Renegade Wizard's Spellbook
| Author | Mark Gedak |
| Publisher | Mongoose Publishing |
| Publish date | 2005 |
| OGL Section 15 | rws |
The material below is designated as Open Game Content.
Earth Brand
Evocation
Level: Drd 2, 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 brown, block-shaped 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 Strength. They also possess the ability to conjure and throw a large mass of rock, which requires a normal ranged attack roll and deals 5d6 points of damage to a target it hits within medium range (100 feet + 10 feet/level). Using this mass of rock ability is a standard action that immediately dismisses the earth brand.
Earth Brand, Greater
Evocation
Level: Drd 5, Sor/Wiz 4
As earth brand, except that the mark grants the subject damage reduction 10/magic for the spell’s duration or until the spell has protected the subject from up to 10 points of damage per caster level, or until the subject uses the greater mass of rock ability: as under earth brand, but the 40-foot cone of earth and rock blasted from the caster’s hand deals 6d6 points of damage. A successful Reflex saving throw allows half damage.
Earthmaw
Transmutation [Earth]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Earthen maw that fills a 5-foot cube
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making an opposed grapple check as a Large creature with a Strength score of 15 (grapple bonus +6). For every three caster levels beyond 3rd, the maw’s Strength score increases by +1, to a maximum of 21 at 12th level.
The maw does not make an initial touch attack, but rather automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus its Strength bonus (lethal or nonlethal damage at your option, decided upon when the spell is cast).
The maw can grab or hold only one creature at a time, but it makes a new grapple check each round in your turn once it has seized a creature. If it succeeds with a second grapple check against a Medium or smaller creature, the maw swallows it, dealing another 1d6 points of damage. There is no air inside the maw, and a swallowed creature automatically takes 1d6 points of damage each round until the spell ends or it manages to escape by winning an opposed grapple check (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full.
Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the 5-foot cube of earth ends the spell and frees any creature held inside. A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s square ends the spell but leaves any formerly trapped creatures submerged in the mud.
Material Component: A fossil tooth or soapstone carving of a gaping mouth.
Echoes of the Past
Illusion (Contingent – Divination, Figment)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Area: 10 ft. per caster level radius emanation centred on you
Duration: 1 minute per level (D)
With the casting of this spell, you bring to life spectral images and sounds which re-enact events of the recent past. At the time of the spell’s casting, you decide how far back in time you wish the spell to reach, to a maximum of one hour per caster level. The round after the casting is complete, phantasms, equivalent to those created by major image, appear and begin exactly re-enacting the events that unfolded from the chosen time on. The phantoms are readily visible to all, but only images of living beings are generated by the spell, meaning viewers might watch a ghostly father take a seat seemingly in mid air or watch two children pantomime kicking a ball back and forth. Voices are reproduced as well, though they take on a hushed, atonal quality which erases any emotion and inflection from the words. Observers cannot interact with the phantasms in any way, but the caster can move about as he wills - because the area of effect is centred on him, it moves as he does, meaning he can follow a particular phantasm as it re-enacts the past. When he does move, all phantasms which are no longer within the radius of effect instantly disappear; should the caster return to that area, the phantasms reappear, but will begin re-enacting events as though he never left, meaning he may miss some vital bit of information.
Once the phantoms have been raised, they do not fade until either the spell’s duration ends or the caster dismisses the effect.
Material Components: A small remembrance box and a diary. At the time of casting, the caster must open both the box and the diary and, holding one in each hand, speak aloud the hour he wishes to summon up.
Echoing Call I
Conjuration (Summoning) [Hanging]
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: Special
Range: Special
Duration: 3 rounds (See text)
Saving Throw: None
Spell Resistance: No
The word that activates this hanging spell is added when you cast a summon monster I, II, or III spell. This does not significantly alter the spell’s casting time. The summon spell occurs normally, summoning what you desire from the appropriate choice. Echoing call does not apparently do anything until your turn comes up the round after you complete the summon monster spell. Then, the same type of creature(s) summoned appear again anywhere you wish within 30 feet. The same thing happens the next round and the one after that, essentially quadrupling the power of the original summon monster spell.
The echoing call remains active until its three additional summons finish. If you are dispelled during this time, all of the monsters summoned with the call instantly vanish and no further summonings occur. Once all three summoning echoes occur, the spell ends and is not vulnerable to dispel any longer. All of the extra creatures brought about by this call disappear if for any reason the original creatures from the summon monster do, including the end of the summon’s duration.
XP Cost: 100 XP, paid when the spell activates.
Echoing Call II
Conjuration (Summoning) [Hanging]
Level: Sor/Wiz 8
Similar to echoing call I, except that it is cast with summon monster IV.
XP Cost: 200 XP, paid when the spell activates.
Echoing Call III
Conjuration (Summoning) [Hanging]
Level: Sor/Wiz 9
Similar to echoing call I, except that it is cast with summon monster V.
XP Cost: 300 XP, paid when the spell activates.
Eerie
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One living creature
Duration: See text
Saving Throw: Will disbelief (if interacted with), then Fortitude partial
Spell Resistance: Yes
When a creature is first affected by this spell, it sees an eerie shape in its peripheral vision. The subject then gets a Will disbelief save to recognise the image as being unreal. If the subject fails, the eerie fills its vision with strange and confusing images. At this point, the creature must succeed at a Fortitude save or collapse helpless on the ground for 1 round per caster level of the spell. If the creature succeeds at its Fortitude save, it is instead mildly confused for 3d6 rounds. Use the following table when determining the character’s actions for each round:
| 1d10 | Behaviour |
|---|---|
| 1-4 | Wander away for 1 round |
| 5-6 | Do nothing for 1 round |
| 7-8 | Attack nearest creature for 1 round |
| 9-10 | Act normally for 1 round |
Roll each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers do not gain any bonus to their attack rolls. Behaviour is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.
If the subject of an eerie spell succeeds in disbelieving and is wearing a helm of telepathy, the eerie can be turned upon the caster. The caster must then disbelieve it or suffer its effects.
Eldritch Enemy
Abjuration (Force)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature within range
Duration: Concentration (up to 1 round/level)
Saving Throw: Fort half
Spell Resistance: No
This spell creates a band of force loosely circling the target. Whenever the target begins to cast a spell, the band contracts sharply, causing 7d6 hit points of damage and forcing a Concentration check in order to finish casting the spell. A successful Fortitude save halves the damage, although the target will still need to make a Concentration check.
Material Components: A platinum band worth at least 500 gp.
Elemental Bastion
Abjuration [Varies]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When you cast elemental bastion, you choose the energy descriptor [acid, cold, electricity, fire or sonic] to be endured and the spell counters any 1st level or lower spell that has a fire, sonic, acid, cold or electrical descriptor that would affect you.
Elemental Parasite
Conjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (see below)
This spell calls into being a tiny creature of elemental power that appears within the selected target and begins burrowing through their body with frenzied hunger. This parasite consumes the host from within and, after killing its first target, immediately leaps to another body to begin the process again. When the spell is first cast, the target(s) of the elemental parasite are allowed a Fortitude save. If successful, the target rejects the infestation and suffers no further ill effects from the spell; the spell ends immediately. The same applies to spell resistance – if a target’s spell resistance is not overcome, the target is not affected by the elemental parasite and if any target successfully resists the spell, it ends immediately.
When a target is infested, he immediately suffers 1d4 points + 1 point per three caster levels of Constitution damage. At the beginning of each round thereafter, the target suffers another 1d4 points of Constitution damage. If killed by this damage, the target’s body is utterly destroyed and only a true resurrection spell can return him to life.
