Spells Aid to Invis Sphere

Morrus

Well, that was fun
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[h=5]Aid[/h] Enchantment [Mind-Affecting]
Level: Acolyte 2
Components: V, S, DF
Casting Time: Attack action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus a number of temporary hit points equal to 1d8 +1 per caster level (maximum 1d8+10 temporary hit points).
[h=5]Animate Dead[/h] Necromancy [Evil]
Level: Acolyte 3, Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands. The skeletons or zombies can follow the caster, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, a caster can’t create more HD of undead than twice his or her caster level with a single casting of animate dead.
The undead created remain under caster’s control indefinitely. No matter how many times the caster uses this spell, however, he or she can control only 4 HD worth of undead creatures per caster level. If the caster exceeds this number, all the newly created creatures fall under his or her control, and any excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). Any undead the character commands (if the character has the ability to command or rebuke undead) do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton; the corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse; the creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: Purchase DC 15 + 1 per 2 HD of the undead.
[h=5]Arcane Eye[/h] Divination
Level: Mage 4
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The caster creates an invisible magical sensor that sends him or her visual information. The caster can create the arcane eye at any point he or she can see, but it can then travel outside the caster’s line of sight without hindrance. The arcane eye travels 30 feet per round (300 feet per minute) if viewing an area ahead primarily looking at the floor or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. The arcane eye sees exactly as the caster would see if he or she were there. The arcane eye can travel in any direction as long as the spell lasts. Solid barriers prevent the passage of an arcane eye, although it can pass through a space no smaller than 1 inch in diameter.
The caster must concentrate to use the eye. If the caster does not concentrate, the eye is inert until the caster again concentrates.
[h=5]Arcane Lock[/h] Abjuration
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: One door, cabinet, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock spell cast upon a door, cabinet, chest, or portal magically locks it. The caster can freely pass his or her own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or by a successful dispel magic or knock spell. Add +10 to the normal DC to break open a door or portal affected by this spell. Note that a knock spell does not remove an arcane lock. It only suppresses it for 10 minutes.
Material Component: Purchase DC 15
[h=5]Augury[/h] Divination
Level: Acolyte 2
Components: V, S, F
Casting Time: Attack action
Range: Personal
Target: You
Duration: Instantaneous
An augury can tell the caster whether a particular action will bring good or bad results for him or her in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level; the GM makes the roll secretly. The GM may determine that the question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the caster gets one of four results:
  • “Weal” (if the action will probably bring good results).
  • “Woe” (for bad results).
  • “Weal and woe” (for both).
  • “Nothing” (for actions that don’t have especially good or bad results).
If the spell fails, the caster gets the “nothing” result. A divine caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the augury. All augury spells cast by the same person about the same topic use the same result as the first augury.
[h=5]Bane[/h] Enchantment [Mind-Affecting]
Level: Acolyte 1
Components: V, S, DF
Casting Time: Attack action
Range: 50 ft.
Area: All enemies within 50 ft
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster’s enemies suffer a –1 penalty on their attack rolls and a –1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
[h=5]Bestow Curse[/h] Necromancy
Level: Acolyte 3, Mage 4
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The caster places a curse on the creature touched. The caster chooses one of the three following effects, depending on the version selected:
  • –6 penalty to an ability score (minimum score of 1).
  • –4 penalty on attack rolls, saving throws, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, he or she takes no action.
A character may also invent his or her own curse, but it should be no more powerful than those described above, and the GM has final say on the curse’s effect.
The curse cannot be dispelled, but it can be removed with a break enchantment or remove curse spell.

[h=5]Bless[/h] Enchantment [Mind-Affecting]
Level: Acolyte 1
Components: V, S, DF
Casting Time: Attack action
Range: 50 ft.
Areat: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The caster’s allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.
[h=5]Blur[/h] Illusion
Level: Mage 2
Components: V
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject one-half concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents who cannot see the subject ignore the spell’s effect.
[h=5]Break Enchantment[/h] Abjuration
Level: Acolyte 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target or Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees creatures from enchantments, transmutations, curses, and petrification (as well as other magical transformations). Break enchantment can reverse even an instantaneous effect. For each such effect, the caster makes a check of 1d20 + caster level (maximum +10) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For cursed magic items, the DC is 25.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item but merely frees the victim from the item’s effects, leaving the item cursed.
