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Gaseous Form
Transmutation
Level: Air 3, Brd 3, Sor/Wiz 3
Components: S, M/DF
Casting Time: 1 action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The subject and all her gear become insubstantial, misty, and translucent. The
subject gains damage reduction 20/+1. Her material armor (including natural
armor) becomes worthless, though her size, Dexterity, deflection bonuses, and
armor bonuses from force armor (for example, from the mage armor spell) still
apply. She becomes immune to poison and critical hits. She can’t attack or cast
spells with verbal, somatic, material, or focus components while in gaseous
form. (Note that this does not rule out certain spells that the subject may have
prepared using the metamagic feats Silent Spell and Still Spell.) As with
polymorph other, the subject loses supernatural abilities while in gaseous form.
If she has a touch spell ready to use, it is discharged harmlessly when the
spell takes effect.
The gaseous creature can’t run but she can fly (speed 10, maneuverability
perfect). She can pass through small holes or narrow openings, even mere cracks,
with all she was wearing or holding in her hands, as long as the spell persists.
She is subject to wind. She can’t enter water or other liquid.

Gate
Conjuration (Creation, Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Casting a gate spell has two effects. First, it creates an interdimensional
connection between the character's plane of existence and the plane desired,
allowing travel between the planes in either direction. Second, the character
may then call a particular individual or type of being through the gate. The
gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s
choice), oriented in the direction the character desires when it comes into
existence (typically vertical and facing the character). It is a two-dimensional
window into the plane the character named, and anyone or anything that moves
through is shunted instantly to the other side. The gate has a front and a back.
Creatures moving through the gate from the front are transported to another
plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, gate functions much like the plane
shift spell, except that the gate opens precisely at the point the character
desires (a creation effect). Note that deities and other beings who rule a
planar realm can prevent a gate from opening in their presence or personal
demesnes if they so desire. Travelers need not join hands with the
character—anyone who chooses to step through the portal is transported. A gate
cannot be opened to another point on the same plane; the spell works only for
interplanar travel.
The character may hold the gate open only for a brief time (no more than 1 round
per caster level) and must concentrate on doing so or sever the interplanar
connection.
Calling Creatures: The second effect of the gate spell is to call an extraplanar
creature to the character's aid (a calling effect). By naming a particular being
or type of being as the character cast the spell, the character may cause the
gate to open in the immediate vicinity of the desired creature and pull the
subject through, willing or unwilling. Deities and unique beings are under no
compulsion to come through the gate, although they may choose to do so of their
own accord. This use of the spell creates a gate that remains open just long
enough to transport the called creatures.
If the character chooses to call a type of being instead of a known individual
the character may call either a single creature (of any HD) or several
creatures. If several creatures, the character can call and control them as long
as their HD total does not exceed the character's caster level. In the case of a
single creature, the character can control it if its HD does not exceed twice
the character's caster level. A single creature with more than twice the
character's caster level in HD can’t be controlled. Deities and unique beings
cannot be controlled in any event. An uncontrolled being acts as it pleases,
making the calling of such creatures rather dangerous. An uncontrolled being may
return to its home plane at any time.
A controlled creature can be commanded to perform a service for the character.
These fall into two categories: immediate tasks and contractual service.
Fighting for the character in a single battle or taking any other actions that
can be accomplished within 1 round per caster level counts as an immediate task;
the character need not make any agreement or pay any reward for the creature’s
help. The creature departs at the end of the spell.
If the character chooses to exact a longer or more involved form of service from
the called creature, the character must offer some fair trade in return for that
service. The service exacted must be reasonable with respect to the promised
favor or reward. In general, a gift of 100 gp per HD of the called creature per
day of service is reasonable. (Unfortunately, some creatures want their payment
in "livestock" rather than in coin, which may involve complications.)
Immediately upon completion of the service, the being is transported to the
character's vicinity, and the character must then and there turn over the
promised reward. After this is done, the creature is instantly freed to return
to its own plane.
Failure to fulfill the promise to the letter results in the character's being
subjected to service by the creature or by its liege and master, at the very
least. At worst, the creature or its kin may attack the character.
Note: When the character uses a calling spell such as gate to call an air,
chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell
of that type. For example, gate is a chaotic and evil spell when the character
casts it to call a demon.

Geas/Quest
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz 6
Target: One living creature
Saving Throw: None
As lesser geas, except that geas/quest affects a creature of any HD and allows
no saving throw.
Instead of suffering penalties to abilities, the subject takes 3d6 points of
damage each day he does not attempt to follow the geas/quest. Additionally, each
day he must make a Fortitude saving throw or sicken. A sickened creature moves
at half his normal speed and suffers –4 penalties on both Strength and
Dexterity. He heals damage at one-tenth his normal rate and cannot benefit from
any magical healing effects. A sickened creature must make a Fortitude save each
day or become crippled. Once crippled, the subject is effectively disabled (as
if he had 0 hit points) and can’t choose to take strenuous actions. These
effects end 1 day after the creature attempts to resume the geas/quest.
Remove curse ends the geas/quest only if its caster level is at least two higher
than the character's caster level. Break enchantment does not end the
geas/quest, although limited wish, miracle, and wish do.
Wizard and bards usually refer to this spell as geas, while clerics call the
same spell quest.

Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Corpse touched
Duration: 1 day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character preserves the remains of a dead creature so that they do not
decay. Doing so extends the time limit on raising that creature from the dead
(see raise dead). Days spent under the influence of this spell don’t count
against the time limit. Additionally, this spell makes transporting a fallen
comrade more pleasant.
The spell also works on severed body parts and the like.

Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows the character to create a volume of sound that rises,
recedes, approaches, or remains at a fixed place. The character chooses what
type of sound the spell creates when casting the spell and cannot thereafter
change its basic character. The volume of sound created, however, depends on the
character's level. The character can produce as much noise as four normal humans
per caster level (maximum twenty humans). Thus, talking, singing, shouting,
walking, marching, or running sounds can be created. The noise a ghost sound
spell produces can be virtually any type of sound within the volume limit. A
horde of rats running and squeaking is about the same volume as eight humans
running and shouting. A roaring lion is equal to the noise from sixteen humans,
while a roaring dire cat is equal to the noise from twenty humans.
Note that ghost sound can enhance the effectiveness of a silent image spell.

Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing the character with negative energy, this spell allows the character to
paralyze a single humanoid for 1d6+2 rounds with a successful melee touch
attack. Additionally, the paralyzed subject exudes a carrion stench that causes
retching and nausea in a 10-foot radius. Those in the radius (excluding the
character) must make a Fortitude save or suffer a –2 penalty to all attack
rolls, weapon damage rolls, saving throws, skill checks, and ability checks
until the spell ends.

Giant Vermin
Transmutation
Level: Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
The character turn one or more normal-sized insects, arachnids, or other vermin
into larger forms resembling giant vermin. Only one type of vermin can be
transmuted (so a single casting cannot affect both an ant and a fly), and all
must be grown to the same number of HD. The number of vermin and the HD to which
they can be grown depends upon the character's level; see the accompanying
table.
Caster Target’s New Armor Attack/ –——–—— Saves –—————
Level New HD Size Class Damage Fortitude Reflex Will
------ -------- ---- ----- ------- --------- ------ ----
7–9 3d8+6 Large 14 +4/1d8+4 +5 +0 +1
10–12 4d8+16 Huge 14 +8/2d6+8 +8 +0 +1
13–15 5d8+20 Huge 14 +8/2d6+8 +8 +0 +1
16–18 6d8+24 Huge 14 +9/2d6+8 +9 +1 +2
19–20 7d8+28 Huge 14 +9/2d6+8 +9 +1 +2
Any giant vermin created by this spell do not attempt to harm the character, but
the character's control of such creatures is limited to simple commands
("Attack," "Defend," "Stop," and so forth). Orders to attack a certain creature
when it appears or guard against a particular occurrence are too complex for the
vermin to understand. Unless commanded to do otherwise, the giant vermin attack
whoever or whatever is near them.

Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes
A cloud of glittering golden particles covers everyone and everything in the
area, blinding creatures and visibly outlining invisible things. Blindness lasts
for the duration of the spell. All within the area are covered by the dust,
which cannot be removed and continues to sparkle until it fades.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance
in combat (all opponents have full concealment), loses any Dexterity bonus to
AC, grants a +2 bonus to opponents’ attack rolls (they are effectively
invisible), moves at half speed, and suffers a –4 penalty on most Strength- and
Dexterity-based skills.

