Acid Fog
Conjuration (Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads 30 ft., 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell's vapors are highly acidic. Each round, starting when the character
casts the spell, the fog deals 2d6 points of acid damage to creatures and
objects within it.
Aid
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject is encouraged just as with bless (+1 morale bonus to attack rolls
and saves against fear effects), plus it gains 1d8 temporary hit points.
Air Walk
Transmutation
Level: Air 4, Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The transmuted creature can tread on air as if walking on solid ground. Moving
upward is similar to walking up a hill. The maximum upward or downward angle
possible is 45 degrees, at a rate equal to one-half the creature's normal
speed.
A strong wind (21+ mph) can push an air walker along or hold her back. At
the
end of her turn each round, the wind blows her 5 feet for each 5 miles per
hour
of wind speed. The creature can, at the DM's option, be subject to additional
penalties in exceptionally strong or turbulent winds, such as loss of control
over movement or suffering physical damage from being buffeted about.
The character can cast air walk on a specially trained mount so it can be
ridden
through the air. The character trains a mount to air walk with the Handle
Animal
skill (air walking counts as an unusual task).
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger
size enters the warded area or touches it. A creature who speaks the password
(determined by the character at the time of casting) does not set off the
alarm.
The character decides at the time of casting whether the alarm will be mental
or
audible.
Mental Alarm: A mental alarm alerts the character
(and only the character) so
long as the character remains within a mile of the warded area. The character
notes a single mental "ping" that awakens the character 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 up
to
180 feet away. The ringing lasts for 1 round. Creatures within a silence spell
cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm unless the intruder
becomes material while in the warded area.
Alter Self
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level (D)
The character can alter the character's appearance and form-including clothing
and equipment-to appear taller or shorter, thin, fat, or in between. The assumed
form must be corporeal. The character's body can undergo a limited physical
transmutation, including adding or subtracting one or two limbs, and the
character's weight can be changed up to one-half. If the form selected has
wings, The character can fly at a speed of 30 feet with poor maneuverability.
If
the form has gills, the character can breathe underwater.
The character's attack rolls, natural armor bonus, and saves do not change.
The
spell does not confer special abilities, attack forms, defenses, ability scores,
or mannerisms of the chosen form. Once the new form is chosen, it remains
for
the duration of the spell. If the character is slain, the character
automatically returns to the character's normal form.
If the character uses this spell to create a disguise, the character gets
a +10
bonus on the character's Disguise check.
Analyze Dweomer
Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 8 hours
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
The character discerns spells and magical properties present in a creature
or
object. One property, spell, or power is revealed each round, from lowest
level
(or weakest power) to highest (or strongest). For each spell or power, the
character makes a caster level check (1d20 + caster level). If the result
is
equal to or higher than the spell's or power's caster level, the character
identifies it. Otherwise, the character fails to identify that spell or power,
and the character can check for the next one next round.
Analyze dweomer does not function when used on an artifact.
After the character analyzes one object or creature, the spell ends, even
if its
duration has not expired yet. Casting this spell is physically taxing; The
character must make a Fortitude save (DC 21) when the spell ends or be exhausted
and unable to do anything but rest for the next 1d8 hours.
Focus: The focus must be worth at least 1,500 gp.
Animal Friendship
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character wins the loyalty of an animal, provided that the character's
heart
is true. The spell functions only if the character actually wishes to be the
animal's friend. If the character is not willing to treat the animal as a
friend
(for example, the character intends to eat it, or to use it to set off traps),
the spell fails. An animal's loyalty, once gained, is natural (not magical)
and
lasting.The character can teach the befriended animal three specific tricks
or tasks for
each point of Intelligence it possesses. Typical tasks are coming when called,
rolling over on command, fetching, or shaking hands. They cannot be complex
(complex tricks, such as accepting a rider, require the Handle Animal skill).
At any one time, the character can have only a certain number of animals
befriended to the character. The character can have animal friends whose Hit
Dice total no more than twice the character's caster level. The character
may
dismiss animal friends to enable the character to befriend new ones.
