Spell Descriptions (2-B)

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.

2 Minutes

Transmutation [Temporal]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

2 minutes gives you the time to take 20 on a single skill check without expending the regular time to do so. The skill check must be an actual action, you must have at least one rank in the skill, all necessary equipment must be on your person and ready to use. Skill checks that require extensive time or bulk materials 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 make Balance, Climb, Jump or Tumble checks. 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. To others, you seem to blur and then the action is complete.

24 Hours

Transmutation [Temporal]
Level: Sor/Wiz 6
Component: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell greatly accelerates time for a single creature. In an instant, the creature experiences a single day’s worth of rest and relaxation. The target receives all the benefits of a single day of rest, including hit point recovery, ability damage repair and so on.

As a by-product, the creature ages one full day. Spells and other external forces with a fixed duration do not experience the day but poisons, diseases and other internal forces progress as if a day had passed. If 24 hours were cast on a bleeding individual, for example, this spell would kill them unless they stabilised.

For reasons not properly understood even by chronomancers, this spell does not clear the target’s mind in a way that would allow arcane spellcasters to recover spells nor does it allow a psionic character to regain used power points. Its original creator, a mysterious chronomancer whose name has been lost, is rumoured to still be working on a spell that will allow just this kind of freedom. So far, he has not succeeded.

Material Component: A broken hourglass.

A King in Crimson with Eyes of Starless Night

Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

When you cast this spell, you temporarily assume the traits and powers of a master vampire. You gain most of the benefits of the vampire template, but gain its weaknesses as well; because the living mortal soul rebels against death’s cold, intrusive touch, you are not as powerful as a true vampire, but neither are you so easily harmed.
Upon casting this spell, you gain the vampire template, with changes as listed below:

c Type: You retain your original creature type, but gain a +4 bonus to saves against poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and mind influencing effects.

c Hit Dice: You gain +2 hit points per caster level.

c Domination (Su): At your caster level.

c Energy Drain (Su): Your slam attack does not inflict negative levels.

c Blood Drain (Ex): This attack deals Constitution damage instead of Constitution drain. In addition, each point of Constitution damage dealt only grants you 2 temporary hit points.

c Create Spawn (Su): You cannot create spawn.

c Alternate Form (Su): At your caster level.

c Fast Healing (Ex): You heal 5 points of damage each round as normal, but if reduced to 0 hit points or less, you fall unconscious and the spell ends immediately.

c Abilities: You gain increases to Strength and Dexterity as normal, but do not gain increased mental attributes and your Constitution is unaffected.

c Feats: You gain any two of the following feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes.

In addition to the above abilities, you also take on the following weaknesses:

c Turning: You can be turned or rebuked as though you were an undead being. For the purposes of turning checks, you are considered to be an undead with Hit Dice equal to your caster level. Regardless of the turning check result, you cannot be destroyed.

c Sunlight: You suffer 2d6 points of damage per round of exposure to direct sunlight. If you are reduced to 0 hit points or less by sunlight, or by a spells like sunburst or sunbeam, your body is destroyed utterly.

Material Component: A pinch of dirt from a grave and a square of burial cloth, both of which are consumed in the casting.

Absorb Dead Flesh

Necromancy [Evil]
Level: Sor/Wiz 2
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By placing a hand upon a corpse (a dead, and not undead, body the caster absorbs the flesh of the corpse, healing himself for 1d6 points plus 1 point per level of the caster (maximum +5). Once cast on a corpse, the corpse shrivels and decomposes rapidly, leaving only a bare skeleton. This spell may only be used once on any corpse. Absorb dead flesh does not work on any corpse that does not have some rotten meat hanging from its bones.

Material Component: A corpse.

Absorb Information

Transmutation
Level: Bard 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

Information is power, and sometimes you need that power fast. When you are dealing with long rows of figures, complicated instructions, or a secret battle plan, absorb information can help you. This spell instantly transfers written information from a book, scroll or similar document to your mind, allowing you to recall it perfectly at will.

Non magical writings are transferred automatically. To absorb the writing of a magical item, you must make a caster level check (1d20 + caster level) versus a DC of 11 + the item’s caster level. If you absorb a document with more than one spell written in it, you must make a caster level check for each spell absorbed. Absorb information may absorb any spell that can be affected by an erase spell. If you fail the caster level check to absorb explosive runes, glyph of warding, or a sepia snake sigil, you accidentally activate the runes, glyph or sigil instead.

Absorbing a spell does not mean that you learn or can cast that spell. You can write the spell in a spellbook or (if you have the Scribe Scroll feat) on a scroll, but if the spell was written by someone else you must first decipher it as per the standard rules for deciphering magical writing. You may not create magical items using an absorbed spell unless you are capable of casting that spell. You can write down the text of a magical book like the tome of clear thought, but it has no magical power unless you enchant it. (You gain no magical benefit from mentally studying the absorbed text of a magical book — the power is in the physical book itself.)

You may absorb up to 10 pages of information for each caster level you have. There is no limit to the amount of absorbed information that you can keep in your head. Just try not to share it all at once.

Material Component: A sprig of dried rosemary, which you must crumble in your hand as you cast the spell.

Acid Geysers

Conjuration [Acid]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One target per level per round
Duration: One round per level
Saving Throw: Reflex negates
Spell Resistance: No

At your direction, geysers of magical acid erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails its Reflex save suffers 4d8 points of acid damage. The corrosive action of the acid also damages the creature’s armour (either worn or natural) and reduces the protection it offers by 1d4 points of Armour Class. Natural armour that is degraded will remain so until any wounds caused by this spell have been healed. Any worn armour degraded by this spell must be repaired. Armour that is so badly degraded that it no longer offers any protection is considered destroyed. Magical armour gets a Fortitude save as usual (see the SRD) to completely avoid any degradation.

As a free action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.
Material Components: A diamond vial (worth at least 800 gp) filled with acid.

Acid Symbol

Necromancy [Acid]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 HD of animated corporeal undead/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Undead creatures animated by you are imbued with an undulating sigil that floats just above their heads. The body of the creature drips with thick greyish slime, and acid oozes steadily from its eye sockets. The spell affects a number of Hit Dice of animated undead equal to your level.

Undead with the acid symbol deal an extra 1d6 points of acid damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. The creature’s acidic touch deals 20 points of damage per round to wood or metal objects. Armour and clothing dissolves and becomes useless immediately unless succeeding a Reflex save (DC 19). The acid cannot harm stone. A wooden or metal weapon that strikes a symbol-bearing undead creature also dissolves immediately unless if succeeds a Reflex save (DC 19). Additionally, undead under this spell have acid immunity. This spell does not stack with other symbol spells.

Acidic Rain

Conjuration (Summoning)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. +10 ft. /level)
Effect: 20-ft.-radius storm cloud
Duration: Concentration (up to 5 rounds) (D)
Saving Throw: Fortitude half
Spell Resistance: Yes

This spell creates huge reddish coloured storm clouds. Red acid rains down from the storm clouds in the area, dealing 1d4 points of acid damage per caster level (maximum 10d4). If you do not maintain concentration on the spell after casting it, the spell ends. Ranged attacks within the area of the acid rain suffer a -4 to hit. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 10 + the level of the spell the caster is trying to cast.

Acidic Shield

Abjuration [Acid]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level (D)

This spell causes a glimmering shield of magical acid to appear before you, providing cover (+4 AC, +2 cover Reflex) against melee, ranged and magical attacks. Any creature that attempts to attack you in melee suffers 2d6 points of acid damage from the acidic shield. In addition, you may, at any time during the spell’s duration, detonate the shield and scatter burning acid in a 25-foot burst pattern centered on you. All creatures caught in this blast radius, including yourself, suffer 1d4 points of damage per level (10d4 maximum) with no save allowed. This shield will also detonate on its own if you are ever reduced to zero hit points or less.

Material Component: A crystal shield filled with perfume and acid (150 gp value).

Adaptation

Transmutation
Level: Clr4, Sor/Wiz 5
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 hour/level (D)

Upon casting this spell, you must select a plane. This spell grants immunity to the selected plane’s negative or harmful environmental effects, including such things as toxic air, temperature extremes, lack of air or any other planar trait otherwise harmful to you. Additionally, this spell grants energy resistance 20 to the prevalent types of energy common to the plane, such as magma in the Elemental Plane of Fire. This spell does not grant you immunities to the effects of unusual events, such as astral cyclones or ethereal vortices, nor does this spell make you immune to attacks from the plane’s native inhabitants. This spell has no effect when cast on your native plane.

