Mage Armor
Conjuration (Creation) [Force]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the subject of mage armor,
providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails
no
armor check penalty, arcane spell failure chance, or speed reduction. Since
mage
armor is made of force, incorporeal creatures can’t bypass it the
way they do
normal armor.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
The character points a finger at an object and can lift it and move it at
will
from a distance. As a move-equivalent action, the character can move the object
up to 15 feet in any direction, though the spell ends if the distance between
the character and the object ever exceeds the spell’s range.
Magic Circle against Chaos
Abjuration [Lawful]
Level: Brd 3, Clr 3, Law 3, Sor/Wiz 3
As magic circle against evil, except that it is similar to protection from
chaos
instead of protection from evil.
Magic Circle against Evil
Abjuration [Good]
Level: Brd 3, Clr 3, Good 3, Pal 3, Sor/Wiz 3
Area: Emanates 10 ft. from touched creature
Duration: 10 minutes/level
Spell Resistance: No (see text)
As protection from evil, except that it encompasses a much larger area and
its
duration is longer.
Unlike protection from evil, this spell has a special function that the
character may choose when casting the spell. A magic circle can be focused
inward rather than outward. In this case, it serves as an immobile, temporary
magical prison for a summoned creature. The creature cannot cross the circle’s
boundaries.
The character must beat a creature’s SR in order to keep it at bay
(as in the
third function of protection from evil), but the deflection and resistance
bonuses and the protection from mental control apply regardless of enemies’
SR.
If a creature too large to fit into the spell’s area is the subject
of the
spell, the spell acts as a normal protection from evil spell for that creature
only.
This spell is not cumulative with protection from evil and vice versa.
Magic Circle against Good
Abjuration [Evil]
Level: Brd 3, Clr 3, Evil 3, Sor/Wiz 3
As magic circle against evil, except that it is similar to protection from
good
instead of protection from evil.
Magic Circle against Law
Abjuration [Chaotic]
Level: Brd 3, Chaos 3, Clr 3, Sor/Wiz 3
As magic circle against evil, except that it is similar to protection from
law
instead of protection from evil.
Magic Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus
to
attack and damage rolls. The spell can affect a slam attack, fist, bite, or
other natural weapon. (The spell does not change an unarmed strike’s
damage from
subdual damage to normal damage.) If the character is a good druid, the natural
weapon is considered blessed, which means it has special effects on certain
creatures.
Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft.+10 ft./level)
Target: One creature
Duration: 1 hour/level or until the character returns to the character's body
Saving Throw: Will negates (see text)
Spell Resistance: Yes
By casting magic jar, the character places the character's own soul in a gem
or
large crystal (known as the magic jar), leaving the character's body lifeless.
Then the character can attempt to take control of a nearby body, forcing its
soul into the magic jar. The character may move back to the jar (returning
the
trapped soul to its body) and attempt to possess another body. The spell ends
when the character sends the character's soul back to the character's own
body
(leaving the receptacle empty).
To cast the spell, the magic jar must be within spell range and the character
must know where it is, though the character does not need line of sight or
effect to it. When the character transfers the character's soul upon casting,
the character's body is, as near as anyone can tell, dead.
While in the magic jar, the character can sense and attack any life force
within
10 feet per caster level (on the same plane). The character does need line
of
effect from the jar to the creatures. The character, however, cannot determine
the exact creature types or positions of these creatures. In a group of life
forces, the character can sense a difference of four or more HD and can
determine whether a life force is positive or negative energy. (Undead creatures
are powered by negative energy. Only sentient undead creatures have, or are,
souls.)
Attempting to possess a body is a full-round action. It is blocked by protection
from evil or a similar ward. The character possesses the body and forces the
creature’s soul into the magic jar unless the subject succeeds at
a Will save.
Failure to take over the host leaves the character's life force in the magic
jar, and the target automatically succeeds at further saving throws if the
character attempts to possess its body again.
