Untitled Document
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Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 10 minutes, plus 1 action per bolt called
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: 10 minutes/level
Saving Throw: Reflex half
Spell Resistance: Yes
To cast call lightning, the character must be in a stormy area—a rain shower,
clouds and wind, hot and cloudy conditions, or even a tornado (including a
whirlwind formed by a djinn or air elemental of 7 HD or more). The character is
then able to evoke bolts of lightning as long as the character remains in the
stormy area. (The spell ends if the character leaves the stormy area.) The
character can call down one bolt every 10 minutes. The character need not call a
bolt of lightning immediately—other actions, even spellcasting, can be
performed. However, the character must use a standard action (concentrating on
the spell) to call each bolt. A bolt causes 1d10 points of electrical damage per
caster level (maximum 10d10).The bolt of lightning flashes down in a vertical stroke at whatever target point
the character choose, within range (measured from the character's position at
the time). The bolt takes the shortest possible unobstructed path between a
nearby cloud and the target. Any creature within a 10-foot radius of the path or
the point where the lightning strikes is affected.
This spell can be used only outdoors. It does not function indoors, underground,
or underwater.

Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30
ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell soothes and quiets animals, beasts, and magical beasts, rendering
them docile and harmless. Only creatures with Intelligence scores of 1 or 2 can
be affected by this spell. All the subjects must be of the same species and
within a 30-foot sphere. Roll 2d4 + caster level to determine the total number
of HD affected. Animals trained to attack or guard, dire animals, beasts, and
magical beasts are allowed saving throws. Animals not trained to attack or guard
are not.The affected creatures remain where they are and do not attack or flee. They are
not helpless and defend themselves normally if attacked. Any threat (fire, a
hungry predator, an imminent attack) breaks the spell on the threatened
creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1d6 creatures/level, all of whom must be within 30 ft. of each other
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. The character has no control over the
affected creatures, but this spell can stop raging creatures from fighting.
Creatures so affected cannot take violent actions (although they can defend
themselves) or do anything destructive, except to protect themselves. Any
aggressive action or life-threatening damage against calmed creatures
immediately breaks the spell on the threatened creatures.
This spell automatically suppresses (but does not dispel) mind-affecting spells
such as bless, confusion, emotion, and fear, as well as negating a bard’s
ability to inspire courage or a barbarian’s rage. While the calm emotions spell
lasts, a suppressed spell has no effect. When the calm emotions spell ends, the
original spell takes hold of the creature again, provided its duration has not
expired in the meantime.

Cats Grace
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes
The spell grants an enhancement bonus to Dexterity of 1d4+1 points, adding the
usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 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 becomes frightened. It suffers a –2 morale penalty on
attack rolls, weapon damage rolls, and saving throws. It flees from the
character 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.

Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target plus one secondary target/level (each must be within
30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke
commencing from the character's fingertips. Unlike lightning bolt, chain
lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6)
on the primary target. After the bolt strikes, lightning can arc to as many
secondary targets as the character has levels. The secondary bolts each strike
one target and deal half as many dice of damage as the primary (rounded down).
All subjects can attempt Reflex saving throws for half damage. The character
chooses secondary targets as the character likes, but they must all be within 30
feet of the primary target, and no target can be struck more than once. The
character can choose to affect fewer secondary targets than the maximum (to
avoid allies in the area, for example).

Change Self
Illusion (Glamer)
Level: Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level (D)
The character make the his or herself—including clothing, armor, weapons, and
equipment—look different. The character can seem 1 foot shorter or taller, thin,
fat, or in between. The character cannot change the character's body type. For
example, a human caster could look human, humanoid, or like any other generally
human-shaped bipedal creature. Otherwise, the extent of the apparent change is
up to the character. The character could add or obscure a minor feature, such as
a mole or a beard, or look like an entirely different person.
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 character or the character's equipment. A battleaxe made to look like a
dagger still functions as a battleaxe.
If the character uses this spell to create a disguise, the character gets a +10
bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they
interact with it (such as by touching the character and having that not match
what they see, in this case of this spell).