Ageing Stroke

Necromancy [Age, Temporal]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. /2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A beam of grey brilliance bursts from your finger. With a successful ranged touch attack you may hit any one creature within range, immediately ageing the creature 1d10 + 1 year per 2 levels (maximum 1d10 + 10 years). All gained years fade after a week.

Material Component: The spell requires the tooth of an elderly woman.

Agony

Necromancy
Level: Clr 3, Sor/Wiz 5.
Components: V, S.
Casting Time: 1 standard action.
Range: Touch.
Target: One creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to cause inestimable pain to a target with a successful melee touch attack. It suffers an immediate 1d8 points of nonlethal damage and an additional 1d8 points of nonlethal damage each round thereafter until the spell ends. Creatures affected by this spell scream in pain for the entire duration, suffer a –1 penalty to all attack rolls and skill checks due to their distracted state and are unable to cast spells with a verbal component.

Air 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

The energy of this spell creates a white, swirled 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 Dexterity. They also possess the ability to conjure a shield of swirling air that provides a +5 deflection bonus to Armour Class for 10 rounds. Using this shield of air ability is a standard action that immediately dismisses the air brand.

Air Brand, Greater

Evocation
Level: Drd 5, Sor/Wiz 4

As air brand, except that the mark allows the subject to fly with a speed of 40 feet (good manoeuvrability) for the spell’s duration or until the subject uses the greater shield of air ability: as under air brand, but the wall of churning air created works exactly like a wind wall that lasts 10 rounds.

Alacritous Stride

Transmutation [Temporal]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

This spell allows its caster to move with complete agility along almost any surface. The character triples his normal movement rate. If he does not already have them, he receives a climb and swim movement rate equal to triple his normal movement rate. If he does have one or both, he triples their values or increases them to triple his conventional movement rate, whichever is higher. The increase in speed is an enhancement bonus.

The caster does not lose his Dexterity bonus to his Armour Class while climbing and need only make Climb or Swim checks when performing difficult or intricate manoeuvres, for which he receives a +8 bonus to the roll. Finally, the character triples his maximum jumping distance while under the influence of this spell.

Material Component: The material component for this spell is a leaf of ivy.

Alchemist’s Boon

Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 hour or until discharged

When this spell is cast, your sense of smell grows extremely acute in regards to alchemical reagents. You gain a bonus of +5 to the next Craft (alchemy) check you make. This check must be made within one hour of casting the boon or you lose its effect. This bonus only occurs once, so it may not be useful for aiding an extended action but for identification purposes and other quick uses of the Craft (alchemy) skill, it can be extremely helpful. Most forms of this spell cause the caster’s nose to grow quite large until the effect is expended.

Material Component: An ounce of lead, a gold coin and a drop of blood from a gnome.

Alchemistry

Transmutation
Level: Sor/Wiz 4
Target: One magical scroll or potion

As per lesser alchemistry, but the effect has improved to allow the same changes to scrolls. If alchemistry is used to emulate lesser alchemistry and affect a potion, there is no experience point cost for the transfer of a prepared or known spell. This essentially allows free use of the lesser alchemistry spell, though the material cost of the alchemical formula remains the same for that spell.

Alchemistry lets you transfer a spell from one magical scroll into another along the same guidelines as lesser alchemistry. There is no spell level limit to scrolls but the spell transferred into the scroll must still come from a scroll, a potion or from your own prepared spells (for a wizard) or known spells (for a sorcerer). After the casting of this spell, the donor scroll is destroyed, even if it has other spells on it. If the donated spell was from your memory, it is either lost as if cast or a spell slot of the same level is expended, depending on your method of casting. This use of the spell can also transfer a spell from you onto a piece of blank parchment suitable for enchanting, creating in effect a magical scroll in a fraction of the time and effort usually required.

Alchemistry can also be used to transfer an arcane spell from a scroll directly into your memory, replacing one of your prepared spells for that level. If you do not prepare spells, the spell occupies one of your spell slots. You must have a prepared spell or spell slot of the appropriate level available to accept the spell or the alchemistry is wasted. This spell cannot be scribed down once it is in your memory; it can simply be cast. In fact, until it is cast, the spell slot is occupied and cannot be replaced or refilled until used. When the spell is cast, it acts at your caster level. Metamagic feats used in the scroll’s version remain intact, even if you do not possess those feats, though you must be able to cast the spell at its modified level. You may not apply metamagic feats on the transferred spell that you know personally, even if you can do so spontaneously.

Material Components: The item (potion or scroll) to be donated from, the item (potion or scroll) to accept the spell, or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spells are simply being transferred from one magical item to another. If the spells come directly from you onto blank parchment, you must pay the full experience point cost for creating a scroll of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must first be created requiring a Craft (alchemy) check (DC 20), access to an alchemist lab kit, 100 gp for materials, and 10 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, Greater

Transmutation
Level: Sor/Wiz 6
Target: One magical scroll, potion or charged magical item

This spell works as per the spell lesser alchemistry, but has a number of enhancements over the original spell. If this spell is used to emulate lesser alchemistry, it does away with the gold, material components, and experience point cost normally required. Even the alchemical potion becomes unnecessary, although if it is used anyway, the spell transferred can be up to 4th level, bypassing the normal level limit on potions. If this spell is used to emulate alchemistry, the spell transferred from you does not even need to be prepared; it can simply be one you know and have scribed into your spellbook. If this is done, a slot of the appropriate level is still spent. Any experience cost you would incur for transferring a spell of 6th or lower level to a blank parchment is halved if you use this spell.

Greater alchemistry’s primary purpose is to facilitate the transferral of a spell from your prepared spells (or a known spell you can cast as a sorcerer) or any charged item and transfer it to any other magical item or item suitable for enchantment. This process removes the spell completely from the donor item, destroying it in the process, and grants it to the intended item along with any charges it possessed. Unwilling intelligent items are unaffected by this spell if they do not wish to be. If the intended item is a masterwork item suitable for enchantment, it receives the spell at half its previous charges and is considered magical thereafter. The Games Master must decide what constitutes ‘suitable for enchantment’ in the case of a wand, staff, or rod. Newly created items that come from the caster’s prepared spells (as opposed to an item) begin with full charges for an equivalent item of the same type. If there is no item of an equivalent sort, the item gets one charge per caster level. Scrolls and potions contribute only a single charge.

For example, a caster could hold a diamond ring in one hand and a scroll of polymorph in the other. By casting greater alchemistry, the scroll is destroyed and the ring becomes a magical ring with the ability to cast polymorph (at the same caster level as the scroll) on command. The now magical ring has one charge. The caster could also take the polymorph from his prepared spells. Since rings do not generally have charges, the ring of polymorph would have 11 charges if the caster were 11th level at the time of this casting.

Material Components: The item (potion, scroll or charged item) to be donated from, the item (potion, scroll or charged item) to accept the spell, or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spells are simply being transferred from one magical item to another. If the spells come directly from you onto blank parchment, you must pay the full experience point cost for creating a scroll of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must first be created requiring a Craft (alchemy) check (DC 25), access to an alchemist lab kit, 250 gp for materials, and 20 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, Lesser

Transmutation
Level: Sor/Wiz 2
Components: V, S, M, XP, SK
Casting Time: 1 minute
Range: Touch
Target: One magical potion
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

This spell allows you to transform any magical potion, granting it the effect of any spell you wish to drain from a held scroll or from your own spells. If you wish to imbue the potion with a spell from a scroll, you must choose a spell that can be imbued into a potion; i.e. 3rd level or lower. You do not have to be able to use the scroll in question, which is destroyed after transfer even if it has other spells on it.

If you choose to take the spell from yourself, it must be one of your prepared spells or one you know and can cast as a sorcerer. The spell must still be of 3rd level or lower, unless you somehow possess the ability to bypass this limit. A spell transferred in this way, as with all transferred personal spells in any version of alchemistry, is lost as if cast.

