Dancing Lights
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four illusionary lights, all within a 10-ft.-radius area
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Depending on the version selected, the character creates up to four lights
that
resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o’-wisps), or one
faintly
glowing, vaguely humanoid shape. The dancing lights must stay within a
10-foot-radius area in relation to each other but otherwise move as the
character desires (no concentration required): forward or back, up or down,
straight or turning corners, etc. The lights can move up to 100 feet a round.
A
light winks out if the distance between the character and it exceeds the spell’s
range.
Darkness
Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate darkness out to a 20-foot radius. Not
even creatures who can normally see in the dark (such as with darkvision)
can
see in an area shrouded in magical darkness. Normal lights (torches, candles,
lanterns, and so forth) do not work, nor do light spells of lower level (flare,
light, dancing lights). Darkness and the 2nd-level spell daylight cancel each
other, leaving whatever light conditions normally prevail in the overlapping
areas of the spells. Higher-level light spells (such as the 3rd-level cleric
spell daylight) are not affected by darkness.
If the spell is cast on a small object that is then placed inside or under
a
lightproof covering, the spell’s effects are blocked until the covering
is
removed.
Darkness counters or dispels any light spell of equal or lower level.
Darkvision
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision
is black and white only but otherwise like normal sight. Darkvision does not
grant one the ability to see in magical darkness.
Daylight
Evocation [Light]
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius.
Creatures who suffer penalties in bright light suffer them while exposed to
this
magical light. If the spell is cast on a small object that is then placed
inside
or under a lightproof covering, the spell’s effects are blocked
until the
covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily
negated, so that the otherwise prevailing light conditions exist in the
overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such
as
darkness.
Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid of Medium-size or smaller so
that
he takes no actions. Humanoids of 5 or more HD are not affected. The dazed
subject is not stunned (so attackers get no special advantage against him),
but
he can’t move, cast spells, use mental abilities, etc.
Death Knell
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per target HD (see text)
Saving Throw: Will negates
Spell Resistance: Yes
The character draws forth the ebbing life force of a badly wounded creature
and
use it to fuel the character's own power. Upon casting this spell, the character
touches a living creature with –1 hit points or lower. If the subject
fails its
saving throw, it dies, and the character gains 1d8 temporary hit points and
+2
Strength. Additionally, the character's effective caster level goes up by
+1,
improving spell effects dependent on caster level. (This increase in effective
caster level does not grant the character access to more spells.) These effects
last for 10 minutes per HD of the target creature.
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
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)
The subject is immune to all death spells and magical death effects. The spell
does not protect against other sorts of attacks, such as hit point loss, poison,
petrification, or other effects even if they might be lethal.
Deathwatch
Necromancy
Level: Clr 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from the character to the extreme of the range
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, the character can
determine the condition of creatures near death within the spell’s
range. The
character instantly knows whether each creature within the area is dead, fragile
(alive and wounded, with 3 or fewer hit points left), fighting off death (alive
with 4 or more hit points), undead, or neither alive nor dead (as a construct).
This spell foils any spell or ability that allows creatures to feign death.
Deeper Darkness
Evocation [Darkness]
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This spell causes the object touched to shed absolute darkness in a 60-foot
radius. Even creatures who can normally see in the dark cannot see through
this
magical darkness. If the spell is cast on a small object that is then placed
inside or under a lightproof covering, the spell’s effects are blocked
until the
covering is removed.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily
negated, so that the otherwise prevailing light conditions exist in the
overlapping areas of effect.
Deeper darkness counters or dispels any light spell of equal or lower level,
including daylight and light.
Delay Poison
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in the subject’s
system, or any poison the subject is exposed to during the spell’s
duration,
does not affect the subject until the spell has expired. Delay poison does
not
cure any damage that poison may have already done.
Delayed Blast Fireball
Evocation [Fire]
Level: Sor/Wiz 7
Duration: Up to 5 rounds (see text)
As fireball, except this spell is more powerful and can detonate up to 5 rounds
after the spell is cast. The burst of flame detonates with a low roar and
delivers 1d8 points of fire damage per caster level.
