Spell Descriptions (G-I)

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.

Garble

Illusion (Glamour)
Level: Bard 3, Sor/Wiz 3
Components: V, M
Casting Time:** 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This curse disguises the target’s speech, which is useful for ending arguments and squelching well-spoken agitators. Whatever she says sounds completely normal to her, but is incomprehensible gibberish to everyone else. Most skills involving a common language are useless, though the target may be able to communicate with non-verbal methods such as touch, writing, sign language or facial expressions. The target’s ability to cast spells with verbal components is unaffected.

Material Component: A slice of lemon, which the caster must bite and suck the juices from.

Gaze Reflector

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

This spell creates a shimmering veil, akin to a mirror, in the area in front of your face. The veil moves with you and you can see normally through it. Any gaze attack requiring that you meet the opponent’s eyes (such as that of a medusa or basilisk) is reflected back upon the opponent and affects it normally unless the creature is immune to its own gaze attack (the creature gets a save to avoid the effects if its gaze normally allows one).

Material Component: A small silver mirror.

Gelid Stream

Transmutation (Cold)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Stream
Duration: 1 round/2 levels
Saving Throw: Reflex Negates
Spell Resistance: Yes

Your hand emanates a stream of chilling cold that reduces the mobility of any target it touches. A target that fails its Reflex save may only take a single move or standard action each round for the duration of the spell and suffers 1d3 hit points of damage every round for the duration of the spell.

Material Component: A small icicle carved from crystal (50 gp value).

Ghost Armour

Conjuration (Summoning) [Force]
Level: Clr 3, Rgr 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You call upon the protection of the spirits to guard you or another creature from harm. The spirit envelops the target creature, granting it a +1 deflection bonus to AC and damage reduction 10/magic. Despite the spell’s name, the protecting creature is a spirit, not an undead, and it can be seen as a transparent figure juxtaposed to the protected creature’s body. The spirit also protects the creature from incorporeal attacks and force effects as the mage armour spell.

Focus: A turtle shell with a carved image of a warrior.

Ghost Blade

Transmutation [Force]
Level: Brd 4, Clr 5, Drd 5, Sor/Wiz 5
Components: V, F
Casting Time: 1 standard action
Range: Touch
Target: One melee or natural weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster touches a melee or natural weapon such as a claw or a creature’s teeth, suffusing it with raw magical force. So fortified, the weapon cleaves easily through its targets and acquires the ghost touch trait for the spell’s duration. The weapon ignores the hardness rating of inanimate objects, doing damage directly to an object’s hit points. All attacks made by the affected weapon are resolved as touch attacks – the target’s armour, natural armour and shield bonuses are ignored, though magical bonuses are not. The weapon’s wielder may attack incorporeal targets without penalty.

Focus: The weapon.

Ghost Combatant

Illusion (Phantasm) [Mind-Affecting]
Level: Brd 1, Clr 2, Fighter 2, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates.
Spell Resistance: No

You can make spirits whisper, make noises and create false movements behind a creature to make it believe it is flanked. If the target fails its saving throw, it believes that there is another attacker behind it, occupying a space where no actual opponent exists, suffering all the effects of being flanked (opponent gets a +2 bonus to attack rolls and is vulnerable to sneak attacks), even if it is not.

Material Component: Iron filings, caltrops work as an alternative.

Ghost Dance

Conjuration (Summoning)
Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 summoned creature per caster level in a 30-ft.-radius area
Duration: 1 round/2 levels (D)
Saving Throw: Reflex half
Spell Resistance: No

You summon warrior spirits to aid you in combat. The number of spirits that arrive equals your caster level, with a maximum of 15. The spirits start attacking anything and everything inside the area of effect, dealing a total of 1d6 points of damage per spirit, and you assign how much damage each creature inside the area receives before the targets roll their Reflex saving throws. Every creature that succeeds at the save receives only half of the damage you assigned for it. At the beginning of every round of the duration, you can reassign the damage dealt to each creature that remains inside the area as long as the total is the same that you rolled the first time. Targets can keep rolling their Reflex save normally to halve it. The warriors’ spirits are Neutral in alignment, and thus unaffected by protection or magic circle spells, but affected by dictum and word of chaos. If the spirits are targeted by spells such as banishment or dismissal, they use your Will save bonus to resist. Being incorporeal, they are affected normally by force barriers such as mage armour or wall of force.

Material Component: Dust of coagulated blood.

Ghoulish Curse

Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Ghouls may be created from those slain by many different means but the process of their creation via a curse upon the living is a dark secret few ever truly understand. Through the use of this spell, you may bring a terrible curse to your enemies, for by your touch alone you may set into motion a dread transformation that will ultimately result in both their death and subsequent rising as a ghoul.

A subject may only be affected by this spell through touch, though such contact may be light enough that they fail to recognise the action for what it is. At this point, they will transform into a ghoul in a number of days equal to their character level. During these days, they will physically change, becoming ever more ghoul-like as their skin sinks and begins to rot, their eyes pull back and glow, and their demeanour becomes more feral and bestial. At the end of this time, they will die and immediately rise as a ghoul of Chaotic Evil alignment.

At the moment of touch and at the beginning of every day during the transformation, the subject may make a Fortitude save. Success will result in the breaking and nullification of this spell, returning the subject to normal within one day. Remove curse will have the same effect.