Material Components: The scroll to be donated from, the potion to accept the spell or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spell are simply being transferred from a scroll to a potion. If the spell comes directly from the caster, you must pay the full experience point cost for creating a potion of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must first be created requiring a Craft (alchemy) check (DC 15), access to an alchemist lab kit, 50 gp for materials, and 10 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, True

Transmutation
Level: Sor/Wiz 9
Target: One magical item or item suitable for enchantment

True alchemistry is the ultimate form of alchemical item transmutation. It can be used in place of lesser alchemistry or alchemistry without any material components or experience point cost. The precision and power of this spell also allows potions of up to 5th level and retains any additional spells that might be on a donor scroll, though the transferred spell is still lost. In addition, this spell can be used to emulate greater alchemistry without any material components needed and at half the required experience point cost, if any. Even the need for the alchemical potion is waived. If true alchemistry is used in this way, the spell granted to the charged item, scroll, or potion can come from known spells that are not yet prepared, though a slot of the appropriate level must still be spent.

True alchemistry is capable of creating magical items of any sort in an incredibly short period of time by cannibalising other items or spells in your memory the way other alchemistry spells sacrifice scrolls, potions, and charged items. This creation process is vastly faster than true item creation, requires no special feats and can even craft amalgam items with the powers of several others.

You begin this spell by holding the intended recipient item with one hand and touching the donor item (if any) in the other. By invoking the spell, one power or special quality (in the case of a weapon or armour) is removed from the donor item and gained by the recipient. The donor item is then destroyed if it fails a Will save using the caster’s base saving throw. In any case, the item loses the donated power permanently. Enchantment bonuses can be pulled in total as one power, but they supersede and do not stack with bonuses the recipient item may already have.

If you wish, you can take a spell from your prepared or known spells (if you are a sorcerer) and grant it to the recipient in the same charged manner as greater alchemistry. This spell only transfers a power from one item per casting, but a recipient item can receive as many powers as you wish through successive castings up to a maximum market value of 10,000 gp times your caster level.

The Games Master may determine that some powers cannot be transferred to some items, such as armour enchantment bonuses to a ring or the fireballs (all technically one power) from a necklace of missiles into a shirt. In addition, obviously useless powers can be transferred like the defending special weapon quality into an item with no bonuses, but the result will have no practical use.

Material Components: The item to be donated from, the item to accept the spell, or the material components for the transferred spell if it is coming from you directly. In addition to these, you must drink a previously prepared alchemical potion as part of the spellcasting. This potion costs 1000 gp, requires a Craft (alchemy) check at a DC of 30 and takes 30 minutes to create. This potion is not needed if you are emulating any other form of alchemistry.

XP Cost: You must also pay any XP costs required for the transferred powers, as determined by your Games Master for item creation.

Skill Check: A specially prepared alchemical potion must first be created requiring a Craft (alchemy) check (DC 30), access to an alchemist lab kit, 1000 gp for materials, and 30 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Allip Touch

Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

A touch from your hand, which glows with cursed dark energy, disrupts the mind of living creatures. Each touch channels negative energy that deals 1d4 points of Wisdom damage to the target unless it makes a successful Will saving throw. You can use this melee touch attack up to one time per level.

Alter Poison Damage Type

Transmutation [Poison]
Level: Asn 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)l
Target: One dose of non-magical poison that deals ability damage
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You are able to change the type of ability damage dealt by the effected poison. Poison that deals Strength, Dexterity or Constitution damage may only be altered to one of the other two types. Poison that deals Intelligence, Wisdom or Charisma damage may only be altered to one of the other two types.

When the spell ends, the poison reverts to its normal damage type, even if it occurs between dealing initial and secondary damage to a poisoned creature.

A dose of poison under the effect of this spell is considered a magically modified poison.

Alter Taste

Illusion (Glamour)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Target: One meal of 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell changes the taste of one meal to a taste that is pleasant for the creature consuming it. Note that this spell only disguises the taste of the meal and does not alter any other quality of it. While it will alter the taste of rotten meat, for instance, the meat will still be rotten. Furthermore, all parts of the meal taste the same no matter what is eaten. Thus soup, salad, main course, dinner roll and so on will all taste exactly alike since the spell masks any and all flavours with the taste.
Each creature that tastes the meal will experience a different taste sensation depending on what his or her preference is. Thus one creature might taste warm bread while another tastes raw meat.

This spell changes the taste of anything that is part of the meal at the time the spell is cast; if something is added later, such as gravy or poison, then the spell cannot alter that and the creature receives the proper taste of the added item. Creatures are instantly aware of this spell’s effect upon the first bite and can choose to disbelieve the spell’s effects at any time.

Material Component: A pinch of salt or other spice that is tossed in the air at the time of the casting.

Amber Globes

Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One or more globes of electricity energy
Duration: 10 minutes/level or until expended
Saving Throw: None or Reflex half
Spell Resistance: Yes

You create up to five globes of electricity energy about the size of acorns, which can be hurled at targets by you or another creature, or can be detonated on command. Together, the globes are capable of dealing 1d6 points of electricity damage per caster level (maximum 10d6). A single globe cannot deal more than 4d6 points of damage, but you can otherwise divide up the damage among the globes as you wish.

Each globe is a splash weapon with a range increment of 30 feet, and requires a ranged touch attack to hit. Throwing a single globe is a standard action, while throwing two or more is a full-round action that requires that all targets be within 30 feet of each other. Globes not thrown during the turn in which you cast the spell can be held for throwing in a subsequent turn, or can be handed to other characters as a standard action.

Each globe explodes upon striking any hard surface, and in addition to dealing its regular electricity damage to the target, deals 1 point of splash damage per die in all adjacent squares. Creatures within the splash area that make a successful Reflex save take only half the splash damage, but creatures struck directly are not allowed a saving throw against the globe’s primary damage.

Alternatively, you can gently toss or place a globe within 5 feet of you so that it does not explode on contact. Once in place, you can cause one or more globes to detonate by speaking a command word as a standard action if you are within 200 feet. When it detonates, the globe deals its electricity damage to all targets within a 5-foot burst. Creatures in the area that make a successful Reflex save take only half damage.

Material Component: One amber or glass bead per globe created.

Analyse Creature

Divination (Contingent – Transmutation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

When cast, analyse creature gives an accurate, detailed account of the target creature’s physical structure, capabilities and weaknesses. While this spell cannot determine specific skills or spells known (if any), anything that is a physical characteristic of the creature is learned once the casting time is complete. This allows the caster to determine a target’s creature type, subtype, natural armour bonus, base attack bonus, movement types and rates, natural weapon attacks and damage, unmodified statistics, innate extraordinary, spell-like and supernatural abilities, racial bonuses to skills and statistics, inherent weaknesses, current Hit Dice and hit points.

This spell does not reveal any abilities or statistical changes brought about by active spells, equipment, magic items or other external effects. It does not reveal whether a given piece of information is a common trait of the creature’s race or something specific to the target. Analyse creature does not work on animated objects, constructs or undead, nor will it work on a creature that is dead.

The size of target that can be analysed with this spell depends on the caster level. A caster of 3rd through 5th level can affect Medium or smaller targets, 6th through 8th level can affect Large creatures, 9th through 11th level can analyse Huge targets and a caster of 12th level and above can affect a creature of any size.

Material Component: A drop of blood and a small piece (a few strands of hair, a scale or something similar) of the target to be analysed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.

Analyse Creature, Greater

Divination (Contingent – Transmutation)
Level: Sor/Wiz 7
Casting Time: 1 hour
Range: Unlimited

This spell functions like analyse creature, except that the information obtained is even more detailed. It informs the caster of both the creature’s abilities (as noted in analyse creature) and what characteristics differ from the target’s normal racial type. The other major difference is that greater analyse creature has no true range limitation except that the caster must have seen the creature before, works on dead creatures and can be used on undead (though the information it gives is for the creature as it was when it was alive).

Material Component: A drop of blood and a small piece (a few strands of hair, a scale or something similar) of the target to be analysed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.

Anchor

Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 1 ship
Area: See text
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This spell maintains a ship’s position against currents, holding ships weighing up to 10 tons per caster level.

Material component: A small bit of iron and a piece of string.