On the round following a target’s death, the creature created by the elemental parasite spell attempts to launch itself into a new, randomly selected host within 20 feet of the original target. The caster has no control over which host the infestation will choose after he selects the initial target. The new host is allowed a Fortitude save, but spell resistance is not effective against infestations once the elemental is already on this plane of existence. If the new target saves successfully, the elemental is immediately returned to its home plane. If the target fails, however, he suffers 1d4 points of Constitution damage immediately and an additional 1d4 points of Constitution damage at the beginning of each round thereafter. If the new target dies from this damage, the elemental parasite will attempt to attack a new host, as detailed above.
Targets that are infested may take no action other than movement each round and suffer a –4 circumstance penalty to all skill checks due to the internal destruction taking place. Note that the elemental creatures summoned are not true elementals.
This spell continues until its duration expires or a target successfully resists infestation.
If a dimensional anchor, lesser planar binding, planar binding or greater planar binding spell is cast on the current target of the parasite, the creature will not be able to switch bodies when the current host dies. Instead, the spell will end and the creature will dissipate harmlessly. The banishment spell will end the effects of the elemental parasite spell immediately if cast upon the parasite’s current host.
Material Components: A gemstone (400 gp value).
Elemental Rupture
Evocation [Varies, see below]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50 ft. radius spread
Duration: 1 round/2 levels
Saving Throw: Reflex half
Spell Resistance: Yes
This spell causes a spreading cloud of damaging elemental energy to flood the area of effect. At the time the spell is cast, you may decide which descriptor to apply to the spell from this list: acid, cold, electricity, fire or sonic. Any creature caught in the elemental rupture suffers 1d8 points of damage per caster level (maximum 10d8); this damage is suffered again every round the creature remains in the area of effect and no saving throw is allowed to reduce damage in subsequent rounds.
Any creature that makes a successful Reflex save when the elemental rupture is first cast must, on their next action, take a full move out of the area of effect if possible. Creatures that cannot move or are not able to move outside the area of effect, will suffer full damage on the following round.
Material Component: A small golden barrel, worth at least 200 gp, crushed during the casting of the spell.
Elemental Sample
Conjuration (Creation) [Varies]
Level: Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Create 1-foot cubic block of elemental substance
Duration: Instantaneous
Saving Throw: Reflex negates (fire only)
Spell Resistance: Yes
Elemental sample creates a small block of elemental matter (air, earth, fire or water). The effects of this conjuration vary depending on the type of elemental matter created.
c Air: The conjured air disperses into air or fire. However, if used underwater or underground, it creates a bubble of breathable air, allowing a character to breathe for 1d6 rounds before it is spent.
c Earth: The conjured earth forms into a block of stone, crumbling into dust after a 1d3 rounds. You can drop it on an opponent, given the right conditions (see ‘Falling Damage’ in the SRD; treat the stone as weighing 15 lbs.), or you could use it as a stepping-stone or for any number of other possible uses.
c Fire: The conjured fire snuffs out in 1 round. If used against an opponent and the opponent fails a Reflex save, the fire deals 1d3 points of damage. Conjured fire can ignite combustibles, which burn for 1d2 rounds before extinguishing.
c Water: Conjured water can snuff small fires (fireplace or smaller) or provide drinking water. If not used immediately, the conjured water evaporates in 1d6 rounds.
Elemental Shape
Transmutation [Varies]
Level: Clr 3, Drd 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can transform a creature’s body, including your own, into pure elemental matter. The target of this spell retains all its special attacks and abilities, including spellcasting, and gains some of the abilities of the element it transformed into:
c Air: Flies at double its speed with perfect manoeuvrability. Can squeeze through narrow spaces and gains a damage reduction of 5/-. Suffers a –2 penalty to saves against earth-based attacks.
c Earth: Moves at half its speed but gains a +4 natural armour bonus to AC and damage reduction 5/-. Suffers a –2 penalty to saves against air-based attacks.
c Fire: Every melee or unarmed attack does 1d6 points of additional fire damage and gains a damage reduction of 5/-. Suffers a –2 penalty to saves against water-based attacks.
c Water: Swims at double its speed and ignores all penalties for fighting underwater. Can breathe as if benefiting from the water breathing spell and gains damage reduction 5/-. Suffers a –2 penalty to saves against fire-based attacks.
The creature can return to normal at will before the spell ends but cannot take the elemental shape again. Casting this spell on an elemental of the opposite element does 3d6 points of damage to it. When you use this spell to transform a creature into an air, earth, fire or water creature, it is a spell of that type. For example, transforming a creature into water means you cast a Water spell.
Material Component: A fan (air), a fistful of sand (earth), dry tinder (fire) or a few drops of water (water).
Enamouring Touch
Enchantment (Charm, Contingent – Transmutation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell enchants one of the caster’s hands with an invisible aura of charm magic. By making a touch attack with this aura, the caster can affect targets with the same effect as an elixir of love. The DC save is determined by this spell as opposed to the listed for the potion’s save. The duration of the charm created by successful uses of this touch is 1d3 hours, as with the potion. The caster may, at his option, transmit jealousy with some or all of these touches. If this is done, those affected by the spell will be hostile towards each other and require little provocation to fight. The jealousy will not make targets murderous if that is not in their nature, but nonlethal combat is likely. Although the enamouring effect of this spell is permanent, the jealousy fades when the charm does.
Material Component: An elixir of love, which is consumed without effect just before the spell is cast. (If the spell is interrupted during casting, the potion immediately has its normal effect.)
Encumbering Load
Illusion (Phantasm) [Mind-Affecting]
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: 1 minutes/level (D)
Saving Throw: Will disbelief
Spell Resistance: Yes
This spell causes the recipient to feel as though a great weight is upon their shoulders. The encumbering load weighs 20 pounds per level of the caster. If this spell causes the recipient’s encumbrance to exceed heavy carrying capacity, he loses all Dexterity bonuses and can only move 5 feet per round.
Material Component: 1 ounce of lead.
Endless Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Will partial
Spell Resistance: Yes
This is identical to lingering daze, except the duration of the effect is permanent.
Enforcer I
Transmutation
Level: Sor/Wiz 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: See text
If the caster casts another spell in the same round, the level of that spell is considered to be 5 for purposes of determining the save DC, if any. This spell does not affect spells of 6th level or higher.
Enforcer II
Transmutation
Level: Sor/Wiz 6
As enforcer I, except that the spell level is considered to be 7 for purposes of determining the save DC, if any. This spell does not affect spells of 8th level or higher.
Enforcer III
Transmutation
Level: Sor/Wiz 8
As enforcer I, except that the spell level is considered to be 9 for purposes of determining the save DC, if any.
Enforcer IV
Transmutation
Level: Sor/Wiz 9
As enforcer I, except that the spell level is considered to be 11 for purposes of determining the save DC, if any.
Engulfing Doom
Evocation [Force]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: 20 ft. radius emanation
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell summons forth a shrieking maelstrom of magical force that completely fills the target area to a height of 30 feet Any creature caught in the initial burst suffers 5d6 hit points of damage, though a successful Fortitude save reduces this damage by one-half.
For each creature in the area of effect that is killed by the engulfing doom, the radius of the emanation increases by 5 feet at the beginning of the following round and the damage caused increases by 1d6. If, for example, 3 targets are killed by the spell, at the beginning of the next round the radius increases by 15 feet, and the damage caused increases by 3d6 to cause a total of 8d6 hit points of damage to all creatures caught in the area of effect. The maximum damage this spell can cause in a given round is 25d6 hit points, but there is no maximum to the area of effect.
Material Components: A globe of obsidian wrapped in alternating bands of gold, silver and copper (1,000 gp value).
