Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded
creature, even with a targeted spell, must attempt a Will save. If the save
succeeds, the opponent can attack normally and is unaffected by that casting
of
the spell. If the save fails, the opponent can’t follow through
with the attack,
that part of the attacker’s action is lost, and the attacker can’t
directly
attack the warded creature for the duration of the spell. Those not attempting
to attack the subject remain unaffected. This spell does not prevent the warded
creature from being attacked or affected by area or effect spells (fireball,
summon monster IV, etc.). While protected by this spell, the subject cannot
attack without breaking the spell but may use nonattack spells or otherwise
act.
This allows a warded cleric to heal wounds, for example, or to bless, perform
an
augury, summon creatures, cast a light spell in the area, and so on.
Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures within a
15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As cause fear, except this spell causes all targeted creatures of less than
6 HD
to become frightened.
Screen
Illusion (Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 1 day
Saving Throw: None or Will disbelief (if interacted with) (see text)
Spell Resistance: No
This spell combines several elements to create a powerful protection from
scrying and direct observation. When the spell is cast, the character dictates
what will and will not be observed in the spell’s area. The illusion
created
must be stated in general terms. Once the conditions are set, they cannot
be
changed.
Attempts to scry the area automatically detect the image stated by the character
with no save allowed.
Direct observation may allow a save (as per a normal illusion), if there is
cause to disbelieve what is seen. Certainly onlookers in the area would become
suspicious if the column of a marching army disappeared at one point to reappear
at another. Even entering the area does not cancel the illusion or necessarily
allow a save, assuming that hidden beings take care to stay out of the way
of
those affected by the illusion.
Scrying
Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character can see and hear a creature, who may be at any distance. The
character must succeed at a Scry check to do so. The difficulty of the task
depends on how well the character knows the subject and what sort of physical
connection (if any) the character has to that creature. Furthermore, if the
subject is on another plane, the character gets a –5 penalty on
the Scry check.
Knowledge DC
--------- --
None* 20
Secondhand (the character has heard of the subject) 15
Firsthand (the character has met the subject) 10
Familiar (the character know the subject well) 5
*The character must have some sort of connection to a creature the character
has
no knowledge of.
Connection Scry Check Bonus
---------- ----------------
Likeness or picture +5
Possession or garment +8
Body part, lock of hair, nail clippings, etc. +10
This spell creates a magical sensor located near the subject. Any creature
with
Intelligence 12 or higher can notice the sensor by making a Scry check (or
an
Intelligence check) against DC 20.
The following spells can be cast through a scrying spell: comprehend languages,
read magic, tongues, and darkvision. The following spells have a 5% chance
per
caster level of operating correctly: detect magic, detect chaos, detect evil,
detect good, detect law, and message.
Wizard, Sorcerer, or Bard Focus: A mirror worth at least 1,000 gp. The mirror
must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.
Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30
ft.
apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character changes the sounds that creatures or objects make. The character
can create sounds where none exist (such as making trees sing), deaden sounds
(such as making a party of adventurers silent), or transform sounds into other
sounds (such as making a caster’s voice sound like a pig snorting).
All affected
creatures or objects must be transmuted in the same way. Once the transmutation
is made, the character cannot change it.
The character can change the qualities of sounds but cannot create words with
which the character is unfamiliar. For instance, the character can’t
change the
character's voice so that it sounds as though the character is giving the
command word to activate a magic item unless the character knows that command
word.
A spellcaster whose voice is changed dramatically (such as into that of the
aforementioned snorting pig) is unable to cast spells with verbal components.
Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing holy power like a ray of the sun, the character projects a blast
of
light from the character's open palm. The character must succeed at a ranged
touch attack to strike the character's target. A creature struck by this ray
of
light takes 1d8 points of damage per two caster levels (maximum 5d8). Undead
creatures take 1d6 points of damage per caster level (maximum 10d6), and undead
creatures particularly vulnerable to sunlight, such as vampires, take 1d8
points
of damage per caster level (maximum 10d8). Constructs and inanimate objects
take
only 1d6 points of damage per two caster levels (maximum 5d6).
Secret Page
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the actual contents of a page so that they appear to be
something entirely different. Thus, a map can be changed to become a treatise
on
burnishing ebony walking sticks. The text of a spell can be changed to show
a
ledger page or even another spell. Explosive runes or sepia snake sigil can
be
cast upon the secret page.
A comprehend languages spell alone cannot reveal the secret page’s
contents. The
character is able to reveal the original contents by speaking a special word,
perusing the actual page, and then returning it to its secret page form at
will.