The glowing bead created by the spell can detonate immediately if the character
desires, or the character can choose to delay the burst for up to 5 rounds.
The
character chooses the amount of delay upon completing the spell, and the delay
cannot change once it has been set (unless someone touches the bead; see below).
If the character chose a delay, the glowing bead sits at its destination until
it detonates. A creature can pick up and hurl the bead as a thrown weapon
(range
increment 10 feet). If a creature handles and moves the bead within 1 round
of
its detonation, there is a 25% chance that the bead detonates while the creature
is handling it.
Demand
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving Throw: Will partial
Spell Resistance: Yes
As sending, but the message can also contain a suggestion (see the suggestion
spell), which the subject does her best to carry out. A successful Will save
negates the suggestion effect but not the contact itself. The demand, if
received, is understood even if the creature’s Intelligence score
is as low as
1. If the message is impossible or meaningless according to the circumstances
that exist for the subject at the time the demand comes, the message is
understood but the suggestion is ineffective.
The demand’s message to the creature must be twenty-five words or
less,
including the suggestion. The creature can also give a short reply immediately.
Desecrate
Evocation
Level: Clr 2, Evil 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: Yes
This spell imbues an area with negative energy. All Charisma checks made to
turn
undead within this area suffer a –3 profane penalty. Undead entering
this area
gain a +1 profane bonus to attack rolls, damage rolls, and saving throws.
Undead
created within or summoned into a desecrated area gain +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture
dedicated to the character's deity, pantheon, or aligned higher power, the
effects are doubled (turning at –6, +2 profane bonuses to undead
rolls, +2 hit
points per HD).
If the area contains a similar fixture of a deity, pantheon, or higher power
other than the character's patron, the desecrate spell instead curses the
area,
cutting off its connection with the associated deity or power. This secondary
function, if used, does not also grant the bonuses to undead as listed above.
Desecrate counters and dispels consecrate.
Material Component: Worth 25 gp.
Destruction
Necromancy [Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This awful spell instantly slays the subject and consumes its remains utterly
in
holy (or unholy) fire. If the target’s Fortitude saving throw succeeds,
it
instead takes 10d6 points of damage. The only way to restore life to a character
who has failed to save against this spell is to use true resurrection, a
carefully worded wish spell followed by resurrection, or miracle.
Focus: Worth 500 gp.
Detect Animals or Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The character can detect a particular type of animal or plant in a quarter
circle emanating out from the character in whatever direction the character
faces. The character must think of a species of animal or plant when using
the
spell. Each round the character can change the animal or plant type. The amount
of information revealed depends on how long the character searches a particular
area or focus on a specific type of animal or plant:
1st Round: Presence or absence of the animal or plant type in that quarter.
2nd Round: Number of individuals of the specified type in the area, and the
condition of the healthiest specimen.
3rd Round: The condition and location of each individual present. If an animal
or plant is outside the character's line of sight, then the character discerns
its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as
follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease,
or
suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal
stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker
of the two.
Note: Each round the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
The DM decides if a specific type of animal or plant is present.
Detect Chaos
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects chaotic creatures, spells, and
magic items, and the character is vulnerable to an overwhelming chaotic aura
if
the character is lawful. It does not detect undead.
Detect Evil
Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The character can sense the presence of evil. The amount of information revealed
depends on how long the character studies a particular area or subject:
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area
and
the strength of the strongest evil aura present. If the character is of good
alignment, the strongest evil aura’s strength is "overwhelming"
(see below), and
the strength is at least twice the character's character level, the character
is
stunned for 1 round and the spell ends. While the character is stunned, the
character can’t act, the character loses any Dexterity bonus to
AC, and
attackers gain +2 bonuses to attack the character.
3rd Round: The strength and location of each aura. If an aura is outside the
character's line of sight, then the character discerns its direction but not
its
exact location.
Aura Strength: An aura’s evil power and strength depend on the type
of evil
creature or object that the character is detecting and its HD, caster level,
or
(in the case of a cleric) class level.
