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Rusty
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D&D 3.X: Spear of Fate - Aura's master spell list

Post by Rusty »

The following is the master spell list I've put together for aura's divine and arcane spell choices through 20th level. This is all copypasta out of the pathfinder book. I'm posting for critique and improvement purposes, so I should at least mention the intent behind certain otherwise odd spell selections.

Aura's spell list is designed to do area effect damage, close range damage, primary healing, some buffing, crowd control, and then...build a magic fortress. I've selected a family of spells through the levels, starting soon, that in concert allow her to take an empty flat field and turn it into a magically protected castle underwater impervious to scrying, magic, and teleportation, which is also a prison of sorts functioning as an alternative to conventional criminal justice. At 20th level (actually earlier but lets just say) aura could, given time and money, build a city that surrounds her underwater fortress, which is protected very well, and within the city capital crime would be punished by "aura's time out", in which they are imprisoned painlessly in aura's fortress either in suspended animation or in one of several states allowing them to interact and think. The intent is that aura would curate this prison and ensure that while the evil people there are being punished, they are not entirely miserable and have wonderful aura to spend time with and talk to. The binding spell provides this last aspect, which would also be used to capture rather than kill high level magically dangerous people, like story villains, if possible, to preserve them and attempt to understand them. Aura would be able to remain in the fortress and could return to a "pc party" at any time through use of the refuge spell. Anyway, if you choose to read all the spells carefully, you'll see this theme crop up. It is, unfortunately, something very close to my heart for aura, and while getting rid of it would make room for a lot of other utility spells, it would also get rid of aura's personal mission to rebuild a bigger better invincible tarn utopia.

Without further ado, a nearly up to date list of spells:

Aura’s Spells
Contents
0th Level Divine 6
Create Water 6
Purify Food and Drink 6
Light 6
Detect Magic 7
Stabilize 7
Detect Poison 8
Guidance 8
Virtue 8
Resistance 8
0th level arcane spells 9
Arcane Mark 9
Read Magic 9
Acid Splash 9
Ray of Frost 10
Disrupt Undead 10
Open /Close 10
Mage Hand 10
Flare 11
Mending 11
1st level Divine Spells 12
Cure Light Wounds 12
Shield of Faith 12
Endure Elements 12
Sanctuary 13
Obscuring Mist 13
Entropic Shield 13
Protection from Evil 14
1st Level Arcane Spells 15
Burning Hands 15
Mage Armor 15
Shield 15
Bless 15
Magic Missile 16
Alarm 16
2nd Level Divine Spells 17
Cure Moderate Wounds 17
Silence 17
Restoration , Lesser 17
Chill Metal 18
Calm Emotions 19
Status 19
Zone of Truth 20
Gentle Repose(Replaces Lesser Restoration at 8th level) 20
2nd Level Arcane Spells 21
Web 21
Resist Energy 21
Scorching Ray 22
Flaming Sphere 22
Rope Trick 23
See Invisibilit y 23
3rd Level Divine Spells 24
Create Food and Water 24
Cure Serious Wounds 24
Speak with Dead 24
Water Breathing 24
Stone Shape 25
Glyph of Warding 26
3rd Level Arcane Spells 27
Fireball 27
Haste 27
Magic Circle against Evil 28
Arcane Sight 29
Tongues 29
4th Level Divine Spells 30
Cure Critical Wounds 30
Restoration 30
Freedom of Movement 30
Wall of Ice 31
Dimensional Anchor? 31
Control Water 32
4th Level Arcane Spells 33
Solid Fog 33
Globe of Invulnerabilit y, Lesser 33
Remove Curse 34
Stoneskin 34
Wall of Fire 34
5th Level Divine Spells 35
Breath of Life 35
Cure Light Wounds , Mass 35
Wall of Stone 36
Baleful Pol ymorph 36
Hallow 37
Atonement 38
5th Level Arcane Spells 39
Cone of Cold 39
Wall of Force 39
Flame Strike 39
Permanency 40
Mage ’s Private Sanctum 41
6th Level Divine Spells 42
Heal 42
Cure Moderate Wounds , Mass 42
Forbiddance 42
Transmute Rock to Mud 43
(Animate Objects) 43
(Word of Recall) 44
6th Level Arcane Spells 45
Guards and Wards 45
Move Earth 46
Dispel Magic , Greater 46
Disintegrate 47
7th Level Divine Spells 48
Restoration , Greater 48
Cure Serious Wounds , Mass 48
Resurrection 48
Freezing Sphere 49
Refug e 49
7th Level Arcane Spells 50
Mage’s Magnificent Mansion 50
Phase Door 50
Banishment 51
Control Weather 51
8th Level Divine Spells 52
Fire Storm 52
Cure Critical Wounds , Mass 52
Antimagic Field 53
Polar Ray 53
Hol y Aura 54
8th Level Arcane Spells 55
Prismatic Wall 55
Temporal Stasis 56
Sunburst 56
Binding 56
9th Level Divine Spells 58
Heal , Mass 58
True Resurrection 58
Shapechange (Water Subtype Only) 58
Miracle 59
9th Level Arcane Spells 60
Prismatic Sphere 60
Time Stop 60
Gate 60
Astral Projection 62