Material Component: Dirt from an ancient grave.

Gilded Thoughts

Divination
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

Once this spell is cast, the mind of the caster gains the ability to intercept any attempt to detect his thoughts, establish mental contact with his mind or take control of him through any spell with the Charm or Compulsion designators. The caster can then make the originator of these attempts see anything the caster wishes them to, making them believe that what they are seeing is the truth. A Sense Motive check on the part of the originator (DC 10 + caster level) can be made to see through this deception. If the deception is detected, the originator can then push past the gilded thoughts automatically and achieve whatever effect the original spell would have had.

Focus: A gold ingot inscribed with the caster’s name and personal mark (25 gp).

Gilded Tongue

Divination
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

This spell continuously divines the best possible thing the caster can say, letting him know what people want to hear and what will accomplish any given communication-oriented goal. While it is in effect, the caster may make a Concentration check (DC 10 + the Difficulty Class of the Diplomacy, Sense Motive, Gather Information or Bluff check normally required) to perform those skills flawlessly. If the caster actually has five or more ranks in one of these skills, he gains a +2 competence bonus to any Concentration check made to duplicate it.

Focus: A gold ingot inscribed with the caster’s name and personal mark (25 gp).

Girding Call

Conjuration (Summoning) [Hanging]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: Special
Range: Touch
Target: A number of objects weighing less than 5 lbs./level
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: No

As apportation, but the spell has its effective weight limit increased to 5 pounds per caster level and the focus can be any number of objects that can be held, worn or wielded as long as the total weight is within the mentioned limit. When the girding call is cast, it summons the items, which appear held, worn or wielded in any way the caster wishes as a free action. This allows the caster to instantly go from unclad to fully garbed and armed with a single word. As with apportation, magical items can be used for foci.

There is an alternate way to cast this spell. If done this way, it is not a hanging spell and takes 5 minutes to cast. What this form of the spell does is attempt to summon any one item within the above weight limit. The caster has to have a clear description of the item or have seen or touched it personally. He must make a Will save to succeed at this summoning. The DC for this save is 20 for a touched item, 25 for having seen it, or 30 if only a description is known. The DC is increased by 5 if the item is attended. If the save is failed, the spell fails. If the item is attended, it automatically gets its attendant’s Will save to resist this teleportation. If the spell fails, the attendant knows what attempted to happen and gets a general idea of distance and direction to the call’s caster.

Focus: Objects to be summoned.

Glimpse Past the Barrier

Divination [Temporal]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

This spell allows the caster to see through any barrier or boundary within 60 feet so long as the barrier or obstruction was clear at some time in the past. Essentially, the caster sees through the door or barrier when it was open, shifting his senses back to the present on the other side. If the barrier has been firmly in place for longer than one day per caster level, the caster’s senses cannot bypass it.

Globe of Invulnerability, Major

Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: 10 feet
Area: 10-ft. radius spherical emanation, centred on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As lesser globe of invulnerability, except that it excludes 5th level spells from its radius of effect. In addition, the globe now moves with you, assuming you move no faster than a single move during a given round. Moving faster or using any sort of teleportation effect does not disrupt this spell, but it is left motionless at the origin point of such a move and remains there for the duration of its effect.

Golden Voice

Enchantment [Language-Dependent, Mind-Affecting]
Level: Brd 2
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Target: A 30 ft. radius emanation centred on you
Duration: 5 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment causes your voice to change, becoming richer and more powerful. Everyone within the area of effect can clearly hear your voice so long as there is not an active obstruction. Furthermore, you gain a +10 bonus on all Diplomacy or Bluff skill checks that target anyone in the area who fail a Will save.

In order for this spell to grant a bonus, you must be able to speak to your targets. If you attack any creature within the area of effect, the spell breaks. Finally, the creature must be able to understand you for you to gain the skill bonus.

Good Intentions

Transmutation [Evil]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

This spell manifests itself every time the subject performs a good act such as healing or curing, showing kindness, acts of generosity or mercy or any conduct that shows the virtues of good. When performing any such act, the subject feels a painful clutching at his heart, as if it was being crushed from the inside by the burning hand of a fiend. The subject takes 1 point of damage and must make a Fortitude save or be nauseated for 1d6 rounds (see the SRD). The damage is from unholy power and cannot be averted by any form of energy resistance or damage reduction. The Fortitude save can be modified with any spell that improves saving throws.

Good intentions can be dispelled or it can be removed by a break enchantment, limited wish, miracle, remove curse or wish.

Material Components: The eye of a crow sacrificed under the full moon.

Gossip

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell causes its target to begin gossiping relentlessly, unable to reveal the most personal information fast enough. The caster may encourage the target to gossip about any subject that he pleases, including secret passwords, the strength and number of the king’s entourage or the location of traps in the area.

There is no limit to the information that the subject is willing to give out while under the influence of this spell.

Unlike charm person, the subject does not regard you as a friend any more than he did before you cast gossip. He merely sees you as someone who will listen to a good story or two. He will not take orders or commands and will take no action that he would not normally take except for revealing secrets that he knows.