Creature/Object Evil Power
--------------- ----------
Evil creature HD / 5
Undead creature HD / 2
Evil elemental HD / 2
Evil magic item
or spell Caster level / 2
Evil outsider HD
Cleric of an
evil deity Level
Evil Power Aura Strength
---------- -------------
Lingering Dim
1 or less Faint
2–4 Moderate
5–10 Strong
11+ Overwhelming
If an aura falls into more than one strength category, the spell indicates
the
stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Original Strength Duration
----------------- --------
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Remember that animals, traps, poisons, and other potential perils are not
evil;
this spell does not detect them.
Note: Each round, the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Good
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects good creatures, spells, and
magic
items, and the character is vulnerable to an overwhelming good aura if the
character is evil. It does not detect undead. Also, remember that healing
potions, antidotes, and similar beneficial items are not good.
Detect Law
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects lawful creatures, spells, and
magic items, and the character is vulnerable to an overwhelming lawful aura
if
the character is chaotic. It does not detect undead.
Detect Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The character detect magical auras. The amount of information revealed depends
on how long the character studies a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest
aura.
3rd Round: The strength and location of each aura. If the items or creatures
bearing the auras are in line of sight, the character can make Spellcraft
skill
checks to determine the school of magic involved in each. (Make one check
per
aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations
may
confuse or conceal weaker auras.
Aura Strength: An aura’s magical power and strength depend on a
spell’s
functioning spell level or an item’s caster level.
Functioning Item
Spell Caster
Strength Level Level
-------- ----------- ------
Dim 0-level or Lingering
lingering aura aura
Faint 1st–3rd 1st–5th
Moderate 4th–6th 6th–11th
Strong 7th–9th 12th–20th
Overwhelming Artifact or Beyond
deity-level mortal
magic caster
If an aura falls into more than one category, detect magic indicates the
stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Aura Strength Duration
------------- --------
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Note: Each round, the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and
elementals are not magical in themselves, but if they are conjured, the
conjuration spell registers.
Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character determine whether a creature, object, or area has been poisoned
or
is poisonous. The character can determine the exact type of poison with a
successful Wisdom check (DC 20). A character with the Alchemy skill may try
an
Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check
prior to the Wisdom check.
Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 120 ft.
Area: 120-ft.-radius emanation centered on the character
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
The character immediately become aware of any attempt to observe the character
by means of clairaudience/clairvoyance or scrying. The spell’s effect
radiates
from the character and moves as the character moves. The spell also reveals
the
use of crystal balls or other magic scrying devices. The character knows the
location of every magical sensor within the spell’s area.
If the scrying attempt originates within the area, the character also knows
its
location. If the attempt originates outside this range, the character and
the
scrier immediately make opposed Scry skill checks. (A Scry check is the same
as
an Intelligence check for a creature without the Scry skill.) If the character
at least matches the scrier’s result, the character gets a visual
image of the
scrier and a sense of the scrier’s direction and distance from the
character
(accurate to within one-tenth the distance).
Detect Secret Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
The character can detect secret doors, compartments, caches, and so forth.
Only
passages, doors, or openings that have been specifically constructed to escape
detection are detected by this spell—an ordinary trapdoor underneath
a pile of
crates would not be detected. The amount of information revealed depends on
how
long the character studies a particular area or subject:
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is
outside the character's line of sight, then the character discerns its direction
but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret
portal
closely examined by the character.
Note: Each round, the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The character can detect simple pits, deadfalls, snares of wilderness creatures
(trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps
constructed of natural materials (mantraps, missile traps, hunting snares,
etc.). The spell does not detect complex traps, including trapdoor traps.
The spell does detect certain natural hazards—quicksand (registers
as a snare),
a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it
does
not reveal other potentially dangerous conditions, such as a cavern that floods
during rain, an unsafe construction, or a naturally poisonous plant. The spell
does not detect magic traps (except those that operate by pit, deadfall, or
snaring; see the spell snare), nor mechanically complex ones, nor those that
have been rendered safe or inactive.
The amount of information revealed depends on how long the character studies
a
particular area:
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside
the character's line of sight, then the character discerns its direction but
not
its exact location.
Each Additional Round: The general type and trigger for one particular hazard
closely examined by the character.
