Ice Storm
Evocation [Cold]
Level: Drd 5, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Great hailstones pound down, dealing 5d6 points of damage to creatures in
their
path; the damage is 3d6 impact plus 2d6 cold.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 8 hours
Range: Touch
Targets: Up to 1 touched object per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines the single most basic function of each magic item,
including how to activate that function (if appropriate), and how many charges
are left (if any). For example, a +2 vorpal sword, a +2 dancing sword, and
a +2
sword would all register as "+2 to attack and damage rolls."
If a magic item has multiple different functions that are equally basic,
identify determines the lowest-level function. If these functions are also
of
equal level, the DM decides randomly which is identified.
Arcane Material Components: Worth at least 100 gp value.
Illusory Script
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute or longer (see text)
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: 1 day/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character write instructions or other information on parchment, paper,
or
any suitable writing material. The illusory script appears to be some form
of
foreign or magic writing. Only the person (or people) designated by the
character at the time of the casting are able to read the writing; it’s
completely unintelligible to any other character, although an illusionist
recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent
illusory effect and must make a saving throw. A successful saving throw means
the creature can look away with only a mild sense of disorientation. Failure
means the creature is subject to a suggestion implanted in the script by the
character at the time the illusory script spell was cast. The suggestion lasts
only 30 minutes. Typical suggestions include "Close the book and leave,"
"Forget
the existence of the book," and so forth. If successfully dispelled by
dispel
magic, the illusory script and its secret message disappear. The hidden message
can be read by a combination of the true seeing spell with the read magic
or
comprehend languages spell.
The casting time depends on how long a message the character wishes to write,
but it is always at least 1 minute.
Material Component: At least 50 gp.
Illusory Wall
Illusion (Figment)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. x 10 ft. x 10 ft.
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the illusion of a wall, floor, ceiling, or similar surface.
It appears absolutely real when viewed, but physical objects can pass through
it
without difficulty. When the spell is used to hide pits, traps, or normal
doors,
any detection abilities that do not require sight work normally. Touch or
probing searches reveal the true nature of the surface, though they do not
cause
the illusion to disappear.
Imbue with Spell Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The character transfers some of the character's currently prepared spells,
and
the ability to cast them, to another creature. Only a creature with an
Intelligence score of at least 5 and a Wisdom score of at least 9 can receive
this bestowal. Only cleric abjurations, divinations, or conjuration (healing)
spells can be transferred. The number and level of spells that the subject
can
be granted depends on her HD; even multiple castings of imbue with spell ability
can’t exceed this limit. If the character's limit of 4th-level spells
decreases,
and it drops below the current number of active imbue with spell ability spells,
the more recently cast imbued spells are dispelled.
HD of Spells
Recipient Imbued
--------- ------------
1–2 One 1st-level spell
3–4 Up to two 1st-level spells
5+ Up to two 1st- and one 2nd-level spell
The transferred spell’s variable characteristics (range, duration,
area, etc.)
function according to the character's level, not the level of the recipient.
Once the character casts imbue with spell ability on another character, the
character cannot prepare a new 4th-level spell to replace it until the recipient
uses the transferred spells or is slain. In the meantime, the character remains
responsible to the character's deity or the character's principles for the
use
to which the spell is put.
To cast a spell with a verbal component, the recipient must be able to speak.
To
cast a spell with a somatic component, she must have humanlike hands. To cast
a
spell with a material component or focus, she must have the materials or focus.
Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The character creates a destructive resonance in a corporeal creature’s
body.
For each round the character concentrates, the character causes one creature
to
collapse in on itself, killing it. (This effect, being instantaneous, cannot
be
dispelled.)The character can target a particular creature only once with each
casting of
the spell.Implosion has no effect on creatures in gaseous form or on incorporeal
creatures.
Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When the character casts imprisonment and touches an opponent, the target
is
entombed in a state of suspended animation (see the temporal stasis spell)
in a
small sphere far beneath the surface of the earth. The subject remains there
unless a freedom spell is cast at the locale where the imprisonment took place.
