Adept Spell List - 5th - Level

Baleful Polymorph
Transmutation
Components:: V,S
Casting Time:: 1 standard action
Range:: Close (25 ft. + 5 ft. / 2 levels)
Target:: One creature
Duration :: Permanent
Saving Throw:: Fortitude negates, Will partial; see text
Spell Resistance:: Yes

As polymorph, except that you change the subject into a small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey or toad). If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish or a flying target into a toad), the subject gets a + 4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. it still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonuses, base save bonuses and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, an a creature with the shapechanger subtype (such as lyncanthrope or a doppelganger) can revert to its natural form as a standard action.

Break Enchantment
Abjuration
Components :: V,S
Casting time :: 1 minute
Range:: close (25 ft. + 5 ft. / 2 levels)
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 victims from enchantments, transmutations, and curses. Break Enchantment can reverse even an instantaneous effect, such as flesh to stone. For each such effect, you make a caster level check (1d20 + Caster Level, maximum + 15) Against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment can dispel it.
If the effect comes from some permanent magic item, such as a cursed sword, Break Enchantment does not remove the curse from the item, but it does free the victim from the item's effects. For example, a cursed item can change the alignment of its user. Break Enchantment allows the victim to be rid of the item and negates the alignment change, but the item's curse is intact and affects the next creature to pick up the item --- even if it's the recent recipient of the Break Enchantment spell.

Commune
Divination
Components V,S,M,DF, XP
Casting Time:: 10 minutes
Range:: Personal
Target::: Self
Duration :: 1 round / level

The caster contacts their deity -- or agents thereof -- and ask questions that can be answered by a simple yes or no. ( A cleric of no particular deity contacts a philosophically allied deity.) The caster is allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, the DM should give a short phrase (five words or less) as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If the caster lags, discusses the answers or goes off to do anything else, the spell ends.
Material Component:: Holy (or unholy) water and incense.
XP Cost :: 100 XP

Heal
Conjuration (healing)
Components:: V,S
Casting Time:: 1 standard action
Range :: Touch
Target:: Creature Touched
Duration::: Instantaneous
Saving Throw:: Will negates (harmless)
Spell Resistance::: Yes (harmless)

Heal enables the caster to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, feeble minded, insanity, nauseated, sickened, stunned and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like Harm.

Major Creation
Conjuration (Creation)
Components:: V,S,M
Casting Time:: 10 minutes
Ranger:: Close (25 ft. + 5 ft. / 2 levels)
Duration :: See text
Saving Throw:: None
Spell resistance:: No

This spell functions like the Minor Creation, except that the caster can also create an object of mineral nature: Stone, Crystal, Metal, Or the like. The duration of the created item varies with its relative hardness and rarity as indicated on the following table.
Hardness and Rarity Examples Duration
Vegetable Matter 2 hr./ level
Stone, crystal, base metals 1 hr./ level
Precious metals 20 min./ level
Gems 10 min. / level
Rare metals 1 1 round / level
1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item. See the DMG for details.

Raise Dead
Conjuration (Healing)
Components:: V,S,M, DF
Casting Time:: 1 minute
Range:: Touch
Duration:: Instantaneous
Saving throw:: None; see text
Spell Resistance:: Yes (Harmless)

The caster restores life to a deceased creature. The caster can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return (See Bringing Back the Dead, pg 171). If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 HD) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell loses mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possession are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.
Material Component::Diamonds worth a total of at least 5,000 gp.

True Seeing
Divination
Components:: V,S,M
Casting Time:: 1 standard action
Ranger:: Touch
Target:: Creature Touched
Duration :: 1 min. / level
Saving Throw:: WIll negates (harmless)
Spell Resistance:: Yes (Harmless)

The Caster confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under Blue or Displacement effects, see invisible creatures or objects normally, sees through illusions, and see the true form of polymorphed, changed or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.
True Seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component::
An Ointment for the eyes that costs 250 gp and its made from mushroom powder, saffron and fat.

Wall of Stone
Conjuration (Creation)[Earth]
Components:: V,S,M/DF
Casting Time:: 1 standard action
Range:: Medium (100 ft. + 10 ft. / level)
Effect:: Stone wall whose area is up to one 5-ft. square / level (S)
Duration:: Instantaneous
Saving Throw::See text
Spell Resistance:: No

This spell creates a wall of rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals and breaches against opponents. A Wall of Stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. The wall's area can be doubled by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike Wall of Iron, you can create a Wall of Stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. Thus, a 20th-level caster can create a span with a surface area of ten 5-foot squares. The wall can be crudely shaped to allow crenelations, battlements and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a Wall of Stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex Saves.
Arcane Material Component:: A small block of granite.


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