If successful, the character's life force occupies the host body, and the
host’s
life force is imprisoned in the magic jar. The character keeps most mental
abilities and gains some physical abilities, as with polymorph other (except
that the character gets the creature’s actual physical abilities,
not average
ones).
As a standard action, the character can shift freely from a host to the magic
jar if within range, sending the trapped soul back to its body. The spell
ends
when the character shifts from the jar to the character's own body.
If the host body is slain, the character returns to the magic jar, if within
range, and the life force of the host departs (that is, it is dead). If the
host
body is slain beyond the range of the spell, both the character and the host
die. Any life force with nowhere to go is treated as slain.
If the spell ends while the character is in the magic jar, the character returns
to the character's body (or dies if the character's body is out of range or
destroyed). If the spell ends while the character is in a host, the character
returns to the character's body (or dies, if it is out of range of the
character's current position), and the soul in the magic jar returns to its
body
(or dies if it is out of range). Destroying the receptacle ends the spell,
and
the spell can be dispelled at either the magic jar or the host.
Incorporeal creatures with the magic jar ability can use a handy, nearby object
(not just a gem or crystal) as the magic jar.
Focus: Worth at least 100 gp.
Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and
unerringly strikes its target. The missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything
less than total cover or concealment. Specific parts of a creature cannot
be
singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell.
For every two levels of experience past 1st, the character gains an additional
missile. The character has two at 3rd level, three at 5th level, four at 7th
level, and the maximum of five missiles at 9th level or higher. If the character
shoots multiple missiles, the character can have them strike a single creature
or several creatures. A single missile can strike only one creature. The
character must designate targets before the character rolls for SR or roll
damage.
Magic Mouth
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that
suddenly appears and speaks its message the next time a specified event occurs.
The message, which must be twenty-five or fewer words long, can be in any
language known by the character and can be delivered over a period of 10
minutes. The mouth cannot speak verbal components, use command words, or
activate magical effects. It does, however, move according to the words
articulated. For instance, if it were placed upon a statue, the mouth of the
statue would actually move and appear to speak. Of course, magic mouth can
be
placed upon a tree, rock, door, or any other object or creature.
The spell functions when specific conditions are fulfilled according to the
character's command as set in the spell. Commands can be as general or as
detailed as desired, although only visual and audible triggers can be used.
Triggers react to what appears to be the case. Disguises and illusions can
fool
them. Normal darkness does not defeat a visual trigger, but magical darkness
or
invisibility does. Silent movement or magical silence defeats audible triggers.
Audible triggers can be keyed to general types of noises or to a specific
noise
or spoken word. Note that actions can serve as triggers if they are visible
or
audible. A magic mouth cannot distinguish invisible creatures, alignments,
level, HD, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster
can command a magic mouth to respond to triggers up to 90 feet away. Regardless
of range, the mouth can respond only to visible or audible triggers and actions
in line of sight or within hearing distance.
Material Component: Worth 10 gp.
Magic Stone
Transmutation
Level: Clr 1, Earth 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The character transmutes up to three pebbles, which can be no larger than
sling
bullets, so that they strike with great force when thrown or slung. If hurled,
they have a range increment of 20 feet. If slung, treat them as sling bullets
(range increment 50 feet). The spell gives them a +1 enhancement bonus to
attack
and damage rolls. The creature using the stones makes a normal ranged attack
to
use a magic stone. Each magic stone that hits deals 1d6+1 points of damage
(including the enhancement bonus). Against undead creatures, this damage is
doubled (2d6+2 points).
Magic Vestment
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The character imbues a suit of armor or a shield that the character touches
with
an enhancement bonus of +1 per three caster levels (maximum +5 at 15th level).
An outfit of regular clothing counts as a suit of armor that grants no AC
bonus
for purposes of this spell.
