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Index of Spells by Descriptor - A

Index of Spells by Descriptor - A

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Acid Arrow
Conjuration (Creation) [Acid] 1 standard action PRPG-O
None - No Sor/Wiz 2 V, S, M, F
1 round + 1 round per three levels Long General
Effect: One arrow of acid

Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.

Acid Fog
Conjuration (Creation) [Acid] 1 standard action PRPG-O
None - No Sor/Wiz 6 V, S, M
1 round/level Medium General
Effect: Fog spreads in 20-ft. radius, 20 ft. high

Fog deals acid damage.

Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Acid Splash
Conjuration (Creation) [Acid] 1 standard action PRPG-O
None - No Sor/Wiz 0 V, S
Instant Close General
Effect: One missile of acid

Orb deals 1d3 acid damage.

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Aid
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes (harmless) Adp 2, Clr 2, Luck 2 V, S, DF
1 min./level Touch 5 minutes
Target: Living creature touched

+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Air Walk
Transmutation [Air] 1 standard action PRPG-O
None - Yes (harmless) Air 4, Clr 4, Drd 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature (Gargantuan or smaller) touched

Subject treads on air as if solid (climb or descend at 45-degree angle).

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker's normal speed.

A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature's turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field .

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.

Animal Messenger
Enchantment (Compulsion) [Mind-affecting] 1 minute PRPG-O
None; see text - Yes Brd 2, Drd 2, Rgr 1 V, S, M
1 day/level Close 6 hours
Target: One Tiny animal

Sends a Tiny animal to a specific place.

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

Animal Trance
Enchantment (Compulsion) [Mind-affecting] [Sonic] 1 standard action PRPG-O
Will negates - Yes Adp 2, Brd 2, Drd 2 V, S
Concentration Close General
Targets: Animals or magical beasts with Intelligence 1 or 2

Fascinates 2d6 HD of animals.

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

Antipathy
Enchantment (Compulsion) [Mind-affecting] 1 hour PRPG-O
Will partial - Yes Drd 9, Sor/Wiz 8 V, S, M/DF
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object

Object or location affected by spell repels certain creatures.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy .

Bane
Enchantment (Compulsion) [Fear] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Clr 1 V, S, DF
1 min./level 50 ft. General
Area: 50-ft.-radius burst, centered on you

Enemies take –1 on attack rolls and saves against fear.

Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless .

Binding (M)
Enchantment (Compulsion) [Mind-affecting] 1 minute PRPG-O
Will negates; see text - Yes Sor/Wiz 8 V, S, M
See text (D) Close General
Target: One living creature
Materials: Opals worth 500 gp per HD of the target creature, plus other components as specified below

Utilizes an array of techniques to imprison a creature.

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal or dominate monster your caster level for this casting of binding increases by a number equal to a third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you cast any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature's save succeeds, all binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining : The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.

Slumber : This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is slightly easier to resist. Reduce the spell's save DC by 1. Casting this version requires a jar of sand or rose petals. This is a sleep effect.

Bound Slumber : This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a sleep effect.

Hedged Prison : The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.

Metamorphosis : The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment : The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane by dismissal or a similar effect.

Bless
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes (harmless) Adp 1, Clr 1, Community 1, Pal 1 V, S, DF
1 min./level 50 ft. 30 minutes
Area: The caster and all allies within a 50-ft. burst, centered on the caster

Allies gain +1 on attack rolls and saves against fear.

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane .

Calm Animals
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Animal 1, Drd 1, Rgr 1 V, S
1 min./level Close General
Targets: Animals within 30 ft. of each other

Calms 2d4 + level HD of animals.

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 2, Charm 2, Clr 2 V, S, DF
Concentration, up to 1 round/level (D) Medium General
Area: Creatures in a 20-ft.-radius spread

Calms creatures, negating emotion effects.

This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless and rage and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confusedcondition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Cause Fear
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Adp 1, Brd 1, Clr 1, Death 1, Sor/Wiz 1 V, S
1d4 rounds or 1 round; see text Close General
Target: One living creature with 5 or fewer HD

One creature of 5 HD or less flees for 1d4 rounds.

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear .

Chaos Hammer
Evocation [Chaotic] 1 standard action PRPG-O
Will partial; see text - Yes Chaos 4, Clr 4 V, S
Instant (1d6 rounds); see text Medium General
Area: 20-ft.-radius burst

Harms and slows lawful creatures (1d8 damage/2 levels).

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Charm Animal
Enchantment (Charm) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Drd 1, Rgr 1 V, S
1 hour/level Close 1 hour
Target: One animal

Makes one animal your friend.

This spell functions like charm person, except that it affects a creature of the animal type.

Charm Monster
Enchantment (Charm) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 3, Charm 5, Sor/Wiz 4 V, S
1 day/level Close 1 hour
Target: One living creature

Makes monster believe it is your ally.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

Mass Charm Monster
Enchantment (Charm) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 6, Sor/Wiz 8 V
1 day/level Close 1 hour
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As charm monster, but all within 30 ft.

This spell functions like charm person, except that the effect is not restricted by creature type or size.

This spell functions like charm monster except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you must choose a creature with too many HD to affect.

Charm Person
Enchantment (Charm) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 1, Charm 1, Sor/Wiz 1 V, S
1 hour/level Close 1 hour
Target: One humanoid creature

Makes one person your friend.

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Circle of Death (M)
Necromancy [Death] 1 standard action PRPG-O
Fortitude negates - Yes Sor/Wiz 6 V, S, M
Instant Medium General
Area: Several living creatures within a 40-ft.-radius burst
Materials: A crushed black pearl worth 500 gp

Kills 1d4/level HD of creatures.

Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.

Cloak of Chaos (F)
Abjuration [Chaotic] 1 standard action PRPG-O
See text - Yes (harmless) Chaos 8, Clr 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A tiny reliquary worth 500 gp

+4 to AC, +4 resistance, and SR 25 against lawful spells.

A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confusedThis abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration protects from possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confusedfor 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos ).

Color Spray
Illusion (Pattern) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Sor/Wiz 1 V, S, M
Instant; see text 15 ft. General
Area: Cone-shaped burst

Knocks unconscious, blinds, and/or stuns weak creatures.

A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less : The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD : The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD : The creature is stunned for 1 round.

Sightless creatures are not affected by color spray .

Command
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Adp 1, Clr 1 V
1 round Close General
Target: One living creature

One subject obeys selected command for 1 round.

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

Greater Command
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Clr 5, Nobility 5 V
1 round/level Close General
Targets: One creature/level, no two of which can be more than 30 ft. apart

As command, but affects one subject/level.

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach : On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop : On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall : On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee : On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt : The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, the spell automatically fails.

This spell functions like command except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

Confusion
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 3, Madness 4, Sor/Wiz 4, Trickery 4 V, S, M/DF
1 round/level Medium General
Targets: All creatures in a 15-ft.-radius burst

Subjects behave oddly for 1 round/level.

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d%Behavior
01–25Act normally
26–50Do nothing but babble incoherently
51–75Deal 1d8 points of damage + Str modifier to self with item in hand
76–100Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Lesser Confusion
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 1, Madness 1 V, S, DF
1 round Close General
Target: One living creature

One creature is confused for 1 round.

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

d%Behavior
01–25Act normally
26–50Do nothing but babble incoherently
51–75Deal 1d8 points of damage + Str modifier to self with item in hand
76–100Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

This spell causes a single creature to become confused for 1 round.

Control Water
Transmutation [Water] 1 standard action PRPG-O
None; see text - No Clr 4, Drd 4, Sor/Wiz 6, Water 4 V, S, M/DF
10 min./level (D) Long 1 hour
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)

Raises or lowers bodies of water.

This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water's depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.

Lower Water : This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level × 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water : This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.

Control Winds
Transmutation [Air] 1 standard action PRPG-O
Fortitude negates - No Air 5, Drd 5, Weather 6 V, S
10 min./level 40 ft./level 4 hours
Area: 40 ft./level radius cylinder 40 ft. high

Changes wind direction and speed.

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction : You may choose one of four basic wind patterns to function over the spell's area.

