Untitled Document
F

Fabricate
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character converts material of one sort into a product that is of the same
material. Creatures or magic items cannot be created or transmuted by the
fabricate spell. The quality of items made by this spell is commensurate with
the quality of material used as the basis for the new fabrication. If the
character works with a mineral, the target is reduced to 1 cubic foot per level
instead of 10 cubic feet.
The character must make an appropriate Craft check to fabricate articles
requiring a high degree of craftsmanship (jewelry, swords, glass, crystal,
etc.).
Casting requires 1 full round per 10 cubic feet (or 1 cubic foot) of material to
be affected by the spell.

Faerie Fire
Evocation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Creature and objects within a
5-ft.-radius burst
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as
candles. Outlined creatures do not benefit from the concealment normally caused
by darkness, blur, displacement, invisibility, or similar effects. The light is
too dim to have any special effect on undead or dark-dwelling creatures. The
faerie fire can be blue, green, or violet, according to the character's word at
the time of casting. The faerie fire does not cause any harm to the objects or
creatures thus outlined.

False Vision
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25 ft. + 5 ft/2 levels-radius emanation, centered on the point where the
character was when the character cast the spell
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character and all the character desires within the area of the spell become
undetectable to scrying (whether by spell or magic device). Furthermore, if the
character is aware of an attempt to scry, the character can create whatever
image the character desires, including sight and sound, according to the medium
of the scrying method. To do this, the character must concentrate on the figment
the character is creating. Once concentration is broken, no further images can
be created, although the area remains undetectable for the duration of the
spell.
Arcane Material Component: Worth at least 250 gp.

Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of terror causes living creatures to become panicked. They
suffer a –2 morale penalty on saving throws, and they flee from the character. A
panicked creature has a 50% chance to drop what it’s holding, chooses its path
randomly (as long as it is getting away from immediate danger), and flees any
other dangers that confront it. If cornered, a panicked creature cowers.

Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight
does not total more than 300 lb./level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The creatures or objects affected fall slowly (though faster than feathers
typically do). The rate of falling is instantly changed to a mere 60 feet a
round (equivalent to the end of a fall from a few feet), with no damage incurred
upon landing while the spell is in effect. However, when the spell duration
ceases, a normal rate of fall resumes.
The character can cast this spell with an instant utterance, quickly enough to
save herself if she unexpectedly falls. Casting the spell is a free action, like
casting a quickened spell, and it counts toward the normal limit of one
quickened spell per round.
This spell has no special effect on ranged weapons unless they are falling quite
a distance. If the spell is cast on a falling item, such as a boulder dropped
from the top of a castle wall, the item does half normal damage based on weight
with no bonus for the height of the drop.
The spell works only upon free-falling objects. It does not affect a sword blow
or a charging or flying creature.

Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The subject’s Intelligence score drops to 1. Still, the creature knows who its
friends are and can follow them and even protect them. The creature remains in
this state until a heal, limited wish, miracle, or wish spell is used to cancel
the effects. Creatures who can cast arcane spells or use arcane spell-like
effects suffer a –4 penalty on their saving throws.

Find the Path
Divination
Level: Clr 6, Drd 6, Knowledge 6, Travel 6
Components: V, S, F
Casting Time: 3 rounds
Range: Personal or touch
Target: The character or creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to
a specified destination. Note that the spell works with respect to locales, not
objects or creatures within a locale. The location must be on the same plane as
the character at the time of casting.
The spell enables the subject to sense the correct direction that will
eventually lead him to his destination, indicating at the appropriate times the
exact path to follow or physical actions to take. The spell frees the subject,
and those with him, from a maze spell in a single round.
This divination is keyed to the recipient, not his companions, and does not
predict or allow for the actions of creatures (including guardians).

Find Traps
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: The character
Duration: 1 minute/level
The character can use the Search skill to detect traps just as a rogue can but
gain no special bonus on the Search checks.
Finger of Death
Necromancy [Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The character can slay any one living creature within range. The subject is
entitled to a Fortitude saving throw to survive the attack. If the save is
successful, it instead sustains 3d6 points of damage +1 point per caster level.