Enhance Bond
Transmutation
Level: Sor/Wiz 3
Components: V, S, M, F
Casting Time: 1 standard action
Range: Unlimited
Target: Your familiar
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This simple magic is invaluable to a spellcaster with a familiar. First, the spell adds 1d4+1 effective levels to the caster for purposes of determining what special abilities his familiar possesses. Second, the familiar gains the caster’s level in temporary hit points for the duration of the spell. The familiar cannot go over the caster’s own hit point total with this increase, however. Third, the bond between them becomes so strong that healing (or harming) magic applied to one is also applied at half effect to the other.
Material Component: A small piece of the familiar’s fur (or scales, claws, or other cast-off body part).
Focus: A small silver locket (at least 50 gp) to hold the material components.
Entourage of Pawns
Transmutation
Level: Brd 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 round
Range: Close (25 feet + 5ft./2 levels)
Target: 8 chess pawns
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
This spell takes a complete set of eight chess pawns carved of semi-precious stone (see Focus below) and transforms them into Medium sized animated objects under your control (statistics are found in Appendix I (see pg. 241)). The pawns are scattered in front of you as you cast this spell, with each animated creature appearing in a different 5-foot square anywhere within the range of this spell. The pawns transform into representations of foot soldiers, armed with either a one-handed melee weapon and a heavy shield or any two-handed melee weapon, as you wish. The armament must be simple or martial and of a type you are familiar with; all pawns created by a given spell must be equipped identically.
Focus: A set of semi-precious stone chess pawns valued at 240 gold pieces. If an animated pawn is ‘slain’ during the duration of this spell, it must be replaced at a cost of 30 gold before this particular set of pawns can be used as a focus again.
Envy’s Glance
Divination
Level: Sor/Wiz 1
Components: S, M
Casting Time: 1 standard action
Range: 60 ft.
Target: 1 target within 60 ft.
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes
This spell magically assesses the target’s net worth. This includes the value of any armour, coins, gems, magical items, objects of art, weapons or any other sellable good the creature owns. It does not assess the value of so called permanent assets (houses, lands and so on).
The assessment gives you a number between 91% and 110% of the target’s actual worth. The Games Master secretly rolls 1d20 and adds the result to 90 to determine the final result. This spell can be used to assess the value of a specific object within range instead.
Material Component: Two balls, one made of lead and the other of wood.
Equation of Man
Divination (Contingent – Transmutation)
Level: Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
This spell has as many different names as there are races that know of it. The ultimate form of social divination, equation of man opens the caster to the infinite knowledge of how his own race thinks, acts and lives. Everything about the caster’s race, from its history to its myriad social traditions, is laid bare and revealed in one moment of incredible revelation. While this immense amount of knowledge is short-lived and impossible for a mortal mind to retain for long, it can be put to good use while it lasts.
A caster under the effect of equation of man cannot fail an attack roll, skill check or saving throw regarding his race. A caster with a template (for example, a lich) applies this ability to those of his original race. This ability extends to Craft and Profession skill checks if the subject matter is specific to his race, though appropriate materials must be on hand.
The power of this spell goes even further. Any task other than combat that this spell applies to can be completed within its duration, no matter how long it would normally take to complete, as long as the caster can dedicate more than half the spell’s duration to that task. The sole exception to this is an attempt to chronicle the vast knowledge gained in any way. There is simply far too much information in the caster’s mind to allow the kind of concentration required to write down everything he has learned. More narrow topics are acceptable though.
For example, an 18th level elven caster could fight dark elf warriors for seven rounds, hitting with every attack, teleport to a forge in his home village on the eighth round without any chance of error and spend the next 10 rounds crafting a flawless suit of elven chain mail.
This spell has only one downside; the caster can barely think about anything other than the many facets and complications of his own race. Thus, any roll made regarding another race is at a –10 penalty. If the elf in the above example was also attacked by a Huge monstrous spider, he would be hard pressed to defend himself and unlikely to make a saving throw against its poison.
Estimation
Divination
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
A useful way of determining information in an area, estimation lets a caster state any type of object or creature within the area of the spell. The caster is then made immediately aware of how many of the named things are within the area. If there are less than 10 of the stated items with in the burst, the caster gets an exact count. If there are between 10 and 100, the number is to the nearest 10. Between 100 and 1,000 is to the nearest 100 and beyond 1,000 the count is to the nearest 1,000. If the stated item exists in quantities of 100,000 or more, or does not exist at all, the spell fails.
The caster also gets a general idea of where the objects are. This awareness grants a +2 bonus to any Search or Spot checks made to find the targets.
Eternal Sleep
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
This variation of temporal stasis allows you to set a condition that breaks the subject’s state of suspended animation. During the casting of this spell, you speak aloud the condition that breaks this enchantment. The specific condition could be the next solar eclipse, a particular day or year, the death of a ruler, the birth of a child or the invasion of an army. You can cast this spell on yourself. This spell, unlike temporal stasis, cannot be removed by dispel magic (unless the caster has a higher caster level than you).
Material Component: A powder composed of diamond, emerald, ruby and sapphire dust, sand, and crushed rose petals. The total value of the dust must be at least 4,000 gp.
XP Cost: 500 XP.
Ethereal Caress
Transmutation (Focused)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Huge or smaller creature touched
Duration: 1 round/4 levels, also see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Like all caress spells, this spell grants you a touch attack which may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.
This spell has two effects. The first is to render you able to touch and be touched by incorporeal entities. This does not allow you to affect an incorporeal being with a weapon or spell (other than this one, as noted below), but any grapple or touch initiated by you or by the creature in question can be effective during the duration of this spell.
The main effect of ethereal caress is to impart the spell ethereal jaunt on those touched. The victims do not have control over the spell, and remain incorporeal for one round per caster level. If the target is already incorporeal, the caress forces the being to manifest for one round per caster level even if it does not possess the ability to do so. Targets under the magical effects of something that renders them incorporeal have that effect suppressed for one round per caster level.
Any dispelling effect can negate this spell on a target during its duration. Dispelling you does not end the duration on already affected targets.
Focused Effect: Victims of this spell are rendered unable to end this spell prematurely through their own abilities or spells. Magical items they may possess work normally.
Ethereal Sleep
Transmutation
Level: Brd 4, Rgr 4, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until awakened
The caster recites a verse that enables this spell just before he goes to sleep and, as he enters the dreamworld, his body becomes ethereal. He is now located somewhere between the two worlds, and cannot be harmed by normal weapons, as he is now both invisible and incorporeal, for as long as he sleeps. This spell is useful against assassins, though it does not make the caster invincible, merely ethereal. Many adventurers find a good use for this spell when they are travelling as it guards them when they sleep in the wild lands.
Note that this spell does not send the target to sleep. The spell takes effect when the target falls to sleep naturally.
Material Component: An item which has been carried by one who was ethereal (20gp).
Ethereal Sleep, Mass
Transmutation
Level: Brd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: 1 creature touched/2 levels
Duration: Until awakened
Saving Throw: None
Spell Resistance: No
This spell works just like ethereal sleep, with the exception that it takes longer time to cast and affects more people than just the caster. The caster must touch the affected creatures, which can include animals as well as humanoids. When awakened, the spell expires for just that person and continues for the others.
Material Component: Essence from a shadow (100 gp)
Exploding Bones
Transformation (Electricity)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
This spell infuses the target with a blast of electrical energy that causes its bones to explode out of its flesh, showering those nearby with flaming bits of gruesome shrapnel. If the target fails its saving throw, it suffers 8d6 damage as its bones explode from the power of the electrical current. All creatures within 15 feet of the target must make a Reflex save (cover bonuses apply to this save) to avoid suffering one-half the damage taken by the original target as shards of sparking bone rip through the area.
