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==Spellbook== '''Spellbook (61/100 pgs used)''' 0 - Amanuensis, Acid Splash, Arcane Mark, Caltrops, Detect Magic, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Stick. 1st - Benign Transposition, Feather Fall*, Grease*, Identify, Mage Armor*, Obscuring Mist*, Protection from Evil, Ray of Enfeeblement, Summon Monster I. 2nd – Chain of Eyes, Eagle’s Splendor*, Fog Cloud*, Glitterdust*, Snake's Swiftness, Spider Climb, Summon Monster II, Summon Swarm, Web. 3rd - Dimension Step, Dispel Magic*, Mage Armor, Mass, Magic Circle against Evil*, Mass Snake's Swiftness, Summon Monster III, Tongues*. [* Indicates spell purchased and copied] ===Cantrips=== ====Amanuensis==== ''Transmutation'' '''Level:''' Cleric 0, sorcerer/wizard 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' Object or objects with writing '''Duration:''' 10 minutes/level '''Saving Throw:''' Will negates (object) '''Spell Resistance:''' Yes (object) You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings {such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. The spell triggers (but does not copy) writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. if more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy. ====Acid Splash==== ''Conjuration (Creation) [Acid]'' '''Level:''' Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One missile of acid '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. ====Arcane Mark==== ''Universal'' '''Level:''' Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 0 ft. '''Effect:''' One personal rune or mark, all of which must fit within 1 sq. ft. '''Duration:''' Permanent '''Saving Throw:''' None '''Spell Resistance:''' No This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). ====Caltrops==== ''Conjuration (Creation)'' '''Level:''' Sorcerer/wizard 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Area:''' See text '''Duration:''' 1 round/level '''Saving Throw:''' None '''Spell Resistance:''' No A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target's shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a+2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-halt because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect. ====Detect Magic==== ''Divination'' '''Level:''' Brd 0, Clr 0, Drd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 60 ft. '''Area:''' Cone-shaped emanation '''Duration:''' Concentration, up to 1 min./level (D) '''Saving Throw:''' None Spell '''Resistance:''' No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. '''1st Round:''' Presence or absence of magical auras. '''2nd Round:''' Number of different magical auras and the power of the most potent aura. '''3rd Round:''' The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. '''Aura Strength:''' An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. ————————— Aura Power ————————— Spell or Object Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) '''Lingering Aura:''' A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic 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: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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 magic can be made permanent with a permanency spell. ====Launch Item==== ''Transmutation'' '''Level:''' Sorcerer/wizard 0 '''Components:''' S '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' One Fine item in your possession, weighing up to 10 lb. '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range {100 ft. 4 10 ft./Ievel). This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range. ====Mage Hand==== ''Transmutation'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' One nonmagical, unattended object weighing up to 5 lb. '''Duration:''' Concentration '''Saving Throw:''' None '''Spell Resistance:''' No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. ====Mending==== ''Transmutation'' '''Level:''' Brd 0, Clr 0, Drd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 10 ft. '''Target:''' One object of up to 1 lb. '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (harmless, object) '''Spell Resistance:''' Yes (harmless, object) Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). ====Message==== ''Transmutation [Language-Dependent]'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Targets:''' One creature/level '''Duration:''' 10 min./level '''Saving Throw:''' None '''Spell Resistance:''' No You can whisper messages and receive whispered replies with little chance of being overheard. 