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Index of Spells by Descriptor - E

Index of Spells by Descriptor - E

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
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).

Align Weapon
Transmutation [See Text] 1 standard action PRPG-O
Will negates (harmless, object) - Yes (harmless, object) Chaos 2, Clr 2, Evil 2, Good 2, Law 2 V, S, DF
1 min./level Touch 5 minutes
Target: Weapon touched or 50 projectiles (all of which must be together at the time of casting)

Weapon becomes good, evil, lawful, or chaotic.

Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

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.

Animate Dead (M)
Necromancy [Evil] 1 standard action PRPG-O
None - No Adp 3, Clr 3, Death 3, Sor/Wiz 4 V, S, M
Instant Touch General
Targets: One or more corpses touched
Materials: An onyx gem worth at least 25 gp per Hit Die of the undead

Creates undead skeletons and zombies.

This spell turns corpses into undead skeletons or zombies that obey your spoken commands.

The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead . The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.

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

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

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.

Blade Barrier
Evocation [Force] 1 standard action PRPG-O
Reflex half or Reflex negates; see text - Yes Clr 6, Good 6, War 6 V, S
1 min./level (D) Medium General
Effect: Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

Wall of blades deals 1d6/level damage.

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blasphemy
Evocation [Evil] [Sonic] 1 standard action PRPG-O
Will partial - Yes Clr 7, Evil 7 V
Instant 40 ft. General
Area: Nonevil creatures in a 40-ft.-radius spread centered on you

Kills, paralyzes, weakens, or dazes nonevil subjects.

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HDEffect
Equal to caster levelDazed
Up to caster level –1Weakened, dazed
Up to caster level –5Paralyzed, weakened, dazed
Up to caster level –10Killed, paralyzed, weakened, dazed

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.

Dazed : The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened : The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

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, nonevil 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 blasphemy 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 blasphemy.

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 .

Burning Hands
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Adp 1, Fire 1, Sor/Wiz 1 V, S
Instant 15 ft. General
Area: Cone-shaped burst

1d4/level fire damage (max 5d4).

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Call Lightning
Evocation [Electricity] 1 round PRPG-O
Reflex half - Yes Drd 3, Weather 3 V, S
1 min./level Medium General
Effect: One or more 30-ft.-long vertical lines of lightning

Calls down lightning bolts (3d6 per bolt) from sky.

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.

Call Lightning Storm
Evocation [Electricity] 1 round PRPG-O
Reflex half - Yes Drd 5 V, S
1 min./level Long General
Effect: One or more 30-ft.-long vertical lines of lightning

As call lightning, but 5d6 damage per bolt.

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

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 .

Chain Lightning
Evocation [Electricity] 1 standard action PRPG-O
Reflex half - Yes Air 6, Sor/Wiz 6 V, S, F
Instant Long General
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)

1d6/level damage and 1 secondary bolt/level.

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

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.

Clenched Fist
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 8, Strength 8 V, S, F/DF
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or attacks your foes.

This spell functions like interposing hand except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand's Strength score (33), – 1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.

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.

Contagion
Necromancy [Evil] 1 standard action PRPG-O
Fortitude negates - Yes Adp 3, Clr 3, Drd 3, Sor/Wiz 4 V, S
Instant Touch General
Target: Living creature touched

Infects subject with chosen disease.

The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. For more information see Diseases.

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.

Create Greater Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 8, Death 8, Sor/Wiz 8 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Creates shadows, wraiths, spectres, or devourers.

This spell functions like create undead except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead created is based on caster level, as shown below.

Caster LevelUndead Created
15th or lowerShadow
16th–17thWraith
18th–19thSpectre
20th or higherDevourer
Create Undead (M)
Necromancy [Evil] 1 hour PRPG-O
None - No Clr 6, Death 6, Evil 6, Sor/Wiz 6 V, S, M
Instant Close General
Target: One corpse
Materials: A clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created

Raises ghouls, ghasts, mummies, or mohrgs from physical remains.

A much more potent spell than animate dead this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster LevelUndead Created
11th or lowerGhoul
12th–14thGhast
15th–17thMummy
18th or higherMohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

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 .