Note: An enhancement bonus increases armor’s or a shield’s
benefit to the
wearer’s AC. A suit of armor cannot have more than +5 in total bonuses
(even if
some of its bonus is from other than enhancement).
Magic Weapon
Transmutation
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, F, DF
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus to attack and damage rolls.
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.
Major Creation
Conjuration (Creation)
Level: Sor/Wiz 5
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
As minor creation, except the character can also create an object of mineral
nature: stone, crystal, metal, etc. The duration of the created item varies
with
its relative hardness and rarity:
Hardness and
Rarity Examples Duration
--------------- --------
Vegetable matter 2 hours/level
Stone, crystal, base metals 1 hour/level
Precious metals 20 minutes/level
Gems 10 minutes/level
Mithral* 2 rounds/level
Adamantite** 1 round/level
*Includes similar rare metals. Items made of mithral are 50% lighter than
similar items made of steel.
**Items made of adamantite weigh 75% as much as similar items made of steel.
They are also harder and better capable of retaining an edge, so armor and
shields provide 1 higher AC and weapons allow +1 on attack and damage rolls
(although the items are not magical).
Major Image
Illusion (Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds
As silent image, except sound, smell, and thermal illusions are included in
the
spell effect. While concentrating, the character can move the image within
the
range.
The image disappears when struck by an opponent unless the character causes
the
illusion to react appropriately.
Make Whole
Transmutation
Level: Clr 2
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./level
As mending, except make whole completely repairs an object made of any
substance, even one with multiple breaks, to be as strong as new. The spell
does
not restore the magical abilities of a broken magic item made whole, and it
cannot mend broken magic rods, staffs, or wands. The spell does not repair
items
that have been warped, burned, disintegrated, ground to powder, melted, or
vaporized.
Mark of Justice
Transmutation
Level: Clr 5
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent (see text)
Saving Throw: None
Spell Resistance: Yes
When moral suasion fails to win a criminal over to right conduct, the character
can use mark of justice to encourage the criminal to walk the straight and
narrow path.
The character draws an indelible mark on the subject and states some behavior
on
the part of the subject that will activate the mark. When activated, the mark
curses the subject. Typically, the character designates some sort of criminal
behavior that activates the mark, but the character can pick any act the
character pleases. The effect of the mark is identical with the effect of
bestow
curse.
Since this spell takes 10 minutes to cast and involves writing on the target,
the character can cast only it on someone who is willing or restrained.
Like bestow curse, mark of justice cannot be dispelled, but it can be removed
with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Remove curse, however, works only if the caster is at least as high level
as the
character's mark of justice. These restrictions apply regardless of whether
the
mark has activated.
Mass Charm
Enchantment (Charm) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 day/level
As charm person, except the spell affects a number of creatures (persons or
not)
whose combined HD do not exceed twice the character's level (or at least one
creature regardless of HD). If there are more potential targets than the
character can affect, the character chooses them one at a time until the
character chooses a creature with too many HD.
Mass Haste
Transmutation
Level: Brd 6, Sor/Wiz 6
Targets: One creature/level, no two of which can be more than 30 ft. apart
As haste, except that it affects multiple creatures.
Mass Heal
Conjuration (Healing)
Level: Clr 8, Drd 9, Healing 8
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
As heal, except as noted above.
Mass Invisibility
Illusion (Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of creatures, no two of which can be more than 180 ft.
apart
As invisibility, except the effect is mobile with the group and is broken
when
anyone in the group attacks. Individuals in the group cannot see each other.
The
spell is broken for any individual who moves more than 180 feet from the nearest
member of the group. (If only two individuals are affected, the one moving
away
from the other one loses its invisibility. If both are moving away from each
other, they both become visible when the distance between them exceeds 80
feet.)
Mass Suggestion
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Brd 6, Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
As suggestion, except that it can affect more creatures. The same suggestion
applies to all these creatures.