0th Level Divine
Create Water
School conjuration (creation) [water]; Level cleric 0, druid 0, paladin 1
Casting Time 1 standard action
Components V, S
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. This water
disappears after 1 day if not consumed.
Note: Conjuration spells can’t create substances or objects
within a creature. Water weighs about 8 pounds per gallon. One
cubic foot of water contains roughly 8 gallons and weighs about
60 pounds.

Purify Food and Drink
School transmutation; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or
otherwise contaminated food and water pure and suitable for
eating and drinking. This spell does not prevent subsequent
natural decay or spoilage. Unholy water and similar food and
drink of significance is spoiled by purify food and drink, but the
spell has no effect on creatures of any type nor upon magic
potions. Water weighs about 8 pounds per gallon. One cubic
foot of water contains roughly 8 gallons and weighs about
60 pounds.

Light
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/
wizard 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding
normal light in a 20-foot radius, and increasing the light level for
an additional 20 feet by one step, up to normal light (darkness
becomes dim light, and dim light becomes normal light). In an
area of normal or bright light, this spell has no effect. The effect is
immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you
cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent (through
permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or
lower spell level.

Detect Magic
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component: V, S
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
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level,
or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates
from a magic item, you can attempt to identify its properties
(see Spellcraft).
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; see the accompanying table. If
an aura falls into more than one category, detect magic indicates the
stronger of the two.
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 1d6 × 10 minutes
Overwhelming 1d6 days

Detect Magic
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)
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.
Stabilize
School conjuration (healing); Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
Upon casting this spell, you target a living creature that has –1 or
fewer hit points. That creature is automatically stabilized and does
not lose any further hit points. If the creature later takes damage,
it continues dying normally.


Detect Poison
School divination; Level cleric 0, druid 0, paladin 1, ranger 1,
sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been
poisoned or is poisonous. You can determine the exact type
of poison with a DC 20 Wisdom check. A character with the
Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the
Wisdom check fails, or may try the Craft (alchemy) check prior to
the Wisdom check. 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.

Guidance
School divination; Level cleric 0, druid 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll,
saving throw, or skill check. It must choose to use the bonus
before making the roll to which it applies.

Virtue
School transmutation; Level cleric 0, druid 0, paladin 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 min.
Saving Throw none; Spell Resistance yes (harmless)
With a touch, you infuse a creature with a tiny surge of life,
granting the subject 1 temporary hit point.

Resistance
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1,
sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from
harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.

0th level arcane spells
Arcane Mark
School universal; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range touch
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, the effect
gradually fades 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).

Read Magic
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger
1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
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 or trapped 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.

Acid Splash
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
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. This acid disappears after 1 round.

Ray of Frost
School evocation [cold]; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger.
You must succeed on a ranged touch attack with the ray to deal
damage to a target. The ray deals 1d3 points of cold damage.

Disrupt Undead
School necromancy; Level sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes
You direct a ray of positive energy. You must make a ranged touch
attack to hit, and if the ray hits an undead creature, it deals 1d6
points of damage to it.
Open /Close
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a brass key)
Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened
or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)
You can open or close (your choice) a door, chest, box, window,
bag, pouch, bottle, barrel, or other container. If anything resists
this activity (such as a bar on a door or a lock on a chest), the
spell fails. In addition, the spell can only open and close things
weighing 30 pounds or less. Thus, doors, chests, and similar
objects sized for enormous creatures may be beyond this spell’s
ability to affect.

Mage Hand
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
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.