Note: Each round, the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Thoughts
Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
The character detect surface thoughts. The amount of information revealed
depends on how long the character studies a particular area or subject:
1st Round: Presence or absence of thoughts (from conscious creatures with
Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the mental strength of each.
3rd Round: Surface thoughts of any mind in the area. A target’s
Will save
prevents the character from reading its thoughts, and the character must cast
detect thoughts again to have another chance. Creatures of animal intelligence
(Int 1 or 2) have simple, instinctual thoughts that the character can pick
up.
Intelligence Mental Strength
------------ ---------------
1–2 Animal
3–5 Very low
6–9 Low
10–11 Average
12–15 High
16–17 Very high
18–21 Genius
22–25 Supra-genius
26+ Deific
Note: Each round, the character can turn to detect thoughts in a new area.
The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from the character to the extreme of the range
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
The character can detect the aura that surrounds undead. The amount of
information revealed depends on how long the character studies a particular
area
or subject:
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest
undead aura present. If the character is of good alignment, the strongest
undead
aura’s strength is "overwhelming" (see below), and the
strength is at least
twice the character's character level, the character is stunned for 1 round
and
the spell ends. While the character is stunned, the character can’t
act, the
character loses any Dexterity bonus to AC, and attackers gain +2 bonuses to
attack the character.
3rd Round: The strength and location of each aura. If an aura is outside the
character's line of sight, then the character discerns its direction but not
its
exact location.
Aura Strength: The strength of the undead aura is determined by the HD of
the
undead creature.
Strength HD
-------- --
Dim Lingering aura
Faint 1 or less
Moderate 2–4
Strong 5–10
Overwhelming 11+
Length Aura Lingers: How long the aura lingers depends on its original strength:
Aura Strength Duration
------------- --------
Faint 1d6 minutes
Moderate 1d6 X 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Note: Each round, the character can turn to detect things in a new area. The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal,
a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Dictum
Evocation [Lawful, Sonic]
Level: Clr 7, Law 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 dictum creates two effects.
If the character is on the character's home plane, nonlawful 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 dictum.
Creatures native to the character's plane who hear the dictum and are not
lawful
suffer the following ill effects:
HD Effect
-- ------
12 or more Deafened
Less than 12 Slowed, deafened
Less than 8 Paralyzed, slowed, deafened
Less than 4 Killed, paralyzed, slowed, deafened
The effects are cumulative.
Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.
Slowed: The creature is slowed, as by the slow spell, 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.
Dimensional Anchor
Abjuration
Level: Clr 4 , Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)
A green ray springs from the character's outstretched hand. The character
must
make a ranged touch attack to hit the target. Any creature or object struck
is
covered with a shimmering emerald field that completely blocks bodily
extradimensional travel. Forms of movement barred by the dimensional anchor
include astral projection, blink, dimension door, ethereal jaunt, etherealness,
gate, maze, plane shift, shadow walk, teleport, and similar spell-like or
psionic abilities. It prevents the use of a gate or teleportation circle for
the
duration of the spell.
The dimensional anchor does not interfere with the movement of creatures already
in ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms such as a basilisk’s
gaze. Also, it
does not prevent summoned creatures from disappearing at the end of a summoning
spell.
Dimension Door
Transmutation [Teleportation]
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: The character and touched objects or other touched willing creatures
weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
The character instantly transfers from the character's current location to
any
other spot within range. The character always arrives at exactly the spot
desired—whether by simply visualizing the area or by stating direction,
such as
"900 feet straight downward," or "upward to the northwest,
45-degree angle,
1,200 feet." After using this spell, the character can’t take
any other actions
until the character's next turn.
If the character arrives in a place that is already occupied by a solid body,
the character become trapped in the Astral Plane. Each round that the character
is trapped in the Astral Plane in this way, the character may make a Will
save
(DC 25) to return to the Material Plane at a random open space on a suitable
surface within 100 feet of the intended location. If there is no free space
within 100 feet, make a Will save (DC 25) each minute to appear in a free
space
within 1,000 feet. If there’s no free space within 1,000 feet, the
character is
stuck on the Astral Plane until rescued.
Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell has two versions:
Prune Growth: The first version causes normal vegetation (grasses, briars,
bushes, creepers, thistles, trees, vines, and so forth) within long range
(400
feet + 40 feet per level) to shrink to about a third of their normal size,
becoming untangled and less bushy. The affected vegetation appears to have
been
carefully pruned and trimmed.
At the character's option, the area can be a circle with a radius of 100 feet,
a
semicircle with a radius of 150 feet, or a quarter circle with a radius of
200
feet. The character may also designate areas within the area that are not
affected.
Stunt: The second version targets normal plants within a range of one-half
mile,
reducing their potential productivity over the course of the following year
to
one-third below normal.
Diminish plants counters plant growth.
Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Each round, the character concentrates on one subject, who must be in range.
The
character knows if the subject deliberately and knowingly speaks a lie by
discerning disturbances in her aura caused by lying. The spell does not reveal
the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, the character may concentrate on a different subject.
Discern Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting Time: 10 minutes
Range: Unlimited
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A discern location spell is among the most powerful means of locating creatures
or objects. Nothing short of the direct intervention of a deity keeps the
character from learning the exact location of a single individual or object.
Discern location circumvents normal means of protection from scrying or
location. The spell reveals the name of the location (place, name, business
name, building name, or the like), community, county (or similar political
division), country, continent, and plane where the subject lies.
To find a creature with the spell, the character must have seen the creature
or
have some item that once belonged to it. To find an object, the character
must
have touched the object at least once.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin, green ray springs from the character's pointing finger, causing the
creature or object it strikes to glow and vanish, leaving behind only a trace
of
fine dust. The character must make a successful ranged touch attack to hit.
Up
to a 10-foot cube of nonliving matter is affected, so the spell disintegrates
only part of any very large object or structure targeted. The ray affects
even
magical matter or energy of a magical nature, such as Bigby’s forceful
hand or a
wall of force, but not a globe of invulnerability or an antimagic field. A
creature or object that makes a successful Fortitude save is only partially
affected. It takes 5d6 points of damage instead of disintegrating. Only the
first creature or object struck can be affected (that is, the ray affects
only
one target per casting).
Dismissal
Abjuration
Level: Brd 4, Clr 4, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane. Add the
creature’s HD to its saving throw and subtract the character's level
as well. If
the spell is successful, the creature is instantly whisked away, but there
is a
20% chance of actually sending the subject to a plane other than its own.
Arcane Focus: Any item that is distasteful to the subject.
Dispel Chaos
Abjuration [Lawful]
Level: Clr 5, Law 5
As dispel evil, except that the character is surrounded by constant, blue,
lawful energy, and the spell affects chaotic creatures and spells rather than
evil ones.
Dispel Evil
Abjuration [Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target or Targets: The character and a touched evil creature from another
plane;
or the character and an enchantment or evil spell on a touched creature or
object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text
Shimmering, white, holy energy surrounds the character. This power has three
effects:
1. The character gains a +4 deflection bonus to AC against attacks by evil
creatures.
2. On making a successful melee touch attack against an evil creature from
another plane, the character can choose to drive that creature back to its
home
plane. The creature negates the effects with a Will save (SR applies). This
use
discharges and ends the spell.
3. With a touch, the character can automatically dispel any one enchantment
cast
by an evil creature or any one evil spell. Exception: Spells that can’t
be
dispelled by dispel magic also can’t be dispelled by dispel evil.
Saving throws
and SR do not apply to this effect. This use discharges and ends the spell.
Dispel Good
Abjuration [Evil]
Level: Clr 5, Evil 5
As dispel evil, except that the character is surrounded by dark, wavering,
unholy energy, and the spell affects good creatures and spells rather than
evil
ones.
Dispel Law
Abjuration [Chaotic]
Level: Chaos 5, Clr 5
As dispel evil, except that the character is surrounded by flickering, yellow,
chaotic energy, and the spell affects lawful creatures and spells rather than
evil ones.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character can use dispel magic to end ongoing spells that have been cast
on
a creature or object, to temporarily suppress the magical abilities of a magic
item, to end ongoing spells (or at least their effects) within an area, or
to
counter another spellcaster’s spell. A dispelled spell ends as if
its duration
had expired. Some spells, as detailed in their descriptions, can’t
be defeated
by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects
of supernatural abilities as well as spells. Dispel magic affects spell-like
effects just as it affects spells.