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is a burst of flame that detonates with a low roar and deals
1d6 points of fire damage per caster level (maximum 10d6) to all creatures
within the area. Unattended objects also take this damage. The explosion creates
almost no pressure.
The character points a finger and determine the range (distance and height) at
which the fireball is to burst. A glowing, pea-sized bead streaks from the
pointing digit and, unless it impacts upon a material body or solid barrier
prior to attaining the prescribed range, blossoms into the fireball at that
point (an early impact results in an early detonation). If the character
attempts to send the bead through a narrow passage, such as through an arrow
slit, the character must "hit" the opening with a ranged touch attack, or else
the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can
melt metals with a low melting point, such as lead, gold, copper, silver, or
bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the fireball may continue beyond the barrier if the area permits;
otherwise it stops at the barrier just as any other spell effect does.

Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 action/seed
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 minutes/level or until used
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Acorn Grenades: Up to four acorns turn into special grenadelike weapons that can
be hurled up to 100 feet. A ranged touch attack roll is required to strike the
intended target. Each acorn bursts upon striking any hard surface. Together, the
acorns are capable of dealing 1d8 points of fire damage per caster level
(maximum 20d8), divided up among the acorns as the character wishes. A
20th-level druid could create one 20d8 missile, two 10d8 missiles, one 11d8 and
three 3d8 missiles, or any other combination of d8s totaling up to four acorns
and 20d8 points of damage. The acorns deal 1 point of splash damage per die and
ignite any combustible materials within 10 feet. If a creature within the burst
area makes a successful Reflex saving throw, it takes only half damage; a
creature struck directly always sustains full damage (no saving throw).
Holly Berry Bombs: The character turns up to eight holly berries into special
bombs. The holly berries are usually placed by hand, being too light to make
effective thrown weapons (they can be tossed only 5 feet). They burst into flame
if the character is within 200 feet and speak a word of command. The berries
instantly ignite, causing 1d8 points of fire damage +1 point per caster level to
creatures and igniting any combustible materials within 5 feet. Creatures who
successfully make Reflex saving throws take half damage.

Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level (D)
Saving Throw: None
This spell wreathes the character in flame and causes damage to each creature
who attacks the character in melee. The flames also protect the character from
either cold-based or fire-based attacks (the character's choice).
Any creature striking the character with its body or handheld weapons deals
normal damage, but at the same time the attacker takes 1d6 points of damage +1
point per caster level. This damage is either cold damage (if the shield
protects against fire-based attacks) or fire damage (if the shield protects
against cold-based attacks). If a creature has spell resistance, it applies to
this damage. Note that weapons with exceptional reach, such as two-handed
spears, do not endanger their users in this way.
When casting this spell, the character appears to be immolated, but the flames
are thin and wispy, shedding no heat and giving light equal to only half the
illumination of a normal torch (10 feet). The color of the flames is determined
randomly (50% chance of either color)—blue or green if the chill shield is cast,
violet or blue if the warm shield is employed. The special powers of each
version are as follows.
Warm Shield: The flames are warm to the touch. The character takes only half
damage from cold-based attacks. If that attack allows a Reflex save for half
damage, the character takes no damage on a successful save.
Chill Shield: The flames are cool to the touch. The character takes only half
damage from fire-based attacks. If that attack allows a Reflex save for half
damage, the character takes no damage on a successful save.

Fire Storm
Evocation [Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When a fire storm spell is cast, the whole area is shot through with sheets of
roaring flame. The raging flames do not harm natural vegetation, ground cover,
and plant creatures in the area, if the character so desires. Any other
creatures (and plant creatures the character wishes to affect) within the area
take 1d6 points of fire damage per caster level (maximum 20d6).