Animate Animal

Necromancy [Evil]
Level: Clr 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One Tiny animal corpse touched (base creature HD up to 1 HD/level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or body of one dead animal into an undead skeleton or zombie that follows your spoken commands. This spell will only animate dead animals of Tiny size. The skeleton or zombie can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

The skeleton or zombie remains animated until it is destroyed. A destroyed skeleton or zombie cannot be reanimated again. The statistics for a sample Tiny skeleton or zombie may be found in Appendix I (see p. 241)

Material Component: A small black onyx gem worth at least 10 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animate Crew

Necromancy [Evil]
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Creates an undead crew for a ship
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship).

The undead all have a Profession (sailor) score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit.

Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each.

Animate Shadow

Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Targets: Caster’s shadow
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the caster’s shadow into a quasi-real creature that follows the character’s spoken commands. The shadow created can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The shadow remains animated until it is destroyed.

The shadow creature possesses the same statistics as the caster except it has only has one-fifth the hit points and knowledge (including level, class abilities, skills and vocabulary) of the caster.

At all times the shadow remains under the character’s absolute command. No special telepathic link exists, so command must be exercised in some other manner. The shadow has no ability to become more powerful. It cannot increase its level or abilities. If destroyed, the shadow instantly dissipates and returns to the caster. While the spell is in effect, the caster casts no shadow.

Material Component: The caster must have a shadow at the time of casting the spell.

XP Cost: 100 XP.

Animate Shield

Transmutation
Level: Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You cause an unattended shield to float in the air and defend you as if you were using it. The shield moves to defend you against physical attacks. You suffer no armour check penalty or arcane spell failure chance from the shield. You can use both hands freely, even to attack, but your off-hand attacks suffer a -2 circumstance penalty if you attack with multiple weapons or a two-handed weapon.

Animate Skeleton

Necromancy [Evil]
Level: Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse touched (base creature HD up to 1 HD/level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or body of one dead creature into an undead skeleton that follows your spoken commands. This spell will only animate skeletons of Medium size or smaller. The skeleton can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the flesh falls off the bones. In the Appendix (see p. 241) you will find a sample skeleton animated by this spell.

Material Component: A small black onyx gem worth at least 50 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animate Zombie

Necromancy [Evil]
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One corpse touched (base creature HD up to 1 HD/level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or body of one dead creature into an undead zombie that follows your spoken commands. This spell will only animate zombies of Medium size or smaller. The zombie can follow you or can remain in an area and attack any creature (or just a specific type of creature) entering the place.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

An undead zombie can be created only from a mostly intact corpse. The statistics for a zombie depend on its size; they do not depend on what abilities the creature may have had whilst alive. In Appendix I (see p. 241) you will find a sample zombie animated by this spell.

Material Component: A small black onyx gem worth at least 50 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animated Web

Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20 ft. radius spread
Duration: 1 minute/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

A more powerful and versatile version of the web spell, animated web creates a many-layered mass of sticky filament that ensnares those unfortunate enough to come in contact with it. Similar to, but far larger than, a normal spider’s web, these magical strands are as tough as steel and difficult to destroy.

Unlike a normal web, the mass of threads created by this spell need not be anchored to anything and, in fact, works best if it is not. The peculiar magic of the spell allows the strands of the web to hover in mid air.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If the save succeeds, the being is entangled, but not prevented from moving. If the save fails, the being is entangled and rendered unable to move – a creature unable to move can only attempt to break loose, requiring either a DC 20 Strength check or a DC 25 Escape Artist check. A being who succeeds in avoiding becoming completely ensnared, either by succeeding at his initial Reflex save or by succeeding at his Strength or Escape Artist check, remains entangled, but may move through the strands. Each round devoted to movement requires another Strength or Escape Artist check against a DC of 10, with the creature only able to move 5 feet for each full 5 points by which the check succeeds.

The versatility of the animated web spell comes from its ability to stretch and move, albeit slowly. Each round, the caster can cause the web to move up to 10 feet in any direction as a free action, allowing him to engulf the unwary. In addition, the caster can deform and twist the radius of the web as he sees fit, causing it to become a line or wall. If, during its movement, the web engulfs a target, that being must immediately attempt a Reflex save as though he had been caught in the spell’s initial radius. Any beings that are already entangled within the web are normally carried along when it moves, though their relative position within the web is not changed, unless its dimensions are radically changed. If the caster wishes, he can alter the web to release the trapped creature, or if the trapped being succeeds at a Strength or Escape Artist check against a DC of 25 (if fully entangled) or 10 (if only partially entangled, as above) he can hold his position successfully, causing the strands to tear around him and allowing him to move either 5 feet or 5 feet per full 5 points above the check DC, respectively.

As with a standard web spell, a creature with at least 5 feet of webbing between itself and an opponent is considered to be under cover. Likewise, a being protected by 20 feet of webbing gains total cover (see the SRD).

The strands of an animated web spell are flammable, meaning a flaming sword can part them as a hand parts cobwebs. Any fire, whether it be from a torch or from a fireball, sets the webbing alight and burns away a 5-foot section each round. Those caught within the burning area suffer 2d4 points of fire damage.

Unlike the strands of a normal web, an animated web cannot be made permanent, save by means of a spell comparable in power to a miracle or wish.

Material Component: A piece of spider web and a living spider.

Annihilation

Necromancy [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Area: 30 ft. radius spread
Duration: Instantaneous
Saving Throw: Will (negates)
Spell Resistance: Yes

Through the use of this spell, you harness the very essence of negative energy present in your surroundings, calling it to you, magnifying its power and then sending great waves of destructive power radiating away from you. The natural world itself recoils from the use of such magic, with plant life wilting under the wave of negative energy and small animals fleeing desperately before being drained into lifeless husks.

Use of this spell will automatically destroy all plant life and Tiny animals of under 1 HD within the area of effect. In addition, roll 1d6 per caster level and total the result (maximum 15d6). Any creature with hit points below this score must make a Will save or be automatically slain. This spell does not affect undead creatures, or the caster.

Material Component: A small segment from the brain of a mass murderer.

Anywhere Door

Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: Six hours
Range: See text
Effect: A one-way magical doorway
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell creates a doorway through which you view another location. The doorway is a 5-foot-by-8-foot, one-way magical hole that allows you or anyone else to step into the desired location. You cannot choose or change the position, orientation or angle of the doorway. Any spell that protects an area from teleportation or scrying also prevents an anywhere door from opening into it.

Any creature in the destination location with an Intelligence of 12 or higher can notice the doorway by making a Spellcraft skill check (or Intelligence check) against DC 20. Even if the doorway is noticed, however, it remains one-way and the creature cannot look or step in— he merely knows it is there.

When creating the doorway, choose a place known to you that the doorway leads to—a place you have been or have had described to you. It can even be on another plane. To determine if the doorway appears where you want it to, roll on the table below:

Anywhere Door Table

Familiarity On Target Off Target Similar Area Mishap
Very Familiar 01-97 98-99 100 -
Studied Carefully 01-94 95-97 98-99 100
Seen Casually 01-88 89-94 95-98 99-100
Viewed Once 01-76 77-88 89-96 97-100
Description 01-52 53-76 77-92 93-100
False Destination (1d20+80) - - 81-92 93-100

Familiarity: ‘Very familiar’ refers to a place where you have been very often and where you feel at home. ‘Studied carefully’ is a place you know well, either because you have been there often or because you have used other means (such as scry) to study the place. ‘Seen casually’ is a place you have seen more than once but with which you are not very familiar. ‘Viewed once’ is a place you have seen once, possibly using magic. ‘Description’ is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map. ‘False destination’ is a place that doesn’t exist, such as if you have mistranslated an ancient tome and tried to step into a nonexistent treasure vault that you believe you read about, or if a traitorous guide has carefully described an enemy’s sanctum to you wholly inaccurately. When looking into to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling percentile dice, since there is no real location for you to hope to see or even be off target from.

c On Target: The doorway opens into the place you want.

c Off Target: The doorway opens into a location a random distance away from the desired location in a random direction. Distance off target measures 1d10 x 1d10 percent of the distance between you and the original location. If the door goes to another plane, the off-target location is another plane.

c Similar Area: The doorway opens into a location that is visually or thematically similar to the target area. Generally, you step into the closest similar place, but since the spell has no range limit, you could conceivably step somewhere else across the globe.

c Mishap: The doorway’s energy explodes around you, dealing 3d6 points of damage to you and all within 10 feet of you.