Crushing Hand
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 9, Strength 9 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Large hand provides cover, pushes, or crushes your foes.

This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand . Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +12 bonus for its Strength score (35) and a +1 bonus for being Large (its Dexterity is 10, granting no bonus to the CMD). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target (as forceful hand ), using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.

Curse Water (M)
Necromancy [Evil] 1 minute PRPG-O
Will negates (object) - Yes (object) Clr 1 V, S, M
Instant Touch General
Target: Flask of water touched
Materials: 5 lbs. of powdered silver worth 25 gp

Makes unholy water.

This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water (see Equipment). Unholy water damages good outsiders the way holy water damages undead and evil outsiders.

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.

Delayed Blast Fireball
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Sor/Wiz 7 V, S, M
5 rounds or less; see text Long General
Area: 20-ft.-radius spread

1d6/level fire damage; you can postpone blast for up to 5 rounds.

This spell functions like fireball except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

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.

Desecrate (M)
Evocation [Evil] 1 standard action PRPG-O
None - Yes Clr 2 V, S, M, DF
2 hours/level Close 30 minutes
Area: 20-ft.-radius emanation
Materials: A vial of unholy water and 25 gp worth (5 pounds of silver dust, all of which must be sprinkled around the area)

Fills area with negative energy, making undead stronger.

This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate .

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.

Dispel Good
Abjuration [Evil] 1 standard action PRPG-O
See text - See text Clr 5, Evil 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 good creatures.

This spell functions like dispel evil, except that you are surrounded by dark, wavering unholy energy, and the spell affects good 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.

Elemental Swarm
Conjuration (Summoning) [See Text] 10 minutes PRPG-O
None - No Air 9, Drd 9, Earth 9, Fire 9, Water 9 V, S
10 min./level (D) Medium 1 hour
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart

Summons multiple elementals.

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose any plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

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.

Explosive Runes
Abjuration [Force] 1 standard action PRPG-O
See text - Yes Rune 4, Sor/Wiz 3 V, S
Permanent until discharged (D) Touch 24 hours
Target: One touched object weighing no more than 10 lbs.

Deals 6d6 damage when read.

You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.

Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes . The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for explosive runes .

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.

Fire Seeds
Conjuration (Creation) [Fire] 1 standard action PRPG-O
None or Reflex half; see text - No Drd 6, Fire 6, Sun 6 V, S, M
10 min./level or until used Touch 1 hour
Targets: Up to four acorns or up to eight holly berries

Acorns and berries become grenades and bombs.

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades : As many as four acorns turn into special thrown splash weapons. An acorn grenade has a range increment of 20 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d4 points of fire damage per caster level (maximum 20d4) divided among the acorns as you wish. No acorn can deal more than 10d4 points of damage.

Each acorn grenade explodes upon striking any hard surface. In addition to its regular fire damage, all creatures adjacent to the explosion take 1 point of fire damage per die of the explosion. This explosion of fire ignites any combustible materials adjacent to the target.

Holly Berry Bombs : You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage + 1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.

Fire Shield
Evocation [Fire Or Cold] 1 standard action PRPG-O
- Fire 5, Sor/Wiz 4, Sun 4 V, S, M
1 round/level (D) Personal General
Target: You

Creatures attacking you take fire damage; you're protected from heat or cold.

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield .

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield ) or fire damage (if you choose a warm shield ). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.

Chill Shield : The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Warm Shield : The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Fire Storm
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Clr 8, Drd 7 V, S
Instant Medium General
Area: Two 10-ft. cubes per level (S)

Deals 1d6/level fire damage.

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.

Fire Trap (M)
Abjuration [Fire] 10 minutes PRPG-O
Reflex half; see text - Yes Drd 2, Sor/Wiz 4 V, S, M
Permanent until discharged (D) Touch 24 hours
Target: Object touched
Materials: Gold dust worth 25 gp

Opened object deals 1d4 damage + 1/level.

Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage + 1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap . An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.

Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Perception skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).

Fireball
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Fire 3, Sor/Wiz 3 V, S, M
Instant Long General
Area: 20-ft.-radius spread

1d6 damage per level, 20-ft. radius.