[h=5]Burning Hands[/h] Transmutation [Fire]
Level: Mage 1
Components: V, S
Casting Time: Attack action
Range: 10 ft.
Area: Semicircular burst of flames 10 ft. long, centered on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thin sheet of flame shoots from the caster’s outspread fingertips. The caster must hold his or her hands with the thumbs touching and fingers spread. The sheet of flame is about as thick as the caster’s thumbs. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.
[h=5]Cause Fear[/h] Level: Necromancy [Fear, Mind-Affecting]
Components: V, S
Casting Time: Attack 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 suffers a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from the caster 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.
Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.
[h=5]Change Self[/h] Illusion
Level: Mage 1
Components: V, S
Casting Time: Attack action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
The caster can make him or herself—including clothing, armor, weapons, and equipment—look different. The caster can seem 1 foot shorter or taller, thin, fat, or in between. The caster cannot change body type. Otherwise, the changes can be as minor or as major as the caster desires.
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 caster or his or her equipment.
If a character uses this spell to create a disguise, he or she gets a +10 bonus on the Disguise check.
Note: Creatures get a Will save to recognize the illusion if they interact with it.
[h=5]Cloudkill[/h] Conjuration (Creation)
Level: Mage 5
Components: V, S
Casting Time: Attack 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.
[h=5]Command[/h] Enchantment [Language-Dependent, Mind-Affecting]
Level: Acolyte 1
Components: V
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The caster gives the subject a single command, which he or she obeys to the best of his or her ability at his or her earliest opportunity. The caster may select from the following options.
  • Approach: On the subject’s turn, the subject moves toward the caster as quickly and directly as possible for 1 round. The subject may do nothing but move during his or her turn, and he or she incurs attacks of opportunity for this movement as normal.
  • Drop: On the subject’s turn, he or she drops whatever he or she is holding. The subject can’t pick up any dropped item until his or her next turn.
  • Fall: The subject immediately falls to the ground and remains prone for 1 round. He or she may act normally while prone, but takes any appropriate penalties.
  • Flee: On the subject’s turn, he or she moves away from the caster as quickly as possible for 1 round. The subject may do nothing but move during his or her turn.
  • Halt: The subject stands in place for 1 round. The subject may not take any actions, but may defend him or herself normally.
If the subject can’t carry out the caster’s command on his or her next turn, the spell automatically fails.
[h=5]Comprehend Languages[/h] Divination
Level: Acolyte 1, Mage 1
Components: V, S, M/DF
Casting Time: Attack action
Range: Personal
Target: You
Duration: 10 minutes/level
The caster can understand words spoken or written in a language he or she does not know (including the unique languages of some creatures). In either case, the caster must touch the speaker or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster 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. This spell can be foiled by certain warding magic. It does not decipher codes or reveal messages concealed in
[h=5]Cone of Cold[/h] Evocation [Cold]
Level: Mage 5
Components: V, S, M
Casting Time: Attack 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 caster’s hand and extending outward in a cone. It drains heat, causing 1d6 points of cold damage per caster level (maximum 10d6).
[h=5]Confusion[/h] Enchantment [Mind-Affecting]
Level: Mage 4
Components: V, S, M
Casting Time: Attack 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.
d10 RollBhavior
1Wander away for 1 minute (unless prevented)
2-6Do nothing for 1 round
7-9Attack nearest creature for 1 round
10Act normally for 1 round
Except on a result of 1, roll again each round on the creature’s turn to see what the subject does in that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Any confused creature who is attacked automatically attacks its attackers on its next turn.
[h=5]Create Water[/h] Conjuration (Creation)
Level: Acolyte 0
Components: V, S
Casting Time: Attack 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 rainwater. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large.
Note: This spell cannot create water within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
[h=5]Cure Critical Wounds[/h] Conjuration (Healing)
Level: Acolyte 4
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 4d8 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.
[h=5]Cure Light Wounds[/h] Conjuration (Healing)
Level: Acolyte 1
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and 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.
[h=5]Cure Minor Wounds[/h] Conjuration (Healing)
Level: Acolyte 0
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and 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.
[h=5]Cure Moderate Wounds[/h] Conjuration (Healing)
Level: Acolyte 2
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and 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.