The original target also suffers Strength and Dexterity damage equal to half caster level due to the tremendous damage caused to his skeletal structure.
Material Components: A bone wrapped in 75 gp worth of copper wire.
Extradimensional Pit
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: A piece of ground or floor, no more than 10-ft. square in size
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The pit created by this spell can be no more than 10-foot square and must be placed on solid ground. A dungeon floor works fine. A piece of floor occupied by a creature or object cannot be used. Thus, it is impossible to open an extradimensional pit under the feet of another person.
Creatures or objects can fall into the pit after it has been created however, and doing so will cause them to enter the extradimensional space. A person who has fallen into the pit will never hit the ground and can conceivably be rescued if the rescuers can get to him before he starves or thirsts to death.
When the spell’s duration ends, the pit opening disappears. Another extradimensional pit cast on the same area of ground will reopen to the same pit however, so rescuing ‘trapped’ comrades is still conceivable.
Even though the pit is bottomless, it has no actual effect on anything (floors of a dungeon and so on) that is beneath the location where it is created.
Material Component: A small stone with a hole through it.
Eyes of Darkness
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 full round
Range: 20 ft.
Area: Punishing gaze in a cone shaped emanation
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Eyes of darkness causes the caster’s eyes to become deep sinks of shadow. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail lose 20 feet off of their normal visual range and have a 20% miss chance against any target they attempt to attack. This effect lasts for 1 hour per level of the caster. The effect is cumulative, so if the target fails two saving throws, his miss chance increases to 40% and so on. When the character’s miss chance becomes 100%, he is considered blind for the duration of the spell.
While under the effect of eyes of darkness, the character may, as a full round action, focus the darkness in his eyes on a single target within range. This target may make a Will save. If he fails, he is immediately blinded for 1 hour per level of the caster.
Focus: An eye carved out of star sapphire. This costs a minimum of 700 gp.
Eyes of Fire
Transmutation
Level: Sor/Wiz 3
Components: V, S, F
*Casting Time: 1 round
Range: 20 ft.
Effect: Damaging gaze in a cone-shaped emanation.
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Eyes of fire causes the caster’s eyes to blaze with arcane flames. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail take 1d6 + 1 every two levels (maximum +10) fire damage.
The spell can be used to ignite flammable materials. The material must be within 20 feet of the caster. Igniting an object requires the caster to spend a full round action focusing his gaze on the target. At the end of the action, the object must make a Will save or burst into flame. This does not cause inflammable objects to ignite or deal damage to living creatures.
Focus: A ruby with a value no less than 500 gp.
Eyes of Light
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 round
Range: 20 ft.
Effect: Dazzling gaze in a cone shaped emanation
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Eyes of light causes the caster’s eyes to glow with bright white light. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail are dazzled (–1 penalty on attack rolls, Search and Spot checks) for the round. While under the effect of eyes of light, the character radiates light as a torch. Furthermore he may, as a full round action, focus the light in his eyes to illuminate a single target within 20 feet. This target gains a –2 penalty to his AC. The illuminated target may make a Reflex save to negate the effect.
Focus: A diamond with a value of no less than 300 gp.
Eyes of the Cat
Divination (Contingent – Transmutation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 5 rounds
Eyes of the cat grants the caster a preternatural ability to see motion and a sensitivity to light. For the duration of the spell, you gain low-light vision. If you already possess low-light vision, this spell does not affect or augment it. In addition, you gain a +1 competence bonus to Armour Class against attacks you can see. If the caster possesses a feline familiar, the duration on the spell is doubled.
Material Component: A cat’s whisker and a small piece of tigers-eye valued at 1 gp.
Eye of the Heart
Divination [Sonic]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30 ft. radius emanation centred on you.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You gain the ability to automatically sense the location of any being that breathes within the area of effect. You also gain a +4 bonus to all Listen skill checks for the duration of the spell. This ability pierces invisibility, the Hide skill and the Move Silently skill. It does not tell you what someone is doing, but it does tell you where he is and where he moves.
You cannot detect beings if you suffer from the deafened condition or if the target is in an area affected by a magical silence of some kind.
Eyes of the Retriever
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/4 levels
Saving Throw: See text
Spell Resistance: Yes
The caster tears out his eyes over the course of an agonising few seconds. In their place appear multifaceted, glittering black orbs; the eyes of the dreaded retriever.
Each round of the spell’s duration, the caster may fire one of the following ray effects from the retriever’s eyes as a free action requiring a ranged touch attack:
c Fire – 1d6/two caster levels damage to a single target
c Electricity – 1d6/two caster levels damage to a single target
c Cold – 1d6/two caster levels damage to a single target
c Petrification – Single target must succeed at a Fortitude save or be petrified, as by the spell flesh to stone.
In addition to the above ability, for the duration of eyes of the retriever, the caster is rendered immune to all spells or abilities which cause blindness and gains a +2 profane bonus to all saves against sight based spells, spell-like effects and abilities. Further, they gain a +4 profane bonus to all Spot and Search checks for the duration of the spell. At the end of the spell’s duration, the caster’s eyes regrow themselves in their sockets.
Material Component: Two black diamonds of at least 1,000 gold pieces value. The diamonds are consumed in the casting.
False History
Abjuration
Level: Brd 3, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 year/level
Saving Throw: See text
Spell Resistance: See text
This spell allows the caster to ward a specific object so that anyone who touches the object or tries to divine its nature believes it to be something else. Legend lore and similar spells return false information about the object, marking it as something it is not. Anyone handling the item must make a Will save or be convinced that it is not the object he seeks. The spell goes so far as to give false information to someone using bardic lore, Appraise or a Knowledge skill to try to recognize the object or its value.
For instance, a secluded wizard has endured several attempts to steal a valued statuette, so he finally decides to take some measure against this annoyance. He casts false history on the statue so that it appears to be a valueless reproduction to anyone attempting to discern its value or identity.
The warded object does not change appearance in any way; it is the information given by knowledge or divination spells that is changed. Therefore, the wizard’s tome remains brown with gold trim, but the bard who just failed his save remembers that the book he seeks is black with red trim.
Focus: The object to be warded.
False Love’s Kiss
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 5 minutes
Range: Touch
Target: One humanoid
Duration: 1 day (see below)
Saving Throw: Will negates
Spell Resistance: Yes
False love’s kiss is a more powerful version of charm person. Preparing false love’s kiss involves casting the spell over a mixture of striped toadstool poison (see the SRD) and a half-pint of wine. This creates a clear, wax-like substance that is applied to the user’s lips. The user must then kiss the subject of the spell, who gets a Will save to avoid the effects. If the save is failed, the target sees the user as a friend, much like the charm person spell.
The duration of false love’s kiss may be extended by one day if the user makes a successful Diplomacy check opposed by the target’s Sense Motive. This check must be made before the spell’s duration ends, and the user and target must be together for at least one hour before the check can be made. Only one such check may be made per day.
The waxy gloss created by this spell remains potent for up to one day or until the spell is discharged.
Material Components: The aforementioned striped toadstool poison and half-pint of wine.
False Visage I
Illusion (Glamour)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Duration: Concentration + 10 minutes/level
Targets: One creature or object touched
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes (harmless)
You create glamours that mask the real appearance of the subject. You can mask the real appearance of a Fine creature. You can make creatures affected by this spell seem shorter or taller (within one size increment of their actual size), thin, fat or anything in between. You cannot change the subject’s body type. For example, a human subject could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make the subject look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the subject.
You could also mask the real appearance of an object making it appear 10% more or less valuable than it actually is worth. Items may also be made to appear larger or smaller (within two size categories of their actual size). This spell can even make them appear as any item within the size range given, although a battleaxe made to look like a dagger still functions as a battleaxe.