Material Component: A 5-foot-by-8-foot pane of quality glass with a silver frame, worth at least 5,000 gp

Apportation

Conjuration (Summoning) [Hanging]
Level: Sor/Wiz 2
Components: V, S
Casting Time: Special
Range: Touch (see below)
Target: One touched object that bears an arcane mark up to 2 lbs./level
Duration: 24 hours or until discharged.
Saving Throw: Will negates (harmless, object)
Spell Resistance: No

This spell is usually cast when you prepare your spells or when you regain your spells, depending on your manner of magical recovery. The target of apportation is any object weighing less than two pounds per caster level that you can physically hold and carry. This target does not have to be of any special quality, but it does need to bear a special symbol placed by you through the use of arcane mark. A magical item can be used as the target if desired.

At any time within 24 hours, you can speak a single word and the object instantly teleports from its location to your hand(s). This is an immediate action and can be done even on another being’s turn as long as you are not flat-footed. The object can be anywhere within 1 mile per caster level and be summoned with apportation. If the object is outside this distance, the word fails but the spell is not lost.

While this spell is hanging, it counts as a used spell slot or cast spell. If the slot is replaced or refreshed in any way, the apportation is lost and must be recast. As with most hanging spells, the true casting time for apportation is one minute and it is ruined and lost if there are any interruptions during its casting.

Armour Crypt

Transformation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Mobile Emanation (20 ft. area)
Duration: Concentration (up to 1 round/level)
Saving Throw: Fortitude half
Spell Resistance: No

Creatures caught in this spell’s area of effect suffer continuing damage as their armour sprouts spikes on its interior. At the end of each round a target is in the area of effect, he suffers one hit point of damage per point of Armour Class that is provided from worn armour. Magical bonuses to Armour Class do not count, only the physical Armour Class of the original object is used to determine damage sustained. Thus, a suit of padded armour causes one point of damage per round while a suit of banded mail causes six hit points of damage each turn, regardless of any enchantments on either suit of armour. Note that Armour Class provided by shields does not contribute to this total for purposes of calculating damage.

A successful Fortitude save halves damage (to a minimum of one hit point of damage) for a single round but does not provide the creature with further immunity. A new save must be made each round a target is in the area of effect, regardless of how briefly.

When the spell expires, the spikes on the interior of the armour disappear and the armour may be worn normally.

Material Components: A steel spike wrapped in jagged golden wire (value 250 gp).

Assassin’s Coin

Conjuration (Summoning)
Level: Asn 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One gold or platinum coin
Duration: Permanent (until discharged) (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Take a coin from a payment and cast this spell upon it. Return it to the person who paid you the money. When they wish to contact you, they must throw the coin into the air and call out the name you gave them. The coin vanishes and reappears in your pocket, giving you a brief mental image of the person who wishes your services. No message may be conveyed by this spell. Any individual may have only one of these coins from the same caster in their possession.

Material Component: The material component is the coin, which returns to the caster when used.

Assassin’s Mark

Transmutation [Evil]
Level: Asn 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft./2 levels)
Target: A body slain by your own hand
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Cast this spell on a victim. The wound from your death blow (or another of your choice) instantly reshapes into a mark, tattoo or symbol of your choice. It is automatically identified as your mark. When you first learn this spell, you select the mark it creates.

You cannot change the mark once chosen without extreme magical means (such as a wish or miracle).

Aura of Degeneration

Transmutation [Force]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round per level (D)

You surround yourself with a destructive field of transmutation energy that seeks to break down any material object that contacts your body after this spell is cast. The aura is a flickering white field of energy and is quite visible, even shedding light out to a radius of 10 feet. You may dismiss the aura at any time, but you cannot choose to have it affect certain objects and ignore others while it is active.

Anything non-living that makes contact with you such as a weapon, an arrow or other material object suffers 2 hit points per caster level in the same manner as a sunder attempt. This does not provoke an attack of opportunity from the object’s wielder. You may use this aura offensively by attacking objects directly, but this will provoke an attack of opportunity if you do not possess the Improved Sunder feat. Magical items and weapons may make a Fortitude save for half damage, even if they are unattended. Hardness may negate part or all of the aura’s damage as normal.

If a weapon is destroyed by the aura, the damage it would have dealt you is reduced to half and treated as nonlethal. If a trap or a spell relies on physical objects (like a spike trap or a web spell) and the aura’s damage destroys them, its damage is similarly reduced and any secondary effects like entangling do not apply. A weapon that survives its contact with the aura does not have its damage lessened in any way. When the aura ends, any damage it has dealt is permanent and remains.

Awaiting

Transmutation [Temporal]
Level: Sor/Wiz 1
Component: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

This spell twists the caster’s perception of time. He may wait and absorb all the actions of others, planning and preparing and then, when he is ready, he may act without any perceivable delay.

Under the influence of this spell, the caster receives two benefits. Casting this spell fixes the chronomancer’s initiative. In the following round, the character acts on whatever initiative this spell was cast, immaterial of any actions on his part that would normally change his initiative. The spell switch fate still functions on the spellcaster, though it switches with this fixed initiative. Additionally, the spellcaster may delay his actions in a round for as long as he wishes and never forfeit those actions.

This spell gives the caster time to prepare and plan. He may observe all the actions of his opponent before acting and he has time to consider what to do if he waits until everyone else has acted. This spell does not mean the Games Master must stop the game while the player plans but he should give the player a few minutes if he is willing to let everyone else act first.

Awaken Element

Transmutation [see text]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 5 ft. cube of an element
Duration: 1 minute/level
Saving Throw: None (Object)
Spell Resistance: No

You give an element human-like sentience. You target a volume of air, earth, fire or water no bigger than a 5-foot cube per four caster levels, and it awakens as if becoming an elemental. It has all the statistics of an elemental of Small size for its element type, except that its Intelligence score is 3d6 and it can speak Common.

The creature is friendly towards you and, although it is not bound to you, will perform any reasonable task you ask of it until the spell’s duration ends and it collapses or disperses back into its material. An intelligent element remembers what happened around it for one week per caster level before it was awakened and can answer questions about that.

When you use this spell to awaken an air, earth, fire or water creature, it is a spell of that type. For example, awaken element is a fire spell when cast to awaken a fire elemental.

Material Component: A fistful of crushed crystal powder.

Awaken Spellbook

Transmutation
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 24 hours
Range: Touch
Target: Personal spellbook
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)

You awaken your spellbook to human-like sentience. To succeed, you must make a Will save (DC 10 + your current level). The awakened spellbook is friendly toward you. You have no special empathy or connection with the spellbook you awaken, although it serves you in specific tasks or endeavours if you communicate your desires to it.

An awakened spellbook has characteristics as if it were an intelligent item. It also gains the ability to move its pages and propel itself across the ground at a base movement speed of 5 feet. It possesses language and senses similar to a human’s senses. An awakened spellbook can speak one language you know plus one additional language that you know per point of Intelligence (if any).

An awakened spellbook gains 3d6 Intelligence, Wisdom, and Charisma scores as well as an additional 2d6 hit points. Awakened spellbooks have distinctive personalities of their own. These personalities can reflect the personality of the caster, spells contained within or can be completely random. Some example personalities include: cautious, crazy, curious, helpful, ornery, passionate, philosophical or sarcastic.

XP Cost: 250 XP

Bandersnatch

Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: One small sack touched
Duration: Permanent until discharged
Saving Throw: Will negates
Spell Resistance: Yes

You imbue a small sack with a minor trap. Any person who sticks a hand inside the bag without first speaking the command word triggers the spell. The victim must make a Will save or be shrunk down to a height of one inch and be teleported into the sack. Non-living beings such as undead or constructs do not trigger the spell. The caster is notified as soon as a creature has triggered the spell, as long as he and the sack are on the same plane.

The sack will not allow a victim out until it is opened by the spellcaster, who may choose to release the victim or not. The caught creature cannot use spells, weapons or psionics to damage the sack or leave the sack in any way, with the exception of a plane shift or similar magic.

A dispel magic or a successful Escape Artist check (DC 30) allows a creature to escape. A released creature teleports to just outside the sack and is returned to full size. A spellcaster may only have one active bandersnatch at any given time.

