Bane
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Bane fills the character's enemies with fear and doubt. They suffer a -1 morale
penalty on their attack rolls and a -1 morale penalty on saving throws against
fear effects.
Bane counters and dispels bless.
Banishment
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than
30
ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A banishment spell is a more powerful version of the dismissal spell. It enables
the character to force extraplanar creatures out of the character's home plane.
Up to 2 HD of creatures per caster level can be banished. To target a creature,
the character must present at least one object or substance that it hates,
fears, or otherwise opposes. For each such object or substance, the character
gains +1 on the character's caster level check to overcome the target's SR
(if
any) and +2 on the saving throw DC.
At the DM's option, certain rare items might work twice as well (each providing
+2 against SR and +4 on the spell's DC).
Barkskin
Transmutation
Level: Drd 2, Plant 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin makes a creature's skin as tough as bark. The effect grants a +3
natural armor bonus to AC. This bonus increases to +4 at 6th level and to
+5 at
12th level and up.
Bestow Curse
Transmutation
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The character places a curse on the creature touched. The character chooses
one
of the three following effects, depending on the version selected:
-6 effective decrease to an ability score (minimum 1).
-4 enhancement penalty on attack rolls, saving throws, ability checks, and
skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, he takes
no
action.
The character may also invent the character's own curse, but it should be
no
more powerful than those listed above, and the DM has final say on the curse's
effect.
The curse cannot be dispelled, but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Bigby's Clenched Fist
Evocation
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
As Bigby's interposing hand, except it moves and attacks as directed by the
character. (The character directs it as a free action.) The floating hand
can
move up to 60 feet and can attack in the same round. Since this hand is directed
by the character, its ability to notice or attack invisible or concealed
creatures is no better than the character's.
The hand attacks once per round, and its attack bonus equals the character's
level + the character's Intelligence, Wisdom, or Charisma modifier (for a
wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score
(33), -1 for being Large. The hand's damage is 1d8+12, and any creature struck
must make a Fortitude save (against this spell's save DC) or be stunned for
1
round. A stunned creature can't act and loses any Dexterity bonus to AC.
Attackers gain +2 bonuses to attack it.
Bigby's Crushing Hand
Evocation
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
As Bigby's interposing hand, except the hand can interpose itself, push, or
crush one opponent that the character selects.
The crushing hand can interpose itself as Bigby's interposing hand does, or
it
can bull rush an opponent as Bigby's forceful hand does, but at +18 on the
Strength check.
The crushing hand can grapple an opponent as Bigby's grasping hand does, but
with a +12 bonus for the hand's Strength score (35). The hand deals 2d6+12
points of grapple damage (normal, not subdual).
Bigby's Forceful Hand
Evocation
Level: Sor/Wiz 6
Components: V, S, F
As Bigby's interposing hand, except the forceful hand pursues and pushes away
the opponent that the character designates. Treat this as a bull rush with
a +14
bonus on the Strength check (+8 for Strength 27, +4 for being Large, and +2
for
charging bonus, which it always gets). The hand always moves with the opponent
to push him back the full distance allowed, and it has no speed limit.
A very strong creature could not push the hand out of its way (because the
hand
would instantly reposition itself between the creature and the character),
but
it could push the hand up against the character by successfully bull rushing
the
hand.
Bigby's Grasping Hand
Evocation
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
As Bigby's interposing hand, except the hand can also grapple one opponent
that
the character selects. The grasping hand gets one grappling attack per round.
Its attack bonus to make contact is the character's level + the character's
Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers,
respectively), +10 for the hand's Strength score (31), -1 for being Large.
Its
grapple check is this same figure, except with +4 for being Large instead
of -1.
It holds but does not harm creatures it grapples.
The grasping hand can also bull rush an opponent as Bigby's forceful hand
does,
but at +16 on the Strength check, or interpose itself as Bigby's interposing
hand does.
Bigby's Interposing Hand
Evocation
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Bigby's interposing hand creates a Large magic hand that appears between the
character and one opponent. This floating, disembodied hand then moves to
remain
between the two, regardless of where the character moves or how the opponent
tries to get around it, providing nine-tenths cover (+10 AC) for the character
against that opponent. Nothing can fool the hand-it sticks with the selected
opponent in spite of darkness, invisibility, polymorphing, or any other attempt
to hide or disguise himself. The hand does not pursue an opponent, however.
A Bigby's hand is 10 feet long and about that wide with its fingers
outstretched. It has as many hit points as the character when undamaged, and
its
AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but
most
magical effects that don't cause damage do not affect it. The hand cannot
push
through a wall of force or enter an antimagic field. It suffers the full effects
of a prismatic wall or prismatic sphere. The hand makes saving throws as its
caster. Disintegrate or a successful dispel magic destroys the hand.