Maze
Conjuration (Creation) [Force]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: No
The character conjures up an extradimensional labyrinth of force planes, and
the
subject vanishes into it. If the subject attempts to escape, the time it takes
to find the way out depends on its Intelligence score:
Intelligence Score Time Trapped
of Mazed Creature in Maze
------------------ ------------
Under 3 2d4 minutes
3 1d6 minutes
4–5 1d4 minutes
6–8 5d4 rounds
9–12 4d4 rounds
13–15 3d4 rounds
16–17 2d4 rounds
18+ 1d4 rounds
If the subject doesn’t attempt to escape, the maze disappears after
10 minutes,
forcing the subject to leave.
On leaving the maze, the subject reappears in the spot it had been in when
the
maze spell was cast. If this spot is filled with a solid object, the subject
appears nearby.
Spells and abilities that move a creature within a plane, such as teleport
and
dimension door, do not help a creature escape a maze spell, although a plane
shift spell allows it to exit to whatever plane is designated in that spell.
Minotaurs are not affected by this spell.
Meld into Stone
Transmutation
Level: Clr 3, Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
Meld into stone enables the character to meld the character's body and
possessions into a single block of stone. The stone must be large enough to
accommodate the character's body in all three dimensions. When the casting
is
complete, the character and not more than 100 pounds of nonliving gear merge
with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, the character remains in contact, however tenuous, with
the
face of the stone through which the character melded. The character remains
aware of the passage of time and can cast spells on him or herself while hiding
in the stone. Nothing that goes on outside the stone can be seen, but the
character can still hear what happens around the character. Minor physical
damage to the stone does not harm the character, but its partial destruction
to
the extent that the character no longer fits within it expels the character
and
deals the character 5d6 points of damage. The stone’s complete destruction
expels the character and slays the character instantly unless the character
succeeds at a Fortitude save (DC 18).
At any time before the duration expires, the character can step out of the
stone
through the surface that the character entered. If the spell’s duration
runs out
or the effect is dispelled before the character voluntarily exits the stone,
the
character is violently expelled and takes 5d6 points of damage.
The following spells harm the character if cast upon the stone that the
character is occupying: Stone to flesh expels the character and deals the
character 5d6 points of damage. Stone shape deals the character 3d6 points
of
damage but does not expel the character. Transmute rock to mud expels the
character and then slays the character instantly unless the character succeed
at
a Fortitude save (DC 18), in which case the character is merely expelled.
Finally, passwall expels the character without damage.
Melfs Acid Arrow
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: Yes
A magical arrow of acid springs from the character's hand and speeds to its
target. The character must succeed at a ranged touch attack to hit the
character's target. The arrow deals 2d4 points of acid damage. There is no
splash damage. For every three caster levels (maximum 18), the acid, unless
somehow neutralized, lasts for another round, dealing another 2d4 points of
damage for that round. At 3rd–5th level, the acid lasts for 2 rounds;
at 6th–8th
level, the acid lasts for 3 rounds; and so on, to a maximum of 7 rounds at
18th
level.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target: One object of up to 1 pound
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (not warps). In metallic
objects, it will weld a broken ring, a chain link, a medallion, or a slender
dagger, providing but one break exists. Ceramic or wooden objects with multiple
breaks can be invisibly rejoined to be as strong as new. A hole in a leather
sack or wineskin is completely healed over by mending. The spell can repair
a
magic item, but the item’s magical abilities are not restored. The
spell cannot
mend broken magic rods, staffs, or wands.
Message
Transmutation [Language-Dependent]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The character can whisper messages and receive whispered replies with little
chance of being overheard. The character points a finger at each creature
to be
included in the spell effect. When the character whispers, the whispered message
is audible to all of the targeted creatures who are within range. Magical
silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead),
or 3
feet of wood or dirt blocks the spell. The message, however, does not have
to
travel in a straight line. It can circumvent a barrier if there is an open
path
between the character and the subject, and the path’s entire length
lies within
the spell’s range. The creatures who receive the message can whisper
a reply
that the character hears. The spell transmits sound, not meaning. It doesn’t
transcend language barriers.