Animal Growth
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal/two levels, no two of which can be more than 30
ft.
apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A number of animals grow to twice their normal size. This doubles each animal's
height, length, and width, increasing its weight by a factor of eight. This
increase in size has a number of effects:
Hit Dice: The creature's HD double, doubling the creature's base attack bonus
and increasing its saves accordingly.
Size: The creature's size increases one step. This increase reduces its AC
(according to the new size), reduces its attack bonus (according to the new
size), affects its ability to grapple, and so on. The creature gains an
enlargement bonus to Strength and Constitution scores, and its damage with
natural attacks increases. This spell does not affect Colossal creatures.
When the spell ends, the creature's hit points return to normal, and all damage
the creature has taken while enlarged is divided by 2.
The spell gives the character no special means of command or influence over
the
enlarged animals.
Animal Messenger
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
The character compels a Tiny animal to go to a spot the character designates.
The most common use for this spell is to get the animal to carry a message
to
the character's allies. The animal cannot be one tamed or trained by someone
else.Using some type of food desirable to the animal as a lure, the character
calls
the animal to the character. It advances and awaits the character's bidding.
the
character can mentally impress on the animal a certain place well known to
the
character or an obvious landmark (such as the peak of a distant mountain or
mouth of a nearby river). The directions must be simple, because the animal
depends on the character's knowledge and can't find a destination on its own.
The character can attach some small item or note to the messenger. The animal
then goes to the designated location and waits there until the duration of
the
spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it
and
remove any scroll or token it carries. Note that unless the intended recipient
of a message is expecting a messenger in the form of a bird or other small
animal, the carrier may be ignored. The intended recipient of a message gains
no
special ability to communicate with the animal or read any attached message
(if
it's in a language she doesn't know, for example).
The spell works only on animals with an Intelligence score of 1 or 2.
Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
As polymorph other, except the character polymorphs up to one willing creature
per level into an animal of the character's choice; the spell has no effect
on
unwilling creatures. Recipients remain in the animal form until the spell
expires or the character dismisses the spell for all recipients. In addition,
an
individual subject may choose to resume her normal form (as a full-round
action); doing so ends the spell for her and her alone.
The allowed size of the animal form depends on the character's level:
Caster Level Allowed Sizes
------------ -------------
Up to 16th Small or Medium-size
17th-19th Tiny through Large
20th Diminutive through Huge
Creatures polymorphed by this spell don't suffer the disorientation penalty
that
those transformed by polymorph other often do.
Animal Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts of Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character's swaying motions and music (or singing, or chanting) compel
animals, beasts, and magical beasts to do nothing but watch the character.
Only
creatures with Intelligence scores of 1 or 2 can be affected by this spell.
Roll
2d6 to determine the total number of HD that the character entrances. The
closest targets are selected first until no more targets within range can
be
affected.Animals trained to attack or guard, beasts, and magical beasts are
allowed
saving throws; animals not trained to attack or guard are not. An entranced
creature can be struck (with a +2 bonus to the attack roll, as if it were
stunned), but it then recovers from the compulsion and is no longer affected
by
the spell.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 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 character's spoken commands. The skeletons or zombies
can follow the character, 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, the character can't create more HD
of undead
than the character has caster levels with a single casting of animate dead.
The undead the character creates remain under the character's control
indefinitely. No matter how many times the character uses this spell, however,
the character can control only 2 HD worth of undead creatures per caster level.
If the character exceeds this number, all the newly created creatures fall
under
the character's control, and any excess undead from previous castings become
uncontrolled (the character chooses which creatures are released). If the
character is a cleric, any undead the character might command by virtue of
the
character's power 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 (so purple worm skeletons are not allowed).
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 (so gelatinous cube zombies are not allowed). The
statistics for a zombie depend on its size, not on what abilities the creature
may have had while alive.
Material Component: The character must place a black onyx gem worth at least
50
gp into the mouth or eye socket of each corpse. The magic of the spell turns
these gems into worthless, burned-out shells.
Animate Objects
Transmutation
Level: Chaos 6, Clr 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Objects or matter, 1 cu. ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The character imbues inanimate objects with mobility and a semblance of life.
