magic spell will see that the bard and the target both have some kind of magical effect around them. This spell lasts for as long as the bard concentrates. However, the bard cannot maintain this spell for more than one round per caster level.

Wielder’s Ease

Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You lighten the target weapon, allowing creatures to wield it as if it were one size category lighter for them. Thus, a greatsword (normally a two-handed weapon) could be wielded in one hand or a battleaxe could be wielded as a light weapon. The weapon’s base damage is unchanged, and penalties for using a weapon made for a different size of wielder still apply.

Wind Armour

Evocation [Air]
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Reflex negates (harmless)
Spell Resistance: Yes (harmless)

Strong, swirling winds surround the target creature, granting it a deflection bonus to AC of +4 against melee attacks and of +6 against ranged weapon attacks. The target suffers a –2 penalty to its own ranged weapon attacks. In addition, the winds are strong enough that the creature takes damage from falling as if the height were 10 feet shorter.

Material Component: A thin piece of paper.

Wind Bindings

Evocation [Air]
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Special
Spell Resistance: Yes

A storm-like force presses on the target from all sides, keeping it from moving. The creature can make a Strength check (DC 18) to move at half speed each round. While the wind holds it in check, the creature suffers a –2 to all its attack rolls and saving throws. You can direct the wind’s strength from any direction, even up and down, and the creature must make Fortitude save to avoid being moved 10 feet in that direction. If the creature is moved upwards or in a way that it is not touching the ground, it cannot attempt to move or resist any further movement by the caster. Spellcasters trapped like this must roll a Concentration check (DC 15 + spell’s level) or lose any spell they try to cast. Huge creatures gain a +2 to their checks and saving throws, while Gargantuan and Colossal creatures are not affected.

Material Component: Iron filings..

Wind Borne Songs

Transmutation
Level: Brd 1
Components: V, S, F (optional)
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Wind borne songs doubles (2x) the area of effect of your next bardic music effect. This doubling stacks normally with any other extending effect; so another doubling increases the area of effect by 3x and so on. It is not possible to stack multiple wind borne songs spells, although this spell does stack with song of the tempest 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 wind borne songs 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.

Wings of Wrath

Transmutation
Level: Sor/Wiz 3
Components:* V, S, M
Casting Time:** 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You create two massive bat-like wings on your back. These wings have a wingspan equal to twice your height and are shrouded in harmless black flames. While the wings last, they grant you basic flight (40 feet, poor manoeuvrability) and provide a +2 deflection bonus to your Armour Class. In any round when you are not relying on the wings for flight, you may make a wing buffet attack with them. This melee attack strikes with a base attack bonus equal to your caster level, deals 1d8 plus your caster level in bludgeoning damage (maximum +10) and the wings are considered a reach weapon.

Material Component: A strip of skin from a bat’s wing, a swan’s feather, a drop of pitch, and a 50 gold piece onyx.

Withering

Necromancy [Age, Temporal]
Level: Sor/Wiz 8
Component: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 60 ft. radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This horrendous spell ages every living thing in the area. All living things in the area of this effect are aged 1d4 years per caster level (maximum 20d4) in the blink of an eye. The caster cannot age himself using this spell.

Material Component: The branch of a 100-year-old elm tree.

Word of Warding I

Abjuration [Focused]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Target: Target spell
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This is a special form of castable counterspell, useful because it works to counter any spell of its own level or lower. Word of warding can be cast as a normal spell or it can be used as the spell spent during a standard counterspelling action. It can also simply be used as the spell spent during a standard counterspelling action. Outside of a counterspell context, this spell has no real effect and does nothing visible if cast normally.

Word of warding, if defaulted to, is the only action the caster can take in the given round. This action is treated as spellcasting and provokes an attack of opportunity. Counterspelling with word of warding is treated exactly like using the spell dispel magic to do so with one important difference. When rolling the caster level check, you gain a bonus equal to your Charisma modifier.

Focused Effect: A successful counterspelling attempt inflicts your caster level in nonlethal damage to the originator of the countered spell.

Word of Warding II

Abjuration [Focused]
Level: Sor/Wiz 2

As word of warding I, save that it acts to counter spells of 2nd level or lower.

Word of Warding III

Abjuration [Focused]
Level: Sor/Wiz 3

As word of warding I, save that it acts to counter spells of 3rd level or lower.

Word of Warding IV

Abjuration [Focused]
Level: Sor/Wiz 4
Range: Medium (100 ft. + 10 ft./level)

As word of warding I, save that it acts to counter spells of 4th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding V

Abjuration [Focused]
Level: Sor/Wiz 5
Range: Medium (100 ft. + 10 ft./level)

As word of warding I, save that it acts to counter spells of 5th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VI

Abjuration [Focused]
Level: Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)

As word of warding I, save that it acts to counter spells of 6th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VII

Abjuration [Focused]
Level: Sor/Wiz 7
Range: Long (400 ft. + 40 ft./level)

As word of warding I, save that it acts to counter spells of 7th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VIII

Abjuration [Focused]
Level: Sor/Wiz 8
Range: Long (400 ft. + 40 ft./level)

As word of warding I, save that it acts to counter spells of 8th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding IX

Abjuration [Focused]
Level: Sor/Wiz 9
Range: Long (400 ft. + 40 ft./level)
As word of warding I, save that it acts to counter spells of 9th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Wound

Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes

This necromantic spell pours a minute amount of negative energy into a subject, accelerating injuries to living tissue and making wounds more serious. Even a small knife wound can be made to bleed more heavily, the flesh around it turning septic as the spell works its dark magic.

