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SPELLS (C)
Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 10 minutes, plus 1 action per bolt called
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: 10 minutes/level
Saving Throw: Reflex half
Spell Resistance: Yes
To cast call lightning, the character must be in a stormy area (including a
whirlwind formed by a djinn or air elemental of 7 HD or more). The character is
then able to call bolts of lightning as long as the character remains in the
stormy area. (The spell ends if the character leaves the stormy area.) The
character can call down one bolt every 10 minutes. The character need not call a
bolt of lightning immediately—other actions, even spellcasting, can be
performed. However, the character must use a standard action (concentrating on
the spell) to call each bolt. A bolt causes 1d10 points of electrical damage per
caster level (maximum 10d10).
The bolt of lightning strikes down in a vertical stroke at whatever target point
the character chooses, within range (measured from the character's position at
the time). The bolt takes the shortest possible unobstructed path between a
nearby cloud and the target. Any creature within a 10-foot radius of the path or
the point where the lightning strikes is affected.
This spell can be used only outdoors. It does not function indoors, underground,
or underwater.
Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30
ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell affects animals, beasts, and magical beasts, rendering them docile
and harmless. Only creatures with Intelligence scores of 1 or 2 can be affected
by this spell. All the subjects must be of the same species and within a 30-foot
sphere. Roll 2d4 + caster level to determine the total number of HD affected.
Animals trained to attack or guard, dire animals, beasts, and magical beasts are
allowed saving throws. Animals not trained to attack or guard are not.
The affected creatures remain where they are and do not attack or flee. They are
not helpless and defend themselves normally if attacked. Any threat breaks the
spell on the threatened creatures.
Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1d6 creatures/level, all of whom must be within 30 ft. of each other
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. The character has no control over the
affected creatures, but this spell can stop creatures from fighting. Creatures
so affected cannot take violent actions (although they can defend themselves) or
do anything destructive, except to protect themselves. Any aggressive action or
life-threatening damage against calmed creatures immediately breaks the spell on
the threatened creatures.
This spell automatically suppresses (but does not dispel) mind-affecting spells,
as well as negating a bard's ability to inspire courage or a barbarian's rage.
While the calm emotions spell lasts, a suppressed spell has no effect. When the
calm emotions spell ends, the original spell takes hold of the creature again,
provided its duration has not expired in the meantime.
Cat's Grace
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes
The spell grants an enhancement bonus to Dexterity of 1d4+1 points.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature becomes frightened. It suffers a -2 morale penalty on
attack rolls, weapon damage rolls, and saving throws. It flees from the
character as well as it can. If unable to flee, the creature may fight.
Creatures with 6 or more Hit Dice are immune. Cause fear counters remove fear.
Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target plus one secondary target/level (each must be within
30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge from the character's fingertips.
Chain lightning strikes one object or creature initially, then arcs to other
targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6)
on the primary target. After the bolt strikes, lightning can arc to as many
secondary targets as the character has levels. The secondary bolts each strike
one target and deal half as many dice of damage as the primary (rounded down).
All subjects can attempt Reflex saving throws for half damage. The character
chooses secondary targets as the character likes, but they must all be within 30
feet of the primary target, and no target can be struck more than once. The
character can choose to affect fewer secondary targets than the maximum.
Change Self
Illusion (Glamer)
Level: Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level (D)
The character can make his or herself—including clothing, armor, weapons, and
equipment—look different. The character can seem 1 foot shorter or taller,
thin, fat, or in between. The character cannot change the character's body
type.Otherwise, the extent of the apparent change is up to the character.
The spell does not provide the abilities or mannerisms of the chosen form. It
does not alter the perceived tactile (touch) or audible (sound) properties of
the character or the character's equipment.
If the character uses this spell to create a disguise, the character gets a +10
bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they