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Flame Arrow
Transmutation [Fire] 1 standard action PRPG-O
None - No Sor/Wiz 3 V, S, M
10 min./level Close General
Target: Fifty projectiles, all of which must be together at the time of casting

Arrows deal +1d6 fire damage.

This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

Flame Blade
Evocation [Fire] 1 standard action PRPG-O
None - Yes Drd 2 V, S, DF
1 min./level (D) 0 ft. General
Effect: Sword-like beam

Touch attack deals 1d8 + 1/two levels damage.

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage + 1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.

Flame Strike
Evocation [Fire] 1 standard action PRPG-O
Reflex half - Yes Clr 5, Drd 4, Sun 5, War 5 V, S, DF
Instant Medium General
Area: Cylinder (10-ft. radius, 40-ft. high)

Smites foes with divine fire (1d6/level damage).

A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Flaming Sphere
Evocation [Fire] 1 standard action PRPG-O
Reflex negates - Yes Drd 2, Sor/Wiz 2 V, S, M/DF
1 round/level Medium General
Effect: 5-ft.-diameter sphere

Rolling ball of fire deals 3d6 fire damage.

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

Floating Disk
Evocation [Force] 1 standard action PRPG-O
None - No Sor/Wiz 1 V, S, M
1 hour/level Close 6 hours
Effect: 3-ft.-diameter disk of force

Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Forcecage (M)
Evocation [Force] 1 standard action PRPG-O
Reflex negates - No Sor/Wiz 7 V, S, M
1 round/level (D) Close General
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Materials: Ruby dust worth 500 gp

Cube or cage of force imprisons all inside.

This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force, a forcecage resists dispel magic although a mage's disjunction still functions. The walls of a forcecage can be damaged by spells as normal, except for disintegrate which automatically destroys it. The walls of a forcecage can be damaged by weapons and supernatural abilities, but they have a Hardness of 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilationor rod of cancellation instantly destroys a forcecage.

Barred Cage : This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined within the barred cage. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.

Windowless Cell : This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.

Forceful Hand
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 6 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand pushes creatures away.

This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select. The forceful hand gets one bull rush attack per round. This attack does not provoke an attack of opportunity. Its CMB for bull rush checks uses your caster level in place of its base attack bonus, with a +8 bonus for its Strength score (27), and a +1 bonus for being Large. The hand always moves with the opponent to push them back as far as possible. It has no movement limit for this purpose. Directing the spell to a new target is a move action. Forceful hand prevents the opponent from moving closer to you without first succeeding on a bull rush attack, moving both the forceful hand and the target closer to you. The forceful hand can instead be directed to interpose itself, as interposing hand does.

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

Grasping Hand
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 7, Strength 7 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand provides cover, pushes, or grapples.

This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its CMB and CMD for grapple checks use your caster level in place of its base attack bonus, with a +10 bonus for its Strength (31) score and a +1 bonus for being Large (its Dexterity is 10, granting no bonus on the Combat Maneuver Defense). The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.

Heat Metal
Transmutation [Fire] 1 standard action PRPG-O
Will negates (object) - Yes (object) Drd 2, Sun 2 V, S, DF
7 rounds Close General
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle

Makes metal so hot it damages those who touch it.

Heat metal causes metal objects to become red-hot. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.

A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing or wielding such an item.

On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table below.

RoundMetal TemperatureDamage
1WarmNone
2Hot1d4 points
3–5Searing2d4 points
6Hot1d4 points
7WarmNone

Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.

Heat metal counters and dispels chill metal .

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.

Incendiary Cloud
Conjuration (Creation) [Fire] 1 standard action PRPG-O
Reflex half, see text - No Fire 8, Sor/Wiz 8 V, S
1 round/level (D) Medium General
Area: Cloud spreads in 20-ft. radius, 20 ft. high

Cloud deals 6d6 fire damage/round.

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

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.

Interposing Hand
Evocation [Force] 1 standard action PRPG-O
None - Yes Sor/Wiz 5 V, S, F
1 round/level (D) Medium General
Effect: 10-ft. hand

Hand provides cover against 1 opponent.

Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness invisibility , polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move action.

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.