Flare
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst
in front of a single creature, that creature is dazzled for 1 minute
unless it makes a successful Fortitude save. Sightless creatures, as
well as creatures already dazzled, are not affected by flare.
Mending
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/
wizard 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance:
yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to
the object. If the object has the broken condition, this condition
is removed if the object is restored to at least half its original
hit points. All of the pieces of an object must be present for this
spell to function. Magic items can be repaired by this spell, but
you must have a caster level equal to or higher than that of the
object. Magic items that are destroyed (at 0 hit points or less) can
be repaired with this spell, but this spell does not restore their
magic abilities. This spell does not affect creatures (including
constructs). This spell has no effect on objects that have been
warped or otherwise transmuted, but it can still repair damage
done to such items.


1st level Divine Spells

Cure Light Wounds
School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin
1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes
(harmless); see text
When laying your hand upon a living creature, you channel
positive energy that cures 1d8 points of damage + 1 point per
caster level (maximum +5). Since undead are powered by negative
energy, this spell deals damage to them instead of curing their
wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.

Shield of Faith
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, M (parchment with a holy text written on it)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the
target that averts and deflects attacks. The spell grants the
subject a +2 deflection bonus to AC, with an additional +1 to
the bonus for every six levels you have (maximum +5 deflection
bonus at 18th level).

Endure Elements
School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1,
sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
A creature protected by endure elements suffers no harm from
being in a hot or cold environment. It can exist comfortably in
conditions between –50 and 140 degrees Fahrenheit without
having to make Fortitude saves. The creature’s equipment is
likewise protected.
Endure elements doesn’t provide any protection from fire or cold
damage, nor does it protect against other environmental hazards
such as smoke, lack of air, and so forth.



Sanctuary
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no
Any opponent attempting to directly attack the warded creature,
even with a targeted spell, must attempt a Will save. If the save
succeeds, the opponent can attack normally and is unaffected by
that casting of the spell. If the save fails, the opponent can’t follow
through with the attack, that part of its action is lost, and it can’t
directly attack the warded creature for the duration of the spell.
Those not attempting to attack the subject remain unaffected. This
spell does not prevent the warded creature from being attacked or
affected by area of effect spells. The subject cannot attack without
breaking the spell but may use nonattack spells or otherwise act.
Obscuring Mist
School conjuration (creation); Level cleric 1, druid 1, sorcerer/
wizard 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no
A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A
creature 5 feet away has concealment (attacks have a 20%
miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker cannot use sight to locate
the target).
A moderate wind (11+ mph), such as from a gust of wind spell,
disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the
fog in 1 round. A fireball, 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.
Entropic Shield
School abjuration; Level cleric 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
A magical field appears around you, glowing with a chaotic blast
of multicolored hues. This field deflects incoming arrows, rays,
and other ranged attacks. Each ranged attack directed at you
for which the attacker must make an attack roll has a 20% miss
chance (similar to the effects of concealment). Other attacks that
simply work at a distance are not affected.




Protection from Evil
School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF
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 subject immediately receives another saving
throw (if one was allowed to begin with) against any spells or
effects that possess or exercise mental control over the creature
(including enchantment [charm] effects and enchantment
[compulsion] effects). This saving throw is made with a +2 morale
bonus, using the same DC as the original effect. If successful,
such effects are suppressed for the duration of this spell. The
effects resume when the duration of this spell expires. While
under the effects of this spell, the target is immune to any new
attempts to possess or exercise mental control over the target.
This spell does not expel a controlling life force (such as a ghost
or spellcaster using magic jar), but it does prevent them from
controlling the target. This second effect only functions against
spells and effects created by evil creatures or objects, subject to
GM discretion.
Third, the spell prevents bodily contact by evil summoned
creatures. This causes the natural weapon attacks of such creatures
to fail and the creatures to recoil if such attacks require touching
the warded creature. Summoned creatures that are not evil are
immune to this effect. The protection against contact by summoned
creatures ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature. Spell
resistance can allow a creature to overcome this protection and
touch the warded creature. 
1st Level Arcane Spells

Burning Hands
School evocation [fire]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any
creature in the area of the flames takes 1d4 points of fire damage
per caster level (maximum 5d4). Flammable materials burn if the
flames touch them. A character can extinguish burning items as
a full-round action.

Mage Armor
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
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.
Shield
School abjuration [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
Shield creates an invisible shield of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk
also provides a +4 shield bonus to AC. This bonus applies against
incorporeal touch attacks, since it is a force effect. The shield has
no armor check penalty or arcane spell failure chance.
Bless
School enchantment (compulsion) [mind-affecting]; Level cleric 1,
paladin 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered
on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale
bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.