The animated object, or objects, then attack whomever or whatever the character
initially designates. The animated object can be of any nonmagical
material-wood, metal, stone, fabric, leather, ceramic, glass, etc. The character
can also animate masses of raw matter, such as water, a rock from a wall or
a
rock on the ground, as long as the volume of material does not exceed 1 cubic
foot per caster level.The spell cannot animate objects carried or worn by
a creature.
Animate Rope
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The character can animate a nonliving ropelike object, including string, yarn,
cord, line, rope, or even a cable. The maximum length assumes a rope with
a
1-inch diameter. Reduce the total length by 50% for every additional inch
of
thickness, and increase the length by 50% for each reduction of the rope's
width
by half. The possible commands are "Coil" (form a neat, coiled stack),
"Coil and
knot," "Loop," "Loop and knot," "Tie and knot,"
and the opposites of all of the
above ("Uncoil," etc.). One command can be given each round as a
standard
action.The rope can enwrap only a creature or an object within 1 foot of it-it
does not
snake outward-so it must be thrown near the intended target. Doing so requires
a
successful ranged touch attack roll. The rope has a range increment of 10
feet.
A typical rope has 2 hit points, AC 10, and can be burst with a Strength check
(DC 23). The rope does not deal damage of any type, but it can be used as
a trip
line or to entangle a single opponent who fails a Reflex saving throw. An
entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to
effective Dexterity. If the rope can anchor itself to an immobile object,
the
entangled creature cannot move. Otherwise, it can move at half speed but can't
run or charge. A creature capable of spellcasting that is bound by this spell
must make a Concentration check (DC 15) to cast a spell. An entangled creature
can slip free with an Escape Artist check (DC 20).
The rope itself, and any knots tied in it, are not magical.
This spell grants a +2 bonus to any Use Rope checks the character makes when
using the transmuted rope.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting Time: 1 full round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The character brings into being a mobile, hemispherical energy field that
prevents the entrance of most sorts of living creatures. The effect hedges
out
animals, aberrations, beasts, magical beasts, dragons, fey, giants, humanoids,
monstrous humanoids, oozes, plants, shapechangers, and vermin, but not
constructs, elementals, outsiders, or undead.
Note: This spell may be used only defensively, not aggressively; forcing an
abjuration barrier against creatures whom the spell keeps at bay collapses
the
barrier.
Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds the character and moves with the character.
The
space within this barrier is impervious to most magical effects, including
spells, spell-like abilities, and supernatural abilities. Likewise, it prevents
the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought
into, or cast into the area, but does not dispel it. Time spent within an
antimagic field counts against the suppressed spell's duration.
Golems and other magical constructs, elementals, outsiders, and corporeal
undead, still function in an antimagic area (though the antimagic area
suppresses their supernatural, spell-like, and spell abilities normally).
If
such creatures are summoned or conjured, however, see below.
Summoned or conjured creatures of any type and incorporeal undead wink out
if
they enter an antimagic field. They reappear in the same spot once the field
goes away. Time spent winked out counts normally against the duration of the
conjuration that's maintaining the creature. If the character casts antimagic
field in an area occupied by a conjured creature who has spell resistance,
the
character must make a caster level check (1d20 + caster level) against the
creature's SR to make it wink out. (The effects of instantaneous conjurations,
such as create water, are not affected by the antimagic field because the
conjuration itself is no longer in effect, only its result.)
Normal creatures can enter the area, as can normal missiles. The spell has
no
effect on constructs that are imbued with magic during their creation process
and are thereafter self-supporting (unless they have been summoned, in which
case they are treated like any other summoned creatures). Undead and outsiders
are likewise unaffected unless summoned. These creatures' spell-like or
supernatural abilities, however, may be temporarily nullified by the field.
Dispel magic does not remove the field. Two or more antimagic fields sharing
any
of the same space have no effect on each other. Certain spells, such as wall
of
force, prismatic sphere, and prismatic wall remain unaffected by antimagic
field
(see the individual spell descriptions). Artifacts and creatures of demigod
or
higher status are unaffected by mortal magic such as this.