Magical search by a crystal ball, a locate object spell, or some other similar
divination does not reveal the fact that a creature is imprisoned, but discern
location does. A wish or miracle spell will not free the recipient but will
reveal where it is entombed. The imprisonment spell functions only if the
target’s name and some facts about its life are known.
Improved Invisibility
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: The character or creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
As invisibility, except the spell doesn’t end if the subject attacks.
Incendiary Cloud
Conjuration (Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads 30 ft. wide and 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)
An incendiary cloud spell creates a cloud of roiling smoke shot through with
white-hot embers. The smoke obscures all sight as a fog cloud does. In addition,
the white-hot embers within the cloud deal 4d6 points of fire damage to
everything within it each round (half damage on a successful Reflex save).
As with a cloudkill spell, the smoke moves away from the character at 10 feet
per round. Figure out the smoke’s new spread each round based on
its new point
of origin, 10 feet farther away from where the character was when the character
cast the spell. By concentrating, the character can make the cloud (actually
its
point of origin) move up to 60 feet each round. Any portion of the cloud that
would extend beyond the character's maximum range dissipates harmlessly,
reducing the remainder’s spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can’t
be cast
underwater.
Inflict Critical Wounds
Necromancy
Level: Clr 4, Destruction 4
As inflict light wounds, except the character deals 4d8 points of damage +1
point per caster level (maximum +20).
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
When laying the character's hand upon a creature, the character channels
negative energy that deals 1d8 points of damage +1 point per caster level
(up to
+5).
Since undead are powered by negative energy, this spell cures them of a like
amount of damage, rather than harming them.
Inflict Minor Wounds
Necromancy
Level: Clr 0
As inflict light wounds, except the character deals 1 point of damage.
Inflict Moderate Wounds
Necromancy
Level: Clr 2
As inflict light wounds, except the character deals 2d8 points of damage +1
point per caster level (maximum +10).
Inflict Serious Wounds
Necromancy
Level: Clr 3
As inflict light wounds, except the character deals 3d8 points of damage +1
point per caster level (maximum +15).
Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature suffers from a continuous confusion effect.
Remove curse does not remove insanity. Greater restoration, limited wish,
miracle, and wish can restore the creature.
Insect Plague
Conjuration (Summoning) [see text]
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Cloud of insects 180 ft. wide and up to 60 ft. high
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: No
A horde of creeping, hopping, and flying insects swarm in a thick cloud when
the
character casts this spell. The insects limit vision to 10 feet, and
spellcasting within the cloud is impossible. Creatures inside the insect plague,
regardless of Armor Class, sustain 1 point of damage at the end of each round
they remain within, due to the bites and stings of the insects. Invisibility
is
no protection. All creatures with 2 or fewer HD are driven from the cloud
at
their fastest possible speed in a random direction and flee until they are
at
least 100 feet away from the insects. Creatures with 3 to 5 HD flee as well,
though a Will save negates this effect. (This urge to flee is an extraordinary
fear effect.)
Heavy smoke drives off insects within its bounds. Fire also drives insects
away.
For example, a wall of fire in a ring shape keeps a subsequently cast insect
plague outside its confines, but a fireball spell simply clears insects from
its
blast area for 1 round. A single torch is ineffective against this vast horde
of
insects. Lightning, cold, and ice are likewise ineffective, while a strong
wind
(21+ mph) that covers the entire plague area disperses the insects and ends
the
spell.
Invisibility
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal or touch
Target: The character or a creature or object weighing no more than 100
lb./level
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
The creature or object touched vanishes from sight, even from darkvision.
If the
recipient is a creature carrying gear, the gear vanishes, too. If the character
casts the spell on someone else, neither the character nor the character's
allies can see the subject, unless the character can normally see invisible
things or employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked
up disappear if tucked into the clothing or pouches worn by the creature.
Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of
an
item that the subject carries but that extends more than 10 feet from it becomes
visible, such as a trailing rope.
Of course, the subject is not magically silenced, and certain other conditions
can render the recipient detectable (such as stepping in a puddle). The spell
ends if the subject attacks any creature. For purposes of this spell, an
"attack" includes any spell targeting a foe or whose area or effect
includes a
foe. (Exactly who is a foe depends on the invisible character’s
perceptions.)
