Index of Spells by Name Letters - M

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Mage Armor
Conjuration (Creation) [Force] 1 standard action PRPG-O
Will negates (harmless) - No Sor/Wiz 1 V, S, F
1 hour/level (D) Touch 6 hours
Target: Creature touched

Gives subject +4 armor bonus.

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Mage Hand
Transmutation 1 standard action PRPG-O
None - No Brd 0, Sor/Wiz 0 V, S
Concentration Close General
Target: One nonmagical, unattended object weighing up to 5 lbs.

5-pound telekinesis.

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mage's Disjunction
Abjuration 1 standard action PRPG-O
Will negates (object) - No Magic 9, Sor/Wiz 9 V
1 minute/level Close General
Area: All magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)

Dispels magic, disenchants magic items.

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. If an item's saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.

You also have a 1% chance per caster level of destroying an antimagic field If the antimagic field survives the disjunction, no items within it are disjoined.

You can also use this spell to target a single item. The item gets a Will save at a –5 penalty to avoid being permanently destroyed. Even artifacts are subject to mage's disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish . Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Mage's Faithful Hound
Conjuration (Creation) 1 standard action PRPG-O
None - No Sor/Wiz 5 V, S, M
1 hour/caster level or until discharged, then 1 round/caster level; see text Close 6 hours
Effect: Phantom watchdog

Phantom dog can guard a location and attack intruders.

You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature (see invisibility ).

The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.

Mage's Lucubration
Transmutation 1 standard action PRPG-O
- V, S
Instant Personal Prohibited
Target: You

Wizard only. Recalls spell of 5th level or lower.

You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The chosen spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

Mage's Magnificent Mansion (F)
Conjuration (Creation) 1 standard action PRPG-O
None - No Sor/Wiz 7 V, S, F
2 hours/level (D) Close 6 hours
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Focus: A miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp

Door leads to extradimensional mansion.

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

Mage's Private Sanctum
Abjuration 10 minutes PRPG-O
None - No Sor/Wiz 5 V, S, M
24 hours (D) Close 24 hours
Area: 30-ft. cube/level (S)

Prevents anyone from viewing or scrying an area for 24 hours.

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts . The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.

Mage's private sanctum can be made permanent with a permanency spell.

Mage's Sword (F)
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 7 V, S, F
1 round/level (D) Close General
Effect: One sword
Focus: A miniature platinum sword worth 250 gp

Floating magic blade strikes opponents.

This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationaffects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Magic Aura
Illusion (Glamer) 1 standard action PRPG-O
None; see text - No Brd 1, Sor/Wiz 1 V, S, F
1 day/level (D) Touch 24 hours
Target: One touched object weighing up to 5 lbs./level

Alters object's magic aura.

You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note : A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Circle against Chaos
Abjuration [Lawful] 1 standard action PRPG-O
Will negates (harmless) - No; see text Clr 3, Law 3, Pal 3, Sor/Wiz 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

This spell functions like magic circle against evilexcept that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.

Magic Circle against Evil
Abjuration [Good] 1 standard action PRPG-O
Will negates (harmless) - No; see text Clr 3, Good 3, Pal 3, Sor/Wiz 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection from chaos, but 10-ft. radius and 10 min./level.

All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil ), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle . The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

Magic Circle against Good
Abjuration [Evil] 1 standard action PRPG-O
Will negates (harmless) - No; see text Clr 3, Evil 3, Sor/Wiz 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

This spell functions like magic circle against evilexcept that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

Magic Circle against Law
Abjuration [Chaotic] 1 standard action PRPG-O
Will negates (harmless) - No; see text Chaos 3, Clr 3, Sor/Wiz 3 V, S, M/DF
10 min./level Touch 4 hours
Area: 10-ft.-radius emanation from touched creature

As protection spells, but 10-ft. radius and 10 min./level.

This spell functions like magic circle against evilexcept that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

Magic Fang
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Drd 1, Rgr 1 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

One natural weapon of subject creature gets +1 on attack and damage rolls.

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

Greater Magic Fang
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Drd 3, Rgr 3 V, S, DF
1 hour/level Close 6 hours
Target: One living creature

One natural weapon gets + 1/four levels (max. +5).

Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Magic fang can be made permanent with a permanency spell.

This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic.

Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).

Greater magic fang can be made permanent with a permanency spell.

Magic Jar (F)
Necromancy 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 5 V, S, F
1 hour/level or until you return to your body Medium General
Target: One creature
Focus: A gem or crystal worth at least 100 gp

Enables possession of another creature.

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar ), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.

Magic Missile
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 1 V, S
Instant Medium General
Targets: Up to five creatures, no two of which can be more than 15 ft. apart

1d4+1 damage; +1 missile per two levels above 1st (max 5).

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Magic Mouth (M)
Illusion (Glamer) 1 standard action PRPG-O
Will negates (object) - Yes (object) Brd 1, Magic 2, Sor/Wiz 2 V, S, M
Permanent until discharged Close 24 hours
Target: One creature or object
Materials: A small bit of honeycomb and jade dust worth 10 gp

Objects speaks once when triggered.

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Magic mouth can also be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.

The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Magic mouth can be made permanent with a permanency spell.

Magic Stone
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 1, Drd 1, Earth 1 V, S, DF
30 minutes or until discharged Touch 5 minutes
Targets: Up to three pebbles touched

Three stones gain +1 on attack, deal 1d6 +1 damage.

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Magic Vestment
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 3, Nobility 3, Strength 3, War 3 V, S, DF
1 hour/level Touch 6 hours
Target: Armor or shield touched

Armor or shield gains +1 enhancement per four levels.

You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).

An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Magic Weapon
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 1, Pal 1, Sor/Wiz 1, War 1 V, S, DF
1 min./level Touch 5 minutes
Target: Weapon touched

Weapon gains +1 bonus.

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Greater Magic Weapon
Transmutation 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 4, Pal 3, Sor/Wiz 3 V, S, M/DF
1 hour/level Close 6 hours
Target: One weapon or 50 projectiles (all of which must be together at the time of casting)

Weapon gains +1 bonus/four levels (max +5).

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

This spell functions like magic weaponexcept that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.

Major Creation
Conjuration (Creation) 10 minutes PRPG-O
None - No Adp 5, Artifice 6, Sor/Wiz 5 V, S, M
See text Close General
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

As minor creation, plus stone and metal.

This spell functions like minor creation except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

Hardness and Rarity ExamplesDuration
Vegetable matter2 hr./level
Stone, crystal, base metals1 hr./level
Precious metals20 min./level
Gems10 min./level
Rare metal*1 round/level
* Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.
Major Image
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 3, Sor/Wiz 3 V, S, F
Concentration + 3 rounds Long General
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus sound, smell, and thermal effects.

This spell functions like silent image except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Make Whole
Transmutation 10 minutes PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Clr 2, Sor/Wiz 2 V, S
Instant Close 6 hours
Target: One object of up to 10 cu. ft./level or one construct creature of any size

Repairs an object.

This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

Mark of Justice
Necromancy 10 minutes PRPG-O
None - Yes Clr 5, Pal 4 V, S, DF
Permanent; see text Touch General
Target: Creature touched

Designates action that triggers curse on subject.

You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse .

Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.

Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.

Maze
Conjuration (Teleportation) 1 standard action PRPG-O
None - Yes Sor/Wiz 8 V, S
See text Close General
Target: One creature

Traps subject in extradimensional maze.

You banish the subject into an extradimensional labyrinth. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, freeing the subject.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

Meld into Stone
Transmutation [Earth] 1 standard action PRPG-O
- Clr 3, Drd 3 V, S, DF
10 min./level Personal 4 hours
Target: You

You and your gear merge with stone.

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.

While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Even if you make your save, you still take 5d6 points of damage.

Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.

The following spells harm you if cast upon the stone that you are occupying. Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

Mending
Transmutation 10 minutes PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Adp 0, Brd 0, Clr 0, Drd 0, Sor/Wiz 0 V, S
Instant 10 ft. 6 hours
Target: One object of up to 1 lb./level

Makes minor repairs on an object.

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message
Transmutation [Language-dependent] 1 standard action PRPG-O
None - No Brd 0, Sor/Wiz 0 V, S, F
10 min./level Medium General
Targets: One creature/level

Whisper conversation at distance.