Note: Should the character be larger than the area enclosed by the barrier,
any
part of the character's person that lies outside the barrier is unaffected
by
the field.
Antipathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will partial
Spell Resistance: Yes
The character causes an object or location to emanate magical vibrations that
repel either a specific type of intelligent creature or creatures of a
particular alignment, as defined by the character. The particular type of
creature to be affected must be named specifically-for example, red dragons,
hill giants, wererats, lammasu, cloakers, or vampires. Larger groups, such
as
"goblinoids," are not specific enough. Likewise, the specific alignment
must be
named-for example, chaotic evil, chaotic good, lawful neutral, or true neutral.
Creatures of the designated type or alignment feel an overpowering urge to
leave
the area or to avoid the affected item. A compulsion forces them to abandon
the
area or item, shunning it and never willingly returning to it while the spell
is
in effect. A creature who makes a successful saving throw can stay in the
area
or touch the item, but feels very uncomfortable doing so. This distracting
discomfort reduces the creature's Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
This spell cannot be cast upon living creatures.
Antiplant Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The antiplant shell spell creates an invisible, mobile barrier that keeps
all
creatures within the shell protected from attacks by plant creatures or animated
plants. As with many abjuration spells, forcing the barrier against creatures
whom the spell keeps at bay strains and collapses the field.
Arcane Eye
Divination
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character creates an invisible magical sensor that sends the character
visual information. The arcane eye travels at 30 feet per round (300 feet
per
minute) if viewing an area ahead as a human would (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 character
would see if the character 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 a small mouse
hole (1 inch in diameter).The character must concentrate to use the eye. If
the character does not
concentrate, the eye is inert until the character again concentrates. The
powers
of the eye cannot be enhanced by other spells or items (though the character
can
use magic to improve the character's own eyesight). The character is subject
to
any gaze attack met by the eye. A successful dispel magic cast on the character
or the eye ends the spell. With respect to blindness, magical darkness, and
other phenomena that affect vision, the arcane eye is considered an independent
sensory organ of the character's. (For example, it is not blinded if the
character's normal eyes are blinded.)Any creature with Intelligence 12 or
higher can notice the arcane eye by making
a Scry check or an Intelligence check (DC 20). Spells such as detect scrying
can
also detect the eye.
Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: The door, 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, chest, or portal magically locks it.
The
character can freely pass the character's 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.
Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 ft. square
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the character to inscribe the character's personal rune
or
mark, which can be no taller than 6 inches in height and consist of no more
than
six characters. The writing can be visible or invisible. An arcane mark spell
enables the character to etch the rune upon any substance (even stone or metal)
without harm to the material upon which the mark 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 their users 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 cast on a living being,
normal wear gradually causes the mark to fade in about a month.
Arcane mark must be cast on an object prior to casting Drawmij's instant summons
on the same object (see that spell description for details).
Astral Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting Time: 30 minutes
Range: Touch
Targets: The character plus one additional creature touched per two levels
Duration: See text
Saving Throw: None
Spell Resistance: Yes
Freeing the character's spirit from the character's physical body, this spell
allows the character to project an astral body into another plane altogether.
The character can bring the astral forms of other creatures with the character,
provided the creatures are linked in a circle with the character at the time
of
the casting. These fellow travelers are dependent upon the character and must
accompany the character at all times. If something happens to the character
during the journey, the companions are stranded wherever the character left
them.The character projects the character's astral self into the Astral Plane,
leaving the character's physical body behind on the Material Plane in a state
of
suspended animation. The spell projects an astral copy of the character and
all
the character wears or carries onto the Astral Plane. Since the Astral Plane
touches upon other planes, the character can travel astrally to any of these
other planes as the character wishes. The character then leaves the Astral
Plane, forming a new physical body (and equipment) on the plane of existence
the
character has chosen to enter.
When on the Astral Plane or another plane, the character's astral body is
connected at all times to the character's material body by a silvery cord.
If
the cord is broken, the character is killed, astrally and materially. Luckily,
very few things can destroy a silver cord. When a second body is formed on
a
different plane, the incorporeal silvery cord remains invisibly attached to
the
new body. If the second body or the astral form is slain, the cord simply
returns to the character's body where it rests on the Material Plane, reviving
it from its state of suspended animation. Although astral projections are
able
to function on the Astral Plane, their actions affect only creatures existing
on
the Astral Plane; a physical body must be materialized on other planes.