Lightning Bolt
Evocation [Electricity] 1 standard action PRPG-O
Reflex half - Yes Adp 3, Sor/Wiz 3 V, S, M
Instant 120 ft. General
Area: 120-ft. line

Electricity deals 1d6/level damage.

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.

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.

Mage Armor
Conjuration (Creation) [Force] 1 standard action PRPG-O
Will negates (harmless) - No Sor/Wiz 1 V, S, F
1 hour/level (D) Touch 6 hours
Target: Creature touched

Gives subject +4 armor bonus.

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

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

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

Floating magic blade strikes opponents.

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

Four exploding spheres each deal 6d6 fire damage.

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

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

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

Mind 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.

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.

Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 6 V, S, M, DF
Instant Close 24 hours
Effect: One or two called outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
Materials: Offerings worth 1,250 gp plus payment

As lesser planar ally, but up to 12 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

Greater Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 8 V, S, M, DF
Instant Close 24 hours
Effect: Up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
Materials: Offerings worth 2,500 gp plus payment

As lesser planar ally, but up to 18 HD.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

Lesser Planar Ally (M)
Conjuration (Calling) [See Text] 10 minutes PRPG-O
None - No Clr 4 V, S, M, DF
Instant Close 24 hours
Effect: One called outsider of 6 HD or less
Materials: Offerings worth 500 gp plus payment, see text

Exchange services with a 6 HD extraplanar creature.

This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.

This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.

By casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).

You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.

The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.

A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.

A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.

At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).

Note : When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 6 V, S
Instant Close 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear

As lesser planar binding, but up to 12 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Greater Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Sor/Wiz 8 V, S
Instant Close 24 hours
Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.

As lesser planar binding, but up to 18 HD.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Lesser Planar Binding
Conjuration (Calling) [See Text] 10 minutes PRPG-O
Will negates - No and yes; see text Rune 5, Sor/Wiz 5 V, S
Instant Close ; see text 24 hours
Target: One elemental or outsider with 6 HD or less

Traps extraplanar creature of 6 HD or less until it performs a task.

This spell functions like lesser planar binding except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

This spell functions like lesser planar binding except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.

Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell's effect and can escape or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.

When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

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.

Produce Flame
Evocation [Fire] 1 standard action PRPG-O
None - Yes Drd 1, Fire 2 V, S
1 min./level (D) 0 ft. General
Effect: Flame in your palm

1d6 damage + 1/level, touch or thrown.

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Protection from Good
Abjuration [Evil] 1 standard action PRPG-O
Will negates (harmless) - No; see text Adp 1, Clr 1, Evil 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 good creatures. The target receives a new saving throw against control by good creatures and good 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.

Resilient Sphere
Evocation [Force] 1 standard action PRPG-O
Reflex negates - Yes Sor/Wiz 4 V, S, F
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around a creature

Force globe protects but traps one subject.

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere functions as a wall of force, except that it can be negated by dispel magic . A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within.

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 .

Scorching Ray
Evocation [Fire] 1 standard action PRPG-O
None - Yes Adp 2, Sor/Wiz 2 V, S
Instant Close General
Effect: One or more rays

Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Sepia Snake Sigil (M)
Conjuration (Creation) [Force] 10 minutes PRPG-O
Reflex negates - No Brd 3, Sor/Wiz 3 V, S, M
Permanent or until discharged; until released or 1d4 days + 1 day/level; see text Touch 24 hours
Target: One touched book or written work
Materials: Powdered amber worth 500 gp and a snake scale

Creates text symbol that immobilizes reader.

You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the sepia snake sigil springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page

Shield
Abjuration [Force] 1 standard action PRPG-O
- Sor/Wiz 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Invisible disc gives +4 to AC, blocks magic missiles.

Shield creates an invisible shield of force that hovers in front of you. It negates magic missileattacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shocking Grasp
Evocation [Electricity] 1 standard action PRPG-O
None - Yes Sor/Wiz 1 V, S
Instant Touch General
Target: Creature or object touched

Touch delivers 1d6/level electricity damage (max 5d6).

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).

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.

Spiritual Weapon
Evocation [Force] 1 standard action PRPG-O
None - Yes Clr 2, War 2 V, S, DF
1 round/level (D) Medium General
Effect: Magic weapon of force

Magic weapon attacks on its own.