Changestaff
Transmutation
Level: Drd 7, Plant 7
Components: V, S, F
Casting Time: 1 full round
Range: Touch
Target: The character's touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
The character changes a specially prepared quarterstaff into a Huge treantlike
creature, about 24 feet tall. When the character plants the end of the staff in
the ground and speak a special command to conclude the casting of the spell, the
character's staff turns into a creature who looks and fights just like a treant.
The staff-treant defends the character and obeys any spoken commands. However,
it is by no means a true treant; it cannot converse with actual treants or
control trees. If the staff-treant is reduced to 0 hit points or less, it
crumbles to powder and the staff is destroyed. Otherwise, the staff can be used
as the focus for another casting of the spell. The staff-treant is always at
full strength when created, despite any wounds it may have suffered the last
time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a
sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and
polished (a process taking 28 days). The character cannot adventure or engage in
other strenuous activity during the shaping and carving of the staff.

Chaos Hammer
Evocation [Chaotic]
Level: Chaos 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
The character unleashes chaotic power to smite the character's enemies. The
power takes the form of a multicolored explosion of leaping, ricocheting energy.
Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to
lawful creatures and staggers them for 1d6 rounds. A staggered character can
take only partial actions. A successful Will save reduces the damage by half and
negates the stagger effect.
The spell deals only half damage against creatures who are neither lawful nor
chaotic, and they are not staggered. They can reduce the damage by half again
(down to one-quarter of the roll) with a successful Will save.

Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: 1 day/level
As charm person, except that the spell is not restricted by creature type or
size.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid of Medium-size or smaller regard the character as
his trusted friend and ally. If the creature is currently being threatened or
attacked by the character or the character's allies, however, he receives a +5
bonus on his saving throw.
The spell does not enable the character to control the charmed person as if he
were an automaton, but he perceives the character's words and actions in the
most favorable way. The character can try to give the subject orders, but the
character must win an opposed Charisma check to convince him to do anything he
wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys
suicidal or obviously harmful orders. Any act by the character or the
character's apparent allies that threatens the charmed person breaks the spell.
Note also that the character must speak the person’s language to communicate the
character's commands, or else be good at pantomiming.

Charm Person or Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 2
Target: One person or animal
As charm person, except that it can also affect an animal.

Chill Metal
Transmutation [Cold]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/two levels, no two of which can be more
than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30
ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no
saving throw. Enchanted metal is allowed a saving throw against the spell. An
item in a creature’s possession uses the creature’s saving throw (unless its own
is higher).
A creature takes cold damage if its equipment is chilled. It takes full damage
if its armor is affected or if it’s holding, touching, wearing, or carrying
metal weighing one-fifth of its weight. The creature takes minimum damage (1
point or 2 points; see the table) if it’s not wearing metal armor and the metal
that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes very chilly and uncomfortable
to touch but deals no damage (this is also the effect on the last round of the
spell’s duration). During the second (and also the next-to-last) round, icy
coldness causes pain and damage. In the third, fourth, and fifth rounds, the
metal is freezing cold, causing more damage, as shown below:
Round Temperature Damage
----- ----------- ------
1 Cold None
2 Icy 1d4 points
3–5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Any heat intense enough to damage the creature negates cold damage from the
spell (and vice versa) on a point-for-point basis. For example, if the damage
roll from a chill metal spell indicates 5 points of cold damage and the creature
plunges through a wall of fire in the same round and takes 8 points of fire
damage, it winds up taking no chill damage and only 3 points of fire damage.
Underwater, chill metal deals no damage, but ice immediately forms around the
affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.

Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A touch from the character's hand, which glows with blue energy, disrupts the
life force of living creatures. Each touch channels negative energy that deals
1d6 points of damage and possibly also 1 point of temporary Strength damage. (A
successful Fortitude saving throw negates the Strength damage.) The character
can use this melee touch attack up to one time per level.
The spell has a special effect on undead creatures. Undead touched by the
character suffer no damage or Strength loss, but they must make successful Will
saving throws or flee as if panicked for 1d4 rounds +1 round per caster level.

Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life forces of living creatures, killing them
instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum
20d4). Creatures with the fewest HD are affected first; among creatures with
equal HD, those who are closest to the point of origin of the burst are affected
first. No creature with 9 or more HD is affected, and HD that are not sufficient
to affect a creature are wasted.
Material Component: Minimum value of 500 gp.