Grace

Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 15-foot emanation from caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Grace allows the caster to bring a ‘bubble’ of safe reality with him when he travels from one plane to another. For the duration of the spell, the caster is treated as if he was on his home plane for the purposes of all environmental and planar effects. For example, if a native of the Prime Material Plane went through a portal to the Negative Energy Plane, grace would protect him from the negative energy and the cold and would allow him to use positive energy spells without impediment.

The grace effect manifests as a shimmering white sphere around the caster. Grace extends only to the caster and anyone else who travelled using the same portal effect; creatures on the new plane are untouched by grace.

Graft Weapons

Necromancy
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Targets: One or more skeletons or zombies touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With this spell, you can graft all manner of melee weapons directly onto the forearms of the skeletons and zombies you have animated, fusing metal and bone to become one. This, in effect, replaces the hand and forearm of the skeleton or zombie with the weapon used as the material component, thus greatly enhancing the creature’s combat capabilities. It now fights with the weapon being an extension of its own body, granting a +1 competence bonus to all attack rolls in close combat. The skeleton or zombie also, naturally, now does the damage of the weapon rather than its own claw or slam attacks. Weapons grafted onto undead creatures in this way are considered natural weaponry. Regardless of the amount of times this spell is cast, you may only graft weapons onto 2 HD of skeletons or zombies per caster level.

Only weapons of the same size class or smaller may be grafted onto skeletons or zombies by the use of this spell. However, you may choose to graft two weapons onto each skeleton or zombie, simply by providing two weapons for each as a material component. When this is done, the undead creatures so affected will no longer be able to pick up or manipulate objects, as their hands are now replaced by weapons. However, they will be able to make two attacks per round, once with each weapon, though they lose the competence bonus described above.

Material Component: At least one melee weapon per skeleton or zombie that is touched. The fusion of metal and bone is a permanent process and so the weapon will be expended during the casting, even if the skeleton or zombie is later destroyed.

Granitehand

Transmutation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject’s fists become hard as stone. Its unarmed attacks deal lethal rather than nonlethal damage, and it considered armed for purposes of attacks of opportunity and threatening an area. Further, the creature’s grip is strengthened, granting a +5 circumstance bonus to Climb checks and a +2 bonus to resist being disarmed. If the subject already deals lethal damage with an unarmed attack, it gains no further benefits to its combat abilities. If it does not have fingers or similar digits, it gains no skill bonuses.

Grappling Chains

Conjuration (Summoning)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Effect: 4 chains + 1 chain/3 caster levels, all within a 5 ft. area
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

This spell causes hooked chains to explode from the ground, latching onto a single victim. Four chains, plus one chain for every three caster levels, immediately spring into action. Each chain has a reach of 10 feet, AC 18, hardness 5 and 1 hp/caster level. The grappling chains cannot be targeted by an spell that does not deal damage.

The victim is allowed a single Reflex saving throw to avoid the spell entirely. If the save is successful, the chains remain in place until the spell’s duration expires. Anyone entering the range of the chains’ reach must immediately make a Reflex saving throw or suffer the effects detailed below.

In the case of failure, the unfortunate target suffers damage as the chains constrict into his body, causing 1d6 points of damage per chain. Additionally, the victim is considered grappled by the chains.

In each subsequent round, a held character may try to wrestle free, as if attempting to break free from a normal grapple. The chains have an effective combined Strength of 20 plus 1 per additional chain and are considered to be Large. A successful check results in the character breaking free from the chains.

Chains can be destroyed to help in freeing a held character. Each chain that is destroyed lowers the Strength of the grappling chains by 1 point. When only four chains remain, each destroyed chain lowers the effective combined Strength of the chains by 5 points.

Material Component: A single hooked chain taken from a torture chamber.

Grappling Spine

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

This gruesome spell causes your own spine to lengthen considerably, thrusting up from the base of your skull to become a prehensile weapon (or limb-like tendril) under your control. Each round, in addition to whatever actions you would normally make, the grappling spine can make either an ‘unarmed’ disarm or grapple attack with a reach of 10 feet, neither of which draws an attack of opportunity. It is treated as Medium and has an attack bonus of +10 plus your caster level. Its Strength score is your Strength +5. While grappling, once it achieves a hold, the grappling spine can deal 1d6 points of damage plus its Strength modifier, if any.

Grave Storm

Necromancy [Evil]
Level: Clr 8, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid flesh, maggots and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level (maximum of 20d6). Those that succeed on their Fortitude saving throws take half damage. In addition, any creatures killed by this damage rise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead.

Material Component: A fistful of dirt taken from a freshly dug grave.

Great Knock

Transmutation
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One door, box or chest with an area of up to 25 square ft./level
Duration: Instantaneous
Saving Throw: None (See text)
Spell Resistance: No

Much like the lesser knock spell, great knock breaks open stuck, barred, locked, held or arcane locked doors. In addition, the spell also opens secret doors and locked or trick-opening boxes or chests. Unlike knock, this spell shatters welds, shackles, chains and similar impediments (such as a portcullis), as well as the arcane lock spell. Furthermore, great knock removes all methods preventing egress through a single portal. The portal may be up to 25 square feet in area per level of the caster. Like knock, the location of the door or item must be known.