Magic Missile
School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than
15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and
strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee
combat, so long as it has less than total cover or total concealment.
Specific parts of a creature can’t be singled out. Objects are not
damaged by the spell.
For every two caster levels beyond 1st, you gain an additional
missile—two at 3rd level, three at 5th, four at 7th, and the maximum
of five missiles at 9th level or higher. If you shoot multiple missiles,
you can have them strike a single creature or several creatures. A
single missile can strike only one creature. You must designate
targets before you check for spell resistance or roll damage.
Alarm
School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F/DF (a tiny bell and a piece of very fine silver wire)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation centered on a point in space
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no
Alarm creates a subtle ward on an area you select. Once the spell
effect is in place, it thereafter sounds a mental or audible alarm
each time a creature of Tiny or larger size enters the warded area
or touches it. A creature that speaks the password (determined
by you at the time of casting) does not set off the alarm. You
decide at the time of casting whether the alarm will be mental or
audible in nature.
Mental Alarm: A mental alarm alerts you (and only you) so long as
you remain within 1 mile of the warded area. You note a single mental
“ping” that awakens you from normal sleep but does not otherwise
disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand
bell, and anyone within 60 feet of the warded area can hear it
clearly. Reduce the distance by 10 feet for each interposing closed
door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180
feet away. The sound lasts for 1 round. Creatures within a silence
spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.

2nd Level Divine Spells

Cure Moderate Wounds
School conjuration (healing); Level bard 2, cleric 2, druid 3,
paladin 3, ranger 3
This spell functions like cure light wounds, except that it cures 2d8
points of damage + 1 point per caster level (maximum +10).
Silence
School illusion (glamer); Level bard 2, cleric 2
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or
point in space
Duration 1 round/level (D)
Saving Throw: Will negates; see text or none (object); Spell
Resistance: yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the
affected area. All sound is stopped: Conversation is impossible,
spells with verbal components cannot be cast, and no noise
whatsoever issues from, enters, or passes through the area. The
spell can be cast on a point in space, but the effect is stationary
unless cast on a mobile object. The spell can be centered on
a creature, and the effect then radiates from the creature and
moves as it moves. An unwilling creature can attempt a Will save
to negate the spell and can use spell resistance, if any. Items in a
creature’s possession or magic items that emit sound receive the
benefits of saves and spell resistance, but unattended objects and
points in space do not. Creatures in an area of a silence spell are
immune to sonic or language-based attacks, spells, and effects.
Restoration , Lesser
School conjuration (healing); Level cleric 2, druid 2, paladin 1
Casting Time 3 rounds
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Lesser restoration dispels any magical effects reducing one of the
subject’s ability scores or cures 1d4 points of temporary ability
damage to one of the subject’s ability scores. It also eliminates
any fatigue suffered by the character, and improves an exhausted
condition to fatigued. It does not restore permanent ability drain.






Chill Metal
School transmutation [cold]; Level druid 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target metal equipment of one creature per two levels, no two of
which can be more than 30 ft. apart; or 25 lbs. of metal/level,
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)
Chill metal makes metal extremely cold. Unattended, nonmagical
metal gets no saving throw. Magical metal is allowed a saving
throw against the spell. An item in a creature’s possession uses
the creature’s saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes
full damage if its armor, shield, or weapon is affected. The creature
takes minimum damage (1 point or 2 points; see the table) if it’s not
wearing or wielding such an item.
On the first round of the spell, the metal becomes chilly and
uncomfortable to touch but deals no damage. The same effect also
occurs on the last round of the spell’s duration. During the second
(and also the next-to-last) round, icy coldness causes pain and
damage. In the third, fourth, and fifth rounds, the metal is freezing
cold, and causes more damage, as shown on the table below.
Round Metal 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 float if unattended.
Chill metal counters and dispels heat metal.