interact with it.
Changestaff
Transmutation
Level: Drd 7, Plant 7
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: The character's touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
The character changes a specially prepared quarterstaff into a Huge treantlike
creature, about 24 feet tall. When the character concludes the casting of the
spell, the character's staff turns into a creature that looks and fights just
like a treant. The staff-treant defends the character and obeys any spoken
commands. However, it is not a true treant; it cannot converse with actual
treants or control trees. If the staff-treant is reduced to 0 hit points or
less, it crumbles to powder and the staff is destroyed. Otherwise, the staff can
be used as the focus for another casting of the spell. The staff-treant is
always at full strength when created, despite any wounds it may have suffered
the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. Preparing the staff
takes 28 days. The character cannot adventure or engage in other strenuous
activity during the preparation period.
Chaos Hammer
Evocation [Chaotic]
Level: Chaos 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to
lawful creatures and staggers them for 1d6 rounds. A staggered character can
take only partial actions. A successful Will save reduces the damage by half and
negates the stagger effect.
The spell deals only half damage against creatures who are neither lawful nor
chaotic, and they are not staggered. They can reduce the damage by half again
with a successful Will save.
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a creature regard the character as a trusted friend and ally.
If the creature is currently being threatened or attacked by the character or
the character's allies, however, he receives a +5 bonus on his saving throw.
The spell does not enable the character to control the charmed creature as if
the creature were an automaton, but the subject perceives the character's words
and actions in the most favorable way. The character can try to give the subject
orders, but the character must win an opposed Charisma check to convince the
subject to do anything he or she wouldn't ordinarily do. (Retries not allowed.)
A charmed creature never obeys suicidal or obviously harmful orders. Any act by
the character or the character's apparent allies that threatens the charmed
creature breaks the spell. Note also that the character must speak the
creature's language to communicate the character's commands, or else be good at
pantomiming.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid of Medium-size or smaller regard the character as a
trusted friend and ally. If the creature is currently being threatened or
attacked by the character or the character's allies, however, he receives a +5
bonus on his saving throw.
The spell does not enable the character to control the charmed person as if the
person were an automaton, but the subject perceives the character's words and
actions in the most favorable way. The character can try to give the subject
orders, but the character must win an opposed Charisma check to convince the
subject to do anything he or she wouldn't ordinarily do. (Retries not allowed.)
A charmed person never obeys suicidal or obviously harmful orders. Any act by
the character or the character's apparent allies that threatens the charmed
person breaks the spell. Note also that the character must speak the person's
language to communicate the character's commands, or else be good at
pantomiming.
Charm Person or Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 2
Target: One person or animal
As charm person, except that it can also affect an animal.
This charm makes a humanoid or animal of Medium-size or smaller regard the
character as a trusted friend and ally. If the creature is currently being
threatened or attacked by the character or the character's allies, however, he
receives a +5 bonus on his saving throw.
The spell does not enable the character to control the charmed person as if the
person were an automaton, but the subject perceives the character's words and
actions in the most favorable way. The character can try to give the subject
orders, but the character must win an opposed Charisma check to convince the
subject to do anything he or she wouldn't ordinarily do. (Retries not allowed.)
A charmed creature never obeys suicidal or obviously harmful orders. Any act by
the character or the character's apparent allies that threatens the charmed
creature breaks the spell. Note also that the character must speak the
creature's language to communicate the character's commands, or else be good at
pantomiming.
Chill Metal
Transmutation [Cold]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/two levels, no two of which can be more
than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30
ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a
saving throw against the spell. An item in a creature's possession uses the
creature's saving throw (unless its own is higher).
A creature takes cold damage if its equipment is chilled. It takes full damage
if its armor is affected or if it's holding, touching, wearing, or carrying