More significantly, great knock completely destroys the door or item in the process of opening it. Anyone standing within 10 feet of the other side of a great knocked door or within 10 feet of a chest, and so on, takes 1d6 points of damage per two levels of the caster (maximum of 5d6 or less if the item being burst open is small) from flying debris. A Reflex save halves the damage.

Ground Trap

Transmutation
Level: Brd 1, Earth 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature of Medium size or smaller
Duration: 1 round/level (D); see text
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

The ground beneath one of the target’s feet rises up to envelop its foot and leg up to the knee, effectively trapping the target. The target receives a Reflex saving throw to avoid the ground’s grasp. Failure means that the target is trapped and unable to move from its spot for the duration of the spell while success means that the target has avoided or twisted free of the ground’s grasp and the spell fails.

A trapped target cannot free itself with a Strength or Escape Artist check, but it and/or its friends can break the ground off (the DM will have to determine the exact composition of the ground holding the creature; a handy example is a hardness of 5 with 5 hit points) by striking at it (careful, or you will injure the trapped person). The trapped target is still free to take any actions, including casting spells, while its foot is trapped.

This spell applies to any earthen or stone surface that a creature is standing on (so that a spider climbing along a cavern ceiling could be entrapped). The spell does not affect a surface made of wood or metal.

Focus: A small piece of clay.

Guided Strike

Divination
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous

Cast immediately before another spell, guided strike is wasted if the caster takes any other action but spellcasting on the round following its completion. Because of the unique nature of this spell, it cannot be cast by anyone under the effect of haste, slow or similar magic. Guided strike enhances the caster’s aim and ability to counteract an opponent’s defences. Specifically, it removes the Reflex saving throw allowed by the next spell cast, if applicable, and automatically causes a critical hit if the spell allows for one.

If a target of one of these guided spells has the Evasion ability, it can still make a save for half damage. In this case, it does not get the normal benefit conferred by Evasion. Improved Evasion acts as Evasion normally would, allowing the target to evade damage from the guided spell only on a successful saving throw.

Half-Orc Charm

Illusion (Glamour) [Fear, Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

This spell creates a subtle but very real aura of menace around the caster. Though it is impossible to determine exactly why, he seems larger, fiercer and more imposing while this spell is in effect. The caster gains +1 bonus to Intimidation checks per character level, to a maximum of +10.

Hand of the Guilty

Divination
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: One object of 1 lb./caster level or less
Duration: One hour/level
Saving Throw: None
Spell Resistance: Yes

Named for its most common use, this is a specialised form of the locate creature spell that uses as its focus an object of no more than 1 pound per caster level. When cast, the item becomes suffused with divination magic and acts to indicate the direction of the last person before the caster to touch it. It does this by gently ‘pulling’ in the correct direction, moving in much the same way as a dousing rod. Distance is no object but the spell will not cross dimensional boundaries. A failure in this regard is notable and will at least tell the caster that the object of the search is alive but on another plane. If the target is actually dead, the spell will lead to its corpse so long as it is on the same plane as the spellcaster.

Focus: The item to be used as the tracking object, which must be handled in a manner consistent to its construction and purpose during the spellcasting. A weapon must be brandished; a lantern must be lit if it is intact or at least held aloft if not, and so on.

Hand of Vengeance

Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 immediate action
Range: Touch
Target: Creature touched
Duration: Instantaneous (see below)
Saving Throw: None (see below)
Spell Resistance: Yes (harmless)

You may only cast this spell if you receive damage during this or the previous round of combat. If you succeed at a melee touch attack, your hand deals the identical amount of damage that you received from one attack against the creature that dealt that damage upon you. This only includes actual hit points lost. For example, if a creature sustained 20 points of damage from a lightning bolt, its touch deals 20 points of damage on the person that cast the spell or used the device creating the spell. The target is also shaken for 1 round/level unless he makes a successful Fortitude save.

Material Component: A drop of blood from the wizard’s wounds.

Harvest of Blades

Conjuration (Creation)
Level: Clr 3, Pal 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft. spread
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This spell seeds an area with hazards, creating a magical trap for the unwary. Any creature that enters the affected area triggers long, fine steel blades that sprout from the surrounding surfaces and attempt to impale it, as follows.

Bladeground: CR 1/2 caster level; magical trap; location trigger; automatic reset; Atk bonus = caster level (1d8 piercing, x3); Search DC 28 (Note: This trap cannot be spotted until it has been triggered at least once); cannot be disabled without dispelling or exhausting (see below).

The trap can make a total number of attacks equal to your caster level (max 15) before it is exhausted. It never attacks any creature more than once per round. If you are present to witness creatures entering the affected area, you can choose to exempt them from being attacked.

Note that this spell can be used as easily in melee as to create an advance trap.

Material Component: Fragments of a shattered blade, scattered across the affected area.

Hatred’s Puppet

Enchantment (Compulsion)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One humanoid of Medium size or smaller
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

If affected by this spell, the target flies into a murderous rage, attacking the nearest creature regardless of previous affiliations or alignment. Once the target has attacked its first victim in melee combat (which it will attempt to do in preference to all other forms of combat), it will ignore everything else, including taking damage, until the victim drops to 0 hit points or below. Then it will move on to the next nearest victim and repeat this behaviour. A side effect of this spell is that the target becomes an ally of the caster and an enemy to everyone else. This may cause it to lose or gain bonuses stemming from spells that differentiate on that basis (bless, for example).