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Meteor Swarm
Evocation [Fire] 1 standard action PRPG-O
None or Reflex half, see text - Yes Sor/Wiz 9 V, S
Instant Long General
Area: Four 40-ft.-radius spreads, see text

Four exploding spheres each deal 6d6 fire damage.

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a –4 penalty on the saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.

Mind Blank
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Liberation 8, Protection 8, Sor/Wiz 8 V, S
24 hours Close 12 hours
Target: One creature

Subject is protected from mental/emotional magic and scrying.

The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil andsee invisible ). This spell also grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as arcane eye the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Mind Fog
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 5, Sor/Wiz 5 V, S
30 minutes and 2d6 rounds; see text Medium 6 hours
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Subjects in fog get 10 to Wis and Will checks.

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The fog is thin and does not significantly hamper vision.

Minor Creation
Conjuration (Creation) 1 minute PRPG-O
None - No Adp 4, Artifice 4, Sor/Wiz 4 V, S, M
1 hour/level (D) 0 ft. 6 hours
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Creates one cloth or wood object.

You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

Minor Image
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 2, Sor/Wiz 2 V, S, F
Concentration + 2 rounds Long 12 hours
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)

As silent image, plus some sound.

This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

Miracle
Evocation 1 standard action PRPG-O
See text - Yes Clr 9, Community 9, Luck 9 V, S; see text
See text See text General
Target, Effect, or Area: See text

Requests a deity's intercession.

You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A miracle can do any of the following things.

  • Duplicate any cleric spell of 8th level or lower.
  • Duplicate any other spell of 7th level or lower.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity .
  • Have any effect whose power level is in line with the above effects.

Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:

  • Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
  • Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
  • Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

In any event, a request that is out of line with the deity's (or alignment's) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

Mirage Arcana
Illusion (Glamer) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 5, Sor/Wiz 5 V, S
Concentration +1 hour/ level (D) Long General
Area: One 20-ft. cube/level (S)

As hallucinatory terrain, plus structures.

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Mirror Image
Illusion (Figment) 1 standard action PRPG-O
- Adp 2, Brd 2, Sor/Wiz 2 V, S
1 min./level Personal 30 minutes
Target: You

Creates decoy duplicates of you.

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Misdirection
Illusion (Glamer) 1 standard action PRPG-O
None or Will negates; see text - No Brd 2, Sor/Wiz 2 V, S
1 hour/level Close 6 hours
Target: One creature or object, up to a 10-ft. cube in size

Misleads divinations for one creature or object.

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury and the like).

Mislead
Illusion (Figment, glamer) 1 standard action PRPG-O
None or Will disbelief (if interacted with); see text - No Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 S
1 round/level (D) and concentration + 3 rounds; see text Close General
Target/Effect: You/one illusory double

Turns you invisible and creates illusory double.

You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.

Mnemonic Enhancer (F)
Transmutation 10 minutes PRPG-O
- V, S, M, F
Instant Personal General
Target: You
Focus: An ivory plaque worth 50 gp

Wizard only. Prepare extra spells or retain one just cast.

Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

Prepare : You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

Retain : You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer . This restores the previously cast spell to your mind.

In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

Modify Memory
Enchantment (Compulsion) [Mind-affecting] 1 round; see text PRPG-O
Will negates - Yes Brd 4 V, S
Permanent Close General
Target: One living creature

Changes 5 minutes of subject's memories.

You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.

  • Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
  • Allow the subject to recall with perfect clarity an event it actually experienced.
  • Change the details of an event the subject actually experienced.
  • Implant a memory of an event the subject never experienced.

Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.

A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.

Moment of Prescience
Divination 1 standard action PRPG-O
- Luck 8, Sor/Wiz 8 V, S
1 hour/level or until discharged Personal 6 hours
Target: You

You gain +1/level insight bonus on single attack roll, check, or save.

This spell grants you a sixth sense. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.

Mount
Conjuration (Summoning) 1 round PRPG-O
None - No Sor/Wiz 1 V, S, M
2 hours/level (D) Close 6 hours
Effect: One mount

Summons riding horse for 2 hours/level.

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Move Earth
Transmutation [Earth] See text PRPG-O
None - No Drd 6, Sor/Wiz 6 V, S, M
Instant Long 1 hour
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)

Digs trenches and builds hills.

Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.