If the character uses this spell to create a disguise, the character gets a +10 bonus on the Disguise check.
Note: Creatures get Will saves to recognise the glamour as an illusion if they interact with it (such as by touching the character and having that not match what they see, in this case of this spell).
False Visage II
Illusion (Glamour)
Level: Sor/Wiz 2
Duration: Concentration + 10 minutes/level
This spell function as false visage I except the creature can be up to Diminutive size and the value of the object can be adjusted by 20%.
False Visage III
Illusion (Glamour)
Level: Sor/Wiz 3
Duration: Concentration + 10 minutes/level
This spell function as false visage I except the creature can be up to Tiny size and the value of the object can be adjusted by 35%.
False Visage IV
Illusion (Glamour)
Level: Sor/Wiz 4
Duration: Concentration + 1 hour/level
This spell function as false visage I except the creature can be up to Small size and the value of the object can be adjusted by 50%.
False Visage V
Illusion (Glamour)
Level: Sor/Wiz 5
Duration: Concentration + 1 hour/level
This spell function as false visage I except the creature can be up to Medium size and the value of the object can be adjusted by 75%.
False Visage VI
Illusion (Glamour)
Level: Sor/Wiz 6
Duration: Concentration + 1 hour/level
This spell function as false visage I except the creature can be up to Large size and the value of the object can be adjusted by 100%.
False Visage VII
Illusion (Glamour)
Level: Sor/Wiz 7
Duration: Concentration + 1 day/level
This spell function as false visage I except the creature can be up to Huge size and the value of the object can be adjusted by 250%.
False Visage VIII
Illusion (Glamour)
Level: Sor/Wiz 8
Duration: Concentration + 1 day/level
This spell function as false visage I except the creature can be up to Gargantuan size and the value of the object can be adjusted by 500%.
False Visage IX
Illusion (Glamour)
Level: Sor/Wiz 9
Duration: Concentration + 1 day/level
This spell function as false visage I except the creature can be up to Colossal size and the value of the object can be adjusted by 750%.
Familiaform
Transmutation
Level: Sor/Wiz 5, Drd 4
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Your familiar
Duration: 1 day or 3 transformations
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A rare and precious spell, familiaform grants a powerful ability to the familiar, the power of wild shape. Once cast, familiaform grants three transformations as per the druidical ability, all of which must be taken within 24 hours or they are lost. Transforming back into the familiar’s base form counts as one of these, but each form can be kept indefinitely until the duration ends. When the spell ends, the familiar reverts to base form. Each transformation heals the familiar an amount equal to the caster level in hit points.
The size of creature the familiar can turn into depends on the caster level of its bonded master. If the caster is 9th to 12th level, the familiar can become any size between Tiny and Large. At 13th through 16th, the familiar can become Dire. At 17th +, the animal can change to become anything between Diminutive and Huge.
Familiaform is gained through a partnership between the caster and a druid.
Focus: A small consecrated token worn somewhere on the animal’s person. If this token is lost or destroyed, it must be replaced by the same druid. If the druid is dead or unavailable, the caster must research another version of familiaform (at full cost for doing so) for use with a different druid.
Familiar Augmentation
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: 1 round/level
The familiar gains 1d6 temporary hit points per caster level, +4 enhancement bonus to Strength, +4 enhancement bonus to Dexterity, a +1 base attack bonus per two effective master levels and a +5 competence bonus on Fortitude saves.
Material Component: Powdered ginseng that is sprinkled in the familiar’s direction.
Familiar Growth
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: 1 minute/level
This spell functions the same as animal growth, but can only be used on the caster’s familiar.
Familiar’s Fang
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your familiar
Duration: 1 minute/level
This spell functions as the spell magic fang, but can only be used on the caster’s familiar.
Familiar’s Fang, Greater
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your familiar
Duration: 1 hour/level
This spell functions a greater magic fang, but can only be used on the caster’s familiar.
Familiar Sanctuary
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
This spell functions as sanctuary, but can only be used on the caster’s familiar.
Far Strike
Transmutation
Level: Asn 1, Rgr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: Twenty projectiles, all of which must be in contact with each other at the time of casting.
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This minor enchantment allows arrows, bolts, sling stones or other missiles to soar through the air, striking a distant target as easily as one within point blank range. Multiply the shot’s range increment by 5. You must be able to see your target as normal. You gain no additional bonuses to hit. The missile merely flies much longer than normal.
Far strike may normally only be used on a thrown weapons or a pieces of ammunition fired from a bow, crossbow, sling or similar ranged weapon. Once you fire or throw a missile, it loses the benefits of this spell. You may use this spell on stones and other improvised missiles, though it does not grant you any special abilities to throw melee weapons or improvised armaments.
Faststroke
Transmutation
Level: Drd 2, Clr 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Faststroke permits a subject to slip through the water at great speed, at almost unbelievable rates. Any creature you touch whilst casting faststroke will move at double their normal swim rate whilst in any liquid.
Material Component: A pinch of fish scales.
Fatal Attraction
Conjuration (Teleportation)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Target creature or 5 ft. square
Duration: 1 round/level
Saving Throw: Fortitude to resist for one round
Spell Resistance: Yes
The target designated by this spell becomes a vortex and inexorably draws creatures into its grasp. At the end of the round in which the spell is cast, all creatures within 20 feet of the target who fail their Fortitude save are instantly teleported 10 feet closer to the target. At the end of the round after the spell is cast, all creatures within 30 feet of the target (including those in the original area of effect) who fail their Fortitude save are instantly teleported 20 feet closer to the target. At the end of every subsequent round, the affected area expands by 10 feet and the distance teleported also increases by 10 feet On the fourth round, all creatures within 50 feet who fail their saving throw are teleported 40 feet toward the target. If the original target of this spell was a creature, it may not move for the duration of the spell and suffers damage each round as noted below.
Any creature that is teleported to the target area immediately takes 5d6 hit points of damage and is then teleported 50 feet in a random direction. Note that the target of this spell is never teleported, but suffers 1d6 hit points of damage each round. A successful Fortitude save will resist the damage for a single round and a save is allowed each round until the spell’s duration expires.
Material Components: A magnet wrapped in gold-embroidered silk, value 300 gp.
Favour’s Focus I
Enchantment
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One humanoid of Medium size or smaller
Duration: Permanent (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell requires a dangerous action for most spellcasters, a successful melee attack. Since the caster must make true physical contact, this attack is not considered a touch attack, and thus all bonuses to Armour Class apply. If the Will save against this spell is successful, the target remains unaware that favour’s focus tried to affect him, though he may have seen the spellcasting or been aware of the attack. Once the caster has touched someone, favour’s focus comes into effect for that target. Until dispelled, a special +1 favour bonus applies to the DC of any enchantment spells the caster uses on the target.
Additionally, line of sight is no longer required if the caster is somehow aware of the target (now called the favoured) within range. Only one favour’s focus, regardless of spell level, can be in effect on a given target at any one time. If a second favour’s focus targets someone already affected by one, both are instantly dispelled. A caster can have only one favoured per caster level at one time. To create another favoured, one of the others must be released. The caster determines which one. If any favoured has the favour dispelled or otherwise escapes it, the caster knows immediately (although no other information is relayed; the caster knows only of the spell’s loss).
Focus: A gem of any colour worth 100 gp. The caster must have the gem on his person to use the favour’s bonus. No two favoured of the same caster may be represented by the same kind of gem.
