Untitled Document
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Earthquake
Evocation
Level: Clr 8, Destruction 8, Drd 9, Earth 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 5 ft./level radius (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When the character casts earthquake, an intense but highly localized tremor rips
the ground. It knocks creatures down, collapses structures, opens cracks in the
ground, and more. The shock lasts 1 round, during which time creatures on the
ground can’t move or attack. Spellcasters on the ground must make Concentration
checks (DC 20 + spell level) or lose any spells they try to cast. The earthquake
affects all terrain, vegetation, structures, and creatures in the area. The
exact effects depend on the terrain and its features:
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of
damage to any creature caught under the cave-in (Reflex half DC 15). An
earthquake cast on the roof of a very large cavern could also endanger those
outside the actual area but below the falling debris.
Cliffs: They crumble, causing a landslide that travels horizontally as far as it
fell vertically. An earthquake cast at the top of a 100-foot cliff would sweep
100 feet outward from the base of the cliff. Any creature in the path sustains
8d6 points of damage (Reflex half DC 15).
Open Ground: All creatures standing in the area must make Reflex saving throws
(DC 15) or fall down. Fissures open in the ground, and every creature on the
ground has a 25% chance to fall into one (Reflex save DC 20 to avoid the
fissure). At the end of the spell, all fissures grind shut, killing any
creatures still trapped within.
Structure: Most structures standing on open ground collapse, dealing 8d6 points
of damage to those caught within or beneath the rubble (Reflex half DC 15).
River, Lake, or Marsh: Fissures open underneath the water, draining away the
water from that area and forming muddy ground. Soggy marsh or swampland becomes
quicksand for the duration of the spell, sucking down creatures and structures.
Creatures must make Reflex saving throws (DC 15) or sink down in the mud and
quicksand. At the end of the spell, the rest of the body of water rushes in to
replace the drained water, possibly drowning those caught in the mud.

Elemental Swarm
Conjuration (Summoning) [see text]
Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft.
apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell opens a portal to an Elemental Plane. A druid can choose which plane
(air, earth, fire, or water); a cleric opens a portal to the plane matching his
domain. The character can then summon elementals from that plane.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4
Huge elementals appear. Ten minutes after that, one greater elemental appears.
Each elemental has at least 5 hit points per HD (that is, at least 60, 80, or
100 hit points, respectively). Once the elementals appear, they serve the
character for the duration of the spell.
The elementals obey the character explicitly and never attack the character,
even if someone else manages to gain control over them. The character does not
need to concentrate to maintain control over the elementals. The character can
dismiss them singly or in groups at any time.
When the character uses a summoning spell to summon an air, earth, fire, or
water creature, it is a spell of that type. For example, elemental swarm is a
fire spell when the character casts it to summon fire elementals and a water
spell when the character uses it to summon water elementals.

Emotion
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All living creatures within a 15-ft. radius
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes
This spell arouses a single emotion of the character's choice in the subjects.
The character can choose any one of the following versions:
Despair: The enchanted creatures suffer a –2 morale penalty to saving throws,
attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion
(despair) dispels emotion (hope).
Fear: The enchanted creatures flee from the character whenever they are in sight
of the character. Emotion (fear) dispels emotion (rage).
Friendship: The enchanted creatures react more positively toward others. Their
attitude shifts to the next more favorable reaction (hostile to unfriendly,
unfriendly to indifferent, indifferent to friendly, or friendly to helpful).
Creatures involved in combat, however, continue to fight back normally. Emotion
(friendship) dispels emotion (hate).
Hate: The enchanted creatures react more negatively toward others. Their
attitude shifts to the next less favorable reaction (helpful to friendly,
friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile).
Emotion (hate) dispels emotion (friendship).
Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack
rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope)
dispels emotion (despair).
Rage: The enchanted creatures gain a +2 morale bonus to Strength and
Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC.
They are compelled to fight heedless of danger. Emotion (rage) does not stack
with barbarian rage or with itself. Emotion (rage) dispels emotion (fear).

Endurance
Transmutation
Level: Clr 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
The spell grants the subject an enhancement bonus (1d4+1 points) to
Constitution.
Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Sor/Wiz 1, Strength 1, Sun 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature limited protection to damage from whichever
one of five energy types the character selects: acid, cold, fire, electricity,
or sonic. Each round, the spell absorbs the first 5 points of damage the
creature would otherwise take from the specified energy type, regardless of
whether the source of damage is natural or magical. The spell protects the
recipient’s equipment as well.
Endure elements absorbs only damage. The character could still suffer
unfortunate side effects, such as drowning in acid (since drowning damage comes
from lack of oxygen) or becoming encased in ice.
Note: Endure elements overlaps (and does not stack with) resist elements and
protection from elements. If a character is warded by protection from elements
and one or both of the other spells, the protection spell absorbs damage until
it is exhausted. If a character is warded by resist elements and endure elements
at the same time, the resist spell absorbs damage but the endure spell does not.

Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Fortitude negates (see text)
As enervation, except the creature struck gains 2d4 negative levels, and the
negative levels last longer.
If the ray strikes an undead creature, that creature gains 2d4 X 5 temporary hit
points.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The character must make a ranged touch attack to hit. If the attack succeeds,
the subject gains 1d4 negative levels.
If the ray strikes an undead creature, it gives that creature 5 temporary hit
points per two caster levels (maximum 25 temporary hit points).

Enlarge
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one object of up to 10 cu. ft. per level in volume
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a creature or object, increasing both size
and weight. The subject grows by up to 10% per caster level, increasing by this
amount in height, width, and depth (to a maximum of 50%). Weight increases by
approximately the cube of the size increase, as follows:
Height Increase Weight Increase
--------------- ---------------
+10% (x 1.1) +30% (x 1.3)
+20% (x 1.2) +70% (x 1.7)
+30% (x 1.3) +120%(x 2.2)
+40% (x 1.4) +170% (x 2.7)
+50% (x 1.5) +240% (x 3.4)
All equipment worn or carried by a creature is enlarged by the spell. If
insufficient room is available for the desired growth, the creature or object
attains the maximum possible size, bursting weak enclosures in the process.
However, it is constrained without harm by stronger materials—the spell cannot
be used to crush a creature by growth.
Magical properties are not increased by this spell. Weight, mass, and strength
are affected, though. A creature’s hit points, Armor Class, and base attack
bonus do not change, but Strength increases along with size. For every 20% of
enlargement, the creature gains a +1 enlargement bonus to Strength.
Multiple magical effects that increase size do not stack.
Enlarge counters and dispels reduce.

Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: Reflex (see text)
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures
in the area or those who enter the area, holding them fast. An entangled
creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective
Dexterity, and can’t move. An entangled character who attempts to cast a spell
must make a Concentration check (DC 15) or lose the spell. She can break free
and move half her normal speed by using a full-round action to make a Strength
check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex
saving throw is not entangled but can still move at only half speed through the
area. Each round, the plants once again attempt to entangle all creatures who
have avoided or escaped entanglement.

Enthrall
Enchantment (Charm) [Language-Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: Up to 1 hour
Saving Throw: Will negates (see text)
Spell Resistance: Yes
If the character has the attention of a group of creatures, the character can
use this spell to hold them spellbound. To cast the spell, the character must
speak or sing without interruption for 1 full round. Thereafter, those affected
give the character their undivided attention, ignoring their surroundings. They
are considered to have an attitude of friendly while under the effect of the
spell. Those of a race or religion unfriendly to the character gain a +4 bonus
to the saving throw.
Creatures with 4 or more HD or with Wisdom scores of 16 or higher remain aware
of their surroundings and have an attitude of indifferent. They gain new saving
throws if they witness actions that they oppose.
The enchantment lasts as long as the character speaks or sings, to a maximum of
1 hour. Those enthralled by the character's words take no action while the
character speaks or sings, and for 1d3 rounds thereafter while they discuss the
topic or performance. Those entering the area during the performance must also
successfully save or become enthralled. The speech ends (but the 1d3-round delay
still applies) if the character loses concentration or performs any action other
than speaking or singing.
If those not enthralled have unfriendly or hostile attitudes toward the
character, they can collectively make a Charisma check to try to end the spell.
This check is based on the character with the highest Charisma and has a +2
bonus for each other jeerer who can make a Charisma check of 10 or higher. The
heckling ends the spell if it beats the character's opposed Charisma check. Only
one such challenge is allowed per use of the spell.
If any member of the audience is attacked (or subjected to an overtly hostile
act), the spell ends and the audience becomes immediately unfriendly toward the
character (or hostile, for audience members with 4 or more HD and Wisdom 16 or
higher).

Entropic Shield
Abjuration
Level: Clr 1, Luck 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level
This field deflects incoming arrows, rays, and other ranged attacks. Each ranged
attack directed at the character suffers a 20% miss chance (similar to the
effects of concealment). This miss chance affects all ranged attacks for which
the attackers make attack rolls.

Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from
up to two pages of paper, parchment, or similar surfaces. It removes explosive
runes, glyphs of warding, sepia snake sigils, and arcane marks, but it does not
remove illusory script or symbols. Nonmagical writings are automatically erased
if the character touches them and no one else is holding them. Otherwise, the
chance is 90%. Magic writings must be touched, and the character must roll 15+
on a caster level check (1d20 + caster level) to succeed. (A natural 1 or 2 is
always a miss on this roll.) If the character fails to erase explosive runes, a
glyph of warding, or a sepia snake sigil, the character accidentally activates
the runes, glyph, or sigil instead.