Calm Emotions
School enchantment (compulsion) [mind-affecting]; Level bard 2,
cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area creatures in a 20-ft.-radius spread
Duration concentration, up to 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
This spell calms agitated creatures. You have no control over the
affected creatures, but calm emotions can stop raging creatures
from fighting or joyous ones from reveling. Creatures so affected
cannot take violent actions (although they can defend themselves)
or do anything destructive. Any aggressive action against or
damage dealt to a calmed creature immediately breaks the spell
on all calmed creatures.
This spell automatically suppresses (but does not dispel) any
morale bonuses granted by spells such as bless, good hope, and
rage, and also negates a bard’s ability to inspire courage or a
barbarian’s rage ability. It also suppresses any fear effects and
removes the confused condition from all targets. While the spell
lasts, a suppressed spell, condition, or effect has no effect. When
the calm emotions spell ends, the original spell or effect takes hold
of the creature again, provided that its duration has not expired in
the meantime.

Status
School divination; Level cleric 2
Casting Time 1 standard action
Components V, S
Range touch
Targets one living creature touched per three levels
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
When you need to keep track of comrades who may get
separated, status allows you to mentally monitor their relative
positions and general condition. You are aware of direction and
distance to the creatures and any conditions affecting them:
unharmed, wounded, disabled, staggered, unconscious, dying,
nauseated, panicked, stunned, poisoned, diseased, confused,
or the like. Once the spell has been cast upon the subjects, the
distance between them and the caster does not affect the spell as
long as they are on the same plane of existence. If a subject leaves
the plane, or if it dies, the spell ceases to function for it.




Zone of Truth
School enchantment (compulsion) [mind-affecting]; Level cleric
2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Creatures within the emanation area (or those who enter it) can’t
speak any deliberate and intentional lies. Each potentially affected
creature is allowed a save to avoid the effects when the spell is
cast or when the creature first enters the emanation area. Affected
creatures are aware of this enchantment. Therefore, they may
avoid answering questions to which they would normally respond
with a lie, or they may be evasive as long as they remain within the
boundaries of the truth. Creatures who leave the area are free to
speak as they choose.

Gentle Repose(Replaces Lesser Restoration at 8th level)
School necromancy; Level cleric 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (salt and a copper piece for each of the
corpse’s eyes)
Range touch
Target corpse touched
Duration 1 day/level
Saving Throw Will negates (object); Spell Resistance yes (object)
You preserve the remains of a dead creature so that they do not
decay. Doing so effectively extends the time limit on raising
that creature from the dead (see raise dead). Days spent under
the influence of this spell don’t count against the time limit.
Additionally, this spell makes transporting a slain (and thus
decaying) comrade less unpleasant.
The spell also works on severed body parts and the like. 
2nd Level Arcane Spells

Web
School conjuration (creation); Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (spider web)
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
spiderwebs 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 grappled by the sticky fibers. Attacking a
creature in a web doesn’t cause you to become grappled.
Anyone in the effect’s area when the spell is cast must make a Reflex
save. If this save succeeds, the creature is inside the web but is otherwise
unaffected. If the save fails, the creature gains the grappled condition,
but can break free by making a combat maneuver check or Escape Artist
check as a standard action against the DC of this spell. The entire area
of the web is considered difficult terrain. Anyone moving through the
webs must make a combat maneuver check or Escape Artist check as
part of their move action, with a DC equal to the spell’s DC. Creatures
that fail lose their movement and become grappled in the first square of
webbing that they enter.
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 flaming weapon can slash
them away as easily as a hand brushes away cobwebs. Any fire can set
the webs alight and burn away one 5-foot square 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.

Resist Energy
School abjuration; Level cleric 2, druid 2, paladin 2, ranger 1,
sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
This abjuration grants a creature limited protection from damage
of whichever one of five energy types you select: acid, cold,
electricity, fire, or sonic. The subject gains resist energy 10 against
the energy type chosen, meaning that each time the creature is
subjected to such damage (whether from a natural or magical
source), that damage is reduced by 10 points before being applied
to the creature’s hit points. The value of the energy resistance
granted increases to 20 points at 7th level and to a maximum
of 30 points at 11th level. The spell protects the recipient’s
equipment as well.
Resist energy absorbs only damage. The subject could still suffer
unfortunate side effects.
Resist energy overlaps (and does not stack with) protection from
energy. If a character is warded by protection from energy and resist
energy, the protection spell absorbs damage until its power is exhausted.

Scorching Ray
School evocation [fire]; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
Duration instantaneous
Saving Throw none; Spell Resistance yes
You blast your enemies with a searing beam of fire. You may
fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each
ray requires a ranged touch attack to hit and deals 4d6 points
of fire damage. The rays may be fired at the same or different
targets, but all rays must be aimed at targets within 30 feet of
each other and fired simultaneously.