Globe of Invulnerability
Abjuration
Level: Sor/Wiz 6
As minor globe of invulnerability, except that it also excludes 4th-level spells
and spell-like effects.
Glyph of Warding
Abjuration
Level: Clr 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target or Area: Object touched or up to 5 sq. ft./level
Duration: Until discharged
Saving Throw: See text
Spell Resistance: Yes (object)
This powerful inscription harms those who enter, pass, or open the warded area
or object. A glyph can guard a bridge or passage, ward a portal, trap a chest or
box, and so on.
The character set the conditions of the ward. Typically, any creature violating
the warded area without speaking a pass phrase (which the character set when
casting the spell) is subject to the magic it stores. Glyphs can be set
according to physical characteristics (such as height or weight) or creature
type, subtype, or species (such as "drow" or "aberration"). Glyphs can also be
set with respect to good, evil, law, or chaos, or to pass those of the
character's religion. They cannot be set according to class, HD, or level.
Glyphs respond to invisible creatures normally but are not triggered by those
who travel past them ethereally. Multiple glyphs cannot be cast on the same
area. However, if a cabinet had three drawers, each could be separately warded.
When casting the spell, the character weaves a tracery of faintly glowing lines
around the warding sigil. The glyph can be placed to conform to any shape up to
the limitations of the character's total square footage. When the spell is
completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical
probing, though they can be dispelled. Mislead, polymorph, and nondetection can
fool a glyph.
Read magic allows the character to identify a glyph of warding with a successful
Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows
the character to know the basic nature of the glyph (version, type of damage
caused, what spell is stored).
Depending on the version selected, a glyph either blasts the intruder or
activates a spell.
Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the
intruder and to all within 5 feet of the intruder (maximum 5d8). This damage is
acid, cold, fire, electricity, or sonic (caster’s choice, made at time of
casting). Those affected can make Reflex saves to take half damage.
Spell Glyph: The character can store any harmful spell of up to 3rd level that
the character knows. All level-dependent features of the spell are based on the
character's level at the time of casting. If the spell has targets, it targets
the intruder. If the spell has an area or an amorphous effect (such as a cloud),
the area or effect is centered on the intruder. If the spell summons creatures,
they appear as close as possible to the intruder and attack. All saving throws
operate as normal, except that the DC is based on the level of the glyph.
Material Component: Worth at least 200 gp.

Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them
magical. The character (as well as any other caster of the same faith and 3rd or
higher level) can immediately discern which berries are affected. Each enchanted
berry nourishes a creature as if it were a normal meal for a Medium-size
creature. The berry also cures 1 point of damage when eaten, subject to a
maximum of 8 points of such curing in any 24-hour period.

Grease
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. x
10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any
creature entering the area or caught in it when the spell is cast must make a
successful Reflex save or slip, skid, and fall. Those that successfully save can
move at half speed across the surface. However, those that remain in the area
must each make a new saving throw every round to avoid falling and to be able to
move. The DM should adjust saving throws by circumstance. For example, a
creature charging down an incline that is suddenly greased has little chance to
avoid the effect, but its ability to exit the affected area is almost assured
(whether it wants to or not).
The spell can also be used to create a greasy coating on an item—a rope, ladder
rungs, or a weapon handle, for instance. Material objects not in use are always
affected by this spell, while objects wielded or employed by creatures receive a
Reflex saving throw to avoid the effect. If the initial saving throw fails, the
creature immediately drops the item. A saving throw must be made each round the
creature attempts to pick up or use the greased item.

Greater Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
As command, except that up to one creature per level may be affected. At the
start of each commanded creature’s action after the first, it gets another Will
save to attempt to break free from the spell.
Greater Dispelling
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
As dispel magic, except that the maximum bonus on the dispel check is +20
instead of +10. Additionally, greater dispelling has a chance to dispel any
effect that remove curse can remove, even if dispel magic can’t dispel that
effect.

Greater Glyph of Warding
Abjuration
Level: Clr 6
As glyph of warding, except that the blast deals up to 10d8 damage, and the
greater glyph can store a harmful spell of up to 6th level.
Material Component: Worth at least 400 gp.
Greater Magic Fang
Transmutation
Level: Drd 3, Rgr 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
As magic fang, except that the enhancement bonus to attack and damage is +1 per
three caster levels (maximum +5).

Greater Magic Weapon
Transmutation
Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with
each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell gives a weapon an enhancement bonus to attack and damage of +1 per
three caster levels (maximum +5). An enhancement bonus does not stack with a
masterwork weapon’s +1 bonus on attacks.
Alternatively, the character can affect up to fifty arrows, bolts, or bullets.
The projectiles must all be of the same type, and they have to be together in
one group (such as in the same quiver). Projectiles (but not thrown weapons)
lose their transmutation when used.
If the character is a good cleric, the cleric of a good deity, or a paladin, the
weapon is considered blessed, which means it has special effects on certain
creatures.

Greater Planar Ally
Conjuration (Calling) [see text]
Level: Clr 8
Effect: Up to 24 HD worth of summoned elementals and outsiders, no two of which
can be more than 30 ft. apart when they appear
As lesser planar ally, except the character may call a single creature of up to
24 HD or a number of creatures whose HD total no more than 24. The creatures
agree to help the character and request the character's return favor together.
Greater Planar Binding
Conjuration (Calling) [see text]
Level: Sor/Wiz 8
Components: V, S, M
Targets: Up to 24 HD worth of elementals and outsiders, no two of which can be
more than 30 ft. apart
As lesser planar binding, except the character may call a single creature of up
to 24 HD or a number of creatures whose HD total no more than 24. Each creature
gets a saving throw, makes independent attempts to escape, and must be persuaded
to aid the character individually.