  • A downdraft blows from the center outward in equal strength in all directions.
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength : For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Create Water
Conjuration (Creation) [Water] 1 standard action PRPG-O
None - No Adp 0, Clr 0, Drd 0, Pal 1 V, S
Instant Close 30 minutes
Effect: Up to 2 gallons of water/level

Creates 2 gallons/level of pure water.

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note : Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Crushing Despair
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 3, Sor/Wiz 4 V, S, M
1 min./level 30 ft. General
Area: Cone-shaped burst

Subjects take –2 on attack rolls, damage rolls, saves, and checks.

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope .

Darkness
Evocation [Darkness] 1 standard action PRPG-O
None - No Adp 2, Brd 2, Clr 2, Sor/Wiz 2 V, M/DF
1 min./level (D) Touch 4 hours
Target: Object touched

20-ft. radius of supernatural shadow.

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level thandarkness .

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Daze
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 0, Sor/Wiz 0 V, S, M
1 round Close General
Target: One humanoid creature of 4 HD or less

Humanoid creature of 4 HD or less loses next action.

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Daze Monster
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 2, Sor/Wiz 2 V, S, M
1 round Medium General
Target: One living creature of 6 HD or less

Living creature of 6 HD or less loses next action.

This spell functions like daze but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

Death Knell
Necromancy [Death] [Evil] 1 standard action PRPG-O
Will negates - Yes Clr 2, Death 2 V, S
Instant/10 minutes per HD of subject; see text Touch General
Target: Living creature touched

Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.

You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.

Deep Slumber
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Brd 3, Sor/Wiz 3 V, S, M
1 min./level Close General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 10 HD of creatures to sleep.

This spell functions like sleep except that it affects 10 HD of targets.

Deeper Darkness
Evocation [Darkness] 1 standard action PRPG-O
None - No Adp 3, Clr 3, Darkness 3 V, M/DF
10 min./level (D) Touch 24 hours
Target: Object touched

Object sheds supernatural shadow in 60-ft. radius.

This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

Demand
Enchantment (Compulsion) [Mind-affecting] 10 minutes PRPG-O
Will partial - Yes Charm 8, Nobility 8, Sor/Wiz 8 V, S, M/DF
1 round; see text See text 30 minutes
Target: One creature

As sending, plus you can send suggestion.

This spell functions like sending but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand 's message to the creature must be 25 words or less, including the suggestion The creature can also give a short reply immediately.

Destruction (F)
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Clr 7, Death 7, Repose 7 V, S, F
Instant Close General
Target: One creature
Focus: Holy or unholy symbol costing 500 gp

Kills subject and destroys remains.

This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle .

Detect Thoughts
Divination [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - No Brd 2, Knowledge 2, Sor/Wiz 2 V, S, F/DF
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Allows “listening” to surface thoughts.

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round : Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round : Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round : Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dictum
Evocation [Lawful] [Sonic] 1 standard action PRPG-O
None or Will negates; see text - Yes Clr 7, Law 7 V
Instant 40 ft. General
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, staggers, or deafens nonlawful targets.

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HDEffect
Equal to caster levelDeafened
Up to caster level –1Staggered, deafened
Up to caster level –5Paralyzed, staggered, deafened
Up to caster level –10Killed, paralyzed, staggered, deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened : The creature is deafened for 1d4 rounds. Save negates.

Staggered : The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by dictum.

Dispel Chaos
Abjuration [Lawful] 1 standard action PRPG-O
See text - See text Clr 5, Law 5, Pal 4 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by chaotic creatures.

This spell functions like dispel evil, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.

Dispel Law
Abjuration [Chaotic] 1 standard action PRPG-O
See text - See text Chaos 5, Clr 5 V, S, DF
1 round/level or until discharged, whichever comes first Touch General
Target or Targets: You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object

+4 bonus against attacks by lawful creatures.

This spell functions like dispel evil, except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.

Dominate Animal
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Animal 3, Drd 3 V, S
1 round/level Close General
Target: One animal

One animal obeys your silent mental commands and orders.

This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Dominate Monster
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Charm 9, Sor/Wiz 9 V, S
1 day/level Close 1 hour
Target: One creature

As dominate person, but any creature.

This spell functions like dominate person except that the spell is not restricted by creature type.