Circle of Doom
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting Time: 1 action
Range: 20 ft.
Area: All living enemies and undead creatures within a 20-ft.-radius burst
centered on the character
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Negative energy bursts in all directions from the point of origin, dealing 1d8
points of damage +1 point per caster level (maximum +20) to nearby living
enemies.
Like inflict spells, circle of doom cures undead in its area rather than harming
them.

Clairaudience/Clairvoyance
Divination
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 action
Range: See text
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance enables the character to concentrate upon some locale
and hear or see (the character's choice) almost as if the character were there.
Distance is not a factor, but the locale must be known—a place familiar to the
character or an obvious one (such as behind a door, around a corner, or in a
grove of trees). The spell does not allow magically enhanced senses to work
through it. If the chosen locale is magically dark, the character sees nothing.
If it is naturally pitch black, the character can see in a 10-foot radius around
the center of the spell’s effect. Lead sheeting or magical protection (such as
antimagic field, mind blank, or nondetection) blocks the spell, and the
character senses that the spell is so blocked. The spell creates an invisible
sensor, similar to that created by a scrying spell, that can be dispelled. The
spell functions only on the plane of existence the character is currently
occupying.

Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by lawful creatures, and confusing
lawful creatures when they strike the subjects. This abjuration has four
effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance
bonus to saves. Unlike protection from law, this benefit applies against all
attacks, not just against attacks by lawful creatures.
Second, the warded creatures gain SR 25 against lawful spells and spells cast by
lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection
from law does.
Finally, if a lawful creature succeeds with a melee attack against a warded
creature, the offending attacker is confused for 1 round (Will save negates, as
confusion, but against the save DC of cloak of chaos).
Focus: Worth at least 500 gp.

Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual
has been slain, the original’s soul transfers to the clone, creating a
replacement (provided the soul is free and willing to return). The original’s
physical remains, should they still exist, become inert matter and cannot
thereafter be restored to life. If the original has reached the end of its
natural life span (died of natural causes), any cloning attempt fails.
To create the duplicate, the character must have a piece of flesh (not hair,
nails, scales, or the like) taken from the original’s living body, with a volume
of at least 1 cubic inch. The piece of flesh need not be fresh, but it must be
kept from rotting (such as by the gentle repose spell). Once the spell is cast,
the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, if the original is dead, the original’s soul enters
the clone. The clone has the personality, memories, skills, and levels the
original had at the time the piece of flesh was taken. However, the replacement
must be at least one level lower than the original was at the time of death. If
the original was 1st level, the clone’s Constitution score drops by 1; if this
would give the clone a Constitution score of 0, the spell fails. If the original
creature has lost levels since the flesh sample was taken and died at a lower
level than the clone would otherwise be, the clone is at the level at which the
original died.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original
soul is unavailable, but the resulting creature is merely a soulless bit of
inert flesh, which rots if not somehow preserved.
Arcane Material Components: The piece of flesh and various laboratory supplies
(cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).

Cloudkill
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 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
This spell generates a bank of fog, similar to a fog cloud except that its
vapors are ghastly yellowish green and poisonous. They 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.
Unlike a fog cloud, 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
den or sinkhole openings. It cannot penetrate liquids, nor can it be cast
underwater.

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of intertwined, clashing colors springs forth from the character's
hand, stunning creatures, blinding them, or even knocking them unconscious. The
closest 1d6 creatures in the cone are affected. The spell affects each subject
according to its HD:
Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4 rounds, and then
stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.
5 or more: Stunned for 1 round.
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 Search checks and
most Strength- and Dexterity-based skills.
A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain
+2 bonuses to attack it.
Sightless creatures are not affected by color spray.

Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The character give the subject a one-word command, which she obeys to the best
of her ability. A very reasonable command causes the subject to suffer a penalty
on the saving throw (from –1 to –4, at the DM’s discretion). Typical commands
are "Flee," "Die" (which causes the subject to feign death), "Halt," "Run,"
"Stop," "Fall," "Go," "Leave," "Surrender," and "Rest." (A command of "Suicide"
fails because "suicide" is generally used as a noun, not as a command.)