metal weighing one-fifth of its weight. The creature takes minimum damage (1
point or 2 points; see the table) if it's not wearing metal armor and the metal
that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to
touch but deals no damage (this is also the effect on the last round of the
spell's duration). During the second (and also the next-to-last) round, icy
coldness causes pain and damage. In the third, fourth, and fifth rounds, the
metal is freezing cold, causing more damage, as shown below:
Round
Temperature
Damage
-----
-----------
------
1
Cold
None
2
Icy
1d4 points
3-5
Freezing
2d4 points
6
Icy
1d4 points
7
Cold
None
Any heat intense enough to damage the creature negates cold damage from the
spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals
no damage, but ice immediately forms around the affected metal, making it more
buoyant.
Chill metal counters and dispels heat metal.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A touch from the character's hand disrupts the life force of living creatures.
Each touch channels negative energy that deals 1d6 points of damage and possibly
also 1 point of temporary Strength damage. (A successful Fortitude saving throw
negates the Strength damage.) The character can use this melee touch attack up
to one time per level.
Undead touched by the character suffer no damage or Strength loss, but they must
make successful Will saving throws or flee as if panicked for 1d4 rounds +1
round per caster level.
Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The spell slays 1d4 HD worth of living creatures per caster level (maximum
20d4). Creatures with the fewest HD are affected first; among creatures with
equal HD, those who are closest to the point of origin of the burst are affected
first. No creature with 9 or more HD is affected, and HD that are not sufficient
to affect a creature are wasted.
Material Component: Minimum value of 500 gp.
Circle of Doom
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting Time: 1 action
Range: 20 ft.
Area: All living enemies and undead creatures within a 20-ft.-radius burst
centered on the character
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Negative energy bursts in all directions from the point of origin, dealing 1d8
points of damage +1 point per caster level (maximum +20) to nearby living
enemies.
Like inflict spells, circle of doom cures undead in its area rather than harming
them.
Clairaudience/Clairvoyance
Divination
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 action
Range: See text
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance enables the character to concentrate upon some locale
and hear or see (the character's choice) almost as if the character were there.
Distance is not a factor, but the locale must be known—a place familiar to the
character or an obvious one. The spell does not allow magically enhanced senses
to work through it. If the chosen locale is magically dark, the character sees
nothing. If it is naturally pitch black, the character can see in a 10-foot
radius around the center of the spell's effect. Lead sheeting or magical
protection blocks the spell, and the character senses that the spell is so
blocked. The spell creates an invisible sensor that can be dispelled. The spell
functions only on the plane of existence the character is currently occupying.
Clenched Fist
Evocation
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell creates a Large magic hand. This floating, disembodied hand moves and
attacks as directed by the character. (The character directs it as a free
action.) The floating hand can move up to 60 feet and can attack in the same
round.Since the hand is directed by the character, its ability to notice or
attack invisible or concealed creatures is no better than the character's.The
hand attacks once per round, and its attack bonus equals the character's level +
the character's Intelligence, Wisdom, or Charisma modifier (for a wizard,
cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1
for being Large. The hand's damage is 1d8+12, and any creature struck must make
a Fortitude save (against this spell's save DC) or be stunned for 1 round. A
stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain
+2 bonuses to attack it.
The hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as the character when undamaged, and its AC is 20 (-1
size, +11 natural). It takes damage as a normal creature, but most magical
effects that don't cause damage do not affect it. The hand cannot push through a
wall of force or enter an antimagic field. It suffers the full effects of a
prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys the hand.
Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by lawful creatures, and confusing
lawful creatures when they strike the subjects. This abjuration has four
effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance
bonus to saves. This benefit applies against all attacks, not just against
attacks by lawful creatures.
Second, the warded creatures gain SR 25 against lawful spells and spells cast by
lawful creatures.
Third, the abjuration blocks possession and mental influence.