Fire Trap
Abjuration [Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder opens the item that the
trap wards. The fire trap can ward any closeable item (book, box, bottle, chest,
coffer, coffin, door, drawer, and so forth). When casting fire trap, the
character selects a point on the item as the spell’s center. When someone other
than the character opens the item, a fiery explosion fills the area within a
5-foot radius around the spell’s center. The flames deal 1d4 points of fire
damage +1 point per caster level (maximum +20). The item protected by the trap
is not harmed by this explosion.
The fire trapped item cannot have a second closure or warding spell placed on
it.
A knock spell does not affect a fire trap in any way, because knock only opens
things and the fire trap in no way prevents one from opening the trapped item.
An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
As the caster, the character can use the trapped object without discharging it,
as can any individual to whom the spell was specifically attuned when cast.
"Attuning" usually involves a password that the character can share with
friends.
Material: Worth 25 gp

Flame Arrow
Conjuration (Creation) [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets or Effect: Up to one projectile/
level, all of which must be within 10 ft. of the character at the time of
casting; or one fiery bolt/four levels
Duration: 1 round/Instantaneous
Saving Throw: See text
Spell Resistance: Yes
The character can either create flames that turn normal arrows, bolts, and
stones into fiery projectiles, or the character can create fiery bolts and shoot
them at enemies.
Flaming Normal Projectiles: When choosing this version, the character can affect
up to one projectile per level. The projectiles must all be within 10 feet of
the character at the time of casting. If shot before the end of the next round,
these projectiles catch fire. If they hit, they deal additional fire damage
equal to half the character's caster level (up to +10). The flaming projectiles
can easily ignite flammable materials or structures. No saving throw is allowed
for this version of the spell.
Fiery Bolts: When creating a fiery bolt, the character must succeed at a ranged
touch attack roll to hit. The bolt deals 4d6 points of fire damage (Reflex save
half). If the character creates extra bolts (at 8th level or higher), all bolts
must be aimed at enemies that are all within 30 feet of each other.

Flame Blade
Evocation [Fire]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Effect: Swordlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from the character's
hand. The character wields this bladelike beam as if it were a scimitar. Attacks
with the flame blade are melee touch attacks. The blade deals 1d8 points of
damage +1 point per two caster levels (maximum +10). Since the blade is
immaterial, the character's Strength modifier does not apply to the damage,
which is all fire damage. The flame blade can ignite combustible materials such
as parchment, straw, dry sticks, and cloth. It can harm any creature who is
harmed by magical fire.
The spell does not function underwater.

Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The
spell deals 1d6 points of damage per caster level (maximum 15d6). Half the
damage is fire damage, but the rest results directly from divine power and is
therefore not subject to being reduced by protection from elements (fire), fire
shield (chill shield), and similar magic.

Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction the character points and
burns those it strikes. It moves 30 feet per round and can leap up to 30 feet to
strike a target. If it enters a space with a creature, it stops moving for the
round and deals 2d6 points of fire damage to that creature. (The subject can
negate this damage with a successful Reflex save.) The flaming sphere rolls over
barriers less than 4 feet tall, such as furniture and low walls. The sphere
ignites flammable substances it touches and illuminates the same area as a
torch.
The sphere moves as long as the character actively directs it (a move-equivalent
action for the character); otherwise, it merely stays at rest and burns. It can
be extinguished by any means that would put out a normal fire of its size. The
surface of the sphere has a spongy, yielding consistency and so does not cause
damage except by its flame. It cannot push aside unwilling creatures or batter
down large obstacles. The sphere winks out if it exceeds the spell’s range.

Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of bright light. If the character causes the light
to burst directly in front of a single creature, that creature is dazzled. A
dazzled creature suffers a –1 penalty on attack rolls. The creature recovers in
1 minute. Sightless creatures are not affected by flare.

Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject and all possessions it carries turn into a mindless, inert statue.
If the statue resulting from this spell is broken or damaged, the being (if ever
returned to its original state) has similar damage or deformities. The creature
is not dead (its soul doesn’t pass on), but it does not seem to be alive either
(when viewed with spells such as deathwatch). Only creatures made of flesh are
affected by this spell.

Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The spell’s subject can fly with a speed of 90 feet (60 feet if the creature
wears medium or heavy armor). The subject can fly up at half speed and descend
at double speed. The flying subject’s maneuverability rating is good. Using the
fly spell requires as much concentration as walking, so the subject can attack
or cast spells normally. The subject of a fly spell can charge but not run, and
it cannot carry aloft more weight than its maximum load (see page 142), plus any
armor it wears.
Should the spell duration expire while the subject is still aloft, the magic
fails slowly. The subject drops 60 feet per round for 1d6 rounds. If it reaches
the ground in that amount of time, it lands safely. If not, it falls the rest of
the distance. Since dispelling a spell effectively ends it, the subject also
falls in this way if the fly spell is dispelled.