Note: To speak a message, the character must mouth the words and whisper,
possibly allowing trained rogues the opportunity to read the character's lips.
Meteor Swarm
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Pattern of fireball-like spreads (see text)
Duration: Instantaneous
Saving Throw: None or Reflex half (see text)
Spell Resistance: Yes
Meteor swarm is a very powerful and spectacular spell that is similar to
fireball in many aspects. When the character casts it, either four large spheres
(2-foot-diameter) or eight small spheres (1-foot-diameter) spring from the
character's outstretched hand and streak in a straight line to the spot the
character selects. The meteor spheres leave a fiery trail of sparks.
Any creature in the straight-line path of these spheres is struck by each
one
and takes 24d6 points of fire damage (no save).
If the spheres reach their destination, each bursts like a fireball in a spread.
Each large sphere deals 6d6 points of fire damage. The four spheres explode
with
their points of origin forming a diamond or box pattern around the spells
central point of origin, which the character designates upon casting. Each
large
sphere has a 15-foot-radius spread, and each blast is 20 feet apart along
the
sides of the pattern, creating overlapping areas of the spells effect and
exposing the center to all four blasts.
The smaller spheres each have a 7 1/2-foot-radius spread, and each deals 3d6
points of fire damage. They explode with their points of origin forming a
pattern around the spells central point of origin (which the character
designated upon casting) of a box within a diamond or vice versa, with each
of
the outer sides measuring 20 feet long. The center has four areas of overlapping
effect, and numerous peripheral areas have two or three overlapping areas
of the
spells effect.
Creatures caught in a blast can attempt Reflex saves for half damage. Creatures
struck by multiple blasts save against each blast separately.
Mind Blank
Abjuration
Level: Protection 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 day
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is protected from all devices and spells that detect, influence,
or
read emotions or thoughts. This spell protects against all mind-affecting
spells
and effects as well as information gathering by divination spells or effects.
Mind blank even foils limited wish, miracle, and wish when they are used in
such
a way as to affect the subject’s mind or to gain information about
him. In the
case of scrying that scans an area that the creature is in, such as arcane
eye,
the spell works but the creature simply isn’t detected. Scrying
attempts that
are targeted specifically at the subject do not work at all.
Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog that spreads to fill a 20-ft. cube
Duration: 30 minutes/+2d6 rounds (see text)
Saving Throw: Will negates
Spell Resistance: Yes
Mind fog produces a bank of fog that weakens the mental resistance of those
caught in it. Creatures in the mind fog suffer a –10 competence
penalty to all
Wisdom checks and Will saves. (A creature who successfully saves against the
fog
is not affected and need not make further saves even if it remains in the
fog.)
Affected creatures suffer the penalty as long as they remain in the fog and
for
2d6 rounds thereafter. The fog itself is stationary and lasts for 30 minutes
(or
until dispersed by wind).
The fog is thin and does not significantly hamper vision.
Minor Creation
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu.
ft./ level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character creates a nonmagical, unattended object of nonliving, vegetable
matter: linen clothes, a hemp rope, a wooden ladder, etc. The volume of the
item
created cannot exceed 1 cubic foot per caster level. The character must succeed
at an appropriate skill check to make a complex item, such as a Craft
(bowmaking) check to make straight arrow shafts.
Attempting to use any created object as a material component causes the spell
to
fail.
Minor Globe of Invulnerability
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds the character and
excludes all spell effects of up to 3rd level. The area or effect of any such
spells does not include the area of the minor globe of invulnerability. Such
spells fail to affect any target located within the globe. This includes
spell-like abilities and spells or spell-like effects from devices. However,
any
type of spell can be cast through or out of the magical globe. Spells of 4th
level and higher are not affected by the globe. The globe can be brought down
by
a targeted dispel magic spell, but not by an area dispel magic. The character
can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe,
and even then they are merely suppressed, not dispelled. For example, creatures
inside the globe would still see a mirror image created by a caster outside
the
globe. If that caster then entered the globe, the images would wink out, to
reappear when the caster exited the globe. Likewise, a caster standing in
the
area of a light spell would still receive sufficient light for vision, even
though that part of the light spell volume in the globe would not be luminous.