Command Plants
Enchantment (Charm) [Mind-Affecting]
Level: Drd 8, Plant 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Plants and plant creatures (see text)
Duration: 1 day/level or 1 hour/level (see text)
Saving Throw: See text
Spell Resistance: See text
Plants, fungi, plant creatures, and fungus creatures do the character's bidding.
Charm: Against plant creatures and fungus creatures, command plants functions as
a mass charm spell. The character can command a number of plant creatures whose
combined level or HD do not exceed three times the character's level (or at
least one creature regardless of HD). No two affected creatures can be more than
30 feet from each other, and each is allowed a Will saving throw to negate the
effect. Spell resistance applies. The effect lasts 1 day per caster level. This
is a charm effect.
Animate: The spell imbues trees or other large, inanimate vegetable life with
mobility. The animated plants then attack whomever or whatever the character
first designates. Animated plants gain humanlike senses. The plants’ AC, speed,
attacks, and special abilities vary with their size and form, as described for
animated objects in the Monster Manual. The character can animate two trees,
four shrubs, or eight vines. All plants to be affected must be within 60 feet of
each other. The character can animate different types of plants if desired (for
example, one tree and four vines or a tree and two shrubs). Creatures who have
the plants in their possession can prevent the effect with Will saves or spell
resistance. The effect lasts 1 hour per caster level.
Entangle: the character imbues all plants within range with semimobility, which
allows them to entwine around creatures in the area. This duplicates the effect
of an entangle spell. Spell resistance does not keep creatures from being
entangled. The effect lasts 1 hour per caster level.

Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: 1 round/level
The character can contact the character's deityor agents there of 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 character are allowed one
such question per caster level. The answers given are correct within the limits
of the entitys 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 character doesn't
focus on the conversation, discusses the answers at length with other parties,
or leaves to undertake another task, the spell ends.
XP Cost: 100 XP.

Commune with Nature
Divination
Level: Animal 5, Drd 5
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous
The character becomes one with nature, attaining knowledge of the surrounding
territory. The character instantly gain knowledge of up to three facts from
among the following subjects: the ground or terrain, plants, minerals, bodies of
water, people, general animal population, presence of woodland creatures,
presence of powerful unnatural creatures, or even the general state of the
natural setting.
In outdoor settings, the spell operates in a radius of one mile per caster
level. In natural underground settings—caves, caverns, etc. The range is limited
to 100 feet per caster level. The spell does not function where nature has been
replaced by construction or settlement (such as in dungeons and towns).

Comprehend Languages
Divination
Level: Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
The character can understand the spoken words of creatures or read otherwise
incomprehensible written messages (such as writing in another language). In
either case, the character must touch the creature or the writing. Note that the
ability to read does not necessarily impart insight into the material, merely
its literal meaning. Note also that the spell enables the character 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, but the spell
is often useful when deciphering treasure maps. This spell can be foiled by
certain warding magic (such as the secret page and illusory script spells). It
does not decipher codes or reveal messages concealed in otherwise normal text.

Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 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 character's
hand and extending outward in a cone. It drains heat, causing 1d6 points of cold
damage per caster level (maximum 15d6).

Confusion
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 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:
1d10 Behavior
---- --------
1 Wander away for 1 minute (unless prevented)
2–6 Do nothing for 1 round
7–9 Attack nearest creature for 1 round
10 Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that
round. Wandering creatures leave the scene as if disinterested. Attackers are
not at any special advantage when attacking them. Behavior is checked at the
beginning of each creature’s turn. Any confused creature who is attacked
automatically attacks its attackers on its next turn.

Consecrate
Evocation
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell blesses an area with positive energy. All Charisma checks made to
turn undead within this area gain a +3 sacred bonus. Undead entering this area
suffer minor disruption, giving them a –1 sacred penalty on attack rolls, damage
rolls, and saving throws. Undead cannot be created within or summoned into a
consecrated area.
If the consecrated area contains an altar, shrine, or other permanent fixture
dedicated to the character's deity, pantheon, or aligned higher power, the
modifiers listed above are doubled (+6 sacred bonus to turning, –2 penalty to
undead rolls). The character cannot consecrate an area with a similar fixture of
a deity other than the character's own patron.
Consecrate counters and dispels desecrate.
Material Components: Worth 25 gp.