Fog Cloud
Conjuration (Creation)
Level: Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog that spreads in a 30-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point the character designates. The fog
obscures all sight, including darkvision, beyond 5 feet. A creature within 5
feet has one-half concealment (attacks suffer a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker can’t use
sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
The spell does not function underwater.

Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
Forbiddance prevents creatures whose alignments are different from the
character's from entering the area. Additionally, the spell seals the area
against all planar travel into it, including dimension door, teleport, plane
shifting, astral travel, ethereal travel, and all summoning spells. At the
character's option, the abjuration can be locked by a password, in which case it
can be entered only by those speaking the proper words (no saving throw allowed
to those who don’t speak the password, although SR applies). Otherwise, the
effect on those entering the warded area is based on their alignment relative to
the character's.
Alignments identical: No effect. The creature may enter freely (albeit not by
planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature
is hedged out and takes 3d6 points of damage. A successful Will save negates
both effects, and SR applies.
Alignments different with respect to both law/chaos and good/evil: The creature
is hedged out and takes 6d6 points of damage. A successful Will save negates
both effects, and SR applies.
Once a saving throw is failed, an intruder cannot enter the forbidden area
(future saving throws likewise fail). Intruders who enter by rolling successful
saving throws feel uneasy and tense, despite their success.
Dispel magic does not dispel the forbiddance effect unless the dispeller’s level
is at least as high as the character's caster level.
Material Components: Worth at least 1,500 gp per 60-foot cube. If a password
lock is desired, additional components worth at least 5,000 gp per 60-foot cube.

Forcecage
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M (see text)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or
windowless cell (10-ft. cube)
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile cubical prison with bars or
solid walls of force (the character's choice).
Creatures within the area are caught and contained unless they are too big to
fit inside or can pass through the slits in the barred cage. All spells and
breath weapons can pass through the gaps in the bars. Teleportation and other
forms of astral travel provide a means of escape, but the force walls or bars
extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, the forcecage resists dispel magic, but it is
vulnerable to a disintegrate spell, and it can be destroyed by a sphere of
annihilation or a rod of cancellation.
Barred Cage: The barred cage is a 20-foot cube with bands of force (similar to a
wall of force spell) for bars. The bands are a half-inch wide, with half-inch
gaps between the bars.
Windowless Cell: The cell is a 10-foot cube with no way in and no way out. Solid
walls of force form its six sides.
Material Component: Worth 1,500 gp, consumed when the spell is prepared.

Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal or touch
Target: See text
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
This spell grants the character a powerful sixth sense in relation to his or
herself or another. Once the spell is cast, the character receives instantaneous
warnings of impending danger or harm to the subject of the spell. The character
is never surprised or flat-footed. In addition, the spell gives the character a
general idea of what action the character might take to best protect him or
herself - duck, jump right, close the eyes, and so on—and gives the character a
+2 insight bonus to AC and to Reflex saves. This insight bonus is lost whenever
the character would lose a Dexterity bonus to AC.
When another creature is the object of the spell, the character receives
warnings about that creature. The character must communicate what the characters
learn to the other creature for the warning to be useful, and it can be caught
unprepared in the absence of such a warning. Shouting a warning, yanking a
person back, and even telepathically communicating (via an appropriate spell)
can all be accomplished before some danger befalls the spell subject, provided
the character acts on the warning without delay. The subject, however, does not
gain the insight bonus to AC and Reflex saves.

Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The subject is freed from spells and effects that restrict his movement. To free
someone from the imprisonment spell, the character must know that person's name
and background, and the character must cast this spell at the spot where that
person was entombed.

Freedom of Movement
Abjuration
Level: Clr 4, Drd 4, Luck 4, Pal 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 action
Range: Personal or touch
Target: The character or creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No or Yes (harmless)
This spell enables the character or the creature the character touches to move
and attack normally for the duration of the spell, even under the influence of
magic that usually impedes movement.
The spell also allows a character to move and attack normally while underwater,
even with cutting weapons and with bludgeoning weapons provided that the weapon
is wielded in the hand rather than hurled. The freedom of movement spell does
not, however, allow water breathing.

 

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