Become Swarm

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

The caster assumes the form of a writhing mass of Tiny spiders, the better to swarm over his foes, make a quick escape or pick your way through cracks and crevasses. The swarm occupies the same space as the caster, a 5 foot square if Medium, 10 foot if Large and so on.

The caster’s body is composed of 100 Tiny spiders per caster level, to a maximum of 2,000 Tiny spiders at 20th level. They cannot reduce the size of their swarm body, though they can scurry through cracks or holes large enough for the component spiders. In swarm form, the caster can move through enemy occupied squares without impediment, though you suffer an attack of opportunity as normal when doing so.

While in swarm form, the caster cannot be grappled, cannot cast spells with verbal or material components and cannot wield equipment of any sort though it is transformed along with them. The caster gains damage reduction equal to his caster level, though it is bypassed by blunt magical attacks (so a 10th level caster gains damage reduction 10/magic and bludgeoning).

As a swarm, the caster cannot make standard melee attacks. Instead, they attack by moving into enemy occupied squares, provoking attacks of opportunity as normal when doing so. They deal automatic damage to any creature whose space they occupy at the end of the caster’s move, with no attack roll needed. Their attacks are not subject to miss chances for cover or concealment. The amount of damage the caster’s swarm attack deals is dependent on their caster level, as outlined below:

Caster Level Swarm Damage
1-5 1d6
6-10 2d6
11-15 3d6
16-20 4d6

As a swarm, the caster does not threaten those within his square and cannot make attacks of opportunity with his swarm attack. However, he does distract any creature that occupies his square, so long as he is normally capable of damaging them (meaning they are not incorporeal or the like). Each round they remain within the swarm, they must attempt a Fortitude save against a DC equal to 10 + one half the caster’s level + caster’s Constitution modifier; if they fail, they are nauseated for the round. Spellcasters within the swarm body must succeed at a Concentration check (DC 20 + spell level) to successfully cast their spells. Likewise, skills which require patience and concentration require Concentration checks against DC 20 + spell level.

In swarm form, the caster does not have a discernible front or back and no discernible anatomy, so is not subject to either flanking or critical hits. The caster takes half damage from slashing and piercing weapons, but suffers a -4 save to all spells or effects which affect an area, such as splash weapons and many Evocation spells.

As the caster suffers damage, his swarm body begins to thin, though it does not shrink in size. When the spell’s duration ends, or when he is reduced to 0 or fewer hit points, he reverts to his normal form. If the caster is slain in swarm form he returns to his normal body.

Material Component: A sack of 100 spider’s legs, which must be scattered across the ground at the time of casting.

Bewildering Aura

Illusion (Pattern) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object.
Area: 10 ft. radius sphere around the creature or object targeted.
Duration: 1 minute/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes

This pattern creates a bewildering aura of light, sound, heat and smell around the target of the spell. All creatures that enter the area are subject to the following effects according to their HD:

c Up to 3: Stunned for 3d4 rounds, dazed for 2d4 rounds and then confused for 1d4 rounds.

c 4-6: Stunned for 2d4 rounds, dazed for 1d4 rounds and then confused for 1 round.

c 7-9: Stunned for 1d4 rounds, dazed for 1 round.

c 10 or more: No effect.

Note that this spell can affect the same creature more than once, but only if they are not currently not under any of the effects of the spell and are within 10 ft. of the targeted creature. Once the spell affects, or attempts to affect, 30 HD of creatures it is discharged. The target of the spell is not affected by the spell.

Material component: A kaleidoscope.

Beyond Words

Enchantment
Level: Brd 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) (see text)
Target: Your charmed creature
Duration: Varies (D)
Saving Throw: None
Spell Resistance: Yes

Similar to thrall’s understanding, this spell can be cast at any point during the charm effect. In addition to the effects of the understanding, beyond words allows the caster to communicate mentally with the target as a free action during its duration. Once cast, the target can travel any distance from the caster and still remain affected by the initial charm effect, regardless of the range limitations of the original spell.

Material Component: A polished, engraved and faceted amethyst worth 100 gp.

Bind Crew

Enchantment (Compulsion) [Mind-affecting]
Level: Clr 6, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100-ft. + 10-ft./level)
Target: One crew, numbering no more than six creatures per level of the caster
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell affects the entire crew of a ship, but all are permitted to make individual Will saves to resist the spell. Those bound are unable to leave the ship for the duration of the spell. They may act normally, but cannot move beyond the confines of the ship. They can climb to the top of the rigging, descend into the bowels of the ship, shoot harpoons at the caster or whatever they choose, as long as they do not leave the ship. The spell will even hold the crew if the ship sinks.

Focus: A tiny anchor.

Bind Guardian I

Conjuration (Calling)
Level: Sor/Wiz 1
Components: V, S, XP
Casting Time: 1 minute
Range: Close
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell is identical to summon monster I, using the same summoning chart and arcane focus as those shown in the SRD. The casting time is as listed above however, and the creatures summoned only appear for a single round instead of the spell’s normal duration. During that time, the effects below occur. The summoned creatures are motionless and do nothing during this round, disappearing without further effect if they are attacked or the bind fails.

The summoned target of the bind guardian I spell must make an opposed Will saving throw against you or be bound to your service in much the same way as an animal companion. If the spell tries to bind multiple creatures, they receive a single saving throw; failure binds them all. A willing subject may voluntary fail this save, but targets are generally hostile to the idea of remaining permanently with you. You can only have twice your arcane caster level in Hit Dice worth of guardians at one time. If the spell affects multiple creatures from one casting of bind guardian I and any are slain thereafter, the survivors must all be released before replacements can be bound. An additional limitation of this spell is that while you have bound guardians, you cannot prepare or cast the summon monster spell used to summon them until they are released.

At the caster’s option, the guardians can be assigned (at the time of binding) to another individual, but they still count towards your total number of Hit Dice available and the decision cannot later be changed without releasing them first.

XP Cost: 100 XP.

Bind Guardian II

Conjuration (Calling)
Level: Sor/Wiz 2

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster II.

XP Cost: 200 XP.

Bind Guardian III

Conjuration (Calling)
Level: Sor/Wiz 3

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster III.

XP Cost: 300 XP.

Bind Guardian IV

Conjuration (Calling)
Level: Sor/Wiz 4

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster IV.

XP Cost: 400 XP.

Bind Guardian V

Conjuration (Calling)
Level: Sor/Wiz 5

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster V.

XP Cost: 500 XP.

Bind Guardian VI

Conjuration (Calling)
Level: Sor/Wiz 6

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster VI.

XP Cost: 600 XP.

Bind Guardian VII

Conjuration (Calling)
Level: Sor/Wiz 7

Identical to bind guardian I, but this uses the summoning rules and chart for summon monster VII.

XP Cost: 700 XP

Bind Guardian VIII

Conjuration (Calling)
Level: Sor/Wiz 8

Identical to bind guardian I, but this uses the sum-moning rules and chart for summon monster VIII.

XP Cost: 800 XP.

Bind Guardian IX

Conjuration (Calling)
Level: Sor/Wiz 9

Identical to bind guardian I, but this uses the summoning rules and chart for summon monster IX.

XP Cost: 900 XP.

Bird of Prey

Transformation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

The caster is transformed into a true hunter and will find himself given a boost in abilities and knowledge. He gains 1d4+2 Strength, Dexterity and Constitution, is considered proficient with all weapons and gains the following feats; Power Attack, Weapon Focus (any weapon) and Weapon Specialization. With this spell, the caster has become a veritable bird of prey and is ready to enter the hunt.

Bite of the Seductress

Enchantment (Charm) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love with him. In order for this spell to take effect, the caster must deal actual damage upon them with an unarmed attack; meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell.

Those who fail their Will save to resist the spell become slavishly devoted to the caster, willingly obeying commands and flinging themselves into harm’s way for the caster’s benefit. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe that threatens their paramour, no matter how powerful.

Unlike a charm person spell, obviously threatening actions by the caster do not instantly break the spell, though lethal attacks grant them a new save to resist the bite’s effect.
The caster must speak the victim’s language in order to communicate commands.

Material Components: A small braided whip.