A ranged touch attack must be made against the subject. If successful, the subject will lose one extra hit point every time it takes damage from any source, for the duration of the spell. This spell has no effect on undead, constructs or outsiders.

Material Component: Bladed weapon buried with a corpse.

Wraithform

Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched willing creature and its equipment
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You can make the subject of this spell partially in-substantial, in truth making them only one-fifth real.

Being wraithformed has several effects:

c While in wraithform, the creature only has one-fifth of their normal hit points, however they only suffer one-fifth the normal damage from non-magical attacks.

c In addition, non-magical attacks suffer a 40% miss chance versus the wraithformed creature, whereas silvered and magical weapons of +1 or better enchantment only have a 20% miss chance.

c Even when hit by magic or a magic weapons, the wraithformed creature has a 20% chance to ignore any damage from a corporeal source. The exceptions to this rule are spells with the force descriptor or weapons with the ghost touch special property or other equivalents.

c Individually targeted spells have a 20% chance to fail against the wraithformed creature.

c When wraithformed, the creature is considered to be one-fifth its normal weight.

c Wraithformed creatures suffer only one-fifth the normal damage from falling.

c While in wraithform, the creature can attempt to slip through holes and openings that are three size categories smaller than their normal size. Thus a five foot tall elf under the wraithform spell could pass through a one-foot by one-foot opening without problem.

c Wraithformed creatures have their normal movement rate, can enter water and other liquids and are affected by winds.

c There is only a 20% chance that wraithformed creatures leave behind footprints, their scent or make a sound while moving.

c Finally, when wraithformed, the creature may not cast spells that have material components.

Wretched Excess

Necromancy
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures within a 20 ft. of each other
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A wretched excess spell causes a magical queasiness to come upon a number of Hit Dice of creatures equal to the caster’s level. Creatures with the fewest Hit Dice are affected first. Among those with equal Hit Dice, creatures closer to the spell’s point of origin are affected first. Hit Dice which are not sufficient to affect a creature are wasted.

Those who succumb to the spell are nauseated for a single round and cannot attack, cast spells, concentrate on spells or do anything else requiring attention. They may only take a move action during the round of effect. For the remainder of the spell’s duration, they are sickened, suffering a -2 penalty to attack rolls, saving throws, skill checks and ability checks.

For example, a wretched excess spell is cast at a Tiny monstrous spider (½ Hit Die), two drow warriors (1 Hit Die each) and an ogre (4 Hit Dice), by a 5th level caster. The monstrous spider and the two drow warriors are affected (½ + 1 + 1 = 2½ Hit Dice) but the ogre is not, since its 4 Hit Dice are more than what the spell can affect. The same spell cast at the same targets by a 7th level caster would affect all the targets, since the total number of Hit Dice he may affect is higher than the combined Hit Dice of the creatures.

A remove paralysis spell will cancel the effects of wretched excess, as will delay poison or any other spell or spell-like effect which removes poison. Beings that are immune to magical poisons are likewise immune to the effects of wretched excess, though their Hit Dice count against the spell’s total as normal. Wretched excess does not target unconscious creatures, plants, constructs or undead creatures.

Material Components: A gourd of alcoholic beverage, a hunk of rich food and a pinch of tobacco or other recreational drug.

Xenophobic Rage

Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 Medium or smaller humanoid/4 levels
Duration: 1 hour/level (see text)
Saving Throw: Will partial (see text)
Spell Resistance: Yes

You sow chaos by drawing upon the secret fears of the target(s) to make them instantly aggressive to anyone not of their own race. Elves will not attack elves, but they do attack the nearest dwarf, halfling, gnome or human without pause. You give the target an ‘us against them’ mentality where anyone of their own race is ‘us’ and every other creature is ‘them’ and deserving of a deep-seated feeling of hatred and rage. The targets use all of their skills to the best of their ability to destroy their enemies (which basically include anyone not of their own race).

This potent enchantment lasts for up to 1 hour/level and cannot be removed with a dispel magic spell. A break enchantment, heal, limited wish, wish, miracle or similar magic must be used to bring the spell to an early end. Those targets fortunate enough to make their Will saves are still affected as if by a confusion spell for 1 round/level.

Yellow Smoke

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

Yellow smoke creates a bank of fog similar to that created by stinking cloud, except that the vapours are sickening. Living creatures in the cloud become sickened. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened character.) A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks and ability checks. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Yellow smoke can be made permanent with a permanency spell. A permanent yellow smoke dispersed by wind reforms in 10 minutes.

Material Component: The crushed petals of a carrion flower.

Zombie to Ghoul

Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One zombie
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The caster touches a single zombie, which must then attempt a Will save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghoul.

Material Components: A bone from a ghoul and a black onyx gem worth at least 100gp.

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