Flaming Sphere
School evocation [fire]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A burning globe of fire rolls in whichever direction you point
and burns those it strikes. It moves 30 feet per round. As part
of this movement, it can ascend or jump up to 30 feet to strike
a target. If it enters a space with a creature, it stops moving for
the round and deals 3d6 points of fire damage to that creature,
though a successful Reflex save negates that damage. A
flaming sphere rolls over barriers less than 4 feet tall. It ignites
flammable substances it touches and illuminates the same area
as a torch would.
The sphere moves as long as you actively direct it (a move action
for you); otherwise, it merely stays at rest and burns. It can be
extinguished by any means that would put out a normal fire of its
size. The surface of the sphere has a spongy, yielding consistency
and so does not cause damage except by its flame. It cannot push
aside unwilling creatures or batter down large obstacles. A flaming
sphere winks out if it exceeds the spell’s range.


Rope Trick
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (powdered corn and a twisted loop of parchment)
Range touch
Target one touched piece of rope from 5 ft. to 30 ft. long
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
When this spell is cast upon a piece of rope from 5 to 30 feet
long, one end of the rope rises into the air until the whole rope
hangs perpendicular to the ground, as if affixed at the upper end.
The upper end is, in fact, fastened to an extradimensional space
that is outside the usual multiverse of extradimensional spaces.
Creatures in the extradimensional space are hidden, beyond the
reach of spells (including divinations), unless those spells work
across planes. The space holds as many as eight creatures (of
any size). The rope cannot be removed or hidden. The rope can
support up to 16,000 pounds. A weight greater than that can pull
the rope free.
Spells cannot be cast across the extradimensional interface, nor
can area effects cross it. Those in the extradimensional space can
see out of it as if a 3-foot-by-5-foot window were centered on the
rope. The window is invisible, and even creatures that can see the
window can’t see through it. Anything inside the extradimensional
space drops out when the spell ends. The rope can be climbed by
only one person at a time. The rope trick spell enables climbers
to reach a normal place if they do not climb all the way to the
extradimensional space.

See Invisibilit y
School divination; Level bard 3, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)
Range personal
Target you
Duration 10 min./level (D)
You can see any objects or beings that are invisible within your
range of vision, as well as any that are ethereal, as if they were
normally visible. Such creatures are visible to you as translucent
shapes, allowing you easily to discern the difference between
visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility.
It does not reveal illusions or enable you to see through opaque
objects. It does not reveal creatures who are simply hiding,
concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.


3rd Level Divine Spells

Create Food and Water
School conjuration (creation); Level cleric 3
Casting Time 10 minutes
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect food and water to sustain three humans or one horse/level
for 24 hours
Duration 24 hours; see text
Saving Throw none; Spell Resistance no
The food that this spell creates is simple fare of your choice—
highly nourishing, if rather bland. Food so created decays and
becomes inedible after 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, and it
doesn’t go bad as the food does
Cure Serious Wounds
School conjuration (healing); Level bard 3, cleric 3, druid 4,
paladin 4, ranger 4
This spell functions like cure light wounds, except that it cures 3d8
points of damage + 1 point per caster level (maximum +15).
Speak with Dead
School necromancy [language-dependent]; Level cleric 3
Casting Time 10 minutes
Components V, S, DF
Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no
You grant the semblance of life to a corpse, allowing it to
answer questions. You may ask one question per two caster
levels. The corpse’s knowledge is limited to what it knew
during life, including the languages it spoke. Answers are brief,
cryptic, or repetitive, especially if the creature would have
opposed you in life.
If the dead creature’s alignment was different from yours,
the corpse gets a Will save to resist the spell as if it were alive.
If successful, the corpse can refuse to answer your questions or
attempt to deceive you, using Bluff. The soul can only speak about
what it knew in life. It cannot answer any questions that pertain to
events that occurred after its death.
If the corpse has been subject to speak with dead within the past
week, the new spell fails. You can cast this spell on a corpse that
has been deceased for any amount of time, but the body must be
mostly intact to be able to respond. A damaged corpse may be able
to give partial answers or partially correct answers, but it must at
least have a mouth in order to speak at all. This spell does not affect
a corpse that has been turned into an undead creature.
Water Breathing
School transmutation; Level cleric 3, druid 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (short reed or piece of straw)
Range touch
Target living creatures touched
Duration 2 hours/level; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures can breathe water freely. Divide the
duration evenly among all the creatures you touch. The spell does
not make creatures unable to breathe air.
Stone Shape
School transmutation [earth]; Level cleric 3, druid 3, sorcerer/
wizard 4
Casting Time 1 standard action
Components V, S, M/DF (soft clay)
Range touch
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no
You can form an existing piece of stone into any shape that suits
your purpose. While it’s possible to make crude coffers, doors, and
so forth with stone shape, fine detail isn’t possible. There is a 30%
chance that any shape including moving parts simply doesn’t work.