Favour’s Focus II
Enchantment
Level: Sor/Wiz 2
This is identical in every respect to favour’s focus I, except that the favour bonus granted is +2 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Favour’s Focus III
Enchantment
Level: Sor/Wiz 3
This is identical in every respect to favour’s focus I, except that the favour bonus granted is +3 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Favour’s Focus IV
Enchantment
Level: Sor/Wiz 4
This is identical in every respect to favour’s focus I, except that the favour bonus granted is +4 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster. The caster can choose to reduce the favour bonus by +3 (to +1). If this is done, the spell can affect a humanoid target of any size. None of the other limitations of the spell change.
Favour’s Focus V
Enchantment
Level: Sor/Wiz 5
This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +5 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Favour’s Focus VI
Enchantment
Level: Sor/Wiz 6
This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +6 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Favour’s Focus VII
Enchantment
Level: Sor/Wiz 7
This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +7 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster. The caster now also can choose to reduce the favour bonus by +6 (to +1). If this option is chosen, the favour’s focus can affect any living creature susceptible to mind-affecting spells.
Favour’s Focus VIII
Enchantment
Level: Sor/Wiz 8
This is identical in every respect to favour’s focus VII, except that the favour bonus granted is +8 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Favour’s Focus IX
Enchantment
Level: Sor/Wiz 9
This is identical in every respect to favour’s focus VII, except that the favour bonus granted is +9 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.
Feast of Flesh
Necromancy
Level: Sor/Wiz 4
Components: V, S, M, XP
Casting Time: 30 minutes
Range: Touch
Target: Living humanoid touched
Duration: 1 hour/level (D)
Saving Throw: Fortitude negates
Spell Resistance: No
Feast of Flesh has some similarities with ghoul touch, although its effects are far more long lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel, not just to the Negative Energy Plane, but also to the primal essence of ghoulishness on that plane.
For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 to hit and do normal damage without penalty (rather than nonlethal damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of flesh, or leave the corpse be; in this case it may rise as a ghoul itself after 1d4 days (see the SRD).
In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very difficult to control you with magic.
At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies.
Material Component: At least 5 pounds of raw flesh from the caster’s own species, to be eaten during the casting process.
XP Cost: 100 XP.
Felonious Friend I
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 10 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
By means of this spell, you create an invisible, mindless force that duplicates the effects of unseen servant with all the normal limitations. In addition to performing all the normal functions of an unseen servant, the felonious friend can use Sleight of Hand to pick pockets as a rogue with a skill bonus equal to the caster’s level + 3. This ability is subject to all the normal restrictions, though a Spot check that beats the Sleight of Hand check only reveals that something is being taken—it does not reveal the invisible rogue.
Material Components: A piece of string, a bit of wood, and a sharpened copper piece.
Felonious Friend II
Conjuration (Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F
As felonious friend I, but the servant can also Disable Device and Open Locks as a rogue with skill ranks equal to your level + 3.
Focus: A set of thieves’ picks and tools.
Material Components: A piece of string, a bit of wood and a sharpened copper piece.
Fiery Constrictor
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Creates a fiery tendril that constricts opponents
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You create a tendril of flame from an existing fire source that lashes out at any foe that you designate within 20 feet. Its attack bonus is equal to +5 (+6 for the tendril’s Strength, –1 for its size) + your caster level + your Intelligence or Charisma modifier (for wizards or sorcerers). If the tendril hits a foe with a touch attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus is the same as its attack bonus, except with a +4 size modifier instead of a – 1). If it wins the grapple check, it constricts, dealing 3d6 points of fire damage each round the hold is maintained. Directing the spell to a new target is a move action.
The tendril can be attacked. If reduced to 0 or less hit points, it dissipates and the spell ends. The tendril is AC 20 and has hit points equal to yours. The tendril has damage reduction 10/magic.
Material Component: A fragment of a red dragon scale.
Focus: The existing fire source.
Fire Brand
Evocation [Fire]
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The energy of this spell creates a red, flame-shaped 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 cast from the palm of the hand a ray of fire that deals 3d6 points of fire damage, if a ranged touch attack strikes the target within medium range (100 feet + 10 feet/level). Using this ray of fire ability is a standard action that immediately dismisses the fire brand.
Fire Brand, Greater
Evocation [Fire]
Level: Drd 5, Sor/Wiz 4
As fire brand, except that the mark provides 20 points of fire resistance each round for the spell’s duration or until the subject uses the greater ray of fire ability: as under fire brand, but the resulting 6d6 fireball explodes with a 20-foot spread. A successful Reflex saving throw allows half damage.
Fireshift
Transmutation [Varies]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One weapon, object or group of objects
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
By touching a weapon of Large size or smaller (Large or larger casters can affect a weapon of up to one size category greater than themselves), you grant it one of the elemental damage special abilities listed in the SRD. You may choose from flaming, frost, shocking or you may substitute sonic or acid damage while retaining the other properties of the special ability. If cast on arrows or other ammunition, you may affect ten items at a time.
If cast on an object, the target must weigh 50 pounds per caster level or less. Fireshift surrounds the item with an invisible field (unless you wish it to be visible) that deals 1d6 damage of the elemental type you choose each round it is touched. This version allows a Reflex save for half damage, but success on the save assumes the creature has dropped or is no longer holding the item. Intentionally maintaining contact with the fireshifted item denies the holder any save at all.
Material Component: 50 gold pieces worth of powdered gemstones of a colour appropriate to the elemental damage form desired. The Games Master is the final arbiter on what is ‘appropriate’.
Fireshift, Greater
Transmutation [Varies]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One weapon, object or group of objects
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
As fireshift, but you grant the item in question the corresponding burst power from the SRD. You may substitute sonic or acid as with fireshift, and the elemental damage dealt gains a +1 bonus for every 4 full caster levels you have attained. Using this spell also grants the weapon in question a +1 enchantment bonus if it did not already have one.
Damage dealt by objects, if you choose to cast it on something other than a weapon, is increased to 3d6 of the appropriate elemental type. All details regarding saves are the same as fireshift.
Material Component: 100 gold pieces worth of powdered gemstones of a colour appropriate to the elemental damage form desired. The Games Master is the final arbiter on what is ‘appropriate’.
Fireshift, Lesser
Transmutation [Varies]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: One tiny object
Duration: 1 round
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (object, harmless)
You cast this spell while holding a Tiny object like a pebble or coin. The item transmutes into small bursts of fire, cold, electrical, sonic or acidic energy that do not harm you. This item can be thrown as shuriken with full proficiency. This attack is ranged, not considered touch and deal 1d6 of the appropriate elemental damage if they hit. This transformed object cannot be deflected or snatched, dealing its damage on anyone who attempts to do so. After attacking, hit or miss, this object is consumed and disappear.
Flash Bombs
Conjuration (Creation) [Fire]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One bead per two caster levels
Duration: 10 min./level or until used
Saving Throw: Reflex half; see text
Spell Resistance: No
You turn ordinary glass beads or marbles into bombs that you can detonate on command. You can turn one bead for every two levels into a flash bomb. If you are within 50 feet and speak a word of command, each bead instantly bursts into flame. The flames shoot out in a two-foot radius (effectively one 5-foot square is covered by the flames) and cause 1d4 points of fire damage to anyone caught in the area, as well as igniting any easily combustible materials (such as clothing or paper, but not wood) in the area. A creature caught in the blast may attempt a Reflex save for half damage.
Flash bombs are usually placed by hand in fire resistant surfaces, either dirt or small metal saucers, in areas where there are no audience members. They are often used as part of a fireworks display or during a performer’s entrance or exit.
Flash bombs can be thrown, having a range increment of 5 feet. However, they only detonate upon use of the command word, not on impact, so timing is of the essence if they are going to be used as weapons in this manner. Furthermore, they cause no actual damage when thrown.