Material Component: A drop of sweat from a barbarian or fur from a creature with the rage ability. If the caster has the rage ability personally, there is no material component.

Hero’s Luck

Divination
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until used
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Hero’s luck grants its recipient a limited form of sixth sense. Once during the spell’s duration, you may choose to gain a +2 insight bonus to an attack, skill check or saving throw you make. You must elect to use this bonus before making your roll. After you gain the bonus, the spell ends.

Material Component: A pair of carved ivory dice with sixes on every face, worth 20gp each.

Hero’s Visage

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Pal 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

The caster emanates an aura of greatness, appearing like a hero of ancient legend, who only the bravest dare to approach, let alone fight. Any creature attempting to engage the caster in melee combat must make a Will save or suffer a -2 morale penalty on attack and damage rolls.

Focus: Any weapon raised high in the air.

Hesitant Caress

Transmutation [Focused]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard 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.

Targets touched by you are affected as if by a slow spell for one round per level. Even if the target saves against this spell, it still counts as dazed for one round if its Hit Dice do not exceed yours.

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: During the duration of this spell’s effect on any given target, it also suffers a –2 penalty to its Dexterity score.

Hide the Soul

Abjuration
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal or touch
Target: You and one creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No

You draw your soul (or the soul of a creature touched) from the body and store it in the body of any single animal you touch during the casting. By storing the soul elsewhere, the subject becomes immune to all spells or abilities that damage or affect the soul (such as the trap the soul or soul bind spells). Likewise, a subject whose soul is stored elsewhere cannot be affected by the clone spell. To free a hidden soul, the subject must bleed the animal (dealing 1 point of damage) and consume the blood. If the animal containing the subject’s soul is killed, the subject must make a successful DC 20 Constitution check or die as well (though he can now be returned to life normally). If the check succeeds, the subject’s soul is returned to its body and the effects of this spell are ended.

If the subject is killed, raise dead, resurrection, true resurrection or even a wish or miracle cannot restore life to a soulless subject. Only by bringing the focus animal within 5 feet of the slain subject’s body and bleeding it (dealing 1 point of damage) during the revivification attempt can the subject be returned to life. This immediately returns the subject’s soul to its body and cancels the effects of this spell. If the animal cannot be obtained or is not within range, all attempts at revivification automatically fail until the above conditions are met.

The focus animal’s soul remains in its body unaffected by the caster’s soul. In essence, the souls share the body of the focus animal. If a spell or power that affects or damages the soul (trap the soul, for instance) is cast on the focus animal while it houses the subject’s soul, there is a 50% chance that the subject’s soul (rather than the focus animal’s soul) is affected. In such a case, the effects of hide the soul are immediately nullified, and the subject suffers the full effects of the spell or power in question.

A true seeing spell cast on the subject reveals a ghostly image of the focus animal overlying the subject. If true seeing is cast on the focus animal, an overlying translucent and ghostly image of the subject can be seen.

Material Component: A black sapphire gem (total value equal to at least 1,000 gp x the subject’s character level). The gem is powdered and mixed with nine drops of blood from the subject and nine drops of blood from the focus animal. The subject consumes one half of the mixture while the focus (animal) consumes the other half.

Focus: The animal that is to contain the subject’s soul.

Hold Ship

Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One ship
Duration: Concentration
Saving Throw: None
Spell Resistance: Yes

A spell much valued by captains who may employ you, hold ship allows you to halt another vessel in its tracks, holding it immobile irrespective of winds, currents and the efforts of its crew. The ship will automatically remain motionless for one round. You may attempt to hold the ship for longer than one round by succeeding in a Concentration check at a DC based on the ship’s size (see Seas of Blood or Classic Play: Book of the Sea) or ship length as listed below. This Concentration check is made in addition to any others you may be forced to take, due to sustaining damage or casting in adverse conditions, for example.

Ship Size Concentration DC Length
Tiny 10 Less than 16 ft.
Small 12 16 ft. to 32 ft.
Medium 15 32 ft. to 128 ft.
Large 18 128 ft. to 250 ft.
Huge 20 250 ft. to 400 ft.
Gargantuan 25 400 ft. to 600 ft.
Colossal 30 600 ft. or larger

Once a Concentration check has been failed, the spell dissipates and the ship is once again free to move normally.

Material Component: A small metal anchor.

Hungry Shadow

Conjuration (Evil)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature/round
Duration: Concentration (up to 1 round/level)
Saving Throw: None
Spell Resistance: No

A fanged, shadowy figure emerges from your mouth when this spell is cast (causing 1d4 hit points of damage to you as it does so). You may direct this shadow at any creature within range of the spell and order it to attack that target. The shadow must make a touch attack (using your base attack bonus) in order to unleash its power. If the attack succeeds, the target suffers 2d4 hit points of damage and is wrapped in the body of the shadow. As long as the shadow continues to attack the target, the target also suffers a –1 penalty to all attack, save and damage rolls. Once the shadow latches onto a target with a successful attack, the target suffers 1d4 hit points of damage each round. The shadow will not attack again unless it is directed to attack another target.