Finally, if a lawful creature succeeds with a melee attack against a warded
creature, the offending attacker is confused for 1 round (Will save negates, as
confusion, but against the save DC of cloak of chaos).
Focus: Worth at least 500 gp.
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual
has been slain, the original's soul transfers to the clone, creating a
replacement (provided the soul is free and willing to return). The original's
physical remains, should they still exist, become inert matter and cannot
thereafter be restored to life. If the original has reached the end of its
natural life span, any cloning attempt fails.
To create the duplicate, the character must have a piece of flesh taken from the
original's living body, with a volume of at least 1 cubic inch. The piece of
flesh need not be fresh, but it must be kept from rotting. Once the spell is
cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, if the original is dead, the original's soul enters
the clone. The clone has the personality, memories, skills, and levels the
original had at the time the piece of flesh was taken. However, the replacement
must be at least one level lower than the original was at the time of death. If
the original was 1st level, the clone's Constitution score drops by 1; if this
would give the clone a Constitution score of 0, the spell fails. If the original
creature has lost levels since the flesh sample was taken and died at a lower
level than the clone would otherwise be, the clone is at the level at which the
original died.
The spell duplicates only the original's body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original
soul is unavailable, but the resulting creature is merely a soulless bit of
inert flesh, which rots if not somehow preserved.
Arcane Material Components: The piece of flesh and 1,000 gp.
Focus: cost 500 gp.
Cloudkill
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads 30 ft. wide and 20 ft. high
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: Yes
A bank of yellowish green poisonous fog billows out from the point the character
designates. The fog obscures all sight, including darkvision, beyond 5 feet. A
creature within 5 feet has one-half concealment (attacks suffer a 20% miss
chance). Creatures farther away have total concealment (50% miss chance, and the
attacker can't use sight to locate the target). The fog's vapors kill any living
creature with 3 or fewer HD (no save) and cause creatures with 4 to 6 HD to make
Fortitude saving throws or die. Living creatures above 6 HD, and creatures of 4
to 6 HD who make their saving throws, take 1d10 points of poison damage each
round while in the cloud. Holding one's breath doesn't help.
The cloudkill moves away from the character at 10 feet per round, rolling along
the surface of the ground. (Figure out the cloud's new spread each round based
on its new point of origin, 10 feet farther away from the point of origin where
the character cast the spell.) Because the vapors are heavier than air, they
sink to the lowest level of the land, even pouring down openings. It cannot
penetrate liquids, nor can it be cast underwater.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
A cone of colors springs forth from the character's hand. The closest 1d6
creatures in the cone are affected. The spell affects each subject according to
its HD:
Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4 rounds, and then
stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.
5 or more: Stunned for 1 round.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance
in combat (all opponents have full concealment), loses any Dexterity bonus to
AC, grants a +2 bonus to attackers' attack rolls (they are effectively
invisible), moves at half speed, and suffers a -4 penalty on Search checks and
most Strength- and Dexterity-based skills.
A stunned creature can't act and loses any Dexterity bonus to AC. Attackers gain
+2 bonuses to attack it.
Sightless creatures are not affected by color spray.
Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The character gives the subject a one-word command, which the subject obeys to
the best of his or her ability. A very reasonable command causes the subject to
suffer a penalty on the saving throw (from -1 to -4, at the DM's discretion). A
command of "Die" causes the subject to fake death. A command of
"Suicide" fails because "suicide" is generally used as a
noun, not as a command.
Command Plants
Enchantment (Charm) [Mind-Affecting]
Level: Drd 8, Plant 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Plants and plant creatures (see text)
Duration: 1 day/level or 1 hour/level (see text)
Saving Throw: See text
Spell Resistance: See text
Plants, fungi, plant creatures, and fungus creatures do the character's bidding.
Charm: Against plant creatures and fungus creatures, command plants functions as
a mass charm spell. The character can command a number of plant creatures whose
combined level or HD do not exceed three times the character's level (or at
least one creature regardless of HD). No two affected creatures can be more than
30 feet from each other, and each is allowed a Will saving throw to negate the