Dominate Person
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Brd 4, Sor/Wiz 5 V, S
1 day/level Close 1 hour
Target: One humanoid

Controls humanoid telepathically.

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your orders or giving a dominated creature a new command is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.

Doom
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Clr 1 V, S, DF
1 min./level Medium General
Target: One living creature

One subject takes –2 on attack rolls, damage rolls, saves, and checks.

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Dream
Illusion (Phantasm) [Mind-affecting] 1 minute PRPG-O
None - Yes Brd 5, Sor/Wiz 5 V, S
See text Unlimited General
Target: One living creature touched

Sends message to anyone sleeping.

You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.

Earthquake
Evocation [Earth] 1 standard action PRPG-O
See text - No Clr 8, Destruction 8, Drd 8, Earth 8 V, S, DF
1 round Long 12 hours
Area: 80-ft.-radius spread (S)

Intense tremor shakes 80-ft.-radius.

When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel : The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.

Cliffs :Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

Open Ground : Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an avalanche, trapped without air (see Environment for more details).

Structure : Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

River, Lake, or Marsh : Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned Beneath Rubble : Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Enthrall
Enchantment (Charm) [Language-dependent] [Mind-affecting] [Sonic] 1 round PRPG-O
Will negates; see text - Yes Brd 2, Clr 2, Nobility 2 V, S
1 hour or less Medium General
Targets: Any number of creatures

Captivates all within 100 ft. + 10 ft./level.

If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.

A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Fear
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Brd 3, Sor/Wiz 4 V, S, M
1 round/level or 1 round; see text 30 ft. General
Area: Cone-shaped burst

Subjects within cone flee for 1 round/level.

An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

Feeblemind
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 5 V, S, M
Instant Medium General
Target: One creature

Subject's Int and Cha drop to 1.

Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind . A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

Finger of Death
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Drd 8, Sor/Wiz 7 V, S
Instant Close General
Target: One creature

Deals 10 damage/level to one subject.

This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Lesser Geas
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 1 round PRPG-O
Will negates - Yes Brd 3, Sor/Wiz 4 V
1 day/level or until discharged (D) Close General
Target: One living creature with 7 HD or less

Commands subject of 7 HD or less.

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer HD and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions.

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish . Dispel magic does not affect a lesser geas .

Geas/Quest
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 10 minutes PRPG-O
None - Yes Brd 6, Charm 6, Clr 6, Nobility 6, Sor/Wiz 6 V
1 day/level or until discharged (D) Close General
Target: One living creature

As lesser geas, but affects any creature.

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest .

Good Hope
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 3 V, S
1 min./level Medium 30 minutes
Targets: One living creature/level, no two of which may be more than 30 ft. apart

Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair

Gust of Wind
Evocation [Air] 1 standard action PRPG-O
Fortitude negates - Yes Drd 2, Sor/Wiz 2 V, S
1 round 60 ft. General
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within a gust of wind effect.

This spell can't move a creature beyond the limit of it's range.

Any creature, regardless of size, takes a –4 penalty on ranged attacks and Perception checks in the area of a gust of wind .

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.

Heroes' Feast
Conjuration [Creation] 10 minutes PRPG-O
None - No Brd 6, Clr 6, Community 6 V, S, DF
1 hour plus 12 hours; see text Close 24 hours
Effect: Feast for one creature/level

Food for one creature/level cures and grants combat bonuses.

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Heroism
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 2, Charm 4, Sor/Wiz 3 V, S
10 min./level Touch 1 hour
Target: Creature touched

Gives +2 on attack rolls, saves, skill checks.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Greater Heroism
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Brd 5, Sor/Wiz 6 V, S
1 min./level Touch 30 minutes
Target: Creature touched

Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

This spell functions like heroism except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Hideous Laughter
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 1, Sor/Wiz 2 V, S, M
1 round/level Close General
Target: One creature; see text

Subject loses actions for 1 round/level.

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

Hold Animal
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Animal 2, Drd 2, Rgr 2 V, S, F/DF
1 round/level (D); see text Medium General
Target: One animal

Paralyzes one animal for 1 round/level.

This spell functions like hold person except that it affects an animal instead of a humanoid.