Contact Other Plane
Divination
Level: Brd 5, Sor/Wiz 5
Components: V
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Concentration
The character sends his or her mind to another plane of existence in order to
receive advice and information from powers there. (See the accompanying table
for possible consequences and results of the attempt.)
Avoid Effective True Don’t Random
Plane Contacted Int/Cha Decrease Answer Know Lie Answer
--------------- ---------------- ------ ----- ----- ------
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100
(appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100)
Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100
Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100
Outer Plane, demideity DC 10/2 weeks 01–49 50–70 71–91 92–100
Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100
Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100
Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100
Avoid Effective Intelligence/Charisma Decrease: The character must succeed at an
Intelligence check against this DC in order to avoid effective Intelligence and
Charisma decrease. If the check fails, the character's Intelligence and Charisma
scores fall to 8 for the stated duration, and the character becomes unable to
cast arcane spells. If the character loses Intelligence and Charisma, the effect
strikes as soon as the first question is asked, and no answer is received. (The
entries in parentheses are for questions that pertain to the appropriate
Elemental Plane.)
Results of a Successful Contact: The DM rolls d% for the result shown on the
table:
True Answer: The character get a true, one-word answer. Questions not capable of
being answered in this way are answered randomly.
Don’t Know: The entity tells the character that it doesn’t know.
Lie: The entity intentionally lies to the character.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes
one up.
The powers reply in a language the character understands, but they resent such
contact and give only brief answers to the character's questions. (The DM
answers all questions with "yes," "no," "maybe," "never," "irrelevant," or some
other one-word answer.) The character must concentrate on maintaining the spell
(a standard action) in order to ask questions at the rate of one per round. A
question is answered by the power during the same round. For every two caster
levels, the character may ask one question.
The character can contact an Elemental Plane or some plane farther removed.
Contact with minds far removed from the character's home plane increases the
probability of suffering an effective decrease to Intelligence and Charisma, but
the chance of the power knowing the answer, as well as the probability of the
being telling the correct answer, are likewise increased by moving to distant
planes. Once the Outer Planes are reached, the power of the deity contacted
determines the effects. (Random results obtained from the table are subject to
DM changes, the personalities of individual deities, and so on.)
On rare occasions, this divination may be blocked by an act of certain deities
or forces.

Contagion
Necromancy
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease, which strikes immediately (no incubation
period). The character infects the subject with blinding sickness, cackle fever,
filth fever, mindfire, red ache, the shakes, or slimy doom.

Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes (see text)
Range: Personal
Target: The character
Duration: 1 day/level or until discharged
The character can place another spell upon the character's person so that the
latter spell comes into effect under some condition the character dictates when
casting contingency. The companion spell and the spell it is to bring into
effect are cast at the same time. The 10-minute casting time is the minimum
total for both castings; if the companion spell has a casting time longer than
10 minutes, use that casting time instead.
The spell to be brought into effect by the contingency must be one that affects
the character's person (feather fall, levitate, fly, teleport, and so forth) and
be of a spell level no higher than one-third the character's caster level
(rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although
they can be general. In all cases, the contingency immediately brings into
effect the second spell, the latter being "cast" instantaneously when the
prescribed circumstances occur. Note that if complicated or convoluted
conditions are prescribed, the whole spell combination (contingency and the
companion magic) may fail when called on. The companion spell occurs based
solely on the stated conditions, regardless of whether the character wants it
to.
The character can use only one contingency spell at a time; if a second is cast,
the first one (if still active) is dispelled.
Material Components: Those of the companion spell, plus quicksilver and an
eyelash of an ogre mage, ki-rin, or similar spell-using creature.
Focus: Worth at least 1,500 gp. The character must carry the focus for the
contingency to work.

Continual Flame
Illusion (Figment)
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: Illusory flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No
A flame, equivalent in brightness to a torch, springs forth from an object that
the character touches. The flame looks like a regular flame, but it creates no
heat and doesn’t use oxygen. The flame can be covered and hidden but not
smothered or quenched.
Material Component: Worth 50 gp.

Control Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Plants within a 25 ft. + 5 ft/2 levels-radius spread, centered on the
character
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No
The character can converse, in very rudimentary terms, with all sorts of plants
and plantlike creatures (including fungi, molds, and plantlike monsters such as
shambling mounds). The character automatically exercises limited control over
normal plants. Plantlike creatures can negate the control effect with a Will
save.
The spell does not enable plants to uproot themselves and move about, but it
does allow them to move their branches, stems, and leaves. Thus, the character
can question plants as to whether or not creatures have passed through them,
cause thickets to part to enable easy passage, require vines to entangle
pursuers, and command similar services.
The plants can duplicate the effect of an entangle spell or free creatures
trapped by that spell.

Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD of undead creatures/level, no two of which can be more than
30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables the character to command undead creatures for a short period
of time. The character commands the creatures by voice. Telepathic communication
is not possible, but the creatures understand the character no matter what
language the character speaks. Even if vocal communication is impossible (in the
area of a silence spell, for instance), the controlled undead do not attack the
character. At the end of the spell, the controlled undead revert to their normal
behavior. Intelligent undead remember that the character controlled them.

Control Water
Transmutation
Level: Brd 5, Clr 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level x 10 ft./level x 2 ft./level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Depending on the version the character chose, the control water spell raises or
lowers water.
Lower Water: This causes water (or similar liquid) to sink away to a minimum
depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The
water is lowered within a squarish depression whose sides are up to 10 feet long
per caster level. In extremely large and deep bodies of water, such as deep
ocean, the spell creates a whirlpool that sweeps ships and similar craft
downward, putting them at risk and rendering them unable to leave by normal
movement for the duration of the spell. When cast on water elementals and other
water-based creatures, this spell acts as a slow spell. The spell has no effect
on other creatures.
Raise Water: This causes water (or similar liquid) to rise in height, just as
the lower water version causes it to lower. Boats raised in this way slide down
the sides of the hump that the spell creates. If the area affected by the spell
includes riverbanks, a beach, or other land near the raised water, the water can
spill over onto dry land.
For either version, the character may reduce one horizontal dimension by half
and double the other horizontal dimension.
Control Weather

Transmutation
Level: Air 7, Brd 6, Clr 7, Drd 7, Sor/Wiz 6
Components: V, S
Casting Time: 10 minutes (see text)
Range: Two miles
Area: Two-mile-radius circle, centered on the character (see text)
Duration: 4d12 hours (see text)
Saving Throw: None
Spell Resistance: No
The character change the weather in the local area. It takes 10 minutes to cast
the spell and an additional 10 minutes for the effects to manifest. The current,
natural weather conditions are determined by the DM. The character can call
forth weather appropriate to the climate and season of the area the character
are in.
Season Possible Weather
------ ----------------
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
The character control the general tendencies of the weather, such as the
direction and intensity of the wind. The character cannot control specific
applications of the weather—where lightning strikes, for example, or the exact
path of a tornado. When the character selects a certain weather condition to
occur, the weather assumes that condition 10 minutes later (changing gradually,
not abruptly). The weather continues as the character left it for the duration,
or until the character uses a standard action to designate a new kind of weather
(which fully manifests itself 10 minutes later). Contradictory conditions are
not possible simultaneously—fog and strong wind, for example.
Control weather can do away with atmospheric phenomena (naturally occurring or
otherwise) as well as create them.
Druids casting this spell double the duration and affect a circle with a
three-mile radius.

Control Winds
Transmutation
Level: Air 5, Drd 5
Components: V, S
Casting Time: 1 action
Range: 40 ft./level
Area: 40 ft./level radius centered on the character
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: No
The character alters wind force in the area surrounding the character. The
character can make the wind blow in a certain direction or manner, increase its
strength, or decrease its strength. The new wind direction and strength persist
until the spell ends or the character chooses to alter his or her handiwork,
which requires concentration. The character may create an "eye" of calm air up
to 80 feet in diameter at the center of the area if the character so desires,
and the character may choose to limit the effect to any circular area less than
the character's full range.
Wind Direction: The character may choose one of four basic wind patterns to
function over the spell’s area:
A downdraft blows from the center outward in equal strength in all directions.

An updraft blows from the outer edges in toward the center in equal strength
from all directions, veering upward before impinging on the eye in the center.

A rotation causes the winds to circle the center in clockwise or
counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire
area from one side to the other.
Wind Force: For every three caster levels, the character can increase or
decrease wind force by one level of strength. Each round, a creature in the wind
must make a Fortitude save or suffer the effect.
Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes
minor ship and building damage. A windstorm (51+ mph) drives most flying
creatures from the skies, uproots small trees, knocks down light wooden
structures, tears off roofs, and endangers ships. Hurricane force winds (75+
mph) destroy wooden buildings, sometimes uproot even large trees, and cause most
ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and
often uproots large trees.