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. '''Note:''' To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. '''Focus:''' A short piece of copper wire. ====Prestidigitation==== ''Universal'' '''Level:''' Brd 0, Sor/Wiz 0 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 10 ft. '''Target, Effect, or Area:''' See text '''Duration:''' 1 hour '''Saving Throw:''' See text '''Spell Resistance:''' No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. ====Read Magic==== ''Divination'' '''Level:''' Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Personal '''Target:''' You '''Duration:''' 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. '''Focus:''' A clear crystal or mineral prism. ====Stick==== ''Transmutation'' '''Level:''' Bard 0, sorcerer/wizard 0 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Nonmagical, unattended object weighing up to 5 lb. '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (object) '''Spell Resistance:''' Yes (object) Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue. === 1st Level === ====Benign Transportation==== ''Conjuration (Teleportation)'' '''Level:''' Sorcerer/wizard 1 '''Components:''' V '''Casting Time:''' I standard action '''Range:''' Medium (100 ft. + 10 ft/level) '''Targets:''' Two willing creatures of up to Large size '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. ====Feather Fall==== ''Transmutation'' '''Level:''' Brd 1, Sor/Wiz 1 '''Components:''' V '''Casting Time:''' 1 free action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Targets:''' One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart '''Duration:''' Until landing or 1 round/level '''Saving Throw:''' Will negates (harmless) or Will negates (object) '''Spell Resistance:''' Yes (object) 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. However, 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 two Large creatures or objects, and so forth. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn. 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. ====Grease==== ''Conjuration (Creation)'' '''Level:''' Brd 1, Sor/Wiz 1 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target or Area:''' One object or a 10-ft. square '''Duration:''' 1 round/level (D) '''Saving Throw:''' See text '''Spell Resistance:''' No 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. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance 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 Balance skill for details). 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 receives 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 on grapple checks made to resist or escape a grapple or to escape a pin. '''Material Component:''' A bit of pork rind or butter. ====Identify==== ''Divination'' '''Level:''' Brd 1, Magic 2, Sor/Wiz 1 '''Components:''' V, S, M/DF '''Casting Time:''' 1 hour '''Range:''' Touch '''Targets:''' One touched object '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. '''Arcane Material Component:''' A pearl of at least 100gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. ====Mage Armor==== ''Conjuration (Creation) [Force]'' '''Level:''' Sor/Wiz 1 '''Components:''' V, S, F '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 hour/level (D) '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No 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. '''Focus:''' A piece of cured leather. ====Obscuring Mist==== ''Conjuration (Creation)'' '''Level:''' Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' 20 ft. '''Effect:''' Cloud spreads in 20-ft. radius from you, 20 ft. high '''Duration:''' 1 min./level '''Saving Throw:''' None '''Spell Resistance:''' No A misty vapor arises around you. It is stationary once created. 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, flame strike, 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 Evil==== ''Abjuration [Good]'' '''Level:''' Clr 1, Good 1, Pal 1, Sor/Wiz 1 '''Components:''' V, S, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 min./level (D) '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No; see text 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 barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by 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. Good summoned creatures 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. '''Arcane Material Component:''' A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded. ====Ray of Enfeeblement==== ''Necromancy'' '''Level:''' Sor/Wiz 1 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' Ray '''Duration:''' 1 min./level '''Saving Throw:''' None '''Spell Resistance:''' Yes 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. ====Summon Monster I==== ''Conjuration (Summoning) [see text]'' '''Level:''' Brd 1, Clr 1, Sor/Wiz 1 '''Components:''' V, S, F/DF '''Casting Time:''' 1 round '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One summoned creature '''Duration:''' 1 round/level (D) '''Saving Throw:''' None '''Spell Resistance:''' No 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 the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice 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. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. Arcane Focus: A tiny bag and a small (not necessarily lit) candle. '''1st Level''' * Celestial dog (LG) * Celestial owl (LG) [instead of Elysian Thrush (NG, PH118)] * Celestial giant fire beetle (NG) * Celestial porpoise (NG) * * Celestial badger (CG) * Celestial monkey (CG) * Fiendish dire rat (LE) * Fiendish raven (LE) * Fiendish monstrous centipede, Medium (NE) * Fiendish hawk (CE) * Fiendish monstrous spider, Small (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] * Fiendish octopus (CE) * * Fiendish monstrous crab, Small (NE, Sto141) [instead of Fiendish monstrous scorpion, Small (NE)] * Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Small viper (CE)] ''* May be summoned only into an aquatic or watery environment.'' === 2nd Level === ====Chain of Eyes==== ''Divination'' '''Level:''' Cleric 3, druid 4, sorcerer/wizard 2 Components: V, S '''Casting Time:''' I standard action '''Range:''' Touch '''Target:''' Living creature touched '''Duration:''' 1 hour/level '''Saving Throw:''' Will negates '''Spell Resistance:''' Yes You can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in round, you can use a free action to switch from seeing through the current creature s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends. ====Eagle's Splendor==== ''Transmutation'' '''Level:''' Brd 2, Clr 2, Pal 2, Sor/Wiz 2 '''Components:''' V, S, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 1 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. '''Arcane Material Component:''' A few feathers or a pinch of droppings from an eagle. ====Fog Cloud==== ''Conjuration (Creation)'' '''Level:''' Drd 2, Sor/Wiz 2, Water 2 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft. level) '''Effect:''' Fog spreads in 20-ft. radius, 20 ft. high '''Duration:''' 10 min./level '''Saving Throw:''' None '''Spell Resistance:''' No A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. ====Glitterdust==== ''Conjuration (Creation)'' '''Level:''' Brd 2, Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Area:''' Creatures and objects within 10-ft.-radius spread '''Duration:''' 1 round/level '''Saving Throw:''' Will negates (blinding only) '''Spell Resistance:''' No A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a –40 penalty on Hide checks. '''Material Component:''' Ground mica. ====Snake's Swiftness==== ''Transmutation'' '''Level:''' Druid 1, sorcerer/wizard 2 '''Components:''' V, S, M/DF '''Casting Time:''' I standard action '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Target:''' One allied creature '''Duration:''' Instantaneous '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes (harmless) The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails. '''Arcane Material Component:''' A few scales from a snake. ====Spider Climb==== ''Transmutation'' '''Level:''' Drd 2, Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 10 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' Yes (harmless) The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider-climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. '''Material Component:''' A drop of bitumen and a live spider, both of which must be eaten by the subject. ====Summon Monster II==== ''Conjuration (Summoning) [see text for summon monster I]'' '''Level:''' Brd 2, Clr 2, Sor/Wiz 2 '''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. '''2nd Level''' *Celestial giant bee (LG) *Celestial giant bombardier beetle (NG) *Celestial riding dog (NG) [instead of Ur'Epona (PH130)] *Celestial eagle (CG) *Clockwork Mender (MMIV30) *Devil, Lemure (LE) *Fiendish squid (LE) * *Fiendish wolf (LE) *Fiendish monstrous centipede, Large (NE) *Fiendish monstrous crab, Medium (NE, Sto141) [instead of Fiendish monstrous scorpion, Medium (NE)] *Fiendish shark, Medium (NE) * *Fiendish monstrous spider, Medium (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] *Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Medium viper (CE)] *Nerra, Veroot (FF130) *Kaorti (FF108) *Howler Wasp (MMIV74) ''* May be summoned only into an aquatic or watery environment.'' ====Summon Swarm==== ''Conjuration (Summoning)'' '''Level:''' Brd 2, Drd 2, Sor/Wiz 2 '''Components:''' V, S, M/DF '''Casting Time:''' 1 round '''Range:''' Close (25 ft. + 5 ft./2 levels) '''Effect:''' One swarm of bats, rats, or spiders '''Duration:''' Concentration + 2 rounds '''Saving Throw:''' None '''Spell Resistance:''' No You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. '''Arcane Material Component:''' A square of red cloth. ====Web==== ''Conjuration (Creation)'' '''Level:''' Sor/Wiz 2 '''Components:''' V, S, M '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Effect:''' Webs in a 20-ft.