Black Lightning

Evocation [Death, Electricity, Evil]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

With this spell the caster launches crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes that is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Material Component: A piece of humanoid scalp and a rod of black crystal.

Black Rainbow

Divination
Level: Sor/Wiz 0
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: One living being
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Casting this spell allows the recipient to see in full colour when using dark vision, with exactly the same degree of detail as if you were using normal sight in full daylight.

Material Component: A shred of brightly coloured fabric.

Blade Song

Transmutation [Sonic]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Bladed weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You imbue a single bladed weapon you touch with a magical aura that causes the weapon to emit a cacophonic blast of sound whenever it successfully strikes a target. Any creature hit by the imbued weapon takes an additional 1d6 points of sonic damage.

Bleeding Wound

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

This is a more powerful necromantic spell than wound, it too accelerating injuries to living tissue and making wounds more serious. With this spell, even a small pinprick can cause a subject to bleed to death as the wound resists all attempts to halt the flow of blood.

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, each round, for the duration of the spell. This effect does not apply to nonlethal damage. Stopping this bleeding requires the application of any magical healing or a Heal check at DC 15. This spell has no effect on undead, constructs, animated objects or outsiders.

Material Component: Bladed weapon buried with a corpse for at least one year.

Blinding/Deafening Pattern

Illusion (Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action.
Range: Medium (100 ft. + 10 ft./level)
Effect: Blinding light or deafening sound in 30 ft. radius spread
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This pattern of lights and sounds blinds or deafens (the caster’s choice) all creatures in its area of effect. Those who move out of the area remain blinded or deafened for 1d4 rounds afterward. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.

Material Component: Blinding - A pair of eyeglasses that have the lenses painted over; Deafening – A chain with a half dozen bells of differing sizes.

Blindness/Deafness, Lesser

Illusion (Glamour)
Level: Bard 2, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Targets: One living creature
Duration: 1 round/level
Saving Throw: Will disbelief negates
Spell Resistance: Yes

The subject of this spell becomes blinded or deafened, as the caster chooses. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.

Bliss

Divination [Temporal]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

The name of this spell can be misleading but it gives some idea of what the spell is commonly used for by less reputable casters. Bliss probes the memories of a single creature, allowing it to relive, in complete detail, a time in its life. This period can be up to one hour in length and from any time in the creature’s life.

The caster may either specify the time exactly or allow the target to experience any moment in his life he desires. If the target is given free rein, it must succeed at a Wisdom check (DC 10) or be sent to an emotional moment in its life it did not choose. The creature is likely to be sent to a time it regrets or memories it tries to avoid consciously.

If the creature lacks memory of the event, it will find complete clarity with the casting of this spell. If the creature is dealt damage in its memory, it must succeed at a Will save or take 1d6 points of nonlethal damage for every source of damage it experiences. Bliss can be used as a drug, a means of restoring lost memory or helping a person to overcome tragic loss. It can also be used as a method of torture, without actually injuring the target.

Material Component: A stem of a rose bud. The petals are removed. During the casting of the spell, the bud reforms and blossoms only to fade into dust as the casting is completed.

Blood Like Icicles

Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature with blood
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

You cause the blood of one creature to suddenly coagulate and harden into spikes, which then thrust out of the creature’s flesh. This eruption deals 3d6 points of damage on the subject. If the creature survives, it can then use the spikes as weapons for the duration of the spell. The spikes add 1d6 points of damage to any grapple or unarmed attack the subject makes.

Bloodbane

Abjuration (Contingent - Necromancy)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: You or creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

When cast, bloodbane makes the circulatory system and fluids in the body glow faintly with a crimson light. This cannot normally be seen, though the recipient’s eyes flicker red in dim light. Other than that, there is no visible effect of this spell while it is in effect. Bloodbane bolsters your blood and protects you from any alterations, changes or interference.

This makes you immune to wounding effects, negates poisons that deal Constitution or Strength damage and prevents you from being polymorphed into any form outside your own type. While in effect, you automatically stabilise if brought below zero hit points and you regenerate as if wearing the ring of the same name. Creatures that attack by draining or drinking your blood cannot do so effectively, dealing only what hit point damage is normally associated with such an attack.

Material Component: A single drop of blood from an animal, beast or humanoid with a 16 or higher Constitution.

Bloodfire

Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One target within range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

Through this spell, the caster is able to spray his blood in a flaming stream to strike one target. The material component of this spell is the caster’s own blood, which is spilled in copious quantities. When the spell is cast, the caster determines how much Constitution damage he is willing to suffer. For 1 point of temporary ability damage, the spell causes 1d6 hit points of damage to the target per level of the caster and for 2 points, the spell causes 1d8 hit points of damage per level of the caster. This spell may cause no more than 15 dice of damage in either case.

For every point of Constitution damage after the second the character voluntarily suffers when casting this spell, he may add one of the following to the spell’s effect:

c Increase the save DC by 2.

c Lessens elemental resistance by 5.

c Change the descriptor to one of the following: acid, cold, electricity, force, or sonic.

Each of the above may be selected more than once provided the Constitution cost is paid for separately each time. The Constitution damage heals at the rate of one point per hour and this cannot be magically increased.

Material Component: The caster’s blood.

Blowback

Abjuration (Sonic)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Spiral, 20 ft. long/level
Duration: Based on spiral length, above
Saving Throw: See below
Spell Resistance: Yes

A spiral wall of shrieking power whips out from the target location, throwing any non-prone creature caught in its area of effect or that attempts to cross its area of effect 1d6 x 10 feet in a random direction. There is no saving throw to prevent this, except for creatures that have seen the spell in action before who may choose to make a Reflex save to throw themselves prone for the duration of the spell, if desired.

To determine the direction a creature is thrown, consult the Missing with a Thrown Weapon diagram in the SRD. Creatures thrown in this way suffer 1d8 hit points of damage per 10 feet thrown, unless they are thrown into a wall or other immovable object in which case they suffer 2d6 hit points of damage per 10 feet thrown. If a creature is thrown into another creature, both suffer damage as if they had been thrown the same distance as the creature actually thrown. Any creatures affected by this spell must also make a Fortitude save on landing or fall prone, stunned for 1d3 rounds. Even those who succeed at the save will be prone on landing, and may be advised to stay there, as the spell will not affect those who are prone.

Flying creatures caught by this spell, or who cross through the spell’s area of effect, are allowed a Reflex save to avoid striking the ground. If successful, they suffer 1d6 hit points of nonlethal damage per 10 feet they are thrown. They must then spend one round regaining their balance before they can begin flying normally. Creatures knocked unconscious by nonlethal damage fall to the earth and suffer normal damage upon impact.

Material Component: A bar of pure copper wrapped in rubber worth at least 400 gp.

Blurred Vision

Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell resistance: Yes

With this spell, the caster causes the subject to suffer from blurred vision. A creature with blurred vision suffers a 20% miss chance on all melee attacks and a 50% miss chance on all ranged attacks.

Body of Fire

Transmutation [Fire]
Level: Drd 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level

You transform your body into elemental fire. You gain the elemental type (including immunity to poison, sleep, paralysis, stunning, critical hits, and flanking), the Fire subtype (including fire immunity and cold vulnerability) and damage reduction 10/–. Anyone whom you touch, or who touches you, suffers 1d4 points of fire damage. Flammable objects ignite at your touch, though equipment you wear or carry when initiating the transformation is unaffected. You are considered armed when striking with this burning touch, and threaten your area even when unarmed. Your spellcasting abilities are unaffected.

Material Component: Ash from a deceased creature with the Fire subtype.

Bolt of Ghostslaying

Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The caster forms a deadly bolt of blue energy in the air and sends it toward his target, which must be an incorporeal being. This bolt will only harm an incorporeal being, which includes any creature or character under influence of a spell making him incorporeal. The caster must succeed at a ranged touch attack to strike his target; if successful, the bolt deals 1d6 points of damage per level of the caster (max 5d6).

Material Component: A cold iron bolt.

Bolster Familiar

Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Bolster familiar grants the familiar +1 temporary hit points/caster level and grants them a +1 to all attack rolls and saving throws.