Any creature weighing less than 2,000 pounds trying to push past the hand
is
slowed to half its normal speed. If the opponent weighs more than 2,000 pounds,
the hand cannot reduce its speed but still affects the opponent's attacks.
By concentrating (as a standard action), the character can designate a new
opponent for the hand.
Binding
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
A binding spell creates a magical restraint to hold a creature. The target
only
gets an initial saving throw if its HD is equal to at least half the character's
caster level.The character may have up to six assistants help the character
with the spell.
For each assistant who casts suggestion, the character's caster level for
this
casting of the spell increases by +1. For each assistant who casts dominate
animal, dominate person, or dominate monster, the character's effective level
increases by a number equal to one-third that assistant's level (provided
the
target is appropriate for the spell). All the assistants must join in chanting
the spell (see the details on the spell's verbal component, below). The
character's caster level determines whether the target gets an initial Will
saving throw and how long the binding lasts. All binding durations are
dismissible.The binding spell has six versions. Choose one of the following
versions when
the character casts the spell.
Chaining: The subject is confined by restraints that generate an antipathy
spell
affecting all creatures who approach the subject, except the character. Duration
is one year per caster level. The subject of this form of binding is confined
to
the spot it occupied when it received the spell.
Slumber: Brings a comatose sleep upon the subject for up to one year per caster
level. The subject does not need to eat or drink while slumbering, nor does
it
age. This form of binding is more difficult to cast than chaining, making
it
slightly easier to resist. Reduce the spell's save DC by 1.
Bound Slumber: A combination of chaining and slumber that lasts for up to
one
month per caster level. Reduce save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a
confined area (such as a labyrinth) from which it cannot wander by any means.
The spell is permanent. Reduce save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face.
It
is held harmless in a jar or other container, which may be transparent (the
character's choice). The creature remains aware of its surroundings and can
speak, but cannot leave the container, attack, or use any of its powers or
abilities. The binding is permanent. The subject does not need to breathe,
eat,
or drink while metamorphosed, nor does it age. Reduce save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less
and held within some gem or similar object or jar. The binding is permanent.
The
subject does not need to breathe, eat, or drink while contained, nor does
it
age. Reduce save DC by 4.
Regardless of the version of binding the character cast, the character can
specify triggering conditions that end the spell and release the creature
whenever they occur. These can be as simple or elaborate as the character
desires (but the DM must agree that the condition is reasonable and has a
likelihood of coming to pass). The conditions can be based on a creature's
name,
identity, or alignment but otherwise must be based on observable actions or
qualities. Intangibles such as level, class, HD, or hit points don't qualify.
For example, a bound creature can be released when a lawful good creature
approaches, but not when a paladin approaches. Once the spell is cast, its
triggering conditions cannot be changed. Setting a release condition increases
the save DC (assuming a saving throw is allowed) by +2.
In the case of the first three versions of binding (those with limited
durations), the character may cast additional binding spells to prolong the
effect (the durations overlap). If the character does so, the target gets
a
saving throw at the end of the first spell's duration (even if the character's
caster level was high enough to disallow an initial saving throw). If the
creature succeeds at this save, all the binding spells it has received are
broken.
Components: Specially made props suited to the specific type of binding (cost
500 gp), plus the spell requires gems worth at least 500 gp for each HD of
the
target.
Blade Barrier
Evocation
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Spinning disk of blades, up to
30-ft. radius
Duration: 10 minutes/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell creates a spinning disk of razor-sharp blades. These whirl and
flash
around a central point, creating an immobile, circular barrier. Any creature
passing through the blade barrier takes 1d6 points of slashing damage per
caster
level (maximum 20d6). The plane of rotation of the blades can be horizontal,
vertical, or slanted.
Creatures within the blade barrier when it is invoked take the damage as well.
They can negate the damage with a successful Reflex saving throw, provided
they
can and do physically leave the area of the blades by the shortest possible
route. Once the barrier is in place, anything entering or passing through
the
blades automatically takes damage.
A blade barrier serves as one-half cover (+4 AC) for anyone beyond it.
Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Uttering blasphemy creates two effects.
If the character is on the character's home plane, nonevil extraplanar creatures
within the area are instantly banished back to their home planes. Creatures
so
banished cannot return for at least 1 day. This effect takes place regardless
of
whether the creatures hear the blasphemy.