effect. Spell resistance applies. The effect lasts 1 day per caster level. This
is a charm effect.
Animate: The spell imbues trees or other large, inanimate vegetable life with
mobility. The animated plants then attack whomever or whatever the character
first designates. Animated plants gain humanlike senses. The plants' AC, speed,
attacks, and special abilities vary with their size and form, as described for
animated objects. The character can animate two trees, four shrubs, or eight
vines. All plants to be affected must be within 60 feet of each other. The
character can animate different types of plants if desired. Creatures who have
the plants in their possession can prevent the effect with Will saves or spell
resistance. The effect lasts 1 hour per caster level.
Entangle: the character imbues all plants within range with semimobility, which
allows them to entwine around creatures in the area. This duplicates the effect
of an entangle spell. Spell resistance does not keep creatures from being
entangled. The effect lasts 1 hour per caster level.
Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: 1 round/level
The character can contact the character's deity—or agents thereof—and ask
questions that can be answered by a simple yes or no. (A cleric of no particular
deity contacts a philosophically allied deity.) The character is allowed one
such question per caster level. The answers given are correct within the limits
of the entity's knowledge. "Unclear" is a legitimate answer. In cases
where a one-word answer would be misleading or contrary to the deity's
interests, the DM should give a short phrase (five words or less) as an answer
instead. The spell, at best, provides information to aid character decisions.
The entities contacted structure their answers to further their own purposes. If
the character doesn't focus on the conversation, discusses the answers at length
with other parties, or leaves to undertake another task, the spell ends.
XP Cost: 100 XP.
Commune with Nature
Divination
Level: Animal 5, Drd 5
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous
The character gains knowledge of the surrounding territory. The character
instantly gains knowledge of up to three facts from among the following
subjects: the ground or terrain, plants, minerals, bodies of water, people,
general animal population, presence of woodland creatures, presence of powerful
unnatural creatures, or the general state of the natural setting.
In outdoor settings, the spell operates in a radius of one mile per caster
level. In natural underground settings the range is limited to 100 feet per
caster level. The spell does not function where nature has been replaced by
construction or settlement.
Comprehend Languages
Divination
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
The character can understand the spoken words of creatures or read otherwise
incomprehensible written messages. The character must touch the creature or the
writing. Note that the ability to read does not necessarily impart insight into
the material, merely its literal meaning. Note also that the spell enables the
character to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, other than to know it is magical. It does not
decipher codes or reveal messages concealed in otherwise normal text.
Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at the character's
hand and extending outward in a cone. It causes 1d6 points of cold damage per
caster level (maximum 15d6).
Confusion
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following
table:
1d10
Behavior
----
--------
1
Wander
away for 1 minute (unless prevented)
2-6
Do
nothing for 1 round
7-9
Attack
nearest creature for 1 round
10
Act
normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that
round. Wandering creatures leave the scene as if disinterested. Attackers are
not at any special advantage when attacking them. Behavior is checked at the
beginning of each creature's turn. Any confused creature who is attacked
automatically attacks its attackers on its next turn.
Consecrate
Evocation
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell blesses an area with positive energy. All Charisma checks made to
turn undead within this area gain a +3 sacred bonus. Undead entering this area
suffer minor disruption, giving them a -1 sacred penalty on attack rolls, damage
rolls, and saving throws. Undead cannot be created within or summoned into a
consecrated area.
If the consecrated area contains a permanent fixture dedicated to the
character's deity, pantheon, or aligned higher power, the modifiers listed above
are doubled (+6 sacred bonus to turning, -2 penalty to undead rolls). The
character cannot consecrate an area with a similar fixture of a deity other than
the character's own patron.
Consecrate counters and dispels desecrate.
Material Components: Worth 25 gp.
Contact Other Plane
Divination
Level: Brd 5, Sor/Wiz 5
Components: V
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Concentration
The character sends his or her mind to another plane of existence in order to
receive advice and information from powers there. (See the accompanying table
for possible consequences and results of the attempt.)