-radius spread '''Duration:''' 10 min./level (D) '''Saving Throw:''' Reflex negates; see text '''Spell Resistance:''' No Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. '''Material Component:''' A bit of spider web. === 3rd Level === ====Dimension Step==== ''Conjuration [Teleportation]'' '''Level:''' Sorcerer wizard 3 '''Component:''' V.S '''Casting Time:''' 1 standard action '''Range:''' Close 25 ft. + 5 ft./2 levels) '''Targets:''' One willing creature/2 levels, no two of which are more than 30 ft. apart '''Duration:''' Instantaneous '''Saving Throw:''' Fortitude negates {harmless) '''Spell Resistance:''' Yes (harmless) This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed. A target can teleport to any square within its line of Sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above. ====Dispel Magic==== ''Abjuration'' '''Level:''' Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 '''Components:''' V, S '''Casting Time:''' 1 standard action '''Range:''' Medium (100 ft. + 10 ft./level) '''Target or Area:''' One spellcaster, creature, or object; or 20-ft.-radius burst '''Duration:''' Instantaneous '''Saving Throw:''' None '''Spell Resistance:''' No You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. '''Note:''' The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: '''Targeted Dispel:''' One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. '''Area Dispel:''' When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. '''Counterspell:''' When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. ====Mage Armor, Mass==== ''Conjuration (Creation) [Force]'' '''Level:''' Sorcerer/wizard 3 '''Range:''' Close (25 ft. + 5 ft,/2 levels) '''Targets:''' One creature/level, no two of which are more than 30 ft. apart This spell functions like mage armor (PH 249), except that it affects multiple creatures. ====Magic Circle against Evil==== ''Abjuration [Good]'' '''Level:''' Clr 3, Good 3, Pal 3, Sor/Wiz 3 '''Components:''' V, S, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Area:''' 10-ft.-radius emanation from touched creature '''Duration:''' 10 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No; see text All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. '''Arcane Material Component:''' A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded. ====Snake's Swiftness, Mass==== ''Transmutation'' '''Level:''' Druid 2, sorcerer/wizard 3 '''Range:''' Medium (100 ft. f 10 ft ./level) '''Targets:''' Allied creatures in a 20-ft.-radius burst This spell functions like snake's swiftness, except that it a affects multiple allies out to medium range. ====Summon Monster III==== ''Conjuration (Summoning) [see text for summon monster I]'' '''Level:''' Brd 3, Clr 3, Sor/Wiz 3 '''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. '''3rd Level''' * Bacchae (CN, FF18) * Bauriaur (CG, BoED165) * Celestial black bear (LG) * Celestial bison (NG) * Celestial dire badger (CG) * Celestial hippogriff (CG) * Demon, Dretch (CE) * Demon, Nashrou (CE, MMIV44) * Eladrin, Coure (CG, BoED168) * Elemental, Small (Air) (N) * Elemental, Small (Earth) (N) * Elemental, Small (Fire) (N) * Elemental, Small (Water) (N) * Fiendish ape (LE) * Fiendish boar (NE) * Fiendish crocodile (CE) * Fiendish dire bat (NE) * Fiendish dire weasel (LE) * Fiendish monstrous centipede, Huge (NE) * Fiendish sea snake, Large (CE, Sto170) [instead of Fiendish snake, Large viper (CE)] * Fiendish snake, constrictor (LE) * Fiendish wolverine (CE) * Guardinal, Musteval (NG, BoED174) * Hell hound (LE) * Windrazor (CE, MMIV176) ''* May be summoned only into an aquatic or watery environment.'' ====Tongues==== ''Divination'' '''Level:''' Brd 2, Clr 4, Sor/Wiz 3 '''Components:''' V, M/DF '''Casting Time:''' 1 standard action '''Range:''' Touch '''Target:''' Creature touched '''Duration:''' 10 min./level '''Saving Throw:''' Will negates (harmless) '''Spell Resistance:''' No This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. '''Arcane Material Component:''' A small clay model of a ziggurat, which shatters when the verbal component is pronounced. === 4th Level - [[under construction]] === '''Black Tentacles''' Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a giant octopus or a giant squid. Bloodstar Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. Dimensional Anchor Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Resist Energy, Mass '''Summon Monster IV''' ''Conjuration (Summoning) [see text for summon monster I]'' '''Level:''' Brd 4, Clr 4, Sor/Wiz 4 '''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. '''4th Level''' * Abishai, White (LE, FCII) * Aoa Droplet (N, FF) * Arcadian Avenger (LG, MMV) * Archon, lantern (LG) * Celestial giant eagle (CG) * Celestial giant owl (LG) * Celestial lion (CG) * Demon, Gadacro (CE, MMV) * Demon, Carnage (CE, MMV) * Demon, Skulvyn (CE, MMV) * Elemental Grue (NE, CA) * Fiendish Dire Eel (CE, Sto) * Fiendish dire wolf (LE) * Fiendish giant praying mantis (NE) * Fiendish giant wasp (LE) * Fiendish monstrous spider, Large (CE) [instead of Fiendish monstrous Diving spider (CE, Sto169)] * Fiendish Sea snake, Huge (CE, Sto170) [instead of Fiendish snake, Huge viper (CE)] * Fiendish shark, Large (NE) * * Guardinal, Cervinal (NG, MMII) * Howler (CE) * Imp, Bloodbag (LE, FF) * Imp, Euphoric (LE, FF) * Imp, Filth (LE, FF) * Mephit (Air) (N) * Mephit (Dust) (N) * Mephit (Earth) (N) * Mephit (Fire) (N) * Mephit (Glass) (N, San) * Mephit (Ice) (N) * Mephit (Magma) (N) * Mephit (Ooze) (N) * Mephit (Salt) (N) * Mephit (Steam) (N) * Mephit (Sulfur) (N, San) * Mephit (Water) (N) * Nerra, Kalareem (N, FF) * Nightmare, Lesser (NE, PH) * Rhek (NG, BoED) * Spined Devil (LE, FCII) * Storm Elemental (N, MMIII) * Yeth hound (NE) * Yugoloth, Voor (NE, MMIV) * Yugoloth, Skeroloth (NE, FF) * Wrackspawn (Ce, MMIV) ''* May be summoned only into an aquatic or watery environment.'' Voice of the Dragon === 5th Level - [[under construction]] === Planar Binding, Lesser Conjuration (Calling) [see text] Level: Sor/Wiz 5 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels); see text Target: One elemental or outsider with 6 HD or less Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No and Yes; see text 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 with 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 Cha 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 roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you. Once the requested service is completed, the creature need only so 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 though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. 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. Summon Monster V Conjuration (Summoning) [see text for summon monster I] Level: Brd 5, Clr 5, Sor/Wiz 5 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 5th Level Archon, hound LG Celestial brown bear LG Celestial giant stag beetle NG Celestial sea cat1 NG Celestial griffon CG Elemental, Medium (any) N Achaierai LE Devil, bearded LE Fiendish deinonychus LE Fiendish dire ape LE Fiendish dire boar NE Fiendish shark, Huge NE Fiendish monstrous scorpion, Large NE Shadow mastiff NE Fiendish dire wolverine CE Fiendish giant crocodile CE Fiendish tiger CE 1 May be summoned only into an aquatic or watery environment. Teleport Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll. Familiarity On Target Off Target Similar Area Mishap Very familiar 01–97 98–99 100 — Studied carefully 01–94 95–97 98–99 100 Seen casually 01–88 89–94 95–98 99–100 Viewed once 01–76 77–88 89–96 97–100 False destination (1d20+80) — — 81–92 93–100 === 6th Level - [[under construction]] === Acid Fog Conjuration (Creation) [Acid] Level: Sor/Wiz 6, Water 7 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: No Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof. Planar Binding Conjuration (Calling) [see text for lesser planar binding] Level: Sor/Wiz 6 Components: V, S 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 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 save, makes an independent attempt to escape, and must be individually persuaded to aid you. Summon Monster VI Conjuration (Summoning) [see text for summon monster I] Level: Brd 6, Clr 6, Sor/Wiz 6 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 6th Level Celestial polar bear LG Celestial orca whale1 NG Bralani (eladrin) CG Celestial dire lion CG Elemental, Large (any) N Janni (genie) N Chaos beast CN Devil, chain LE Xill LE Fiendish monstrous centipede, Gargantuan NE Fiendish rhinoceros NE Fiendish elasmosaurus1 CE Fiendish monstrous spider, Huge CE Fiendish snake, giant constrictor CE 1 May be summoned only into an aquatic or watery environment. === 7th Level - [[under construction]] === Brilliant Aura Summon Monster VII Conjuration (Summoning) [see text for summon monster I] Level: Clr 7, Sor/Wiz 7 This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 7th Level Celestial elephant LG Avoral (guardinal) NG Celestial baleen whale1 NG Djinni (genie) CG Elemental, Huge (any) N Invisible stalker N Devil, bone LE Fiendish megaraptor LE Fiendish monstrous scorpion, Huge NE Babau (demon) CE Fiendish giant octopus1 CE Fiendish girallon CE 1 May be summoned only into an aquatic or watery environment. === 8th Level - [[under construction]] === === 9th Level - [[under construction]] === [http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
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