Eric Thursley

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Eric Thursley

Demonologist-for-hire

N Male Human Conjurer 3/ Master Specialist 2/ Malconvoker 2


The title of one the most (in)famous books on the subject is Mallificarum Sumpta Diabolicite Occularis Singularum, the Book of Ultimate Control. It is relatively well known among practitioners of the arcane, although wizards rarely bother with it. This might seem odd, because if there is one thing a wizard would trade his grandmother for, it is power. But it isn't all that strange, as any wizard bright enough to breathe unassisted for five minutes is also bright enough to realize that if there is any power in demonology, than it lies with the demons. Attempting to use it for your own purposes would be like trying to beat mice to death with an aggravated rattlesnake.

- Archchancellor Marificious - (three days before his mysterious disappearance from his private office, leaving soot-covered walls and a lingering trace of brimstone.)


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First impression

An air of preoccupation is what most people notice first about Mr. Eric Thursley. He looks harmless enough alright, a slightly built man in his late twenties with disheveled hair and a scruffy beard. A typical bookworm, some might say, one of nature’s banking clerks or assistant librarians. However, if one happened to ask Mr. Thursley about the subject of his research, his normally wandering eyes would likely fix into a stare of unexpected intensity. A driven man this Eric would turn out to be, obsessed even, with what he calls ‘the study of extra-dimensional, or inter-planar, entities’. It might take a moment to realize that he is, in all seriousness, holding forth about the lore of demons. This with a passion and fervor commonly associated with the more radical of religious zealots. If one were to actually pay attention to his ramblings, which would already be more than most are like to do, one would notice his habitual references to his great-grandfather, supposedly the renowned Dr. Faustus himself. Eric seems determined to prove his ancestors’ theories and hypothesis, which seem to revolve around the belief that the school of Conjuration is the purest and thus most deserving to be recognized as the highest of Magics.

In spite of, or more correctly, because of this very same motivation, Mr. Thursley has his uses in the private sector. He does seem to have an natural aptitude in dealing with these so-called inter-planar entities, walking a fine line between brilliance and madness. His tendency to barely distinguish between employers and willingness to work for- and with virtually anyone in order to further his own studies, makes him an interesting associate for any number of organizations.


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Journal

Preface

A firm hypothesis is emerging. For the past eighteen months or so I have tracked down and consulted a great number of libraries' and similar institutions' collected works, both public and private, regarding the wide variety of inter-planar entities. If one considers the whole scope of documented sightings and encounters, a number of clear trends can be identified.

I have started incorporating these trends in an integrated system of classification. Using a typology that distinguishes between Magical beasts, Elementals and Outsiders as a starting point, I have begun design of a definite set of protocols for the calling and directing of said entities. It is my belief that, as once my pressed-toad collection was the envy of my peers during childhood, this system will set the standard for future developments within this most exciting field of Conjuration.

Session I - A break in routine. [16/07/08]

I found myself to have been teleported somehow to a location unknown. Truly dreadfully inconvenient this was as it happened while en route to the university city of Baralthof where I had hoped to peruse their chronology of spontaneous apparitions, or more commonly known as demonic visitations. My new location turned out to be a 10-by10ft room with some basic furnishings. A distinctly short and slight-statured individual, who I can only presume to have been the previous occupant, was in the process of being evicted by an ogre-sized beast sheathed in full plate armor. Something about this feller struck a sense of recognition, possibly in relation to something I'd read about in my research, which suggested I might no longer be on the primary Material plane. After a momentarily flash of disquiet about this development, I realized the worth of this opportunity to gather first-hand data on the local inhabitants.

On a side note, I seemed to have misplaced my satchel with travel necessities. I'll make sure to tell my host to have someone look for it, as my notes and modest selection of spells are of vital importance for the continuation of my work.

Speaking of which, before ending up here, I was considering some possible improvements with regard to the use of inward facing magic circles in conjunction with a dimensional anchor as an aid in directing the stronger kinds of entities. Luckily the floor in this room is flat and even enough for some preliminary sketches, with only the clamor and shouting in the distance proving somewhat of a distraction.