Glyph of Warding
School abjuration; Level cleric 3
Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)
Range touch
Target or Area object touched or up to 5 sq. ft./level
Duration permanent until discharged (D)
Saving Throw see text; Spell Resistance no (object) and yes; see text
This powerful inscription harms those who enter, pass, or open
the warded area or object. A glyph of warding can guard a bridge
or passage, ward a portal, trap a chest or box, and so on.
You set all of the conditions of the ward. Typically, any creature
entering the warded area or opening the warded object without
speaking a password (which you set when casting the spell) is subject
to the magic it stores. Alternatively or in addition to a password
trigger, glyphs can be set according to physical characteristics (such
as height or weight) or creature type, subtype, or kind. Glyphs can
also be set with respect to good, evil, law, or chaos, or to pass those
of your religion. They cannot be set according to class, HD, or level.
Glyphs respond to invisible creatures normally but are not triggered
by those who travel past them ethereally. Multiple glyphs cannot
be cast on the same area. However, if a cabinet has three different
drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines
around the warding sigil. A glyph can be placed to conform to any
shape up to the limitations of your total square footage. When the
spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. Mislead,
polymorph, and nondetection (and similar magical effects) can fool a
glyph, though nonmagical disguises and the like can’t. Read magic
allows you to identify a glyph of warding with a DC 13 Knowledge
(arcana) check. Identifying the glyph does not discharge it and
allows you to know the basic nature of the glyph (version, type of
damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and
disable. A rogue (only) can use the Perception skill to find the glyph
and Disable Device to thwart it. The DC in each case is 25 + spell
level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the
intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two
caster levels (maximum 5d8) to the intruder and to all within 5 feet
of him or her. This damage is acid, cold, fire, electricity, or sonic
(caster’s choice, made at time of casting). Each creature affected can
attempt a Reflex save to take half damage. Spell resistance applies
against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that
you know. All level-dependent features of the spell are based on your
caster level at the time of casting the glyph. If the spell has a target, it
targets the intruder. If the spell has an area or an amorphous effect,
the area or effect is centered on the intruder. If the spell summons
creatures, they appear as close as possible to the intruder and attack.
Saving throws and spell resistance operate as normal, except that the
DC is based on the level of the spell stored in the glyph.


3rd Level Arcane Spells

Fireball
School evocation [fire]; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball spell generates a searing explosion of flame that
detonates with a low roar and deals 1d6 points of fire damage per
caster level (maximum 10d6) to every creature within the area.
Unattended objects also take this damage. The explosion creates
almost no pressure.
You point your finger and determine the range (distance and
height) at which the fireball is to burst. A glowing, pea-sized bead
streaks from the pointing digit and, unless it impacts upon a
material body or solid barrier prior to attaining the prescribed
range, blossoms into the fireball at that point. An early impact
results in an early detonation. If you attempt to send the bead
through a narrow passage, such as through an arrow slit, you
must “hit” the opening with a ranged touch attack, or else the
bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects
in the area. It can melt metals with low melting points, such as
lead, gold, copper, silver, and bronze. If the damage caused to an
interposing barrier shatters or breaks through it, the fireball may
continue beyond the barrier if the area permits; otherwise it stops
at the barrier just as any other spell effect does.
Haste
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than
30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance
yes (harmless)
The transmuted creatures move and act more quickly than
normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make
one extra attack with any weapon he is holding. The attack is made
using the creature’s full base attack bonus, plus any modifiers
appropriate to the situation. (This effect is not cumulative with
similar effects, such as that provided by a speed weapon, nor does
it actually grant an extra action, so you can’t use it to cast a second
spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge
bonus to AC and Reflex saves. Any condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes you lose
dodge bonuses.
All of the hasted creature’s modes of movement (including land
movement, burrow, climb, fly, and swim) increase by 30 feet, to a
maximum of twice the subject’s normal speed using that form of
movement. This increase counts as an enhancement bonus, and
it affects the creature’s jumping distance as normal for increased
speed. Multiple haste effects don’t stack. Haste dispels and
counters slow.