A better tactic is to roll them under the feet of enemies. This can be done individually, but they are usually all rolled into the same area (same 5-foot square) so that their combined effect is more devastating (they do more damage, but still only light easily combustible materials on flame).
Material Component: Glass beads or marbles.
Fleeting Genius
Enchantment
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One round
Saving Throw: Will negates
Spell Resistance: Yes
The caster of fleeting genius gains an incredible, highly focused ability to perform a single task with flawless precision. The caster picks one skill, saving throw category or attack type. For the duration of the spell, rolls of this type cannot fail if a roll of 40 can succeed. If a 40 would still result in failure, this spell simply cannot help the caster. Attacks aided by fleeting genius should still be rolled, as any critical threat (whether it would hit or not with the caster’s true bonuses) automatically becomes a critical hit, without the need for a second roll. This roll must be made before the end of the caster’s next round.
Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.
Flesh Made Foul
Necromancy
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell channels great amounts of negative energy in a very short space of time. Unleashed against one creature, its life force will be annihilated by the black bolt of twisting negative energy and it may very well become one of the walking dead. Flesh decays or even becomes insubstantial as the black energy floods through the victim’s body, to be held under the permanent thrall of the necromancer.
The caster must make a ranged touch attack against any living creature within range. If the attack succeeds, the subject gains negative levels equal to 1d4 + 1 per four caster levels.
If the subject survives this attack, they will regain all lost levels after a number of hours equal to your caster level. If the subject gains as many or more negative levels than it has Hit Dice, then it is automatically slain and within one round, transformed into one of the undead. The type of undead is chosen by you but cannot have more Hit Dice than the subject originally had in life. The undead creature is under your permanent control until destroyed, though no more than one undead creature may be controlled through the use of this spell at any one time.
Undead creatures targeted by this spell will have any lost hit points restored, damaged or severed limbs replaced and become immune to turning attempts for 1 hour per level of the caster.
Material Component: Heart of sentient creature that died of disease, famine, violence or magic.
Floor of Fire
Evocation [Fire]
Level: Drd 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Horizontal sheet of flames with a radius up to 10 ft. + 5 ft./2 levels
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
You create an immobile, horizontal sheet of flame that burns two inches above the ground. The flames themselves are one foot high. The flames created are quite hot, but not as damaging as a wall of fire. They deal 1d6+1 points of fire damage per round to any creature within the area of effect. Those within 10 feet of the sheet of flame, but not within it, suffer 1d3 points of damage per round. These flames are particularly damaging to undead, dealing twice as much damage to such creatures.
Material Component: A vial of alchemist’s fire.
Fly True
Divination
Level: Asn 1, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You gain insight into your target’s position, wind speed and other factors that could affect your accuracy. Your next ranged attack within the spell’s duration gains a +10 insight bonus to hit and ignores miss chances due to concealment, as well as AC modifiers for less than total cover and penalties for range.
Material Component: The arrow to be fired, which crumbles away after it strikes.
Foes’ Measure
Divination
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creatures in a 30-ft.-radius burst.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster learns the power of all affected creatures, relative to himself. Creatures with a Challenge Rating two or more lower than the character’s level register as ‘weak,’ those with a Challenge Rating within one step of the character’s level register as ‘worthy,’ and those with a Challenge Rating two or more higher than the character’s level register as ‘powerful.’ The spell grants no information as to why a creature has a certain power level and cannot take account of exceptional circumstances, such as a 1st-level orc who has just picked up a +5 vorpal axe.
Fool’s Coin
Illusion (Glamour)
Level: Brd 0, Sor/Wiz 0
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: One metallic disk
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
With this spell, you can make a single metallic disk appear to be a precious coin of some type for a short time. The metal affected by this spell takes on all of the properties of the metal being mimicked, including weight. The duration of the spell depends on the metal being mimicked: copper lasts for 2 minutes, silver for 1 minute, gold for 5 rounds and platinum for 1 round. Those who save versus this glamour recognise the metallic disk for what it is.
Material Component: A metallic disk.
Fool’s Gold
Illusion (Glamour)
Level: Brd 2, Sor/Wiz 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to 2 lb. of touched metal/level
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As fool’s coin except that the caster can affect metallic objects up to a certain weight. The metal affected by this spell takes on all of the properties of the substance being mimicked, including weight. As with fool’s coin the spell’s duration depends on what metal is being mimicked: copper lasts for 2 minutes/level, silver for 1 minute/level, gold for 5 rounds/level and platinum for 1 round/level. Those who save versus this glamour recognise the metallic item or items for what they are.
Material Component: A metallic object or objects that do not exceed the weight limit.
Fool’s Trove
Illusion (Glamour)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Area: Up to a 20 ft. cube
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As fool’s coin except that the caster can affect all types of objects in a certain locale. The object or objects affected by this spell take on the appearance of extraordinary value to those who behold them. A wooden practice sword could be made to appear as a masterwork or even enchanted blade. A granite pillar could be made to appear encrusted in gems and gilded in silver. Each item in the fool’s trove requires its own separate Will disbelief save to recognise what lies beneath. Note that this spell can be cast to make valuable objects appear almost worthless.
Material Component: A pouch of platinum dust (worth 100 gold pieces).
Foozle
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One creature/level touched
Duration: 1 round/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subjects of this spell become so clumsy and oafish they find it exceedingly difficult to undertake most actions without error, taking a –5 penalty on all attack rolls, ability checks and skill checks. Whenever an affected creature fails an attack or skill check that involves a manufactured weapon or tool, if must make a Reflex save or drop it.
An affected creature can move at only up to one-half its normal speed without having to make a Reflex save to avoid falling prone. In cases where a skill check also involves movement (such as climbing, jumping or swimming), ignore the speed restriction but apply the check penalty noted above. If a creature falls prone for any reason while affected by this spell, it must make a Reflex save to get up again. An affected creature must make a Reflex save to draw a weapon, pick up a dropped item, retrieve a stored item and the like. If the save fails, the creature drops the item in its space.
To cast a spell or use a special ability that requires any action, an affected creature must succeed on a Concentration check with a DC equal to the foozle spell’s save DC. If the check fails, the creature loses the spell or expends a use of the special ability with no effect. Whenever foozle prevents a creature from completing an action, the creature’s turn ends.
Material Component: A vial containing wine or other spirits and a fruit or vegetable peel.
Forbidden Script
Necromancy [Poison, Language-Dependent]
Level: Asn4, Brd 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: 1 oz. vial of ink
Duration: 1 hour/level; see text
Saving Throw: None; see text
Spell Resistance: No
You imbue the target ink with powerfully poisonous energy. If the ink is used during the duration of the spell, any writing produced with it is permeated with the energy. Once written and the ink dried, this effect is permanent. At the time the spell is cast, you may designate up to one unique creature per level that is immune from the effects of the poisonous script. Anything written with the ink after the duration of the spell expires is normal script.
Once the ink dries, anyone reading the text other than you or a designated creature is immediately exposed to a magically created ingestion poison. The poison has a Fortitude DC equal to 10 + ½ your caster level + your relevant ability modifier. The initial and secondary damage of the poison are death. Merely looking at the text does not trigger the effect. It is only triggered if the creature actually reads the writing.
Some shady spellcasters have been known to write their spellbooks entirely in forbidden script.
Material Component: A mixture of aged bloodyberry juice and wyvern blood with a total value of at least 250 gp that is mixed with the ink at the time of casting.