That ogre-feller interrupted me at a most critical moment of design, babbling something about an audience with his master or similar. At this point I firmly told him to come back later, having agreed to no such appointment with anyone. Unbelievable, how downright rude some people can get when they’re only concerned with their own interests.

Some minutes later, I did remember having received a letter some weeks ago from someone requesting a meeting. The message seemed to be quite urgent and was clearly of great importance to the writer. Alas, I was unable to pay any attention to it at the time, as I was in the middle of a breakthrough on extending the duration of called entities.

I considered looking for my host and finding out his intentions, only to find out that the door seemed to have no latch on the inside. To make matters more complicated, a quick cantrip seemed to confirm that magic is somehow suppressed in this room, and maybe the rest of this environment.

As I went back to refining the magic circle design, I once more found myself distracted by the noise. It almost sounded like a number of animals fighting, quite inappropriate to the contemplative mindset I required. If this were to keep up any longer I felt I might be forced to make some complaint.


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Statistics

Str 10 (+0)

Dex 14 (+2) [base 13, +1 item]

Con 16 (+3) [base 15, +1 item]

Int 18 (+4) [base 15, +1 level 4, +2 item]

Wis 12 (+1)

Cha 14 (+2) [base 13, +1 item]


Hit Points: 45 [24 base, +21 Con]

Subdual Damage: 0

Init: +6 [+2 Dex, +4 Improved Initiative]

BAB: +3 [+1 Conjurer, +1 Master Specialist, +1 Malconvoker]

Grapple: +3 [+3 class, +0 Str]


Armor Class: 16, touch 12, flat-footed 14 [+2 Dex, +4 Mage armor]

Fort: +6 [+1 class, +3 Con, +2 vest of resistance]

Ref: +5 [+1 class, +2 Dex, +2 vest of resistance]

Will: +12 [+9 class, +1 Wis, +2 vest of resistance]


Speed: 30 ft. [30 ft. base; Light load, No armor]


Attacks

+4 melee, MW club, 1d6+0, x2.

+3 melee, melee touch, by spell.

+5 ranged, ranged touch, by spell.


Skills

Bluff +12 [10 ranks, +2 Cha]

Concentration +13 [10 ranks, +3 Con]

Decipher Script +5 [1 rank, +4 Int]

Diplomacy +4 [0 ranks, +2 Cha, +2, +2 synergy]

Knowledge (arcana) +14/+19^ [10 ranks, +4 Int]

Knowledge (dungeoneering) +5/+10^ [1 rank, +4 Int]

Knowledge (nature) +7/+13^ [3 ranks, +4 Int]

Knowledge (religion) +6/+11^ [2 ranks, +4 Int]

Knowledge (the planes) +14/+19^ [10 ranks, +4 Int]

Speak Language +5 [5 ranks]

Spellcraft +19/+21* [10 ranks, +4 Int, +3 Skill Focus, +2 synergy]

[* Indicates +2 bonus to learn spells of chosen school, Conjurer 1]

[^ Indicates +5 bonus to identify a creature or to learn its special powers or vulnerabilities]


Languages

Speaks Common, Draconic, Elven, Infernal, Abyssal, Celestial, Auran, Aquan, Ignan, Terran


Skill Tricks

Collector of Stories [2 pts]


Total 64 skill points (36 pts Conjurer, 14 pts Master Specialist, 14 pts Malconvoker)


Spells Prepared (3+3/3+3/3+3/2+3; CL 6th/7th*; DC 14/15^ + spell level

0 – Acid Splash (2), Caltrops, Detect Magic, Mage Hand, Read Magic.

1st - Benign Transposition, Grease, Feather Fall, Mage Armor, Summon Monster I (2).

2nd - Fog Cloud, Glitterdust, Spider Climb, Summon Monster II, Summon Swarm, Web.

3rd - Dimension Step, Dispel Magic, Mass Mage Armor, Mass Snake's Swiftness, Summon Monster III (2).

[* Indicates CL when summoning Demons]

[^ Indicates DC for Conjuration spells]


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Class Features

Conjurer 3

Contruction kit [houserules]

Class skills: added Bluff and Speak Language - dropped Knowledge (geography) and Knowledge (history)


Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

School Specialization A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.