A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.

Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.

A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellationaffects it. A spiritual weapon 's AC against touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).

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.

Summon Monster I
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Brd 1, Clr 1, Sor/Wiz 1 V, S, F/DF
1 round/level (D) Close General
Effect: One summoned creature

Summons extraplanar creature to fight for you.

Table: Summon Monster
1st LevelSubtype
Dire rat*
Dolphin*
Eagle*
Fire beetle*
Poisonous frog*
Pony (horse)*
Riding dog*
Viper (snake)*
2nd LevelSubtype
Ant, drone*
Elemental (Small)Elemental
Giant centipede*
Giant frog*
Giant spider*
Goblin dog*
Horse*
Hyena*
Lemure (devil)Evil, Lawful
Octopus*
Squid*
Wolf*
3rd LevelSubtype
Ant, soldier*
Ape*
Aurochs (herd animal)*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Dretch (demon)Chaotic, Evil
Electric eel*
Giant lizard*
Lantern archonGood, Lawful
Leopard (cat)*
Shark*
Wolverine*
4th LevelSubtype
Bison (herd animal)*
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Dire wolf*
Elemental (Medium)Elemental
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell houndEvil, Lawful
Hound archonGood, Lawful
Lion*
Mephit (any)Elemental
Pteranodon (dinosaur)*
Rhinoceros*
5th LevelSubtype
Ankylosaurus (dinosaur)*
Babau (demon)Chaotic, Evil
Bearded devilEvil, Lawful
Bralani azataChaotic, Good
Dire lion*
Elemental (Large)Elemental
Giant moray eel*
KytonEvil, Lawful
Orca (dolphin)*
SalamanderEvil
Woolly rhinoceros*
XillEvil, Lawful
6th LevelSubtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge)Elemental
Elephant*
Erinyes (devil)Evil, Lawful
Giant octopus*
Invisible stalkerAir
Lillend azataGood, Lawful
Shadow demonChaotic, Evil
Succubus (demon)Chaotic, Evil
Triceratops (dinosaur)*
7th LevelSubtype
BebelithChaotic, Evil
Bone devilEvil, Lawful
Brachiosaurus (dinosaur)*
Dire crocodile*
Dire shark*
Elemental (greater)Elemental
Giant squid*
Mastadon (elephant)*
Roc*
Tyrannosaurus (dinosaur)*
Vrock (demon)Chaotic, Evil
8th LevelSubtype
Barbed devilEvil, Lawful
Elemental (elder)Elemental
Hezrou (demon)Chaotic, Evil
9th LevelSubtype
Astral Deva (angel)Good
Ghaele azataChaotic, Good
Glabrezu (demon)Chaotic, Evil
Ice devilEvil, Lawful
Nalfeshnee (demon)Chaotic, Evil
Trumpet archonGood, Lawful
* This creature is summoned with the celestial template if you are good, or the fiendish template if you are evil; you may choose either if you are neutral.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10–1. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish ).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

Summon Nature's Ally III
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 3, Rgr 3 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

Summon Nature's Ally IV
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Animal 4, Drd 4, Rgr 4 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Nature's Ally IX
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 9 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Nature's Ally V
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 5 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Nature's Ally VI
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 6 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Nature's Ally VII
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Drd 7 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Nature's Ally VIII
Conjuration (Summoning) [See Text] 1 round PRPG-O
None - No Animal 8, Drd 8 V, S, DF
1 round/level (D) Close General
Effect: One summoned creature

Summons creature to fight.