[h=5]Cure Serious Wounds[/h] Conjuration (Healing)
Level: Acolyte 3
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
The caster lays his or her hand upon a living creature and channels positive energy that cures 3d8 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.
[h=5]Darkvision[/h] Transmutation
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant the ability to see in magical darkness.
[h=5]Daze[/h] Enchantment [Mind-Affecting]
Level: Mage 0
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move, cast spells, use mental abilities, or perform any other actions requiring awareness or concentration.
[h=5]Delay Poison[/h] Conjuration (Healing)
Level: Acolyte 2
Components: V, S, DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, does not affect the subject until the spell has expired. Delay poison does not cure any damage that a poison may have already dealt.
[h=5]Detect Magical Aura[/h] Universal
Level: Acolyte 0, Mage 0
Components: V, S
Casting Time: Attack action
Range: 60 ft.
Area: Quarter-circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D);
Saving Throw: None
Spell Resistance: No
The caster can detect magical auras. The amount of information revealed depends on how long the caster studies a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura.
Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
Functioning Spell LevelItem Caster LevelAura Power
0-level or lingering auraLingering auraDim
1st–2nd1st–3rdFaint
3rd4th–5thModerate
4th6th–7thStrong
5th8th–10thOverwhelming
If an aura falls into more than one category, detect magical aura indicates the stronger of the two.
Length Aura Lingers: How long a magical aura lingers after the source has vacated the location depends on the aura’s original strength.
Original StrengthDuration
Faint1d6 minutes
Moderate1d6 x 10 minutes
Strong1d6 hours
Overwhelming1d6 days
Each round, the caster can turn to detect things 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.
[h=5]Dimension Door[/h] Conjuration (Teleporting)
Level: Mage 4
Components: V
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
The caster instantly transfers him or herself from his or her current location to any other spot within range. The caster always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, the caster can’t take any other actions until his or her next turn.
If the caster arrives in a place that is already occupied by a solid body, he or she is transported to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, the caster appears in a free space within 1,000 feet. If there’s no free space within 1,000 feet, the spell fails and the caster remains where he or she is.
[h=5]Discern Lies[/h] Divination
Level: Acolyte 4
Components: V, S, DF
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Each round, the caster concentrates on one subject, who must be in range. The caster knows if the subject deliberately and knowingly speaks a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, the caster may concentrate on a different subject.
[h=5]Dispel Magic[/h] Abjuration
Level: Acolyte 3, Mage 3
Components: V, S
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A caster can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells.
Dispel magic affects spell-like effects just as it affects spells.
Note: The effects of spells with instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
The caster chooses to use dispel magic in one of two ways: a targeted dispel or an area dispel:
Targeted Dispel: One object, creature, or spell is the target of the spell. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.
If the spellcaster targets an object or creature that is the effect of an ongoing spell, he or she makes a dispel check to end the spell.
If the object that is targeted is a magic item, the caster makes a dispel check against the item’s caster level. If the caster succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. The item’s physical properties are unchanged:
A caster automatically succeeds on his or her dispel check against any spell that he or she cast.
Area Dispel: The spell affects everything within a 30-foot radius.
For each creature that is the target of one or more spells, the caster makes a dispel check against the spell with the highest caster level. If that fails, the caster makes dispel checks against progressively weaker spells until he or she dispels one spell (which discharges the dispel so far as that target is concerned) or fails all the checks. The creature’s magic items are not affected.
For each object that is the target of one or more spells, the caster make dispel checks as with creatures. Magic items are not affected by area dispels.
For each ongoing area or effect spell centered within the dispel magic’s area, the caster makes a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel, the caster makes a dispel check to end the effect, but only within the area of the dispel magic.
A caster may choose to automatically succeed on dispel checks against any spell that he or she has cast.
[h=5]Displacement[/h] Illusion
Level: Mage 3
Components: V, M
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject appears to be about 2 feet away from his or her true location. The subject benefits from a 50% miss chance as if he or she had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the subject normally. True seeing reveals the subject’s true location.
Material Component: Purchase DC 9.
[h=5]Energy Trap[/h] Abjuration
Level: Mage 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Energy trap creates an explosion of one energy type (acid, cold, electricity, fire, or sonic/concussion) when an intruder opens the item that the trap wards. The energy trap can ward any closeable item. When casting energy trap, the caster selects the energy type and a point on the item as the spell’s center. When someone other than the caster opens the item, the resulting explosion fills the area within a 5-foot radius around the spell’s center. The energy blast deals 1d4 points of damage (of the given energy type) +1 point per caster level. The item protected by the trap is not harmed by this explosion.