Master Specialist 2

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would have gained.

Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.

Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.


Malconvoker 2

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, If you had more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Deceptive Summons (Su): At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check, If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below, If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends).

If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Beginning at 4th level, you can whip the deceived creatures into an infernal fury, If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).

Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies’ attempts to control or dismiss them, If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.

Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.

Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels, If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.

5th lesser planar binding.

6th: planar binding.

8th: greater planar binding.


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Feats

Improved Initiative [Level 1]

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter may select Improved Initiative as one of his fighter bonus feats.


Spell Focus (Conjuration) [Human Bonus]

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


Augment Summoning [Conjurer 1]

Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


Cloudy Conjuration [Level 3]

Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.

Prerequisite: Spell Focus (conjuration) or conjurer level 1st.

Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any).

The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat.


Skill Focus (Spellcraft) [Master Specialist 1]

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Demon Mastery [Level 6]

You are particularly skilled at summoning demons and convincing them to serve you. Benefit: You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells. Additionally, whenever you use a spell to summon a demon, your effective caster level increases by 1 tor the purpose of resolving its effects.


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Equipment

  • [Head] Headband of intellect +2 [4.000gp]
  • [Face]
  • [Throat] Neckerchief of Charisma +1 [1.000gp]
  • [Shoulders] Cloak of resistance +2 [4.000gp]
A cloak of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving throws.
  • [Body]
  • [Torso] Vestment of Health +1 [1.000gp]
  • [Waist] Healing belt 3/3 [750gp]
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation, In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
  • [Arms]
  • [Hands] Gloves of Dexterity +1 [1.000gp]
  • [Ring 1]
  • [Ring 2]
  • [Feet] Anklet of Translocation [1.400gp]
Activation; Swift (command)
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.
"You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you,
An anklet of Translocation functions two times per day.


  • Walking stick (Masterwork club) [300gp]
  • Beltpouch
Money remaining (1.439,70gp)
Antitoxin (1 vial) [50gp]
  • Satchel
Bedroll
Waterskin
Map case
Spellbook[15gp]
Scrolls Dim.Door, Black Tentacles, SM IV [2.100gp]
Inkpen + Ink (8-oz. vial) [8gp]
Journal


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Spellbook

Spellbook (61/100 pgs used)

0 - Amanuensis, Acid Splash, Arcane Mark, Caltrops, Detect Magic, Ghost Sound, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Stick.

1st - Benign Transposition, Feather Fall*, Grease*, Identify, Mage Armor*, Obscuring Mist*, Protection from Evil, Silent Image, 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.


GHOST SOUND Illusion (Figment)

Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Illusory sounds Duration: 1 round/level (D) Saving Throw: Will disbelief (if interacted with) Spell Resistance: No

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

Material Component: A bit of wool or a small lump of wax.


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 TRANSPOSITION 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.


SILENT IMAGE Illusion (Figment)

Level: Brd 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration: Concentration Saving Throw: Will disbelief (if interacted with) Spell Resistance: No

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.

Focus: A bit of fleece.


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
  • 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 monstrous scorpion, Small NE
  • Fiendish hawk CE
  • Fiendish monstrous spider, Small CE
  • Fiendish octopus * CE
  • 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
  • Celestial eagle CG
  • Lemure (devil) LE
  • Fiendish squid * LE
  • Fiendish wolf LE
  • Fiendish monstrous centipede, Large NE
  • Fiendish monstrous scorpion, Medium NE
  • Fiendish shark, Medium * NE
  • Fiendish monstrous spider, Medium CE
  • Fiendish snake, Medium viper CE

* 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

  • Celestial black bear LG
  • Celestial bison NG
  • Celestial dire badger CG
  • Celestial hippogriff CG
  • Elemental, Small (any) N
  • Fiendish ape LE
  • Fiendish dire weasel LE
  • Hell hound LE
  • Fiendish snake, constrictor LE
  • Fiendish boar NE
  • Fiendish dire bat NE
  • Fiendish monstrous centipede, Huge NE
  • Fiendish crocodile CE
  • Dretch (demon) CE
  • Fiendish snake, Large viper CE
  • Fiendish wolverine CE


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.


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