Actions directed at unattended objects do not break the spell. Causing harm
indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat,
climb stairs, summon monsters and have them attack, cut the ropes holding
a rope
bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear.
Note
that spells such as bless that specifically affect allies but not foes are
not
attacks for this purpose, even when they include foes in their area.
Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)
The character surrounds his or herself with a sphere of power with a radius
of 5
feet per caster level that negates all forms of invisibility. Anything invisible
becomes visible while in the area. Only creatures with no visible form, such
as
an invisible stalker, remain invisible.
Invisibility Sphere
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Area: 10-ft. radius sphere around the creature or object touched
As invisibility, except this spell confers invisibility upon all creatures
within 10 feet of the recipient. The center of the effect is mobile with the
recipient.
Those affected by this spell cannot see each other but can see themselves.
Any
affected creature moving out of the area becomes visible, but creatures moving
into the area after the spell is cast do not become invisible. Affected
creatures (other than the recipient) who attack negate the invisibility only
for
themselves. If the spell recipient attacks, the invisibility sphere ends.
Invisibility to Animals
Abjuration
Level: Drd 1
Components: S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature touched/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Animals cannot perceive the warded creatures. They act as though the warded
creatures are not there. Warded creatures could stand before the hungriest
of
lions and not be molested or even noticed. If a warded character touches an
animal or attacks any creature, even with a spell, the spell ends for all
recipients.
Invisibility to Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Undead cannot perceive the warded creatures. Nonintelligent undead are
automatically affected and act as though the warded creatures are not there.
Intelligent undead get saving throws. If they fail, they can’t see
the warded
creatures. However, if they have reason to believe unseen opponents are present,
they can attempt to find or strike them. If a warded character attempts to
turn
or command undead, touches an undead, or attacks any creature (even with a
spell), the spell ends for all recipients.
Note: An intelligent undead creature gets one saving throw against the spell.
It
either sees all the warded creatures or none of them.
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)
This spell transforms the character's body into living iron, which grants
the
character several powerful resistances and abilities.
The character gains damage reduction 50/+3. The character is immune to
blindness, critical hits, ability score damage, deafness, disease, drowning,
electricity, poison, stunning, and all spells or attacks that affect the
character's physiology or respiration, because the character has no physiology
or respiration while this spell is in effect. The character takes only half
damage from acid and fire of all kinds. However, the character also becomes
vulnerable to all special attacks that affect iron golems.
The character gains a +6 enhancement bonus to the character's Strength score,
but the character suffer a –6 Dexterity penalty as well (to a minimum
Dexterity
score of 1), and the character's speed is reduced to half normal. The character
has an arcane spell failure chance of 50% and a –8 armor check penalty,
just as
if the character were clad in full plate armor. The character cannot drink
(and
thus can’t use potions) or play wind instruments.
The character's unarmed attacks deal 1d6 points of lethal damage, and the
character is considered "armed" when making unarmed attacks (a Small
caster
deals 1d4 points of damage, not 1d6).
The character's weight increases by a factor of ten, causing the character
to
sink in water like a stone. However, the character could survive the crushing
pressure and lack of air at the bottom of the ocean—at least until
the spell
expires.
Ironwood
Transmutation
Level: Drd 6
Components: V, S
Casting Time: 1 minute/lb. transformed
Range: Touch
Target: 5 lb. of touched wood/level
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No
Ironwood is a magical substance created by druids from normal wood. While
remaining natural wood in almost every way, ironwood is as strong, heavy,
and
resistant to fire as steel. Spells that affect metal or iron (such as heat
metal) do not function on ironwood. Spells that affect wood (such as wood
shape)
do affect ironwood, although ironwood does not burn. Using this spell with
wood
shape or a wood-related Craft check, the character can fashion wooden items
that
function as steel items. Thus, wooden plate armor and wooden swords can be
created that are as durable as their normal, steel counterparts. These items
are
freely usable by druids.
Further, if the character made only half as much ironwood as the spell would
normally allow, any weapon, shield, or suit of armor so transmuted is treated
as
a +1 magic item.