The caster may, as a standard action, instruct the hungry shadow to attack another target. The shadow immediately moves to the new target and makes another attack, as noted above. The shadow can make only one attack each round, regardless of how many actions the caster has.

Material Components: A square of black silk worth 30 gp.

I Speak the Will of Kings

Enchantment (Compulsion) [Language Dependant, Mind-Affecting]
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Your presence cows and awes living beings and they leap to obey your commands without hesitation. When you cast this spell, you become more; you seem to grow and expand, looming over lesser mortals, light sparkles in your eyes, shadows deepen across your brow and your voice booms with righteous authority. Each round, you may give a being a single one-word command, which they will attempt to obey to the best of their ability. This functions identically to the cleric spell command. You may command a being several times but he receives a new save each time and commands which contradict a previous command grant a +1 to +4 bonus to the saving throw. A target who successfully saves against a command is not immune to later commands.

Immobilize Extremity

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Clr 1, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

One of the creature’s bodily limbs or appendages becomes paralysed and useless. This has a variety of potential effects.

Immobilizing the arm of a creature renders it unable to use that arm. The arm and attached hand hang limply. If it was holding a weapon or shield in that hand, the weapon or shield is not dropped but the weapon cannot be used to attack with and the shield’s Armour Class bonus is reduced by 1 (i.e. a buckler or light shield provides no protection while a heavy or tower shield still provides some protection as the creature slings its body around). In addition, the creature suffers a -2 circumstance penalty to all Dexterity checks, Dexterity-based skill checks, Reflex saves and all Strength checks and Strength-based skill checks where the arm is used to aid in accomplishing the task (i.e. Climb, Jump and Swim checks).

Attempts to pry an item out of the grasp of a paralysed hand need to succeed at an opposed Strength check against the paralysed creature’s Strength.

Spellcasters that have an arm immobilized are not negatively affected in terms of their spellcasting, as a somatic component requires only one hand to be free.

Immobilizing the leg and attached foot of a bipedal creature causes it to drag, reducing its movement rate to one-half and causes it to suffer a -4 circumstance penalty to all Dexterity-based checks and skill checks, Reflex saves, all Strength checks and Strength-based skill checks where the legs are used to aid in accomplishing the task (i.e. Climb, Jump, and Swim checks) and Armour Class.

Immobilizing the leg of a quadruped creature causes it to drag, reducing its movement to three quarters and causing it to suffer a -2 circumstance penalty to all Dexterity-based checks and skill checks, Reflex saves, all Strength checks and Strength-based skill checks where the legs are used to aid in accomplishing the task (i.e. Climb, Jump and Swim checks) and Armour Class.

Furthermore, if the creature was moving at a pace faster than a walk at the time the leg is immobilized, it must succeed at a DC 15 Reflex save (DC 10 for quadrupeds) or fall prone.
Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature that has one of its wings paralysed cannot remain in flight and spirals slowly to the ground, flapping wildly.

Focus: A small, straight piece of iron.

Improvised Figment I

Illusion (Figment)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action.
Range: Medium (100 ft. + 10 ft./level)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

As crafted figment I except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment II

Illusion (Figment)
Level: Sor/Wiz 2

As crafted figment I except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment III

Illusion (Figment)
Level: Sor/Wiz 3

As crafted figment II except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IV

Illusion (Figment)
Level: Sor/Wiz 4

As crafted figment III except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment V

Illusion (Figment)
Level: Sor/Wiz 5

As crafted figment IV except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VI

Illusion (Figment)
Level: Sor/Wiz 6

As crafted figment V except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VII

Illusion (Figment)
Level: Sor/Wiz 7

As crafted figment VI except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VIII

Illusion (Figment)
Level: Sor/Wiz 8

As crafted figments VII except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IX

Illusion (Figment)
Level: Sor/Wiz 9

As crafted figment VIII except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the figment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Indelible Mark

Transmutation
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A more powerful variation of arcane mark, this ritual allows you to brand a living creature with a message, symbol or sigil. The process of inscription takes ten minutes, and the target must either be unconscious, restrained or willing to cooperate with you. If the target is not willing to cooperate, she gets to make a Will save at the end of the process. If she is successful, the inscription fails and the material components are lost.

An indelible mark can cover a square of skin no larger than 2 inches on a side. When you inscribe the mark, you can designate it as voluntary or involuntary:

c A voluntary mark is under the control of the owner.

She cannot change the appearance of the mark, but she can cause it to appear or disappear at will, as a free action. Secret societies and spy rings will often use voluntary marks as a means of verifying membership.

c An involuntary mark cannot be concealed. The target can hide it beneath clothing but she cannot remove it from her skin. If she grows hair over the spot, the hair will be discoloured to match the mark. If she uses alter self or disguise self, the mark will remain. If the flesh is burned away or cut off, the mark will return when the skin heals. Even if the victim is polymorphed into the form of another creature, her new form will still bear the mark.

There are a few spells that can remove an indelible mark. The mark cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse or wish. If break enchantment or remove curse is used, the caster level must be at least equal to your caster level. In addition, you can always choose to remove a mark that you have made.

Material Components: 100 gp worth of dyes and tattooing equipment.

Indescribable Creep

Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

This spell creates a creeping sensation over the target’s body that can cause it to become panicked for a short amount of time (1d4 rounds). With a successful disbelief check, the target is instead shaken for 1d4 rounds.