Foretelling
Divination
Level: Sor/Wiz 5
Components: V, S, M, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Similar to lesser foretelling, foretelling allows the caster to ask a question and derive a magical answer to it. Unlike lesser foretelling, the question can be anything, not merely one answerable by ‘yes’ or ‘no’. The question can also be contingent on as many as three different conditions. Unfortunately, a wider scope means a greater chance for error. When casting foretelling, there is a chance for an incorrect or misleading answer (25% minus 1% per caster level). The answer will always be brief, as simple as possible and may not entirely answer the question if it is too vague or open-ended.
‘Will I be alive tomorrow?’ is a pretty basic question but it is also fairly vague. In this case, the answer could be ‘If you are careful, yes’. The Games Master knows that he has a dangerous ambush waiting to spring on the party when they camp tonight but it is not impossible to defeat or avoid.
Material Component: A single gold coin carried by the caster for more than a day.
Focus: A set of fortune telling tools worth at least 250 gp.
Foretelling, Greater
Divination
Level: Sor/Wiz 9
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
This spell attributes its level to its incredibly wide range of uses. It is similar to foretelling, except that the question can have any kind of phrasing and offers a complete, perfectly accurate answer (though it is not always easy to understand). Instead of this ability, greater foretelling can be used to duplicate the effects of any divination spell of 7th level or below, foregoing any need for material components other than those required by this spell. Experience point costs, if any, must be paid as normal.
Alternately, greater foretelling can be cast immediately after the foresight spell to increase the duration of the foresight to 24 hours. Greater foretelling has no other effect if cast in this way.
Material Component: A single gold coin carried by the caster for more than a day.
Focus: A set of fortune telling tools worth at least 250 gp.
Foretelling, Lesser
Divination
Level: Brd1, Sor/Wiz 1
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
A basic divination, lesser foretelling allows the caster to ask a simple yes or no question and get an answer through the magical perception of probabilities and fate. While this spell gives as accurate a reading as possible, the question cannot be a complicated one. Lesser Foretelling only allows for two conditions and if the wording makes it impossible for the answer given to be a yes or no, the spell fails. The spell also fails if the question is too general or there are too many circumstances to allow for a clear outcome to base an answer on.
An example of a question allowable by lesser foretelling would be ‘If we follow the path we are on, will we make it to Caer Olvran by nightfall?’ Following the path and nightfall are the two conditions and the answer would be ‘yes’ since the party is close enough to reach the doomed ruins of Caer Olvran at their current rate of movement. This answer is not a guarantee of getting to the Caer but it is well within the realm of possibility that they can make their destination by nightfall.
If the question had been ‘Will we make it to Caer Olvran?’ the spell will likely fail. While the party is only a few hours from its bone-littered streets, there are packs of dire wolves and the deadly guardian that protects the only entrance to its valley to contend with. The party is certainly not assured of being able to defeat what lies ahead, and so the question is too general to allow for a definitive answer.
Material Component: A single gold coin carried by the caster for more than a day.
Focus: A set of fortune telling tools worth at least 250 gp.
Forsaken
Abjuration
Level: Drd 7, Sor/Wiz 7
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One divine spell caster
Duration: Concentration up to 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Forsaken impedes all contact that a target creature has with his deity by temporarily cutting the conduit through which such powers flow. Upon a successful casting, the target is entitled to a Will saving throw. If he fails, the victim is unable to cast any divine spell or use any spell-like or supernatural ability that is of divine nature, such as turning undead. Paladins, priests, rangers and druids are adversely affected.
The innate abilities of outsiders are not affected by this spell because they carry the spark of divinity within themselves. However, an outsider’s divine spells are still gifted to them by the deity they represent, and they are subject to being forsaken.
The caster of forsaken must maintain constant concentration in order to maintain the spell. When the concentration lapses, for whatever reason, the victim’s divine connection returns.
Fractured Unity
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One or more living creatures within a 20 ft. radius burst.
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Sowing discord and emotional turmoil through its area, fractured unity prevents anyone from thinking of others as allies. Any spells currently active in the area that determine their effects by means of allies will likely fail because of this, and spells that affect enemies will attempt to affect everyone within the 50 foot radius area of this spell. Targets of fractured unity will not disengage from melee to heal others, request aid of any sort, or offer help to others. If an affected spellcaster has beneficial spells that could affect himself as well as others, he will cast them on himself in preference to sharing them. (This does not force him to cast these spells; it merely keeps the target from ‘wasting’ them on other beings if the opportunity to use the spells arises.) Any feat or tactic that relies on supporting allies (such as flanking bonuses or rogues being able to sneak attack a flanked target) also fails to work during this spell.
Material Component: A broken contract at least 10 years old and special oils worth 100 gp. The contract erupts in flame and is instantly consumed when the spell is cast.
Fortify Armour
Abjuration [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Armour touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
When this spell is cast on armour, it gains a certain level of fortification as per the armour special ability. At caster level 7th – 11th, the armour gains light fortification, at 12th – 14th, the armour gains moderate fortification and at higher caster levels it gains heavy fortification.
Material Component: A pinch of dragon scale dust (any colour) or vial of rust from a destroyed iron golem.
Fortify Weapon
Abjuration [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
When this spell is cast, a weapon touched is granted a hardness of 40 which cannot be bypassed by any non-magical means. This field also allows the weapon to be used for Sunder attempts regardless of the defending weapon’s bonus, though it adds no bonus to damage and does not actually make the weapon ‘magical’ for any other purpose.
Material component: A pinch of dragon scale dust (any colour) or a vial of rust from a destroyed iron golem.
Friendship
Enchantment
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Your charmed creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Essential to good relations with those the caster charms, this spell makes the friendship effect of an Enchantment (Charm) spell (assuming it has one) permanent and nonmagical. This amiability becomes a natural part of the creature but it is not enforced in any way. Thus, actions by the caster can easily disrupt or undo the fragile bonds of this new friendship. Likewise, if the caster takes steps to strengthen the relationship, the target is likely to remain friendly indefinitely. Ultimately, this spell is what the caster makes of it.
Material Component: A rose petal, a gold coin and a knotted silk cord.
Frightful Presence
Illusion (Glamour) [Fear]
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone shaped emanation
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
With this spell the caster can create a fearsome manifestation that mimics the frightful presence special attack. This spell makes the caster’s very presence unsettling to foes. Opponents within 30 feet who can see the spellcaster must make a Will save versus the spell’s DC or become frightened for 3d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the caster has.
Future Banishment
Transmutation [Temporal]
Level: Sor/Wiz 7
Targets: One creature
This spell is identical to the spell future dispatcher in all ways except where noted above. The spell may transmit any single creature ten minutes into the future.
Future Dispatcher
Transmutation [Temporal]
Level: Sor / Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature of Medium size or smaller
Duration: 10 minutes
Saving Throw: Fortitude negates
Spell Resistance: Yes
This powerful spell thrusts a single creature of Medium size or smaller forward in time ten minutes. The creature simply vanishes from his current location and reappears in exactly the same spot ten minutes later. The creature experiences no perceptible time lapse. Instead, the surrounding scene appears simply to change in an instant to that of the future.
If the creature’s original spot is occupied when the ten minutes elapses, it reappears in the nearest available location. For locations an equal distance from the original, roll randomly to determine in which spot the creature appears. While the creature is absent, no magic can affect it. A dispel magic targeted at the location where the creature was will bring it back prematurely as will an antimagic field.
Material Component: The material component for this spell is a grasshopper trapped in a small glass bottle.
Future Imprisonment
Transmutation [Temporal]
Level: Sor / Wiz 9
Duration: One year
Targets: One creature
This spell is identical to future banishment in all ways excepted where specifically noted. This spell is a curse worse than death for many as the caster projects the unfortunate victim into the future, never to return. This spell may transmit any single creature up to one year into the future.
Material Component: A silver statuette of a grasshopper worth at least 500gp, trapped in a glass bottle.