The character and the character's companions may travel through the Astral
Plane
indefinitely. The character's bodies simply wait behind in a state of suspended
animation until the character chooses to return to the physical body. The
spell
lasts until the character desires to end it, or until it is terminated by
some
outside means, such as dispel magic cast upon either the physical body or
the
astral form, or the destruction of the character's body back on the Material
Plane (which kills the character).
Material Components: The components must be worth at least 1,000 gp, plus
a 5 gp
worth of silver for each person to be affected.
Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell removes the burden of evil acts or misdeeds from the subject. The
creature seeking atonement must be truly repentant and desirous of setting
right
its misdeeds. If the atoning creature committed the evil act unwittingly or
under some form of compulsion, atonement operates normally at no cost to the
character. However, in the case of a creature atoning for deliberate misdeeds
and acts of knowing and willful nature, the character must intercede with
the
character's deity at the cost of 500 experience points in order to expunge
the
subject's burden. Naturally, many casters first assign a subject of this sort
a
quest (see geas/quest) or similar penance to determine if the creature is
truly
contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version
selected:
Reverse Magical Alignment Change: If a creature has had its alignment magically
changed, atonement returns its alignment to its original status at no cost
in
experience points.
Restore Class: A paladin who has lost her class features due to unwillingly
or
unwittingly committing an evil act may have her paladinhood restored to her
by
this spell. Note: A paladin who willingly and deliberately commits an evil
act
can never regain her paladinhood.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost his ability
to cast spells because he incurred the anger of his deity may regain his spell
powers by seeking atonement from another cleric of the same deity or another
druid. If the transgression was intentional, the casting cleric loses 500
XP for
his intercession. If the transgression was unintentional, he does not lose
XP.
Redemption or Temptation: The character may cast this spell upon a creature
of
an opposing alignment in order to offer it a chance to change its alignment
to
match the character's. The prospective subject must be present for the entire
casting process. Upon completion of the spell, the subject freely chooses
whether it retains its original alignment or acquiesces to the character's
offer
and changes to the character's alignment. No duress, compulsion, or magical
influence can force the subject to take advantage of the opportunity offered
if
it is unwilling to abandon its old alignment. This use of the spell does not
work on outsiders (or any creature incapable of changing its alignment
naturally).
Note: Normally, changing alignment is up to the player (for PCs) or the DM
(NPCs). This use of atonement simply offers a believable way for a character
to
change her alignment drastically, suddenly, and definitively.
Focus: The Focus must be worth at least 500 gp.
XP Cost: When cast for the benefit of creatures whose guilt was the result
of
deliberate acts, the cost to the character is 500 XP per casting (see above).
Augury
Divination
Level: Clr 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Instantaneous
An augury can tell the character whether a particular action will bring good
or
bad results for the character in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level;
the DM makes the roll secretly. The DM 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 character 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 character gets the "nothing" result. A cleric
who gets
the "nothing" result has no way to tell whether it resulted from
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. Thus, it might miss the
long-term consequences of the contemplated action. All auguries cast by the
same
person about the same topic use the same dice result as the first augury.
Focus: Worth at least 25 gp value.
Awaken
Transmutation
Level: Drd 5
Components: V, S, F, XP
Casting Time: One day
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character awakens a tree or animal to humanlike sentience. To succeed,
the
character must make a Will save (DC 10 + the target's HD, or the HD the tree
will have once awakened).
The awakened animal or tree is friendly toward the character. The character
has
no special empathy or connection with a creature the character awakens, although
it serves the character in specific tasks or endeavors if the character can
communicate the character's desires to it.
An awakened tree has characteristics as if it were an animated object, except
that its Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants
gain the ability to move their limbs, roots, vines, creepers, etc., and have
senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened tree or animal can speak one language that the character knows,
plus
one additional language that the character knows per point of Intelligence
bonus
(if any).
XP Cost: 250 XP.