Magic Circle against Evil
School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
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 evil summoned creatures cannot enter the area
either. Creatures in the area, or who later enter the area, receive
only one attempt to suppress effects that are controlling them.
If successful, such effects are suppressed as long as they remain
in the area. Creatures that leave the area and come back are not
protected. 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 such 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. 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 Sight
School divination; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell makes your eyes glow blue and allows you to see
magical auras within 120 feet of you. The effect is similar to
that of a detect magic spell, but arcane sight does not require
concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within
your sight. An aura’s power depends on a spell’s functioning level
or an item’s caster level, as noted in the description of the detect
magic spell. 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.)
If you concentrate on a specific creature within 120 feet of you as
a standard action, you can determine whether it has any spellcasting
or spell-like abilities, whether these are arcane or divine (spell-like
abilities register as arcane), and the strength of the most powerful
spell or spell-like ability the creature currently has available for use.
As with detect magic, you can use this spell to identify the
properties of magic items, but not artifacts.
Arcane sight can be made permanent with a permanency spell.
Tongues
School divination; Level bard 2, cleric 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, M/DF (a clay model of a ziggurat)
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.

4th Level Divine Spells

Cure Critical Wounds
School conjuration (healing); Level bard 4, cleric 4, druid 5
This spell functions like cure light wounds, except that it cures 4d8
points of damage + 1 point per caster level (maximum +20).
Restoration
School conjuration (healing); Level cleric 4, paladin 4
Casting Time 1 minute
Components V, S, M (diamond dust worth 100 gp or 1,000 gp,
see text)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like lesser restoration, except that it also dispels
temporary negative levels or one permanent negative level. If this
spell is used to dispel a permanent negative level, it has a material
component of diamond dust worth 1,000 gp. This spell cannot be
used to dispel more than one permanent negative level possessed
by a target in a 1-week period.
Restoration cures all temporary ability damage, and it restores
all points permanently drained from a single ability score (your
choice if more than one is drained). It also eliminates any fatigue or
exhaustion suffered by the target.
Freedom of Movement
School abjuration; Level bard 4, cleric 4, druid 4, ranger 4
Casting Time 1 standard action
Components V, S, M (a leather strip bound to the target), DF
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell enables you or a creature you touch to move and attack
normally for the duration of the spell, even under the influence of
magic that usually impedes movement, such as paralysis, solid fog,
slow, and web. All combat maneuver checks made to grapple the
target automatically fail. The subject automatically succeeds on
any combat maneuver checks and Escape Artist checks made to
escape a grapple or a pin.
The spell also allows the subject to move and attack normally
while underwater, even with slashing weapons such as axes and
swords or with bludgeoning weapons such as flails, hammers, and
maces, provided that the weapon is wielded in the hand rather than
hurled. The freedom of movement spell does not, however, grant
water breathing.

Wall of Ice
School evocation [cold]; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a piece of quartz or rock crystal)
Range medium (100 ft. + 10 ft./level)
Effect anchored plane of ice, up to one 10-ft. square/level, or
hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration 1 min./level
Saving Throw Reflex negates; see text; Spell Resistance yes
This spell creates an anchored plane of ice or a hemisphere of ice,
depending on the version selected. A wall of ice cannot form in an area
occupied by physical objects or creatures. Its surface must be smooth
and unbroken when created. Any creature adjacent to the wall when it
is created may attempt a Reflex save to disrupt the wall as it is being
formed. A successful save indicates that the spell automatically fails.
Fire can melt a wall of ice, and it deals full damage to the wall (instead
of the normal half damage taken by objects). Suddenly melting a wall
of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1
inch thick per caster level. It covers up to a 10-foot-square area
per caster level (so a 10th-level wizard can create a wall of ice 100
feet long and 10 feet high, a wall 50 feet long and 20 feet high, or
any other combination of length and height that does not exceed
1,000 square feet). The plane can be oriented in any fashion as
long as it is anchored. A vertical wall need only be anchored on the
fl
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rydi
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Post by rydi »

He was raised in a small fishing village...
Threading the Gerbil since 1982

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Liquidprism
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Post by Liquidprism »

Point, and match.

Cheyne.. you're asking for trouble :P
All things in moderation...Except syrup.

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