Bond Transferral

Universal
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 9 hours
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature and your familiar
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell bonds the caster’s familiar to a creature of the caster’s choice. The familiar still uses its previous master’s effective class level when determining special abilities, however, it is reduced by two levels. Note that the familiar’s effective class level is not affected by an increase in its former master after the point at which it is bound to a new master and that the former master and familiar no longer gain any boon or doom from each other. The familiar still counts against its former master’s number of familiars that can be summoned and thus their effective master level. This is only applicable if the caster has the Extra Familiar feat. In all other respects, the familiar and its new master are treated as normal master and familiar. The new master gains all the boons of having a familiar of its type, the familiar is infused with all the special abilities and attributes appropriate to its adjusted master level. They also both suffer from the dooms that come about from bonding with each other. Also, the familiar counts against its new master’s number of familiars that can be summoned and thus their effective master level; this is only applicable if the new master has the Extra Familiar feat. If at some future point the new master’s effective class level rises above the familiar’s former master, the new master may take over the maintenance of the familiar and the familiar then uses his new master’s effective master level to determine abilities.

Material Component: 100 gold pieces worth of diamond dust or some other precious material per effective class level with its new master, minimum of 100 gp.

XP Cost: The maximum experience loss that comes from dismissing a familiar (200 XP per class level).

Bonded Souls

Enchantment
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your charmed creature
Duration: Special (D)
Saving Throw: None (see below)
Spell Resistance: Yes

This powerful spell binds a creature affected by one of your Enchantment (Charm) spells to you in much the same way as a familiar. Like similar charmed-affecting spells, this spell ends when the charm-designator spell does. Neither of you gain any special abilities from this bond, but the link does transmit touch-ranged spells and personal-affecting spells as the similar familiar powers. A second effect of this bond is also its most powerful. If the caster dies while the bond is in effect or within one hour of its being broken, the subject must make a Will save or be slain instantly. If the subject kills the caster personally, there is no Will save allowed.

Bonded Thoughts

Enchantment
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your charmed creature
Duration: Special (D)
Saving Throw: None
Spell Resistance: Yes

This spell must be cast on the next turn after affecting a creature with an Enchantment (charm) spell. Bonded thoughts has a duration equal to the charm spell in question, ending immediately when the latter does.

The caster can initiate telepathic contact over any distance at any time with a subject of this spell. The subject can also initiate this contact, but the caster can block communication if desired. This bond allows the caster to give commands without needing a common language. If the charm-designator spell already allows this ability, the enhanced bond enhances the original charm spell as if the caster were +2 caster levels (possibly increasing the duration and range, and so on).

Bonearm Animation

Necromancy
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min/level

When this spell is cast, bones begin to assemble and ends by looking much like a bony arm with bony fingers. They are bound together by a strange undead force, with 20 hp and a hardness of 10. This bonearm becomes a part of the caster, protruding from his back, stomach or anywhere the caster wants to attach it. For as long as the duration of this spell the caster has an extra bonearm which can be used just like a normal arm, and gives the caster a secondary attack; this arm has Strength 13 regardless of the caster’s normal strength.

Focus: A lot of bones (5 pounds).

Bones of Steel

Necromancy (Contingent – Transmutation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Targets: One or more skeletons touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell greatly strengthens the bones of animated skeletons, literally making them as hard as steel and able to resist far greater amounts of damage. You may only strengthen the bones in 2 HD of skeletons per caster level.

Casting bones of steel on a skeleton will grant it a damage reduction 10/-, effectively transforming its bones into steel. Additionally, the skeleton’s resistances to energy attacks are handled as though the creature were now an object as detailed in the SRD.

Material Component: Any portion of metal armour that has been buried with its deceased wearer.

Break Ship’s Enchantments

Abjuration
Level: Clr 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One ship
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

This spell attempts to free the ship of any malicious enchantments, transmutations or curses. It only affects spells that target a single ship or crew. Like break enchantment, it can even counter instantaneous effects. For each spell or effect on the vessel or crew, the caster of break ship’s enchantments must make a caster level check (1d20 + caster level, maximum of +15) against a DC of 11 + caster level of the effect. Success means the ship is freed of the malicious effect. If the spell is one that cannot be countered by dispel magic, break ship’s enchantments works only if that spell is 5th level or lower. If the effect comes from a permanently cursed magic item, break ship’s enchantments does not remove the curse from the item, but does free the ship from the effect and allows the item to be removed. This spell can also be used to dispel a single spell or effect affecting a ship, such as shield vessel or a magically propelled vessel’s engine. This functions like a targeted dispel magic, but the maximum caster level bonus is +15.

Breath of the Wyrm

Evocation [Varies]
Level: Sor/Wiz 4
Components: V, M
Casting Time: 1 standard action
Range: 60 ft. for cone or 120 ft. for line
Area: Cone or Line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Breath of the wyrm allows the caster to spew forth a breath attack similar in nature to that of a dragon’s breath weapon. There are five different forms of the spell, though the wizard need prepare the spell only once and choose the variety of breath attack at the time of casting. Each form requires different material components to successfully cast, while none of the versions require somatic components of any sort.

A character under the effect of a breath of the wyrm spell may breathe a cone of fire, cold or corrosive gas or a stream of acid or lightning. The attack deals 1d6 points of damage per level of the caster (to a maximum of 10d6) to all creatures within the attack’s area of effect. Note that the caster need not expel the entire attack at once; a 10th level character could, for example, breathe two 5d6 cones of fire or one 10d6 cone or five 2d6 cones. If a round passes with no attack, however, the remainder of the spell’s effect is lost.

Material Components: The material component of the spell is a small amount of dragon’s blood corresponding to the breath type being used. The blood is mixed with another component appropriate to the breath type: oil for fire, acid for acid, a frozen liquid for cold, liquid chlorine for corrosive gas and melted copper for electricity. This mixture is drunk on casting, causing the caster to lose one hit point (no save) for every die of damage dealt by the spell.

Breeze

Evocation [Air]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Effect: A cone shaped gentle gust of wind emanating out from you to the extreme of the range.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create a gentle breeze to blow continuously over an area as far as 30 feet away from you. The breeze is cool and pleasant, giving a +1 morale bonus to any Fortitude save against hot weather. It does not help in extreme heat conditions, like those found in a volcanic crater or the Elemental Plane of Fire. It can also be used to dry humid or drenched objects like scrolls and clothing, or to fly a kite.

Bubble Goop

Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more bubbles
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

Bubble goop allows you to breathe forth one bubble per two caster levels (maximum 6 bubbles at 12th level) that quickly float toward a designated target. When a bubble contacts a solid surface or creature, it pops and releases sticky goo that quickly covers a 5-foot area or a creature (a creature can attempt a Reflex save to avoid the goo). One bubble can cover a Medium or smaller creature. For every size category larger than Medium, one additional bubble is required to cover a creature. If you release multiple bubbles, you can direct them to strike a single creature or several creatures.

A creature covered with goo takes a –2 penalty on attack rolls, a –4 penalty to Dexterity and it can move only at half speed. A flying creature must make a second Reflex save or be unable to fly, assuming it uses its wings to fly) and fall to the ground. This spell does not function underwater. Multiple bubbles that hit a single creature do not increase the penalty on attack rolls or the penalty to Dexterity.

A creature can break free by dealing damage to the goo with a slashing weapon. The goo has 10 hit points. For every additional bubble that strikes a foe, increase the goo’s hit points by +3. A creature trying to scrape off goo does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at normal speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 1 minute, cracking apart and losing its effectiveness. An application of universal solvent dissolves the goo immediately.

Material Component: A bit of tree sap that must be consumed during the casting. Alternately, you can substitute a piece of flesh from a mimic. The flesh is consumed during the casting.

Burrowing Bony Digits

Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: See text
Saving Throw: Reflex partial
Spell Resistance: Yes

By means of this fiendish spell, you cause up to five skeletal fingers to streak forth and imbed themselves in the flesh of the targets. Each digit deals 1d6 points of damage upon striking its target. They do not stop there, though.

Any creature that failed its Reflex save was unable to extract the bony digit before it could lodge itself into the wound. The bony digit continues to penetrate the creature’s body for one round for every 3 levels of the caster, dealing 1d6 damage per round. Once the bony digit is lodged in the wound, it cannot be extracted. A creature can only be targeted by one finger at a time.

Material Components: Five humanoid fingers stripped of flesh and muscle. The individual finger bones must then be tied together with black thread.

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