Avoid
Effective
True
Don't

Random
Plane Contacted


Int/Cha
Decrease
Answer

Know
Lie
Answer
--------------- 

----------------
------

-----
-----
------
Elemental Plane 

DC
7/1 week 
01-34

35-62
63-83
84-100
(appropriate) 


(DC
7/1 week) 
(01-68)
(69-75)
(76-98)
(99-100)
Positive/Negative Energy Plane 
DC
8/1 week 
01-39

40-65
66-86
87-100
Astral Plane 


DC
9/1 week 
01-44

45-67
68-88
89-100
Outer Plane, demideity 

DC
10/2 weeks 
01-49

50-70
71-91
92-100
Outer Plane, lesser deity 
DC
12/3 weeks 
01-60

61-75
76-95
96-100
Outer Plane, intermediate deity
DC
14/4 weeks 
01-73

74-81
82-98
99-100
Outer Plane, greater deity 
DC
16/5 weeks 
01-88

89-90
91-99
100
Avoid Effective Intelligence/Charisma Decrease: The character must succeed at an
Intelligence check against this DC in order to avoid effective Intelligence and
Charisma decrease. If the check fails, the character's Intelligence and Charisma
scores fall to 8 for the stated duration, and the character becomes unable to
cast arcane spells. If the character loses Intelligence and Charisma, the effect
strikes as soon as the first question is asked, and no answer is received. (The
entries in parentheses are for questions that pertain to the appropriate
Elemental Plane.)
Results of a Successful Contact: The DM rolls d% for the result shown on the
table:
True Answer: The character gets a true, one-word answer. Questions not capable
of being answered in this way are answered randomly.
Don't Know: The entity tells the character that it doesn't know.
Lie: The entity intentionally lies to the character.
Random Answer: The entity tries to lie but doesn't know the answer, so it makes
one up.
The powers reply in a language the character understands, but they resent such
contact and give only brief answers to the character's questions. (The DM
answers all questions with "yes," "no," "maybe,"
"never," "irrelevant," or some other one-word answer.) The
character must concentrate on maintaining the spell (a standard action) in order
to ask questions at the rate of one per round. A question is answered by the
power during the same round. For every two caster levels, the character may ask
one question.
The character can contact an Elemental Plane or some plane farther removed.
Contact with minds far removed from the character's home plane increases the
probability of suffering an effective decrease to Intelligence and Charisma, but
the chance of the power knowing the answer, as well as the probability of the
being telling the correct answer, are likewise increased by moving to distant
planes. Once the Outer Planes are reached, the power of the deity contacted
determines the effects.
On rare occasions, this divination may be blocked by an act of certain deities
or forces.
Contagion
Necromancy
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease, which strikes immediately (no incubation
period). The character infects the subject with blinding sickness, cackle fever,
filth fever, mindfire, red ache, the shakes, or slimy doom.
Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes (see text)
Range: Personal
Target: The character
Duration: 1 day/level or until discharged
The character can place another spell upon the character's person so that the
latter spell comes into effect under some condition the character dictates when
casting contingency. The contingency spell and the companion spell are cast at
the same time. The 10-minute casting time is the minimum total for both
castings; if the companion spell has a casting time longer than 10 minutes, use
that casting time instead.
The spell to be brought into effect by the contingency must be one that affects
the character's person (feather fall, levitate, fly, teleport, and so forth) and
be of a spell level no higher than one-third the character's caster level
(rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although
they can be general. In all cases, the contingency immediately brings into
effect the second spell, the latter being "cast" instantaneously when
the prescribed circumstances occur. Note that if complicated or convoluted
conditions are prescribed, the whole spell combination (contingency and the
companion magic) may fail when called on. The companion spell occurs based
solely on the stated conditions, regardless of whether the character wants it
to.
The character can use only one contingency spell at a time; if a second is cast,
the first one (if still active) is dispelled.
Focus: Worth at least 1,500 gp. The character must carry the focus for the
contingency to work.
Continual Flame
Evocation (Light)
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Effect: Illusory flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No
A flame, equivalent in brightness to a torch, springs forth from an object that
the character touches. The flame looks like a regular flame, but it creates no
heat and doesn't use oxygen. The flame can be covered and hidden but not
smothered or quenched.
Material Component: Worth 50 gp.
Control Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Plants within a 25 ft. + 5 ft/2 levels-radius spread, centered on the
character
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No
The character can converse, in very rudimentary terms, with all sorts of plants
and plantlike creatures (including fungi, molds, and plantlike monsters). The
character automatically exercises limited control over normal plants. Plantlike
creatures can negate the control effect with a Will save.
The spell does not enable plants to uproot themselves and move about, but it
does allow them to move their branches, stems, and leaves.
The plants can duplicate the effect of an entangle spell or free creatures
trapped by that spell.
Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD of undead creatures/level, no two of which can be more than
30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables the character to command undead creatures for a short period
of time. The character commands the creatures by voice. Telepathic communication
is not possible, but the creatures understand the character no matter what
language the character speaks. Even if vocal communication is impossible the
controlled undead do not attack the character. At the end of the spell, the
controlled undead revert to their normal behavior. Intelligent undead remember