Material Component: A piece of vine.

Inebriate

Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Target becomes intoxicated
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

If the target fails his Fortitude saving throw, he loses 2 points of Dexterity, Intelligence and Wisdom, which is immediately restored when inebriate expires. Multiple inebriate spells do not stack. If a victim is reduced to 0 in Dexterity, he is stunned. If he is reduced to 0 in either Intelligence or Wisdom, he falls unconscious. If attacked while unconscious, the target can reawaken for a number of rounds equal to his Constitution modifier before lapsing back into a stupor.

In addition to the effects above, the target has all the behaviour patterns typical to inebriation. Anyone trying to alter the attitude of an intoxicated Non-Player Character may double his Charisma modifier for the check to do so (see the SRD).

Material Components: One drop of pure, grain alcohol.

Infected Touch

Necromancy [Evil]
Level: Sor/Wiz 4, Clr 5
Components: V, S, M
Casting Time: 1 action
Range: Touch.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A bolt of grey energy fires from the caster’s hand. The caster must make a ranged touch attack against a target and if the attack succeedsm, the target must instantly make a Fortitude check (DC 10 + caster level) or contract an evil disease known as Wizard’s Touch. This disease has a incubation period of 1d4 hours and deals 1d6 Constitution damage.

Material Component: The eye of a humanoid individual who died from the effects of any disease.

Infusion, Greater

Conjuration (Creation) [Evil, Good]
Level: Clr 5, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Duration: One minute
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes (see text)

As lesser infusion, except the energies used are much more potent. A pure channel of dimensional power opens between the caster and either the upper or lower planes, transforming the appropriate creature(s) with the application of the half-fiend or the half-celestial template. As with the lesser version of the spell, the creature makes an opposed Will save immediately; success on its part frees it from control. The energies of this spell are too potent to be channelled through a familiar; it cannot be used as the lesser version can.

Focus: A lens of gemstone valued at 1,000 gp that has been exposed to the environment of the type of plane channelled for at least one uninterrupted month. This focus must be exposed to the same plane for one full day each year or it cracks and can never serve as a focus for this spell again.

Infusion, Lesser

Conjuration (Creation) [Evil, Good]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 minute
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes (see text)

You open a channel between the lower (or upper) planes and yourself. This channel has no immediate effect save to wreath you in either a black flickering aura or a blazing glow of pure white light. The next summoning or calling spell you cast that brings one or more creatures, assuming it is cast during the infusion’s duration, uses the energy of this channel and binds it to these creatures.

If the creatures are brought forth by a summoning spell, they receive no save or spell resistance check, but the effect of the spell ends when the summoning duration ends. The bodies of the summoned beings discorporate at that time as they would if they were slain and the planar energies disperse into the air. A much more permanent effect occurs if the spell was a calling one. The creatures involved receive full benefit from a Fortitude save and spell resistance if they possess it. Failure to resist (or inability to do so) results in a drastic transformation.

This spell applies the fiendish or celestial template to the creature affected. Even summoned creatures not normally eligible for this template can be altered, though the duration in this case is only 1 round for each two full caster levels. If this special duration elapses before the summoned or called beings are released, they are immediately sent back to their home planes from the stress of the dimensional energies. Of course, if a summoned creature is already fiendish or celestial, there is no effect at all.

There is a risk to using this spell. As soon as the creatures appear and the template is applied, they receive an opposed Will save against you. If they succeed, the spell that summoned or called them is dispelled and they return home. In the case of a called being, this does not negate the template that remains as a permanent change. This spell can, however, be dispelled as if it were a baleful polymorph cast at your level.

This spell has a special effect if cast during the ritual that calls a familiar. The familiar receives the opposed Will save as mentioned previously. If the familiar succeeds at the save, it does not transform or become bound to the caster’s service. This causes a magical backlash that prevents the caster for obtaining any form of familiar for 1 full year. If the familiar fails the opposed save, it applies the template and becomes the caster’s familiar.

Focus: A lens of gemstone valued at 500 gp that has been exposed to the environment of the type of plane channelled for at least one uninterrupted day. This focus must be exposed to the same plane for one full day each year or it cracks and can never serve as a focus for this spell again.

Instant Exit

Conjuration (Teleportation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and touched objects or other willing creatures
Duration: 1 round; see text
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

This spell causes a door to suddenly appear on a wall or other flat surface within range. Creatures that step through the door are instantly teleported to a random location within 1,000 feet of the door. You can bring along objects as long as their weight does not exceed your maximum load. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You have no control over where you or any other creatures are transported but all creatures stepping through the door are transported to the same location. There is no chance you arrive off target but there is a 5% chance this spell malfunctions and dumps all affected creatures into the Ethereal Plane.

Material Component: A small silver door embedded with chipped rubies (total value at least 500 gp).

Instant Trap

Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 1 hour/level or until discharged
Saving Throw: None
Spell Resistance: No

Instant trap creates a magical structure that uses a mundane weapon to build an invisible trap. The weapon that receives this spell turns invisible and takes up a position to attack a single 5-foot square space of the caster’s choice. The next creature that enters this spot during the spell’s duration triggers the trap. This trap attacks with a base attack bonus equal to the caster’s level. It deals damage as normal for the weapon. A missile weapon may be used with this spell so long as it is provided with a bolt, arrow or bullet, as may a thrown weapon. In this case, apply any range penalties for the distance the weapon must fire across from the position where this spell was cast and its target area. Finding an instant trap requires a Search check (DC 27). Disarming one requires a Disable Device check (DC 27).