If a given spell has more than one level depending on which character class
is
casting it, use the level appropriate to the caster to determine whether minor
globe of invulnerability stops it.
Minor Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Duration: Concentration+2 rounds
As silent image, except this spell includes some minor sounds but not
understandable speech.
Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP (see text)
Casting Time: 1 action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
The character doesn’t so much cast a miracle as request one. The
character
states what the character would like to have happen and requests that the
character's deity (or the power the character prays to for spells) intercede.
The DM then determines the particular effect of the miracle.
A miracle can do any of the following:
Duplicate any cleric spell of up to 8th level (including spells to which the
character has access because of the character's domains).
Duplicate any other spell of up to 7th level.
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.
If the miracle has any of the above effects, casting it carries no experience
point cost.
Alternatively, the cleric can make a very powerful request. Casting such a
miracle costs the cleric 5,000 XP because of the powerful divine energies
involved. A request that is out of line with the deity’s (or alignment’s)
nature
is refused.
A duplicated spell allows saving throws and SR as normal (but save DCs are
for a
9th-level spell). When a miracle duplicates a spell that has an XP cost, the
character must pay that cost. When a miracle spell duplicates a spell with
a
material component that costs more than 100 gp, the character must provide
that
component.
XP Cost: 5,000 XP (for some uses of the miracle spell; see above).
Mirage Arcana
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Area: One 20-ft. cube/level (S)
Duration: Concentration+1 hour/level (D)
As hallucinatory terrain, except that it enables the character to make any
area
appear to be something other than it is. The illusion includes audible, visual,
tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can
alter the appearance of structures (or add them where none are present). Still,
it can’t disguise, conceal, or add creatures (though creatures within
the area
might hide themselves within the illusion just as they can hide themselves
within a real location).
Mirror Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal (see text)
Target: The character
Duration: 1 minute/level
Several illusory duplicates of the character pop into being, making it difficult
for enemies to know which target to attack. The figments stay near the character
and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster levels (maximum
eight images). These figments separate from the character and remain in a
cluster, each within 5 feet of at least one other figment or the character.
The
character can move into and through a mirror image. When the character and
the
mirror image separate, observers cant use vision or hearing to tell which
one
is the character and which the image. The figments may also move through each
other. The figments mimic the character's actions, pretending to cast spells
when the character casts a spell, drink potions when the character drinks
a
potion, levitate when the character levitates, and so on.
Enemies attempting to attack the character or cast spells at the character
must
select from among indistinguishable targets. Generally, roll randomly to see
whether the selected target is real or a figment. Any successful attack roll
against a figment destroys it. A figments AC is 10 + size modifier + Dexterity
modifier. Figments seem to react normally to area spells (such as looking
like
they're burned or dead after being struck by a fireball).
While moving, the character can merge with and split off from figments so
that
enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If the character
is
invisible or an attacker shuts her eyes, the spell has no effect, though being
unable to see carries the same penalties as being blinded: 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 attackers attack rolls (they are effectively invisible), moves at
half
speed, and suffers a penalty on most Strength- and Dexterity-based skills.
Misdirection
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object, up to a 10-ft. cube in size
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: No
By means of this spell, the character misdirects the information from divination
spells that reveal auras (including detect evil, detect magic, discern lies,
etc.). On casting the spell, the character chooses another object within range.
