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Index of Spells by Level - Sor/Wiz 1

Index of Spells by Level - Sor/Wiz 1

Name
School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Effect
Expensive Focus
Expensive Material
XP Cost
Description
Full Description
Alarm
Abjuration 1 standard action PRPG-O
None - No Brd 1, Rgr 1, Sor/Wiz 1 V, S, F/DF
2 hours/level (D) Close 4 hours
Area: 20-ft.-radius emanation centered on a point in space

Wards an area for 2 hours/level.

Alarm creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm . You decide at the time of casting whether the alarm will be mental or audible in nature.

Mental Alarm : A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm .

Audible Alarm : An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm .

Alarm can be made permanent with a permanency spell.

Animate Rope
Transmutation 1 standard action PRPG-O
None - No Artifice 1, Brd 1, Sor/Wiz 1 V, S
1 round/level Medium General
Target: One rope-like object, length up to 50 ft. + 5 ft./level; see text

Makes a rope move at your command.

You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

The spell cannot affect objects carried or worn by a creature.

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.

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 .

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.

Chill Touch
Necromancy 1 standard action PRPG-O
Fortitude partial or Will negates; see text - Yes Sor/Wiz 1 V, S
Instant Touch General
Targets: Creature or creatures touched (up to one/level)

One touch/level deals 1d6 damage and possibly 1 Str damage.

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

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 .

Comprehend Languages
Divination 1 standard action PRPG-O
- Adp 1, Brd 1, Clr 1, Knowledge 1, Sor/Wiz 1 V, S, M/DF
10 min./level Personal 4 hours
Target: You

You understand all spoken and written languages.

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Detect Secret Doors
Divination 1 standard action PRPG-O
None - No Brd 1, Sor/Wiz 1 V, S
Concentration, up to 1 min./level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals hidden doors within 60 ft.

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round : Presence or absence of secret doors.

2nd Round : Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round : The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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.

Detect Undead
Divination 1 standard action PRPG-O
None - No Clr 1, Pal 1, Sor/Wiz 1 V, S, M/DF
Concentration, up to 1 minute/ level (D) 60 ft. General
Area: Cone-shaped emanation

Reveals undead within 60 ft.

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round : Presence or absence of undead auras.

2nd Round : Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round : The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength : The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.

Lingering Aura : An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.

HDStrengthLingering Aura Duration
1 or lowerFaint1d6 rounds
2–4Moderate1d6 minutes
5–10Strong1d6 × 10 minutes
11 or higherOverwhelming1d6 days

Each round, you can turn to detect undead 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.

Disguise Self
Illusion (Glamer) 1 standard action PRPG-O
- Brd 1, Sor/Wiz 1, Trickery 1 V, S
10 min./level (D) Personal 4 hours
Target: You

Changes your appearance.

You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Endure Elements
Abjuration 1 standard action PRPG-O
Will negates (harmless) - Yes (harmless) Adp 1, Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 V, S
24 hours Touch 6 hours
Target: Creature touched

Exist comfortably in hot or cold regions.

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Enlarge Person
Transmutation 1 round PRPG-O
Fortitude negates - Yes Sor/Wiz 1, Strength 1 V, S, M
1 min./level (D) Close 5 minutes
Target: One humanoid creature

Humanoid creature doubles in size.

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Enlarge person counters and dispels reduce person .

Enlarge person can be made permanent with a permanency spell.

Erase
Transmutation 1 standard action PRPG-O
See text - No Brd 1, Rune 1, Sor/Wiz 1 V, S
Instant Close General
Target: One scroll or two pages

Mundane or magical writing vanishes.

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes a glyph of warding a sepia snake sigil or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Expeditious Retreat
Transmutation 1 standard action PRPG-O
- Brd 1, Sor/Wiz 1 V, S
1 min./level (D) Personal 30 minutes
Target: You

Your base speed increases by 30 ft.

This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Feather Fall
Transmutation 1 immediate action PRPG-O
Will negates (harmless) or Will negates (object) - Yes (object) Brd 1, Sor/Wiz 1 V
Until landing or 1 round/level Close General
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Objects or creatures fall slowly.

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

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.

Grease
Conjuration (Creation) 1 standard action PRPG-O
See text - No Brd 1, Sor/Wiz 1 V, S, M
1 min./level (D) Close General
Target: One object or 10-ft. square

Makes 10-ft. square or one object slippery.

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Hold Portal
Abjuration 1 standard action PRPG-O
None - No Sor/Wiz 1 V
1 min./level (D) Medium 5 minutes
Target: One portal, up to 20 sq. ft./level

Holds door shut.

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

Add 5 to the normal DC for forcing open a portal affected by this spell.

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.

Identify
Divination 1 standard action PRPG-O
None - No Brd 1, Magic 1, Sor/Wiz 1 V, S, M
3 rounds/level (D) 60 ft. General
Area: Cone-shaped emanation

Gives +10 bonus to identify magic items.

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Jump
Transmutation 1 standard action PRPG-O
Will negates (harmless) - Yes Drd 1, Rgr 1, Sor/Wiz 1 V, S, M
1 min./level (D) Touch 5 minutes
Target: Creature touched

Subject gets bonus on Acrobatics checks.

The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

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.

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

Alters object's magic aura.

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

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

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

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

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

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

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

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

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

Weapon gains +1 bonus.

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

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

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

Summons riding horse for 2 hours/level.

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

Obscuring Mist
Conjuration (Creation) 1 standard action PRPG-O
None - No Adp 1, Air 1, Clr 1, Darkness 1, Drd 1, Sor/Wiz 1, Water 1, Weather 1 V, S
1 min./level (D) 20 ft. General
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Fog surrounds you.

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

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

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

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

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

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

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

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.

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

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

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

Ray of Enfeeblement
Necromancy 1 standard action PRPG-O
Fortitude half - Yes Sor/Wiz 1 V, S
1 round/level Close General
Effect: Ray

Ray causes 1d6 Str penalty + 1 per 2 levels.

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Reduce Person
Transmutation 1 round PRPG-O
Fortitude negates - Yes Sor/Wiz 1 V, S, M
1 min./level (D) Close 30 minutes
Target: One humanoid creature

Humanoid creature halves in size.

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person .

Reduce person can be made permanent with a permanency spell.

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).

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

Creates minor illusion of your design.

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

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.

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.

True Strike
Divination 1 standard action PRPG-O
- Destruction 1, Luck 1, Sor/Wiz 1 V, F
See text Personal 5 minutes
Target: You

+20 on your next attack roll.

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Unseen Servant
Conjuration (Creation) 1 standard action PRPG-O
None - No Brd 1, Sor/Wiz 1 V, S, M
1 hour/level Close 6 hours
Effect: One invisible, mindless, shapeless servant

Invisible force obeys your commands.

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Ventriloquism
Illusion (Figment) 1 standard action PRPG-O
Will disbelief (if interacted with) - No Brd 1, Sor/Wiz 1 V, F
1 min./level (D) Close 5 minutes
Effect: Intelligible sound, usually speech

Throws voice for 1 min./level.

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).