Create Food and Water
Conjuration (Creation)
Level: Clr 3
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three humans or one horse/level for 1 day
Duration: 24 hours (see text)
Saving Throw: None
Spell Resistance: No
The food that this spell creates is simple fare of the character's choice—highly
nourishing, if rather bland. The food decays and becomes inedible within 24
hours, although it can be kept fresh for another 24 hours by casting a purify
food and water spell on it. The water created by this spell is just like clean
rain water. The water doesn’t go bad as the food does.

Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As create undead, except that this spell allows the character to create more
powerful and intelligent sorts of undead. The type of undead created is based on
the character's level. The following types of undead can be created by casters
of the specified levels:
Cleric Level Undead Created
------------ --------------
15 or lower Mummy
16–17 Spectre
18–19 Vampire
20 Ghost*
*Ghosts created by this spell have three ghostly powers in addition to
manifestation: malevolence, horrific appearance, and corrupting gaze.
The character may attempt to command the undead as it forms with a turning
check.
Certain types of undead, such as liches, cannot be created by this spell. Such
undead are created in other, very specific ways.

Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows the character
to create more powerful sorts of undead: ghasts, ghouls, shadow, wights, and
wraiths. The following types of undead can be created by casters of the
specified levels:
Cleric Level Undead Created
------------ --------------
11 or lower Ghoul
12–13 Shadow
14–15 Ghast
16–19 Wight
20 Wraith
The character may create less powerful undead than the character's level would
indicate if the character choses. For example, at 16th level the character could
decide to create a ghoul or shadow instead of a wight. Doing this may be a good
idea, because created undead are not automatically under the control of their
animator. The character may attempt to command the undead as it forms.
This spell must be cast at night.
Material Components: The spell must be cast on a dead body, and the DM may
assign specific requirements for various types of undead. The character must
place a black onyx gem worth at least 50 gp per HD of the undead to be created
into the mouth or eye socket of each corpse. The magic of the spell turns these
gems into worthless shells.
Create Water
Conjuration (Creation)
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 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 rain water.
Water can be created in an area as small as will actually contain the liquid, or
in an area three times as large (possibly creating a downpour or filling many
small receptacles).
Note: Conjuration spells can’t create substances or objects within a creature.
Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly
8 gallons and weighs about 60 pounds.

Creeping Doom
Conjuration (Summoning)
Level: Animal 8, Drd 7
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)/100 ft. (see text)
Effect: 1,000 insects that fill a 10-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
When the character utters the spell of creeping doom, he or she calls forth a
mass of 1,000 venomous, biting and stinging spiders, scorpions, beetles, and
centipedes. This carpetlike mass swarms in a square 20 feet on a side. Upon the
character's command, the swarm creeps forth at 10 feet per round toward any prey
within 100 feet, moving in the direction the character commands. Each vermin in
the creeping doom effect automatically bites a creature for 1 point of damage
and then dies. Each creature takes enough damage to kill it, destroying that
number of vermin in the process. Thus, a total of 1,000 points of damage can be
inflicted on those in the creeping doom’s effect. These attacks are nonmagical
attacks, so creatures with damage reduction, for example, are safe.
If there aren’t enough vermin to kill all the creatures in the spell’s effect,
damage is distributed among the survivors equally.
If creeping doom travels more than 100 feet away from the character, it loses 50
of its number for each additional 10 feet it travels. For example, at 120 feet,
its numbers have shrunk by 100. There are a number of ways to thwart or destroy
the creatures forming the swarm. Anything that would deter or destroy normal
insects is effective against these insects.
Cure Critical Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
As cure light wounds, except cure critical wounds cures 4d8 points of damage +1
point per caster level (up to +20).

Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying the character's hand upon a living creature, the character 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.
Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
As cure light wounds, except cure minor wounds cures only 1 point of damage.
Cure Moderate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Pal 3, Healing 2
As cure light wounds, except cure moderate wounds cures 2d8 points of damage +1
point per caster level (up to +10).
Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
As cure light wounds, except cure moderate wounds cures 3d8 points of damage +1
point per caster level (up to +15).

Curse Water
Transmutation [Evil]
Level: Clr 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 negative energy,
turning it into unholy water. Unholy water damages good outsiders the way holy
water damages undead.
Material Component: Worth 25 gp.

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