For the duration of the spell, the subject of misdirection is detected as
if it
were the other object. Detection spells provide information based on the second
object rather than on the actual target of the detection unless the caster
of
the detection succeeds at his save. For instance, the character could make
the
character's self detect as a tree if one were within range at casting: not
evil,
not lying, not magical, neutral in alignment, etc. This spell does not affect
other types of divination (augury, detect thoughts, clairaudience/clairvoyance,
etc.).
Mislead
Illusion (Figment, Glamer)
Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Effect: The character/one illusory double
Duration: 1 round/level (D)
Saving Throw: None/Will disbelief (if interacted with)
Spell Resistance: No
An illusory double of the character (a figment) appears, and at the same time,
the character become invisible (as improved invisibility, a glamer). The
character is then free to go elsewhere while the character's double moves
away.
The double appears within range but thereafter moves according to the
character's intent at the time of casting. The character can make the figment
appear superimposed perfectly over the character's own body so that observers
don’t notice an image appearing and the character turning invisible.
The
character and the figment can then move in different directions. The double
moves at the character's speed, can talk and gesture as if it were real, and
even smells and feels real. The double cannot attack or cast spells, but it
can
pretend to do so.
Modify Memory
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 4
Components: V, S
Casting Time: 1 action (see text)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The character reachs into the subject’s mind and modifies up to
5 minutes of her
memory in one of the following ways:
Eliminate all memory of an event the subject actually experienced. This spell
cannot negate charm, suggestion, geas, quest, or similar spells.
Allow the subject to recall with perfect clarity an event she actually
experienced. For instance, she could recall every word from a 5-minute
conversation or every detail from a passage in a book.
Change the details of an event the subject actually experienced.
Implant a memory of an event the subject never experienced.
Casting the spell takes 1 action. If the subject fails to save, the character
proceeds with the spell by spending up to 5 minutes (a period of time equal
to
the amount of memory time the character want to modify) visualizing the memory
the character wishes to modify in the subject. If the character's concentration
is disturbed before the visualization is complete, or if the subject is ever
beyond the spell’s range during this time, the spell is lost.
A modified memory does not necessarily affect the subject’s actions,
particularly if it contradicts her natural inclinations. An illogical modified
memory, such as the subject recalling how much she enjoyed drinking poison,
is
dismissed by the subject as a bad dream or a memory muddied by too much wine.
More useful applications of modify memory include implanting memories of
friendly encounters with the character (inclining the subject to act favorably
toward the character), changing the details of orders given to the subject
by a
superior, or causing the subject to forget that she ever saw the character
or
the character's party. The DM reserves the right to decide whether a modified
memory is too nonsensical to significantly affect the subject.
Mords Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
All magical effects and magic items within the radius of the spell, except
for
those that the character carries or touches, are disjoined. That is, spells
and
spell-like effects are separated into their individual components (ending
the
effect as a dispel magic spell does), and permanent magic items must make
successful Will saves or be turned into normal items. An item in a creature’s
possession uses its own Will save bonus or its possessor’s Will
save bonus,
whichever is higher.
The character also has a 1% chance per caster level of destroying an antimagic
field. If the antimagic field survives the disjunction, no items within it
are
disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance
per
caster level of actually affecting such powerful items. Additionally, if an
artifact is destroyed, the character must succeed at a Will save (DC 25) or
permanently lose all spellcasting abilities. (These abilities cannot be
recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to
attract the attention of some powerful being who has an interest in or
connection with the device.
Mords Faithful Hound
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level
Saving Throw: None
Spell Resistance: No
The character conjures up a phantom watchdog that is invisible to everyone
but
the character. It then guards the area where it was conjured. The phantom
watchdog immediately starts barking loudly if any Small or larger creature
approaches within 30 feet of it. (Those already within 30 feet of the hound
when
it is conjured may move about in the area, but if they leave and return, they
activate the barking.) The hound sees invisible and ethereal creatures. It
does
not react to figments, but it does react to shadow illusions. It is stationary.