that the character controlled them.
Contro
l Water
Transmutation
Level: Brd 5, Clr 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Depending on the version the character chose, the control water spell raises or
lowers water.
Lower Water: This causes water (or similar liquid) to sink away to a minimum
depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The
water is lowered within a squarish depression whose sides are up to 10 feet long
per caster level. In extremely large and deep bodies of water the spell creates
a whirlpool that sweeps ships downward, putting them at risk and rendering them
unable to leave by normal movement for the duration of the spell. When cast on
water elementals and other water-based creatures, this spell acts as a slow
spell. The spell has no effect on other creatures.
Raise Water: This causes water (or similar liquid) to rise in height, just as
the lower water version causes it to lower. Boats raised in this way slide down
the sides of the hump that the spell creates. If the area affected by the spell
includes land near the raised water, the water can spill over onto dry land.
For either version, the character may reduce one horizontal dimension by half
and double the other horizontal dimension.
Control Weather
Transmutation
Level: Air 7, Brd 6, Clr 7, Drd 7, Sor/Wiz 6
Components: V, S
Casting Time: 10 minutes (see text)
Range: Two miles
Area: Two-mile-radius circle, centered on the character (see text)
Duration: 4d12 hours (see text)
Saving Throw: None
Spell Resistance: No
The character changes the weather in the local area. It takes 10 minutes to cast
the spell and an additional 10 minutes for the effects to manifest. The current,
natural weather conditions are determined by the DM. The character can call
forth weather appropriate to the climate and season of the area the character is
in.
Season
Possible
Weather
------
----------------
Spring
Tornado,
thunderstorm, sleet storm, or hot weather
Summer
Torrential
rain, heat wave, or hailstorm
Autumn
Hot
or cold weather, fog, or sleet
Winter
Frigid
cold, blizzard, or thaw
The character controls the general tendencies of the weather, such as the
direction and intensity of the wind. The character cannot control specific
applications of the weather. When the character selects a certain weather
condition to occur, the weather assumes that condition 10 minutes later
(changing gradually). The weather continues as the character left it for the
duration, or until the character uses a standard action to designate a new kind
of weather (which fully manifests itself 10 minutes later). Contradictory
conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or
otherwise) as well as create them.
Druids casting this spell double the duration and affect a circle with a
three-mile radius.
Control Winds
Transmutation
Level: Air 5, Drd 5
Components: V, S
Casting Time: 1 action
Range: 40 ft./level
Area: 40 ft./level radius centered on the character
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: No
The character alters wind force in the area surrounding the character. The
character can make the wind blow in a certain direction or manner, increase its
strength, or decrease its strength. The new wind direction and strength persist
until the spell ends or the character chooses to alter his or her handiwork,
which requires concentration. The character may create an "eye" of
calm air up to 80 feet in diameter at the center of the area if the character so
desires, and the character may choose to limit the effect to any circular area
less than the character's full range.
Wind Direction: The character may choose one of four basic wind patterns to
function over the spell's area:
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength
from all directions, veering upward before impinging on the eye in the center.
A rotation causes the winds to circle the center in clockwise or
counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area
from one side to the other.
Wind Force: For every three caster levels, the character can increase or
decrease wind force by one level of strength. Each round, a creature in the wind
must make a Fortitude save or suffer the effect.
Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes
minor ship and building damage. A windstorm (51+ mph) drives most flying
creatures from the skies, uproots small trees, knocks down light wooden
structures, tears off roofs, and endangers ships. Hurricane force winds (75+
mph) destroy wooden buildings, sometimes uproot even large trees, and cause most
ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and
often uproots large trees.
Create Food and Water
Conjuration (Creation)
Level: Clr 3
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three humans or one horse/level for 1 day
Duration: 24 hours (see text)
Saving Throw: None
Spell Resistance: No
The food that this spell creates is simple fare of the character's choice. The
food decays and becomes inedible within 24 hours, although it can be kept fresh
for another 24 hours by casting a purify food and water spell on it. The water
created by this spell is just like clean rain water. The water doesn't go bad as
the food does.
Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows the character to create powerful and intelligent sorts of
undead. The type of undead created is based on the character's level. The
following types of undead can be created by casters of the specified levels:
Cleric Level
Undead
Created
------------
--------------
15 or lower
Mummy
16-17 
Spectre
18-19 
Vampire
20 
Ghost*
*Ghosts created by this spell have three ghostly powers in addition to
manifestation: malevolence, horrific appearance, and corrupting gaze.
Certain types of undead, such as liches, cannot be created by this spell.
The character may create less powerful undead than the character's level would
indicate if the character chooses.
Created undead are not automatically under the control of their animator. The
character may attempt to command the undead as it forms with a turning check.
This spell must be cast at night.
Material Components: The spell must be cast on a dead body and uses a material
component worth 50gp per corpse.
Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This evil spell allows the character to create powerful kinds of undead: ghasts,
