Aid
Enchantment (Compulsion)
Components:: V,S, DF
Casting time :: 1 standard action
Range:: Touch
Target:: Living creature touched
Duration :: 1 min. / level
Saving Throw:: None
Spell Resistance:: Yes
Aid grants the target a + 1 morale bonus on attack rolls and saves against fear effects plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8 + 10 temporary hit points at caster
level 10th).
Animal Trance
Enchantment ( Compulsion ) [Mind affecting, sonic]
Components:: V,S
Casting time:: 1 standard action
Range:: Close (25 ft. + 5 ft. / 2 levels)
Targets::Animals or magical beasts with Intelligence 1 or 2
Duration::: Concentration
Saving Throw:: Will Negates: see text
Spell Resistance::: Yes
Your swaying motions and music (or singing or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this
spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, If
Vadanie affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.
A magical beast, a dire animal or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
Bear's Endurance
Transmutation
Components: V,S, DF
Casting Time:: 1 standard action
Range:: Touch
Target::Creature touched
Duration :: 1 min. / level
Saving Throw:: Will Negates (Harmless)
Spell Resistance:: Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a + 4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude Saves,
Constitution checks and so forth.
Hit Points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary
hit points are (see page 146 PHB)
PHB page 146 Temporary Hit Points
Certain effects, such as the aid spell, give a character temporary hit points. When a character gains temporary hit points, not his current hit point total. When the temporary hit points go away,
such as at the end of the aid spell's duration, the character's hit points drop to his current hit point total. If the character's hit points are below his current hit point total at that time, all
the temporary hit points have already been lost and the character's hit point total does not drop further.
When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
Increases in Constitution Score and Current Hit Points::
An increase in a character's Constitution score, even a temporary one, can give her more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored,
such as with cure light wounds, and they are not lost first as temporary hit points are. For example, Krusk (now a 3rd level Barbarian ) gains + 4 to his Constitution score and + 6 hit points when he
rages, raising his hit points from 31 to 37. If Krusk takes damage dropping him to 32 hit points, Jozan can cure those lost points and get him back to 37. If Krusk is so wounded at the end of his
rage that he only has 5 hit points left, then when he loses his 6 extra hit points, he drops to -1 hit points and is dying.
Bull's Strength
Transmutation
Components:: V,S, M /DF
Casting Time:: 1 standard action
Range :: Touch
Target:: Creature touched
Duration :: 1 min. / level
Saving Throw:: Will negates (Harmless)
Spell resistance:: Yes (Harmless)
The subject becomes stronger. The spell grants a + 4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls and other uses of the Strength modifier.
Arcane Material Component :: A few hairs, or a pinch of dung, from a bull.
Cat's Grace
Transmutation
Components:: V,S, M
Casting Time:: 1 standard action
Range:: Touch
Target :: Creature Touched
Duration :: 1 min./level
Saving Throw:: Will Negates (harmless)
Spell Resistance::Yes
The Transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the
Dexterity modifier.
Material Component:: A pinch of cat fur
Cure Moderate Wounds
Conjuration (Healing)
Components:: V,S
Casting Time:: 1 standard action
Range:: Touch
Target:: Creature Touched
Duration :: Instantaneous
Saving Throw:: Will Half (Harmless);See text
Spell Resistance:: Yes (Harmelss);see text
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage + 1 point per level (Maximum + 30).
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.
Darkness
Evocation
Components:: V,S, M/DF
Casting Time:: 1 standard action
Range::: Touch
Target:: Object touched
Duration:: 10 min. / level (D)
Saving Throw:: None
Spell Resistance:: No
This spell causes an object to radiate shadow illumination out to a 20 foot radius. All creatures in the area gain concealment (20 % miss chance). Even creatures that can normally see in such
conditions (such as with darkvision or low light vision) Have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth ) are incapable
of brightening the area, as are light spells of lower level (such as light or dancing lights). Higher level light spells (such as daylight) are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component:: A bit of bat fur and either a drop of pitch or a piece of coal.
Delay Poison
Conjuration (Healing)
Components:: V,S, DF
Casting time:: 1 standard action
Range:: Touch
Target::: Creature touched
Duration :: 1 hr. / level
Saving Throw:: Fortitude negates (harmless)
Spell Resistance::Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has
expired. Delay Poison does not cure any damage that poison may have already done.
Invisibility
Illusion (Glamer)
Components:: V,S,M/DF
Casting Time :: 1 standard action
Range::Personal or Touch
Target:: You or a creature or object weighing no more than 100 lb. / level
Duration: 1 min. / 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 becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else,
neither you nor your allies can see the subject, unless you can normally see invisible things or you 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 or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light
with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any
creatures. 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. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have
them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes
in their area.
Invisibility can be made permanent (on objects only ) by a permanency spell.
Arcane Material Component:: An eyelash encased in a bit of gum arabic.
Mirror Image
Illusion (Figment)
Components:: V,S,
Casting Time:: 1 standard action
Range:: Personal; see text
Target:: You
Duration::: 1 min. / level (D)
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The Figments stay near you and disappear when struck..
Mirror Image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least
one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which
the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you
levitate and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any
successful attack against an image destroys it. An image's AC is 10 + your size modifies + your Dex modifier. Figments seem to react normally to area spells (such as looking like they are burned or
dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. Being unable to see carries the same penalties as being
blinded.)
Resist Energy
Abjuration
Components:: V,S, DF
Casting Time:: 1 standard action
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 energy resistance 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 7 th 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, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in
ice.
Note::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
Evocation [Fire]
Components:: V,S
Casting Time:: 1 standard action
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 fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11 th level). Each ray requires a ranged touch
attack to hit and deal 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired
simultaneously.
See Invisibility
Divination
Components:: V,S, M
Casting Time:: 1 standard action
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.
Material Component:: A pinch of talc and a small sprinkling of powdered silver.
Web
Conjuration (Creation)
Components:: V,S, M
Casting Time:: 1 standard action
Range:: Medium (100 ft. + 10 ft. / level)
Effect:: Webs in a 20 ft. radius spread
Duration:: 10 min. / level (D)
Saving Throw:: Reflex negates; see text
Spell Resistance:: No
Web creates a many layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be
anchored to two or more solid and diametrically opposed points --- floor and ceiling, opposite walls or the like ---- or else the web collapses upon itself and disappears. Creatures caught within a
web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If the save succeeds, the creature is entangled,but not prevented from moving, though moving is more difficult than normal
for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25
Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly.
Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, pg 150).
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire --- a torch, burning oil, a flaming sword and so forth --- can
set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed ) regrows in 10 minutes. Material Component::: A bit of spider web.