Negative Energy Protection
Abjuration
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains partial protection from undead creatures who use
negative energy and certain weapons and spells that drain energy levels. The
negative energy protection spell uses positive energy, which can offset the
effects of a negative energy attack. Each time the warded creature is struck
by
a negative energy attack that drains levels or ability scores, it rolls 1d20
+
caster level against a DC of 11 + the attacker’s HD.
If the warded creature succeeds, the energies cancel with a bright flash of
light and a thunderclap. The warded creature takes only hit point damage from
the attack and does not suffer any drain of experience levels or ability scores,
regardless of the number of levels or ability score points the attack would
have
drained. An attacking undead creature takes 2d6 points of damage from the
positive energy. An attacking caster or weapon receives no damage.
If the warded creature does not succeed, the negative energy attack deals
its
normal damage. An attacking undead creature in such a situation does not take
any positive energy damage.
Neutralize Poison
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The character detoxifies any sort of venom in the creature or object touched.
A
poisoned creature suffers no additional damage or effects from the poison,
and
any temporary effects are ended, but the spell does not reverse instantaneous
effects, such as hit point damage, temporary ability damage, or effects that
don’t go away on their own.
This spell also neutralizes the poison in a poisonous creature or object.
A
poisonous creature replenishes its poison at its normal rate.
Nightmare
Illusion (Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character sends a hideous and unsettling phantasmal vision to a specific
creature whom the character names or otherwise specifically designates. The
nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare
leaves the subject tired out and unable to regain arcane spells for the next
24
hours.
Dispel evil cast on the subject while the character is casting the spell dispels
the nightmare and stuns the character for 10 minutes per caster level of the
dispel evil. While the character is stunned, the character can’t
act, the
character loses any Dexterity bonus to AC, and attackers get a +2 bonus against
the character.
If the recipient is awake when the spell begins, the character can choose
to
cease casting (ending the spell) or enter a trance until the recipient goes
to
sleep, whereupon the character becomes alert again and completes the casting.
If
the character is disturbed during the trance, the spell ends.
If the character chooses to enter a trance, the character is not aware of
the
character's surroundings or the activities around the character while in the
trance. The character is defenseless, both physically and mentally, while
in the
trance. (the character always fails any saving throw, for example.)
Creatures who don’t sleep or dream (such as elves, but not half-elves)
are
immune to this spell.
Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells
such as clairaudience/clairvoyance, locate object, and detection spells.
Nondetection also prevents location by such magic items as crystal balls.
If a
divination is attempted against the warded creature or item, the caster of
the
divination must succeed at a caster level check (1d20 + caster level) against
a
DC of 11 + the caster level of the spellcaster who cast nondetection. If the
character cast nondetection on the character's self or on an item currently
in
the character's possession, the DC is 15 + the character's caster level.
If cast on a creature, nondetection wards the creature’s gear as
well as the
creature itself.
Material Component: Worth 50 gp.
Nystuls Magic Aura
Illusion (Glamer)
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One touched object weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
The character makes an item’s aura register to detection spells
(and similar
spells) as though it were either a magic item of the type that the character
specifies or the subject of a spell that the character specifies. The character
could make an ordinary sword register as a +2 vorpal sword as far as magical
detection is concerned or make a +2 vorpal sword register as if it were a
+1
sword.
If the object bearing Nystul’s magic aura has identify cast on it
or is
similarly examined, the examiner recognizes that the aura is false and detects
the object’s actual qualities if he succeeds at a Will save. Otherwise,
he
believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it
is an artifact,
for instance), Nystul’s magic aura doesn’t work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item,
so a
sword of average make, for example, looks suspicious if it has a magical aura.
Nystuls Undetectable Aura
Illusion (Glamer)
Level: Magic 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Object touched weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
This spell allows the character to mask a magic item’s aura from
detection. If
the object bearing Nystul’s undetectable aura has identify cast
on it or is
similarly examined, the examiner recognizes that the aura is false and detects
the object’s actual qualities if he succeeds at a Will save.
Obscure Object
Abjuration
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell hides an object from location by a spell, a crystal ball, and other
forms of scrying.
Obscuring Mist
Conjuration (Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1,
Water 1
Components: V, S
Casting Time: 1 action
Range: 30 ft.
Effect: Cloud centered on the character spreads 30 ft. and is 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around the character. It is stationary once created.
The
vapor obscures all sight, including darkvision, beyond 5 feet. A creature
5 feet
away has one-half concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker cannot
use sight to locate the target).
A moderate wind (11+ mph), such as from the gust of wind spell, disperses
the
fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
fireball, flame strike, or similar spell burns away the fog in the explosive
or
fiery spell’s area. A wall of fire burns away the fog in the area
into which it
deals damage.
This spell does not function underwater.
Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Portal or object that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character can open or close (caster’s choice) a door, chest,
box, window,
bag, pouch, bottle, or other container. If anything resists this activity
(such
as a bar on a door or a lock on a chest), the spell fails. In addition, the
spell can only open and close things that are of standard weight. The lid
of a
big chest or an oversized door is beyond the spell’s capability.
Orders Wrath
Evocation [Lawful]
Level: Law 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round)
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
The character channels lawful power to smite enemies. The power takes the
form
of a three-dimensional grid of energy. Only chaotic and neutral (not lawful)
creatures are harmed by the spell.
The spell deals 1d8 points of damage per caster level (maximum 5d8) to chaotic
creatures and dazes them for 1 round. A dazed creature can take no actions
but
suffers no penalties when attacked. A successful Reflex save reduces the damage
to half and negates the daze effect.
The spell deals only half damage to creatures who are neither chaotic nor
lawful, and they are not dazed. They can reduce the damage in half again (down
to one-quarter of the roll) with a successful Reflex save.
Otilukes Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Otiluke’s freezing sphere is a multipurpose spell. The character
can cast any
one of the following three versions:
Frigid Sphere: A tiny sphere of freezing matter steaks from the character's
fingertips to up to long range (400 feet + 40 feet/level) to strike a body
of
water or a liquid that is principally water. When it strikes such a target,
it
freezes the liquid to a depth of 6 inches over an area equal to 100 square
feet
(a 10-foot square) per caster level. This ice lasts for 1 round per caster
level. The sphere has no effect if it strikes a creature, even a water-based
creature, but creatures swimming on the surface of frozen water become trapped
in the ice. Attempting to break free is a full-round action. A trapped creature
must succeed at a Strength check (DC 25) to do so.
Cold Ray: A ray of cold springs from the character's hand to close range (25
feet + 5 feet/2 levels). The character must succeed at a ranged touch attack
to
hit the character's target. The ray instantaneously deals 1d6 points of cold
damage per caster level (maximum 20d6).
Globe of Cold: The character creates a small globe about the size of a sling
stone, cool to the touch but not harmful. This globe is a grenadelike weapon
and
can be hurled either as a thrown weapon (range increment 20 feet) or in a
sling.
The globe bursts on impact, dealing 6d6 points of cold damage instantaneously
to
all targets within a 10-foot radius. Affected creatures can attempt Reflex
saves
for half damage. If the character does not hurl the globe, it bursts on its
own
after 1 round per caster level. The character can command the globe to burst
sooner if the character wishes, but the time cannot be changed once set (though
it still bursts on impact after being hurled).
Otilukes Resilient Sphere
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 minute /level
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of shimmering force encloses a creature, provided it is small enough
to
fit within the diameter of the sphere. The sphere contains its subject for
the
spell’s duration. The sphere is not subject to damage of any sort
except from a
rod of cancellation, a wand of negation, disintegrate, or a targeted dispel
magic spell. These destroy the sphere without harm to the subject. Nothing
can
pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the only effect that act produces is to move
the
sphere slightly. The globe can be physically moved either by people outside
it
or by the struggles of those within.
Otilukes Telekinetic Sphere
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 minute/level (D)
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)
As Otiluke’s resilient sphere, with the addition that the creatures
or objects
inside the globe are nearly weightless. Anything contained within an Otiluke’s
telekinetic sphere weighs only one-sixteenth of its normal weight. The character
can telekinetically lift anything in the sphere that normally weighs up to
5,000
pounds. The range of the telekinetic control extends to a maximum distance
of
medium range from the character (100 feet + 10 feet per caster level) after
the
sphere has succeeded in encapsulating its contents.
The character moves objects or creatures in the sphere that weigh up to a
total
of 5,000 pounds by concentrating on the sphere. The character can begin moving
a
sphere the round after casting the spell. A round’s concentration
(a standard
action) moves the sphere up to 30 feet. If the character ceases concentrating,
the sphere does not move that round (if on a level surface) or descends at
its
falling rate (if aloft) until it reaches a level surface, the spell’s
duration
ends, or the character begins concentrating again. If the character ceases
concentrating (voluntarily or due to failing a Concentration check), the
character can resume concentrating on the character's next turn or any later
turn during the spell’s duration.
Note that even if more than 5,000 pounds of weight is englobed, the perceived
weight is only one-sixteenth of the actual weight, so the orb can be rolled
without exceptional effort. The sphere falls at a rate of only 60 feet per
round, which is not fast enough to cause damage to the contents of the sphere.
The character can move the sphere telekinetically even if the character is
in
it.
Ottos Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete
with
foot shuffling and tapping. The dance makes it impossible for the subject
to do
anything other than caper and prance, worsens the Armor Class of the creature
by
–4, makes Reflex saves impossible except on a roll of 20, and makes
it
impossible to use a shield.