Hold Monster
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Brd 4, Law 6, Sor/Wiz 5 V, S, F/DF
1 round/level (D); see text Medium General
Target: One living creature

As hold person, but any creature.

This spell functions like hold person except that it affects any living creature that fails its Will save.

Mass Hold Monster
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 9 V, S, F/DF
1 round/level (D); see text Medium General
Targets: One or more creatures, no two of which can be more than 30 ft. apart

As hold monster, but all within 30 ft.

This spell functions like hold person except that it affects any living creature that fails its Will save.

This spell functions like hold person except that it affects multiple creatures and holds any living creature that fails its Will save.

Hold Person
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Brd 2, Clr 2, Sor/Wiz 3 V, S, F/DF
1 round/level (D); see text Medium General
Target: One humanoid creature

Paralyzes one humanoid for 1 round/level.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. 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 who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Mass Hold Person
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates; see text - Yes Sor/Wiz 7 V, S, F/DF
1 round/level (D); see text Medium General
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart

As hold person, but all within 30 ft.

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. 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 who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

This spell functions like hold person except as noted above.

Hypnotic Pattern
Illusion (Pattern) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 2, Sor/Wiz 2 S, M; see text
Concentration + 2 rounds Medium General
Effect: Colorful lights in a 10-ft.-radius spread

Fascinates 2d4 + level HD of creatures.

A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of HD of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.

A wizard or sorcerer need not utter a sound to cast this spell, but a bard must perform as a verbal component.

Hypnotism
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Brd 1, Sor/Wiz 1 V, S
2d4 rounds (D) Close General
Area: Several living creatures, no two of which may be more than 30 ft. apart

Fascinates 2d4 HD of creatures.

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Illusory Script (M)
Illusion (Phantasm) [Mind-affecting] 1 minute per page PRPG-O
Will negates; see text - Yes Brd 3, Sor/Wiz 3 V, S, M
One day/level (D) Touch General
Target: One touched object weighing no more than 10 lbs.
Materials: Lead-based ink worth 50 gp

Only select creatures can read text.

You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character.

Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include "Close the book and leave," "Forget the existence of this note," and so forth. If successfully dispelled by dispel magic the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

Insanity
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Charm 7, Madness 7, Sor/Wiz 7 V, S
Instant Medium General
Target: One living creature

Subject suffers continuous confusion.

The affected creature suffers from a continuous confusion effect, as the spell.

Remove curse does not removeinsanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

Irresistible Dance
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Brd 6, Sor/Wiz 8 V
1d4+1 rounds Touch General
Target: Living creature touched

Forces subject to dance.

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round.

Lullaby
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 0 V, S
Concentration + 1 round/level (D) Medium General
Area: Living creatures within a 10-ft.-radius burst

Makes subject drowsy; –5 on Perception checks, –2 on Will saves against sleep.

Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

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 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.

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.

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.

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.

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.

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.

Nightmare
Illusion (Phantasm) [Mind-affecting] [Evil] 10 minutes PRPG-O
Will negates; see text - Yes Brd 5, Madness 5, Sor/Wiz 5 V, S
Instant Unlimited General
Target: One living creature

Sends vision dealing 1d10 damage, fatigue.

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.

KnowledgeWill Save Modifier
None*+10
Secondhand (you have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)–5
ConnectionWill Save Modifier
Likeness or picture–2
Possession or garment–4
Body part, lock of hair, bit of nail, etc.–10
*You must have some sort of connection to a creature of which you have no knowledge.

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil .

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Order's Wrath
Evocation [Lawful] 1 standard action PRPG-O
Will partial; see text - Yes Clr 4, Law 4 V, S
Instant (1 round); see text Medium General
Area: Nonlawful creatures within a burst that fills a 30-ft. cube

Harms and dazes chaotic creatures (1d8 damage/2 levels).

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.

The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.

Phantasmal Killer
Illusion (Phantasm) [Fear] [Mind-affecting] 1 standard action PRPG-O
Will disbelief, then Fortitude partial; see text - Yes Madness 6, Sor/Wiz 4 V, S
Instant Medium General
Target: One living creature

Fearsome illusion kills subject or deals 3d6 damage.