Focus: The weapon used with this spell.

Intuitive Insight

Divination
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

The caster of intuitive insight gains a subtle understanding of nearly every form of skill imaginable. The less he actually knows about a given skill, the more this tenuous wisdom can aid him. This translates into a +5 insight bonus to any skill in which the spellcaster does not possess any ranks. If the caster does have ranks in a given skill, reduce the bonus by his number of ranks. Thus, the spell does not give any bonus if the caster has five or more ranks in the skill.

Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.

Invigoration of Undeath

Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Zombies in a 30 ft.-radius centred on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell increases the flow of negative energy through zombies, causing them to move with far greater speed and fluidity than normal. Zombies within the area of effect automatically gain the Improved Initiative feat. In addition, they may also ignore their single actions only special quality.

The invigoration of undeath lasts indefinitely, until the zombies are destroyed. No matter how many times you use this spell, however, only 2 HD per caster level worth of zombies may benefit from its effects. Further castings will simply have no effect.

Material Component: The heart of a fighter or warrior.

Invulnerability

Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell resistance: Yes

With this spell, the caster imparts a level of damage reduction upon the recipient. The caster determines the exact type of this damage reduction at the time of casting. He may select one type of DR from the table below. Once selected, it cannot be changed. However, the caster could end the spell and cast it again with a different type of damage reduction selected from the table. At caster level 10, the amount of damage reduced increases to 10. At caster level 15, the damage reduction increases to 15 (the maximum).

c DR 5/silver

c DR 5/magic

c DR 5/slashing

c DR 5/piercing

c DR 5/bludgeoning

Ironrope

Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: 100 ft. rope or 100 square feet of rigging/level
Duration: 1 day
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

This spell changes the strength and hardness of normal rope to that of forged iron. The rope gains the toughness of iron (hardness 10; hit points 10; Break (DC 27)), but the rope also gains the rigidity of iron as well. The new ironrope is no longer as supple and flexible as normal rope, although it does flex and bend to some degree.

This spell is invaluable on long voyages where fire and use occasionally damage rigging and moorage ropes. The ropes are usually fastened in their working positions and then the spell is cast. Add +20 to any Rope Use check to manipulate ironrope after it has been enchanted. No sailor wishes to untie a knot after ironrope has been cast upon it!

Material component: A bit of iron powder sprinkled on the rope to be enchanted.

Irritation

Conjuration (Creation)
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, DF/M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d4 rounds; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes

There are two distinct versions of this spell. You choose the effect when you cast the spell.

c Itching: You cover the target’s body in an itching sensation that lasts 1d4 rounds. For the duration, the target takes a –1 penalty on attack and damage rolls, checks and saves and armour class if it fails a Fortitude saving throw. The creature can scratch as a standard action, thus negating the penalties for that round. Creatures with a natural armour bonus of +4 or higher are immune to this version of irritation.

c Rash: You cover the target’s body in a deep red rash, which appears 1d3 rounds after casting the spell. If the target makes a successful save, it suffers no effects of the rash. If the save fails, each day thereafter, the rash becomes worse causing a –1 circumstance penalty to all Charisma-based checks made by the subject. This penalty increases by an additional point each day, to a maximum of –4 (after four days). One week later, the subject takes a –2 effective penalty to its Dexterity score. The rash persists until dispel magic or remove disease is cast on the subject. The penalties to Charisma-checks and Dexterity disappear immediately when the rash is removed.

Material Component: Crushed leaves from poison ivy, oak or sumac.

Item Tattoo

Transmutation
Level: Drd 4, Rgr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One object (up to 1 cu. ft. per level)
Duration: Permanent (D)
Saving Throw: Special (see text)
Spell Resistance: yes (harmless)

This spell converts one object into a small tattoo upon the body of the recipient. The size of the object is reduced to about 1/12 of its normal dimensions, and it appears on the recipient at the place touched during casting. The new tattoo has no weight associated with it. The item is preserved in this form until it is returned to its normal form or the spell is dispelled. The item tattoo can be returned to its normal form by having either the recipient or the caster touch the tattoo and will the spell to end.

This spell can be dispelled by an erase spell, and the object is treated as a magical writing for this purpose. Dispelling the item tattoo in this manner causes the item to revert to its normal form.

Tattooing works automatically for non-magical items, but if the spellcaster tries to work this incantation upon a magical item, the spell recipient must make a Fortitude save. Otherwise, the magic item does not transform into a tattoo, and the items have all of their properties suppressed while in tattoo form. Magic items of artefact and relic power cannot be affected by so simple a spell as this.

A maximum of three tattoo items can affect one creature at any one time.

Material Components: This spell requires the item to be tattooed and tattooing pigments. If a magical item is being tattooed upon the recipient, a mixture of powdered amber is also required in the tattooing inks. The ink, worth 10gp, and powdered amber, worth 200 gp, are the material components for this spell.

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.