The warded item cannot have a second closure or warding spell placed on it.
An unsuccessful dispel magic spell does not detonate the spell.
Underwater, the acid and fire versions of this spell deal half damage.
The caster can use the trapped object without discharging it, as can any individual to whom the spell was specifically attuned when cast. “Attuning” to an individual usually involves denoting a password that the caster can share with friends.
A successful Search check (DC 29) finds an energy trap, and a successful Disable Device check (DC 29) safely removes it.
Material Component: Purchase DC 10.
[h=5]Enhance Ability[/h] Transmutation
Level: Acolyte 2, Mage 2
Components: V, S, M/DF
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants a temporary +5 enhancement bonus to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) chosen by the caster at the time of casting.
A temporary increase to Intelligence or Wisdom does not allow arcane or divine casters to gain extra spells, but the save DCs for their spells increase. A temporary increase in Intelligence doesn’t grant extra skill points.
[h=5]Faith’s Fury[/h] Evocation
Level: Acolyte 4
Components: V, S
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
The caster draws upon holy (or unholy) power to smite enemies with one of the following allegiances, as chosen by the caster: chaos, evil, good, or law. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures with the designated allegiance and blinds them for 1 round. A successful Fortitude saving throw reduces damage to half and negates the blinding effect.
The spell does not affect creatures that do not have the chosen allegiance.
An outsider with the designated allegiance instead suffers 1d6 points of damage per caster level (maximum 10d6).
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to Defense, grants a +2 bonus on opponents’ attack rolls (they are effectively invisible), moves at half speed, and takes a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks.
[h=5]Fear[/h] Necromancy [Fear, Mind-Affecting]
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of terror causes living creatures to become panicked. They suffer a –2 morale penalty on saving throws, and they flee from the caster. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers. A cowering creature loses its Dexterity bonus, can take no actions, and takes a –2 penalty to its Defense.
[h=5]Feather Fall[/h] Transmutation
Level: Mage 1
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The creatures or objects affected fall slowly. The rate of falling is instantly changed to a mere 60 feet per round, with no damage incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall resumes.
The character can cast this spell with an instant utterance, quickly enough to save him or herself if he or she unexpectedly falls. Casting the spell is a free action.
This spell has no effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the item does half normal damage based on weight with no bonus for the height of the drop.
The spell works only upon free-falling objects. It does not affect melee weapon attacks or charging or flying creatures.
[h=5]Fireball[/h] Evocation [Fire]
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. Unattended objects also take this damage. The explosion creates no concussive force.
The caster points his or her finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the caster and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, bursts into the fireball at that point (an early impact results in an early detonation). If the caster attempts to send the bead through a narrow passage the caster must “hit” the opening with a successful 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 a low melting point. 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.
[h=5]Flaming Projectiles[/h] Transmutation [Fire]
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 50 projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The caster turns ammunition (such as arrows, bolts, bullets, and shuriken) into fiery projectiles. Each projectile deals an extra 1d6 points of fire damage to any target it hits. The flaming projectiles can easily ignite flammable materials or structures, but won’t ignite creatures struck.
[h=5]Flaming Wrath[/h] Evocation [Fire]
Level: Acolyte 5
Components: V, S, DF
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of fire damage per caster level (maximum 10d6).
[h=5]Freedom of Movement[/h] Abjuration
Level: Acolyte 4
Components: V, S, M, DF
Casting Time: Attack action
Range: Personal or touch
Target: You or creature touched
Duration: 10 minutes/_level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables the caster or the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement.
The spell also allows a character to move and attack normally while underwater, even with slashing and bludgeoning weapons, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
[h=5]Glitterdust[/h] Conjuration (Creation)
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes
A cloud of particles covers everyone and everything in the area, blinding creatures and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
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 Defense, grants a +2 bonus on opponents’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks.
[h=5]Glyph of Warding[/h] Abjuration
Level: Acolyte 3
Components: V, S, M
Casting Time: 10 minutes
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: Yes (object)
This inscription harms those who enter, pass, or open the warded area or object.