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer . You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Power Word Blind
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Darkness 7, Sor/Wiz 7, War 7 V
See text Close General
Target: One creature with 200 hp or less

Blinds creature with 200 hp or less.

You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected.

Hit PointsDuration
50 or lessPermanent
51–1001d4+1 minutes
101–2001d4+1 rounds
Power Word Kill
Enchantment (Compulsion) [Death] [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 9, War 9 V
Instant Close General
Target: One living creature with 100 hp or less

Kills one creature with 100 hp or less.

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill .

Power Word Stun
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Sor/Wiz 8, War 8 V
See text Close General
Target: One creature with 150 hp or less

Stuns creature with 150 hp or less.

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun .

Hit PointsDuration
50 or less4d4 rounds
51–1002d4 rounds
101–1501d4 rounds
Prayer
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Clr 3, Community 3, Pal 3 V, S, DF
1 round/level 40 ft. 5 minutes
Area: All allies and foes within a 40-ft.-radius burst centered on you

Allies get +1 bonus on most rolls, enemies –1 penalty.

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

Protection from Chaos
Abjuration [Lawful] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Law 1, Pal 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.

Protection from Law
Abjuration [Chaotic] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Chaos 1, Clr 1, Sor/Wiz 1 V, S, M/DF
1 min./level (D) Touch 5 minutes
Target: Creature touched

+2 to AC and saves, plus additional protection against selected alignment.

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by lawful creatures. The target receives a new saving throw against control by lawful creatures and lawful summoned creatures cannot touch the target.

Rage
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Brd 2, Destruction 3, Madness 3, Sor/Wiz 3 V, S
Concentration + 1 round/level (D) Medium 5 minutes
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart

Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.

Rainbow Pattern
Illusion (Pattern) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 4, Sor/Wiz 4 V, S, M, F; see text
Concentration +1 round/level (D) Medium General
Effect: Colorful lights with a 20-ft.-radius spread

Lights fascinate 24 HD of creatures.

A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures who can't see them are no longer affected.

The spell does not affect sightless creatures.

Repel Metal or Stone
Abjuration [Earth] 1 standard action PRPG-O
None - No Drd 8 V, S
1 round/level (D) 60 ft. General
Area: 60-ft. line from you

Pushes away metal and stone.

This spell creates waves of invisible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.

Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.

The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.

Scare
Necromancy [Fear] [Mind-affecting] 1 standard action PRPG-O
Will partial - Yes Brd 2, Sor/Wiz 2 V, S, M
1 round/level or 1 round; see text for cause fear Medium General
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart

Panics creatures of less than 6 HD.

This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.

Scintillating Pattern
Illusion (Pattern) [Mind-affecting] 1 standard action PRPG-O
None - Yes Madness 8, Sor/Wiz 8 V, S, M
Concentration + 2 rounds Close General
Effect: Colorful lights in a 20-ft.-radius spread

Twisting colors confuse, stun, or render unconscious.

A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD.

6 or less : Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confusedfor 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

7 to 12 : Stunned for 1d4 rounds, then confusedfor an additional 1d4 rounds.

13 or more :Confusedfor 1d4 rounds.

Sightless creatures are not affected by scintillating pattern .

Shield of Law (F)
Abjuration [Lawful] 1 standard action PRPG-O
See text - Yes (harmless) Clr 8, Law 8 V, S, F
1 round/level (D) 20 ft. General
Targets: One creature/level in a 20-ft.-radius burst centered on you
Focus: A reliquary worth 500 gp

+4 to AC, +4 resistance, and SR 25 against chaotic spells.

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.

Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration protects you from possession and mental influence, just as protection from chaos does.

Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law 's save DC).

Slay Living
Necromancy [Death] 1 standard action PRPG-O
Fortitude partial - Yes Clr 5, Death 5, Repose 5 V, S
Instant Touch General
Target: Living creature touched

Touch attack deals 12d6 + 1 per level.

You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Sleep
Enchantment (Compulsion) [Mind-affecting] 1 round PRPG-O
Will negates - Yes Adp 1, Brd 1, Sor/Wiz 1 V, S, M
1 min./level Medium General
Area: One or more living creatures within a 10-ft.-radius burst

Puts 4 HD of creatures into magical slumber.