Table: Summon Nature's Ally
1st LevelSubtype
Dire rat
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Riding dog
Stirge
Viper (snake)
2nd LevelSubtype
Ant, drone
Elemental (Small)Elemental
Giant frog
Giant spider
Goblin Dog
Horse
Hyena
Octopus
Squid
Wolf
3rd LevelSubtype
Ant, soldier
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric Eel
Giant crab
Giant lizard
Leopard (cat)
Shark
Wolverine
4th LevelSubtype
Bison (herd animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elemental (Medium)Elemental
Giant stag beetle
Giant wasp
Griffon
Grizzly bear
Lion
Mephit (any)Elemental
Owlbear
Pteranodon (dinosaur)
Rhinoceros
Satyr
Tiger
5th LevelSubtype
Ankylosaurus (dinosaur)
Cyclops
Dire lion
Dolphin (orca)
Elemental (Large)Elemental
Ettin
Giant moray eel
Girallon
Manticore
Woolly rhinoceros
6th LevelSubtype
Bulette
Dire bear
Dire tiger
Elasmosaurus (dinosaur)
Elemental (Huge)Elemental
Elephant
Giant octopus
Giant scorpion
Hill giant
Stegosaurus (dinosaur)
Stone giantEarth
Triceratops (dinosaur)
7th LevelSubtype
Brachiosaurus (dinosaur)
Dire crocodile
Dire shark
Elemental (greater)Elemental
Fire giantFire
Frost giantCold
Giant squid
Mastadon (elephant)
Roc
Tyrannosaurus (dinosaur)
8th LevelSubtype
Cloud giantAir
Elemental (elder)Elemental
Purple worm
9th LevelSubtype
Pixie (w/irresistible dance and sleep arrows)
Storm giant

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish ).

The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

This spell functions as summon nature's ally I except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

This spell functions like summon nature's ally I except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

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 Pain (M)
Necromancy [Evil] 10 minutes PRPG-O
Fortitude 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 wracks nearby creatures with pain.

This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

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

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

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 .

Telekinetic Sphere
Evocation [Force] 1 standard action PRPG-O
Reflex negates (object) - Yes (object) Sor/Wiz 8 V, S, M
1 min./level (D) Close General
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects

As resilient sphere, but you move the sphere telekinetically.

This spell functions like resilient sphere but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell's duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

Tiny Hut
Evocation [Force] 1 standard action PRPG-O
None - No Brd 3, Sor/Wiz 3 V, S, M
2 hours/level (D) 20 ft. 12 hours
Effect: 20-ft.-radius sphere centered on your location

Creates shelter for 10 creatures.

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

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 .

Unhallow (M)
Evocation [Evil] 24 hours PRPG-O
See text - See text Clr 5, Drd 5 V, S, M
Instant Touch General
Area: 40-ft. radius emanating from the touched point
Materials: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area

Designates location as unholy.

Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.

First, the site or structure is guarded by a magic circle against goodeffect.

Second, the DC to resist negative channeled energy within the spell's area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell.

Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.

Spell effects that may be tied to an unhallowed site include aid and zone of truth .

Saving throws and spell resistance might apply to these spells' effects. (See the individual spell descriptions for details.)

An area can receive only one unhallow spell (and its associated spell effect) at a time.

Unhallow counters but does not dispel hallow .

Unholy Aura (F)
Abjuration [Evil] 1 standard action PRPG-O
See text - Yes (harmless) Clr 8, Evil 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 good spells.

A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good 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 the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.

Second, a warded creature gains SR 25 against good spells and spells cast by good creatures.

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

Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude negates).

Unholy Blight
Evocation [Evil] 1 standard action PRPG-O
Will partial - Yes Clr 4, Evil 4 V, S
Instant (1d4 rounds); see text Medium General
Area: 20-ft.-radius spread

Harms and sickens good creatures (1d8 damage/2 levels).

You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal but remove curse is effective.

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

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 Fire
Evocation [Fire] 1 standard action PRPG-O
None - Yes Adp 4, Drd 5, Fire 4, Sor/Wiz 4 V, S, M/DF
Concentration + 1 round/level Medium General
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Wall of Force
Evocation [Force] 1 standard action PRPG-O
None - No Sor/Wiz 5 V, S, M
1 round /level (D) Close General
Effect: Wall whose area is up to one 10-ft. square/level

Wall is immune to damage.

A wall of force creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A wall of force is immune to dispel magic although a mage's disjunction can still dispel it. Awall of force can be damaged by spells as normal, except fordisintegrate which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a wall of force has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a sphere of annihilationor rod of cancellation instantly destroys a wall of force.

Breath weapons and spells cannot pass through a wall of force in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a wall of force .

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

Wall of force can be made permanent with a permanency spell.

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.

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.