The caster sets the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a pass phrase (which the caster sets when casting the spell) is subject to the magic it stores. Alternatively or in addition to a pass phrase trigger, glyphs of warding can be set according to physical characteristics or creature type, or species. Glyphs can also be set with respect to allegiance. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally. Multiple glyphs cannot be cast on the same area. However, they can ward separate compartments of the same object.
The glyph can be placed to conform to any shape up to the limitations of the spell’s total square footage. When the spell is completed, the glyph becomes nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.
Nonmagical disguises cannot fool a glyph of warding.
Read magic allows a character to identify a glyph of warding with a successful Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Detecting the glyph requires a successful Search check (DC 28), and safely removing it requires a successful Disable Device check (DC 28).
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 5d8). This damage is acid, cold, fire, electricity, or sonic/concussion (caster’s choice, made at time of casting).
Those affected can make Reflex saves to take half damage.
Spell Glyph: The caster can store any harmful spell of up to 3rd level that he or she knows. All level-dependent features of the spell are based on the caster’s level at the time of casting. If the spell has targets, it targets the intruder. If the spell normally affects an area, the area or effect is centered on the intruder. All saving throws operate as normal, except that the DC is based on the level of the glyph.
Material Component: Purchase DC 15.
[h=5]Greater Command[/h] Enchantment [Language-Dependent, Mind-Affecting]
Level: Acolyte 5
Components: V
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster gives the subjects a single command, which they obey to the best of their ability at their earliest opportunity. The caster may select from the following options.
  • Approach: On the subjects’ turn, the subjects move toward the caster as quickly and directly as possible for the duration. The subjects may do nothing but move during their turn, and they incur attacks of opportunity for this movement as normal.
  • Drop: On the subjects’ turn, they drop whatever they are holding.
  • Fall: The subject immediately falls to the ground and remains prone for the duration. They may act normally while prone, but take any appropriate penalties.
  • Flee: On the subjects’ turn, they move away from the caster as quickly as possible for the duration. The subjects may do nothing but move during their turn.
  • Halt: The subjects stand in place for the duration. The subjects may not take any actions, but may defend themselves normally.
If a subject can’t carry out the caster’s command on his or her next turn, the spell automatically fails for that subject.
At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell.
[h=5]Greater Magic Weapon[/h] Transmutation
Level: Acolyte 4, Mage 3
Components: V, S, M/DF
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or 50 projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell gives a weapon an enhancement bonus to attack and damage of +1. This bonus increases to +2 at 8th caster level.
An enhancement bonus does not stack with a mastercraft weapon’s bonus to attack.
Alternatively, the caster can affect up to fifty arrows, bolts, or individual bullets, or a single magazine of up to 50 rounds. The projectiles must be of the same type, and they have to be together. Projectiles (but not thrown weapons) lose their transmutation after use.

[h=5]Halt Undead[/h] Necromancy
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
This spell renders up to three undead creatures immobile. Nonintelligent undead get no saving throw; intelligent undead do.
If the spell is successful, it renders the undead immobile for the duration of the spell. The effect is broken if the halted creatures are attacked or take damage.
[h=5]Haste[/h] Transmutation
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
When making a full attack action, the subject may make one extra attack with any weapon he or she is holding. The attack is made using the character’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit does not actually grant an extra action, so a character can’t use it to cast a second spell or otherwise take an extra action in the round.)
The subject gains a +2 dodge bonus to Defense. Any condition that makes the subject lose his or her Dexterity bonus to Defense (if any) also makes the subject lose dodge bonuses.
All of the subject’s modes of movement (including normal movement, burrow, climb, fly, and swim) increase by 30 feet (to a maximum of double the subject’s normal speed).
Haste dispels and counters slow.
[h=5]Hold Monster[/h] Enchantment [Mind-Affecting]
Level: Mage 5
Components: V, S, M
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers).
A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.
[h=5]Hold Person[/h] Enchantment [Mind-Affecting]
Level: Acolyte 2, Mage 3
Components: V, S, F/DF
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium-size or smaller humanoid
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. The subject is aware and breathes normally but cannot take any physical actions, even speech. The subject can, however, execute purely mental actions (including using psionic powers).
A winged creature who is held cannot flap its wings and falls. A swimmer can’t swim and may drown.