Creatures native to the character's plane who hear the blasphemy and are not
evil suffer the following ill effects:
HD Effect
-- ------
12 or more Dazed
Less than 12 Weakened, dazed
Less than 8 Paralyzed, weakened, dazed
Less than 4 Killed
The effects are cumulative.
Dazed: The creature is dazed and can take no actions for 1 round (but defends
itself normally).
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable
to
move or act in any way.
Killed: Living creatures die. Undead creatures are destroyed.
Bless
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The character'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.
Bless Water
Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy,
turning it into holy water. Holy water is considered blessed, which means
it has
special effects on certain creatures.
Material Component: Worth at least 25 gp.
Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
All critical rolls against evil foes are automatically successful (so every
threat is a critical hit). The weapon negates the damage reduction of evil
creatures and is capable of striking evil incorporeal creatures as if it had
a
+1 enhancement bonus. Also, the weapon is considered blessed, which means
it has
special effects on certain creatures. Individual arrows or bolts can be
transmuted, but affected projectile weapons (such as bows) don't confer the
benefit to the projectiles they shoot.
This transmutation can't affect any weapon that already has a magical effect
related to critical hits, such as a keen weapon or a vorpal sword.
Blindness/Deafness
Transmutation
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject becomes blinded or deafened, as the character chooses. 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 AC, grants
a
+2 bonus to attackers' attack rolls (they are effectively invisible), moves
at
half speed, and suffers a -4 penalty on most Strength- and Dexterity-based
skills. A deafened character, in addition to the obvious effects, automatically
fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance
to
miscast and lose any spell with a verbal (V) component that he tries to cast.
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level (D)
The blink effect rapidly cycles the character in and out of the ethereal plane.
Blinking has several effects:
Physical attacks suffer a 50% miss chance, and the Blind-Fight feat doesn't
help
(since the blinker is ethereal and not merely invisible). If the attack is
capable of striking ethereal or incorporeal creatures, the miss chance is
only
20% (for one-half concealment). If the attacker can see invisible creatures,
the
miss chance is also only 20%. If the attacker can both see and strike ethereal
creatures, he suffers no penalty. Likewise, the character's own attacks suffer
a
20% miss chance, since the character sometimes goes ethereal just as the
character is about to strike.Individually targeted spells have a 50% chance
to
fail against the character
while blinking unless the character's attacker can target invisible, ethereal
creatures. Likewise, the character's own spells have a 20% chance to activate
just as the character goes ethereal, in which case they typically do not affect
the Material Plane.While blinking, the character takes only half damage from
area attacks (or full
damage from those that extend onto the Ethereal Plane). The character strikes
as
an invisible creature (+2 attack), denying the character's target any Dexterity
bonus to AC. The character suffers only half damage from falling, since the
character falls only while the character is material.
While blinking, the character can step through (but not see through) solid
objects. For each 5 feet of solid material the character walks through, there's
a 50% chance that the character becomes material, with regrettable consequences
(see below). The character can move only at three-quarters speed: Movement
on
the Ethereal Plane is at half speed, and the character spends about half the
character's time there and half the character's time material.
Since the character spends about half the character's time on the Ethereal
Plane, the character can see and even attack ethereal creatures. The character
interacts with ethereal creatures roughly the same way the character interacts
with material ones. For instance, the character's spells against ethereal
creatures are 20% likely to activate just as the character goes material and
be
lost. An ethereal creature who becomes material while in a material object
is shunted
off to the nearest open space and takes 1d6 points of damage per 5 feet so
traveled.
Blur
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
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.
Note: Opponents who cannot see the subject ignore the spell's effect.
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 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 dispelling spell frees creatures from enchantments, transmutations, curses,
and petrification (as well as other magical transformations). Break enchantment
can reverse even an instantaneous effect, such as flesh to stone. For each
such
effect, the character makes a check of 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 cursed magic items, the DC is 25.
If the spell is one that, as a special property, cannot be dispelled by dispel
magic, break enchantment works only if that spell is 5th level or lower.
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 merely frees
the
victim from the item's effects, leaving the item cursed.
Bull's Strength
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants an enhancement bonus to Strength of 1d4+1 points, adding
the
usual benefits to melee attack rolls, melee damage rolls, and other uses of
the
Strength modifier.
Burning Hands
Transmutation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of flames 10 ft. long, centered on the character's
hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thin sheet of searing flame shoots from the character's outspread fingertips.
The character must hold the character's hands with the character's thumbs
touching and the character's fingers spread. The sheet of flame is about as
thick as the character's thumbs. Any creature in the area of the flames takes
1d4 points of fire damage per the character's caster level (maximum 5d4).
Flammable materials such as cloth, paper, parchment, and thin wood burn if
the
flames touch them.