Ethereal Jaunt
Transmutation
Level: Clr 5, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level (D)
The character becomes ethereal, along with the character's equipment. The
character enters a place called the Ethereal Plane, which overlaps the normal,
physical, Material Plane.
When the spell expires, the character returns to material existence.
If the character ends the spell and become material while inside a material
object (such as a solid wall), the character is shunted off to the nearest open
space and take 1d6 points of damage per 5 feet that the character travelled.

Etherealness
Transmutation
Level: Clr 6, Sor/Wiz 8
Range: Touch (see text)
Targets: The character and one other touched creature/three levels
Duration: 1 minute/level (D)
Spell Resistance: Yes
As ethereal jaunt, except the character and other creatures joined by linked
hands (along with their equipment) become ethereal. Besides the character, the
character can bring one creature per three caster levels to the Ethereal Plane.
Once ethereal, the creatures need not stay together.
When the spell expires, all affected creatures in the Ethereal Plane return to
material existence.

Evards Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d4 tentacles + one tentacle/level, all within 15 ft. of a central point
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell conjures many rubbery black tentacles. These waving members seem to
spring forth from the earth, floor, or whatever surface is underfoot—including
water. There are 1d4 such tentacles, plus one per caster level, appearing
randomly scattered about the area. Each tentacle is 10 feet long (Large) and
saves as the character does. It has AC 16, 1 hit point/per caster level, an
attack bonus of +1/per caster level, and a Strength score of 19 (+4 bonus). It
is immune to spells that don’t cause damage (other than disintegrate).
Each round that a tentacle is not already grappling someone or something,
starting the round after it appears, it makes a grapple attack at a random
creature or object within 10 feet of it. These attacks take place on the
character's turn. The tentacles do not attack each other, nor do they attack
objects that are smaller than a Medium-size creature. The attacks are like
regular grappling attacks, except that they don’t provoke attacks of opportunity
from opponents. Also, they cause 1d6 points of normal damage (+4 for Strength),
not subdual damage. A tentacle maintains its grapple even after its subject is
dying or dead.

Expeditious Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1, Travel 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)
The character's speed and maximum jumping distances both double. These benefits
count as enhancement bonuses.

Explosive Runes
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: Until discharged (D)
Saving Throw: See text
Spell Resistance: Yes
The character traces these mystic runes upon a book, map, scroll, or similar
object bearing written information. The runes detonate when read, dealing 6d6
points of damage. Anyone next to the runes (close enough to read them) takes
this damage with no saving throw. Others within 10 feet of the runes take half
damage if they succeed at Reflex saving throws. The object in which the runes
were written also takes the damage (no saving throw).
As the spellcaster, the character and any characters the character specifically
instructs can read the protected writing without triggering the runes. Likewise,
the character can remove the runes whenever desired. Others can remove them with
a successful dispel magic or erase spell. However, attempting to dispel or erase
the runes and failing to do so triggers the explosion.

Eyebite
Transmutation [see text]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: The character
Duration: 1 round/three levels (see text)
Saving Throw: See text
Spell Resistance: Yes
The character can merely meet the gaze of a creature and speak a single word to
affect it with one of four magical effects: charm, fear, sicken, or sleep. The
character selects one of these four possible gaze attacks when casting the
spell. The character retains the gaze power for 1 round for every three caster
levels and can use the gaze attack as a free action each round.
These effects do not affect undead creatures or extend beyond the plane the
character currently occupies. The character is subject to the effects of a
reflected gaze and is allowed any applicable saving throw. In the case of a
reflected charm gaze, the character is held (as a hold monster spell).
The four versions of the spell are as follows:
Charm: Equivalent to the charm monster spell, except that the saving throw is
based on spell level 6.
Fear: The subject flees in blind terror for 1d4 rounds. Once it stops fleeing,
the creature refuses to face the character for 10 minutes per the character's
caster level. If subsequently confronted by the character, it either cowers or
bolts for the nearest cover (50% chance of either). This is an enchantment,
compulsion, mind-affecting effect; it can be negated by a Will save (SR
applies).
Sicken: Sudden pain and fever sweeps over the subject’s body. An affected
creature’s speed is reduced by half, it loses any Dexterity bonus to Armor
Class, and it suffers a –2 penalty to attack rolls. The creature remains
stricken for 10 minutes per the character's caster level. The effects cannot be
negated by a cure disease or heal spell, but a remove curse or successful dispel
magic spell is effective. This is a necromancy effect; it can be negated by a
Fortitude save (SR applies).
Sleep: The subject falls asleep. The creature sleeps for the character's caster
level x 10 minutes but can be slapped awake. This is an enchantment, compulsion,
mind-affecting effect; it can be negated by a Will save (SR applies).
Note: Each round, a gaze attack automatically works against one creature within
range that is looking at (attacking or interacting with) the gazing creature.

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