Greater Restoration
Necromancy
Components: V, S, XP
Level: Clr 7
Casting Time: 10 minutes
As lesser restoration, except the spell dispels all negative energy levels
afflicting the healed creature, restoring the creature to the highest level it
had previously achieved. This reverses level drains by a force or creature. The
drained levels are restored only if the time since the creature lost the level
is no more than 1 week per caster level.
Greater restoration also dispels all magical effects penalizing the character’s
abilities, cures all temporary ability damage, and restores all points
permanently drained from all ability scores. It also removes all forms of
insanity, confusion, and similar mental effects. Greater restoration does not
restore levels or Constitution points lost due to death.
XP Cost: 500 XP.

Greater Scrying
Divination
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Duration: 1 hour/level
As scrying, except as noted above. All of the following spells can be cast
reliably through the sensor: comprehend languages, darkvision, detect chaos,
detect evil, detect good, detect law, detect magic, message, read magic, and
tongues.

Greater Shadow Conjuration
Illusion (Shadow)
Level: Sor/Wiz 5
As shadow conjuration, except that it can duplicate wizard or sorcerer
conjurations of up to 4th level, and the illusory conjurations created are
two-fifths (40%) as strong as the real thing instead of one-fifth as strong.
Greater Shadow Evocation
Illusion (Shadow)
Level: Sor/Wiz 6
As shadow evocation, but it enables the caster to create partially real,
illusory versions of sorcerer or wizard evocations of up to 5th level. If
recognized as greater shadow evocation, damaging spells deal only two-fifths
(40%) of normal damage, with a minimum of 2 points per die of damage. For
example, a greater shadow cloudkill has a 40% chance to kill creatures of 6 HD
or less, and creatures of 4 to 6 HD get a saving throw. Creatures not killed
take 1d10 x 0.4 points of damage each round.
Nondamaging effects, such as a web’s ensnarement, are only 40% likely to work
when the greater shadow evocation is recognized as mostly illusory (roll
separately for each effect and each creature who recognizes the evocation as
shadowy).

Guards and Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 30 minutes (D)
Range: Anywhere within the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: See text
This powerful spell is primarily used to defend the character's stronghold. The
ward protects 200 square feet per caster level. The warded area can be up to 20
feet high, and shaped as the character desires. The character can ward several
stories of a stronghold by dividing the area among them; the character must be
somewhere within the area to be warded to cast the spell. The spell creates the
following magical effects within the warded area:
Fog: Fog fills all corridors, obscuring 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 full concealment (50% miss chance; the
attacker cannot use sight to locate the target). Spell resistance: No.
Arcane Locks: All doors in the warded area are arcane locked. Spell resistance:
No.
Webs: Webs fill all stairs from top to bottom. These strands are identical with
those created by the web spell, except that they regrow in 10 minutes if they
are burned or torn away while the guards and wards spell lasts. Spell
resistance: Yes.
Confusion: Where there are choices in direction—such as a corridor intersection
or side passage—a minor confusion-type spell functions so as to make it 50%
probable that intruders believe they are going in the exact opposite direction
from the one they actually chose. This is an enchantment (mind-affecting)
effect. Spell resistance: No.
Lost Doors: One door per caster level is covered by a glamer to appear as if it
were a plain wall. Spell resistance: No.
In addition, the character can place the character's choice of one of the
following five magical effects:
Dancing lights in four corridors. The character can designate a simple program
that causes the lights to repeat as long as the guards and wards spell lasts.
Spell resistance: No.
A magic mouth in two places. Spell resistance: No.
A stinking cloud in two places. The vapors appear in the places the character
designate; they return within 10 minutes if dispersed by wind while the guards
and wards spell lasts. Spell resistance: Yes.
A gust of wind in one corridor or room. Spell resistance: Yes.
A suggestion in one place. The character selects an area up to 5 feet square,
and any creature who enters or passes through the area receives the suggestion
mentally. Spell resistance: Yes.
The whole warded area radiates strong magic of the abjuration school. A dispel
magic cast on a specific effect, if successful, removes only that effect. A
successful Mordenkainen’s disjunction destroys the entire guards and wards
effect.

Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets
a +1 competence bonus on a single attack roll, saving throw, or skill check. It
must choose to use the bonus before making the roll to which it applies.

Gust of Wind
Evocation
Level: Brd 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Gust of wind (10 ft. wide, 10 ft. high) emanating out from the character
to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a strong blast of air that originates from the character and
moves in the direction the character is facing. The force of this gust
automatically extinguishes candles, torches, and similar unprotected flames. It
causes protected flames, such as those of lanterns, to dance wildly and has a
50% chance to extinguish these lights. Creatures caught in the area may be
affected. Any creature is entitled to a saving throw to ignore the gust’s
effects.
A gust of wind can do anything a sudden blast of wind would be expected to do.
It can create a stinging spray of sand or dust, fan a large fire, overturn
delicate awnings or hangings, heel over a small boat, and blow gases or vapors
to the edge of the range.

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