[h=5]Hold Portal[/h] Abjuration
Level: Mage 1
Components: V
Casting Time: Attack action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell magically bars a door, gate, window, or shutter of wood, metal, or stone. The magic holds the portal fast, just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate the hold portal. For a portal affected by this spell, add 5 to the normal DC for forcing the portal.
[h=5]Ice Storm[/h] Evocation [Cold]
Level: Mage 4
Components: V, S, M
Casting Time: Attack action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Hail falls for one full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to creatures in their path. Listen checks made within the ice storm’s effect take a –4 penalty, and all ground movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage inflicted).
[h=5]Inflict Critical Wounds[/h] Necromancy
Level: Acolyte 4
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The caster lays his or her hand upon a creature and channels negative energy that deals 4d8 points of damage +1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.
[h=5]Inflict Light Wounds[/h] Necromancy
Level: Acolyte 1
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The caster lays his or her hand upon a creature and channels negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.
[h=5]Inflict Minor Wounds[/h] Necromancy
Level: Acolyte 0
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The caster lays his or her hand upon a creature and channels negative energy that deals 1 point of damage.
Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.
[h=5]Inflict Moderate Wounds[/h] Necromancy
Level: Acolyte 2
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The caster lays his or her hand upon a creature and channels negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.
[h=5]Inflict Serious Wounds[/h] Necromancy
Level: Acolyte 3
Components: V, S
Casting Time: Attack action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
The caster lays his or her hand upon a creature and channels negative energy that deals 3d8 points of damage +1 point per caster level (maximum +10).
Since undead are powered by negative energy, this spell cures them of a like amount of damage rather than harming them.
[h=5]Insect Plague[/h] Conjuration (Summoning) [see text]
Level: Acolyte 5
Components: V, S, DF
Casting Time: Full-round action
Range: Long (400 ft. + 40 ft./level)
Effect: Cloud of insects 180 ft. in diameter
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
A horde of insects swarm in a thick cloud when this spell is cast. The insects limit vision to 10 feet, and spellcasting within the cloud is impossible. Creatures inside the insect plague, regardless of Defense, sustain 1 point of damage at the end of each round they remain within, due to the bites and stings of the insects. Invisibility is no protection. All creatures with 2 or fewer HD are driven from the cloud at their fastest possible speed in a random direction and flee until they are at least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well, though a Will save negates this effect. (This urge to flee is an extraordinary fear effect.)
Heavy smoke drives off insects within its bounds. Fire also drives insects away. The insects return as soon as the fire is extinguished. A single torch is ineffective against this vast horde of insects. Lightning, cold, and ice are likewise ineffective, while a strong wind (21+ mph) that covers the entire plague area disperses the insects and ends the spell.
[h=5]Invisibility[/h] Illusion
Level: Mage 2
Components: V, S, M
Casting Time: Attack action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched vanishes from sight, even from darkvision. If the recipient is a creature carrying gear, the gear vanishes, too. If the caster casts the spell on someone else, neither the caster nor his or her allies can see the subject, unless they can normally see invisible things or employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing worn by the creature. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
The subject is not magically silenced, and certain other conditions can render the recipient detectable. The spell ends if the subject attacks any creature. For purposes of this spell, an “attack” includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Note that spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of an invisible character who isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving.
[h=5]Invisibility Sphere[/h] Illusion
Level: Mage 3
Components: V, S, M
Casting Time: Attack action
Range: Personal or touch
Area: 10-ft.-radius sphere around the creature or object touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
All creatures within 10 feet of the recipient, including the recipient, vanish from sight, even from darkvision. The center of the effect is mobile with the recipient. If the creatures are carrying gear, the gear vanishes, too. Those affected by this spell cannot see each other but can see themselves. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing worn by the creature. Light, however, never becomes invisible, although a source of light can become so. Any part of an item that the subject carries but that extends more than 10 feet beyond the range of the spell becomes visible.
The subjects are not magically silenced, and certain other conditions can render a recipient detectable. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends. For purposes of this spell, an “attack” includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If a subject attacks directly, however, it immediately becomes visible along with all its gear. Note that spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus on Hide checks if moving. Pinpointing the location of an invisible character who isn’t attempting to hide requires a Spot check against DC 40 if immobile or DC 20 if moving.
 

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