Note: The effects of spells with instantaneous duration can’t be
dispelled,
because the magic effect is already over before the dispel magic can take
effect.
The character choose to use dispel magic in one of three ways: a targeted
dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the spell.
The
character makes a dispel check against the spell or against each ongoing spell
currently in effect on the object or creature. A dispel check is 1d20 +1 per
caster level (maximum +10) against a DC of 11 + the spell’s caster
level.
If the spellcaster targets an object or creature who is the effect of an ongoing
spell (such as a monster summoned by monster summoning), she makes a dispel
check to end the spell that conjured the object or creature.
If the object that the character targets is a magic item, the character makes
a
dispel check against the item’s caster level. If the character succeeds,
all the
item’s magical properties are suppressed for 1d4 rounds, after which
the item
recovers on its own. A suppressed item becomes nonmagical for the duration
of
the effect. An interdimensional interface (such as a bag of holding) is
temporarily closed. Remember that a magic item’s physical properties
are
unchanged: A suppressed magic sword is still a sword (a masterwork sword,
in
fact). Artifacts and creatures of demigod or higher status are unaffected
by
mortal magic such as this.
The character automatically succeeds at the dispel check against any spell
that
the character cast.
Area Dispel: The spell affects everything within a 30-foot radius.
For each creature who is the target of one or more spells, the character makes
a
dispel check against the spell with the highest caster level. If that fails,
the
character makes dispel checks against progressively weaker spells until the
character dispels one spell (which discharges the dispel so far as that target
is concerned) or fail all the character's checks. The creature’s
magic items are
not affected.
For each object that is the target of one or more spells, the character makes
dispel checks as with creatures. Magic items are not affected by area dispels.
For each ongoing area or effect spell centered within the dispel magic’s
area,
the character makes a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel, the character
makes a dispel check to end the effect, but only within the area of the dispel
magic.
If an object or creature who is the effect of an ongoing spell, such as a
monster summoned by monster summoning, is in the area, the character makes
a
dispel check to end the spell that conjured the object or creature (returning
it
whence it came) in addition to attempting to dispel spells targeting the
creature or object.
The character may choose to automatically succeed at dispel checks against
any
spell that the character cast.
Counterspell: The spell targets a spellcaster and is cast as a counterspell.
Unlike a true counterspell, however, dispel magic may not work. The character
must make a dispel check to counter the other spellcaster’s spell.
Displacement
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Emulating the natural ability of the displacer beast, the subject appears
to be
about 2 feet away from his true location. He benefits from a 50% miss chance
as
if he had full concealment. However, unlike actual full concealment,
displacement does not prevent enemies from targeting him normally. True seeing
reveals his true location.
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The character direct a shock wave of positive energy. The character must make
a
ranged touch attack roll to hit, and if the ray hits an undead creature, it
deals 1d6 points of damage to it.
Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide the
character with a useful piece of advice in reply to a question concerning
a
specific goal, event, or activity that is to occur within 1 week. The advice
can
be as simple as a short phrase, or it might take the form of a cryptic rhyme
or
omen.
In all cases, the DM controls what information the character receives. Note
that
if the character's party doesn’t act on the information, the conditions
may
change so that the information is no longer useful.
The base chance for a correct divination is 70% + 1% per caster level. The
DM
adjusts the chance if unusual circumstances require it (if, for example, unusual
precautions against divination spells have been taken). If the dice roll fails,
the character knows the spell failed, unless specific magic yielding false
information is at work.
As with augury, multiple divinations about the same topic by the same caster
use
the same dice result as the first divination and yield the same answer each
time.
Material Component: Worth at least 25 gp.
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute
Calling upon the strength and wisdom of a deity, the character gains a +1
luck
bonus to attack and weapon damage rolls for every three caster levels the
character has (at least +1, maximum +6). The bonus doesn’t apply
to spell
damage.
Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level
Calling upon the divine power of the character's patron, the character is
imbued
with strength and skill in combat. The character gains the base attack bonus
of
a fighter of the character's total character level, an enhancement bonus to
Strength sufficient to raise the character's Strength score to 18 (if it is
not
already 18 or higher), and 1 temporary hit point per level.
Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The character can enchant an animal and direct it with simple commands such
as
"Attack," "Run," and "Fetch." Suicidal or self-destructive
commands (including
an order to attack a creature two or more size categories larger than the
dominated animal) are simply ignored.
Dominate animal establishes a mental link between the character and the subject
animal. The animal can be directed by silent mental command as long as it
remains in range. The character need not see the animal to control it. The
character does not receive direct sensory input from the animal, but the
character knows what it is experiencing. Because the character is directing
the
animal with the character's own intelligence, it may be able to undertake
actions normally beyond its own comprehension, such as manipulating objects
with
its paws and mouth. The character need not concentrate exclusively on
controlling the animal unless the character is trying to direct it to do
something it normally couldn’t do.
Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
As dominate person, except that the spell is not restricted by creature type
or
size.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
The character can control the actions of any humanoid that is Medium-size
or
smaller. The character establishes a telepathic link with the subject’s
mind. If
a common language is shared, the character can generally force the subject
to
perform as the character desires, within the limits of his abilities. If no
common language is shared, the character can communicate only basic commands,
such as "Come here," "Go there," "Fight," and
"Stand still." the character knows
what the subject is experiencing, but the character does not receive direct
sensory input from him.
Subjects resist this control, and those forced to take actions against their
nature receive a new saving throw with a bonus of +1 to +4, depending on the
type of action required. Obviously self-destructive orders are not carried
out.
Once control is established, the range at which it can be exercised is
unlimited, as long as the character and the subject are on the same plane.
The
character need not see the subject to control it.
Protection from evil or a similar spell can prevent the character from
exercising control or using the telepathic link while the subject is so warded,
but it does not prevent the establishment of domination or dispel it.
Doom
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This curse fills a single subject with a feeling of horrible dread and causes
her to weaken and lose confidence. The subject suffers a –2 morale
penalty to
attack rolls, weapon damage rolls, ability checks, skill checks, and saving
throws.
Drawmijs Instant Summons
Conjuration (Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: See text
Target: One object weighing up to 10 lb. whose longest dimension is 6 ft.
or
less
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
The character call some nonliving item from virtually any location directly
to
the character's hand.
First, the character places his or her arcane mark on the item. Then the
character casts this spell, which magically and invisibly inscribes the name
of
the item on a gem worth at least 1,000 gp. Thereafter, the character can summon
the item by speaking a special word (set by the character when the spell is
cast) and crushing the gem. The item appears instantly in the character's
hand.
Only the character can use the gem in this way.
If the item is in the possession of another creature, the spell does not work,
but the character knows who the possessor is and roughly where he, she, or
it is
located when the summons is cast.
The inscription on the gem is invisible. It is also unreadable, except by
means
of a read magic spell, to anyone but the character.
The item can be summoned from another plane, but only if no other creature
has
claimed ownership of it.
Dream
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving Throw: None
Spell Resistance: Yes
The character, or a messenger touched by the character, sends a phantasmal
message to others in the form of a dream. At the beginning of the spell, the
character must name the recipient or identify him by some title that leaves
no
doubt as to his identity. The messenger then enters a trance, appears in the
intended recipient’s dream, and delivers the message. The message
can be of any
length, and the recipient remembers it perfectly upon waking.
The communication is one-way. The recipient cannot ask questions or offer
information, nor can the messenger gain any information by observing the dreams
of the recipient. Once the message is delivered, the messenger’s
mind returns
instantly to her body. The duration of the spell is the time required for
the
messenger to enter the recipient’s dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose
to
wake up (ending the spell) or remain in the trance. She can remain in the
trance
until the recipient goes to sleep, then enter the recipient’s dream
and deliver
the message as normal. If the messenger is disturbed during the trance, she
awakens, and the spell ends.
Creatures who don’t sleep or dream (such as elves, but not half-elves)
cannot be
contacted by this spell.
The messenger is unaware of her own surroundings or the activities around
her
while in the trance. She is defenseless, both physically and mentally (she
always fails any saving throw, for example) while in the trance.