If an intruder approaches to within 5 feet of the watchdog, the dog stops
barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of damage)
once per round. The dog also gets the bonuses appropriate to an invisible
creature. (For most defenders, the invisible creature gets a +2 attack bonus
and
the defender loses any Dexterity bonus to AC.) The dog is considered ready
to
bite intruders, so it delivers its first bite on the intruder’s
turn. Its bite
is the equivalent of a +3 weapon for purposes of damage reduction. The hound
cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking,
it lasts only 1 round per caster level. If the character is ever more than
100
feet distant from the watchdog, the spell ends.
Mords Lucubration
Transmutation
Level: Wiz 6
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Instantaneous
The character instantly recalls any one spell of up to 5th level that the
character has used during the past 24 hours. The spell must have been actually
cast during that time period. The recalled spell is stored in the character's
mind as through prepared in the normal fashion. If the recalled spell requires
material components, the character must provide these. The recovered spell
is
not usable until the material components are available.
Mords Magnificent Mansion
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
The character conjures up an extradimensional dwelling that has a single
entrance on the plane from which the spell was cast. The entry point looks
like
a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those
the character designates may enter the mansion, and the portal is shut and
made
invisible behind the character when the character enters. The character may
open
it again from the character's own side at will. Once observers have passed
beyond the entrance, they are in a magnificent foyer with numerous chambers
beyond. The atmosphere is clean, fresh, and warm.
The character can create any floor plan the character desires to the limit
of
the spell’s effect. The place is furnished and contains sufficient
foodstuffs to
serve a nine-course banquet to a dozen people per caster level. There is a
staff
of near-transparent servants, liveried and obedient, to wait upon all who
enter.
The servants function as unseen servant spells except that they are visible
and
can go anywhere in the mansion. There are two such servants for each caster
level.
Since the place can be entered only through its special portal, outside
conditions do not affect the mansion, nor do conditions inside it pass to
the
plane beyond. Rest and relaxation within the place occurs as normal.
Mords Sword
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
The character brings into being a shimmering, swordlike plane of force. The
sword strikes at any opponent within its range, as the character desires,
starting the round that the character cast the spell. The sword attacks its
designated target once each round. Its attack bonus is the character's level
+
the character's Intelligence bonus or the character's Charisma bonus (for
wizards and sorcerers, respectively) with a +3 enhancement bonus. As a force
effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points
of damage, with a threat range of 19–20 and a crit of x2.
The sword always strikes from the character's direction. It does not get a
flanking bonus or help a combatant get one. If the sword goes beyond the spell
range from the character, if it goes out of the character's sight, or if the
character is not directing it, the sword returns to the character and hovers.
Each round after the first, the character can use a standard action to switch
the sword to a new target. If the character does not, the sword continues
to
attack the previous round’s target. The sword cannot be attacked
or harmed by
physical attacks, but dispel magic, disintegrate, a sphere of annihilation,
or a
rod of cancellation affects it. The sword’s AC against touch attacks
is 13.
If an attacked creature has SR, the resistance is checked the first time
Mordenkainen’s sword strikes it. If the sword is successfully resisted,
the
spell is dispelled. If not, the sword has its normal full effect on that
creature for the duration of the spell.
Focus: Worth at least 250 gp.
Mount
Conjuration (Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
The character summons a light horse or a pony (the character's choice) to
serve
the character as a mount. The steed serves willingly and well. The mount comes
with a bit and bridle and a riding saddle.
Move Earth
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: See text
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments,
moving hillocks, shifting dunes, etc. However, in no event can rock formations
be collapsed or moved. The area to be affected determines the casting time.
For
every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The
maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it
creates wavelike crests and troughs, with the earth reacting with glacierlike
fluidity until the desired result is achieved. Trees, structures, rock
formations, and such are mostly unaffected except for changes in elevation
and
relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or
bury
creatures. Its primary use is for digging or filling moats or for adjusting
terrain contours before a battle.