A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Soften Earth and Stone
Transmutation [Earth] 1 standard action PRPG-O
None - No Drd 2, Earth 2 V, S, DF
Instant Close 6 hours
Area: 10-ft. square/level; see text

Turns stone to clay, or dirt to sand or mud.

When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Song of Discord
Enchantment (Compulsion) [Mind-affecting] [Sonic] 1 standard action PRPG-O
Will negates - Yes Brd 5 V, S
1 round/level Medium General
Area: Creatures within a 20-ft.-radius spread

Forces targets to attack each other.

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Speak with Dead
Necromancy [Language-dependent] 10 minutes PRPG-O
Will negates; see text - No Clr 3, Knowledge 3, Repose 3 V, S, DF
1 min./level 10 ft. 30 minutes
Target: One dead creature

Corpse answers one question/two levels.

You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature.

Spike Stones
Transmutation [Earth] 1 standard action PRPG-O
Reflex partial - Yes Drd 4, Earth 4 V, S, DF
1 hour/level (D) Medium 6 hours
Area: One 20-ft. square/level

Creatures in area take 1d8 damage, may also be slowed.

Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.

Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Magic traps such as spike stones are hard to detect. A rogue (only) can use the Perception skill to find spike stones . The DC is 25 + spell level, or DC 29 for spike stones .Spike stones is a magic trap that can't be disabled with the Disable Device skill.

Stone Shape
Transmutation [Earth] 1 standard action PRPG-O
None - No Artifice 3, Clr 3, Drd 3, Earth 3, Sor/Wiz 4 V, S, M/DF
Instant Touch 6 hours
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level

Sculpts stone into any shape.

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Suggestion
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 2, Charm 3, Sor/Wiz 3 V, M
1 hour/level or until completed Close 30 minutes
Target: One living creature

Compels subject to follow stated course of action.

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

Mass Suggestion
Enchantment (Compulsion) [Language-dependent] [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Brd 5, Sor/Wiz 6 V, M
1 hour/level or until completed Medium 30 minutes
Targets: One creature/level, no two of which can be more than 30 ft. apart

As suggestion, affects subject/level.

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

Symbol of Death (M)
Necromancy [Death] 10 minutes PRPG-O
Fortitude negates - Yes Clr 8, Rune 8, Sor/Wiz 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each

Triggered rune kills nearby creatures.

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death 's triggering conditions cannot be changed.

In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.

Note : Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death .

Symbol of Fear (M)
Necromancy [Fear] [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 6, Sor/Wiz 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp

Triggered rune panics nearby creatures.

This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

Note : Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear .

Symbol of Insanity (M)
Enchantment (Compulsion) [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 8, Sor/Wiz 8 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp

Triggered rune renders nearby creatures insane.

This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).

Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.

Note : Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity .

Symbol of Persuasion (M)
Enchantment (Charm) [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 6, Sor/Wiz 6 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp

Triggered rune charms nearby creatures.

This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.

Note : Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion .

Symbol of Sleep (M)
Enchantment (Compulsion) [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 5, Sor/Wiz 5 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp

Triggered rune puts nearby creatures into catatonic slumber.

This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.

Note : Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep .

Symbol of Stunning (M)
Enchantment (Compulsion) [Mind-affecting] 10 minutes PRPG-O
Will negates - Yes Clr 7, Sor/Wiz 7 V, S, M
See text 0 ft.; see text General
Effect: One symbol
Materials: Mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp

Triggered rune stuns nearby creatures.

This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

Note : Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning .

Sympathy (M)
Enchantment (Compulsion) [Mind-affecting] 1 hour PRPG-O
Will negates; see text - Yes Drd 9, Sor/Wiz 8 V, S, M
2 hours/level (D) Close General
Target: One location (up to a 10-ft. cube/level) or one object
Materials: A drop of honey and crushed pearls worth 1,500 gp

Object or location attracts certain creatures.

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 × 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy .

Touch of Idiocy
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
None - Yes Madness 2, Sor/Wiz 2 V, S
10 min./level Touch General
Target: Living creature touched

Subject takes 1d6 penalty to Int, Wis, and Cha.