ghouls, shadow, wights, and wraiths. The following types of undead can be
created by casters of the specified levels:
Cleric Level
Undead
Created
------------
--------------
11 or lower
Ghoul
12-13 
Shadow
14-15 
Ghast
16-19 
Wight
20 
Wraith
The character may create less powerful undead than the character's level would
indicate if the character chooses.
Created undead are not automatically under the control of their animator. The
character may attempt to command the undead as it forms with a turning check.
This spell must be cast at night.
Material Components: The spell must be cast on a dead body and uses a material
component worth 50gp per corpse.
Create Water
Conjuration (Creation)
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water.
Water can be created in an area as small as will actually contain the liquid, or
in an area three times as large (possibly creating a downpour or filling many
small receptacles).
Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly
8 gallons and weighs about 60 pounds.
Creeping Doom
Conjuration (Summoning)
Level: Animal 8, Drd 7
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)/100 ft. (see text)
Effect: 1,000 insects that fill a 10-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character calls forth a mass of 1,000 venomous, biting and stinging spiders,
scorpions, beetles, and centipedes. This carpetlike mass swarms in a square 20
feet on a side. Upon the character's command, the swarm creeps forth at 10 feet
per round toward any prey within 100 feet, moving in the direction the character
commands. Each vermin in the creeping doom effect automatically bites a creature
for 1 point of damage and then dies. Each creature takes enough damage to kill
it, destroying that number of vermin in the process. These attacks are
nonmagical attacks, so creatures with damage reduction are safe.
If there aren't enough vermin to kill all the creatures in the spell's effect,
damage is distributed among the survivors equally.
If creeping doom travels more than 100 feet away from the character, it loses 50
of its number for each additional 10 feet it travels. Anything that would deter
or destroy normal insects is effective against these insects.
Crushing Hand
Evocation
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Creates a Large magic hand that appears between the character and one opponent.
The hand can interpose itself, push, or crush one opponent that the character
selects.
When interposing the floating, disembodied hand moves to remain between the
character and the opponent, regardless of where the character moves or how the
opponent tries to get around it, providing nine-tenths cover (+10 AC) for the
character against that opponent. Nothing can fool the hand-it sticks with the
selected opponent in spite of darkness, invisibility, polymorphing, or any other
attempt to hide or disguise himself. The hand does not pursue an opponent,
however.
When pushing, the hand pursues and pushes away the opponent that the character
designates. Treat this as a bull rush with a +18 bonus on the Strength check
(+12 for Strength 35, +4 for being Large, and +2 for charging bonus, which it
always gets). The hand always moves with the opponent to push him back the full
distance allowed, and it has no speed limit.A very strong creature could not
push the hand out of its way, but it could push the hand up against the
character by successfully bull rushing the hand.
When grappling the hand can grapple one opponent that the character selects. The
hand gets one grappling attack per round. Its attack bonus to make contact is
the character's level + the character's Intelligence, Wisdom, or Charisma
modifier (for wizards, clerics, and sorcerers, respectively), +12 for the hand's
Strength score (35), -1 for being Large. Its grapple check is this same figure,
except with +4 for being Large instead of -1.The hand deals 2d6+12 points of
grapple damage (normal, not subdual).
The hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as the character when undamaged, and its AC is 20 (-1
size, +11 natural). It takes damage as a normal creature, but most magical
effects that don't cause damage do not affect it. The hand cannot push through a
wall of force or enter an antimagic field. It suffers the full effects of a
prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys the hand.
Cure Critical Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless
When laying the character's hand upon a living creature, the character channels
positive energy that cures 4d8 points of damage +1 point per caster level (up to
+20).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can attempt a Will save to
take half damage.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying the character's hand upon a living creature, the character channels
positive energy that cures 1d8 points of damage +1 point per caster level (up to
+5).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can attempt a Will save to
take half damage.
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless
When laying the character's hand upon a living creature, the character channels
positive energy that cures 1 point of damage.
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can attempt a Will save to
take half damage.
Cure Moderate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless
When laying the character's hand upon a living creature, the character channels
positive energy that cures 2d8 points of damage +1 point per caster level (up to
+10).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can attempt a Will save to
take half damage.
Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless
When laying the character's hand upon a living creature, the character channels
positive energy that cures 3d8 points of damage +1 point per caster level (up to
+15).
Since undead are powered by negative energy, this spell deals damage to them
instead of curing their wounds. An undead creature can attempt a Will save to
take half damage.
Curse Water
Transmutation [Evil]
Level: Clr 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with negative energy,
turning it into unholy water. Unholy water damages good outsiders the way holy
water damages undead.
Material Component: Worth 25 gp.