With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Transmute Mud to Rock
Transmutation [Earth] 1 standard action PRPG-O
See text - No Drd 5, Sor/Wiz 5 V, S, M/DF
Permanent Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud .

Transmute Rock to Mud
Transmutation [Earth] 1 standard action PRPG-O
See text - No Drd 5, Sor/Wiz 5 V, S, M/DF
Permanent; see text Medium 6 hours
Area: Up to two 10-ft. cubes/level (S)

Transforms two 10-ft. cubes per level.

This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.

The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

Transmute rock to mud counters and dispels transmute mud to rock .

Wail of the Banshee
Necromancy [Death] [Sonic] 1 standard action PRPG-O
Fortitude negates - Yes Death 9, Repose 9, Sor/Wiz 9 V
Instant Close General
Target: One living creature/level within a 40-ft.-radius spread

Deals 10 damage/level to 1 creature/level.

When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.

Wall of Stone
Conjuration (Creation) [Earth] 1 standard action PRPG-O
See text - No Adp 5, Clr 5, Drd 6, Earth 5, Sor/Wiz 5 V, S, M/DF
Instant Medium 12 hours
Effect: Stone wall whose area is up to one 5-ft. square/level (S)

Creates a stone wall that can be shaped.

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.

Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Water Walk
Transmutation [Water] 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Clr 3, Rgr 3 V, S, DF
10 min./level (D) Touch 4 hours
Targets: One touched creature/level

Subject treads on water as if solid.

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects' feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.

If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Weird
Illusion (Phantasm) [Fear] [Mind-affecting] 1 standard action PRPG-O
Will disbelief, then Fortitude partial; see text - Yes Madness 9, Sor/Wiz 9 V, S
Instant Medium General
Targets: Any number of creatures, no two of which can be more than 30 ft. apart

As phantasmal killer, but affects all within 30 ft.

This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.

If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage.

Whirlwind
Evocation [Air] 1 standard action PRPG-O
Reflex negates; see text - Yes Air 8, Drd 8, Weather 8 V, S, DF
1 round/level (D) Long General
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall

Cyclone deals damage and can pick up creatures.

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if it comes back within range.)

Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Whispering Wind
Transmutation [Air] 1 standard action PRPG-O
None - No Brd 2, Sor/Wiz 2 V, S
No more than 1 hour/level or until discharged (destination is reached) 1 mile/level 30 minutes
Area: 10-ft.-radius spread

Sends a short message 1 mile/level.

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wind Walk
Transmutation [Air] 1 standard action PRPG-O
None and Will negates (harmless) - No and yes (harmless) Clr 6, Drd 7 V, S, DF
1 hour/level (D); see text Touch 24 hours
Targets: You and one touched creature per three levels

You and your allies turn vaporous and travel fast.

You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

Wind Wall
Evocation [Air] 1 standard action PRPG-O
None; see text - Yes Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3 V, S, M/DF
1 round/level Medium General
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)

Deflects arrows, smaller creatures, and gases.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Word of Chaos
Evocation [Chaotic] [Sonic] 1 standard action PRPG-O
None or Will negates; see text - Yes Chaos 7, Clr 7 V
Instant 40 ft. General
Area: Nonchaotic creatures in a 40-ft.-radius spread centered on you

Kills, confuses, stuns, or deafens nonchaotic subjects.

Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects, depending on their HD.

HDEffect
Equal to caster levelDeafened
Up to caster level –1Stunned, deafened
Up to caster level –5Confused, stunned, deafened
Up to caster level –10Killed, confused, stunned, deafened

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Deafened : The creature is deafened for 1d4 rounds. Save negates.

Stunned : The creature is stunned for 1 round. Save negates.

Confused : The creature is confused for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.

Killed : Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose HD exceed your caster level are unaffected by word of chaos.

Zone of Truth
Enchantment (Compulsion) [Mind-affecting] 1 standard action PRPG-O
Will negates - Yes Clr 2, Pal 2 V, S, DF
1 min./level Close 30 minutes
Area: 20-ft.-radius emanation

Subjects within range cannot lie.

Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.