The character can also remove the spell by double repetition of the special
word. A detect magic spell reveals dim magic on the page in question but does
not reveal its true contents. True seeing reveals the presence of the hidden
material but does not reveal the contents unless cast in combination with
comprehend languages. Secret page can be dispelled, and the hidden writings
can
be destroyed by means of an erase spell.
See Invisibility
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The character sees any objects or beings that are invisible, as well as any
that
are astral or ethereal, as if they were normally visible.
The spell does not reveal the method used to obtain invisibility, though an
astral traveler is easy to identify if he has a silver cord. It does not reveal
illusions or enable the character to see through opaque objects. It does not
reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Seeming
Illusion (Glamer)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One person/two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No
As change self, except the character can change the appearance of other people
as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making
Will saves or
with SR.
Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No
The character contacts a particular creature with whom the character is familiar
and send a short message of twenty-five words or less to the subject. The
subject recognizes the character if it knows the character. It can answer
in
like manner immediately. Creatures with Intelligence scores as low as 1 can
understand the sending, though the subject’s ability to react is
limited
normally by its Intelligence. Even if the sending is received, the subject
is
not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as the
character is, there is a 5% chance that the sending does not arrive. (Local
conditions on other planes may worsen this chance considerably, at the option
of
the DM.)
Sepia Snake Sigil
Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days +1 day/level
(see text)
Saving Throw: Reflex negates
Spell Resistance: No
When the character casts sepia snake sigil, a small symbol appears in the
text
of one written work such as a book, scroll, or map. When this symbol is read,
the sepia snake springs into being and strikes at the nearest living creature
(but does not attack the character). The target is entitled to a save to evade
the snake’s strike. If it succeeds, the sepia snake dissipates in
a flash of
brown light accompanied by a puff of dun-colored smoke and a loud noise. If
the
target fails its save, it is engulfed in a shimmering amber field of force
and
immobilized until released, either at the character's command or when 1d4
days
+1 day per caster level have elapsed.
While trapped in the amber field of force, the subject does not age, breathe,
grow hungry, sleep, or regain spells. He is preserved in a state of suspended
animation, unaware of his surroundings. He can be damaged by outside forces
(and
perhaps even killed), since the field provides him with no protection against
physical injury. However, if he is reduced to –1 to –9
hit points, he does not
lose hit points or stabilize until the spell ends.
The hidden sigil cannot be detected by normal observation, and detect magic
reveals only that the entire text is magical. A dispel magic can remove the
sigil. An erase spell destroys the entire page of text. Sepia snake sigil
can be
cast in combination with other spells that hide or garble text, such as secret
page.
Material Components: Worth at least 500 gp.
Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature or object (up to a 2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
When cast, this spell not only prevents divination spells from working to
detect
or locate the creature or object affected by sequester, it also renders the
affected creature or object invisible to any form of sight or seeing. Thus,
sequester can mask a secret door, a treasure vault, etc. The spell does not
prevent the subject from being discovered through tactile means or through
the
use of devices (such as a robe of eyes or a gem of seeing). Living creatures
(and even undead creatures) affected by sequester become comatose and are
effectively in a state of suspended animation until the spell wears off or
is
dispelled.
Note: The Will save prevents a character from being sequestered. There is
no
save to see the sequestered creature or object or to detect it with a divination
spell.
Shades
Illusion (Shadow)
Level: Sor/Wiz 6
As shadow conjuration, except that it mimics sorcerer and wizard conjuration
spells of up through 5th level, and these conjurations are three-fifths (60%)
as
strong as the real things.
Shadow Conjuration
Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)
The character uses material from the Plane of Shadow to shape quasi-real
illusions of one or more creatures, objects, or forces. Shadow conjuration
can
mimic any sorcerer or wizard conjuration spell of 3rd level or lower. Shadow
conjurations are actually one-fifth (20%) as strong as the real things, though
creatures who believe the shadow conjurations to be real are affected by them
at
full strength.
All those that interact with the conjured object, force, or creature can make
Will saves to recognize its shadowy nature. Those who succeed do so.
Attack spells, such as flame arrow, have normal effects unless those affected
succeed at Will saves. Each disbelieving creature takes only one-fifth damage
from the attack. If the disbelieved attack has a special effect other than
damage, that effect is one-fifth as strong (if applicable) or only 20% likely
to
occur. Mimicked spells allow the normal saves and SR.
Shadow objects or substances, such as obscuring mists, have normal effects
except against those who disbelieve them. Against disbelievers, they are
one-fifth strength or 20% likely to work. For instance, a shadow obscuring
mist
only provides one-half concealment at 25 feet, not 5 feet.
Shadow creatures have one-fifth the normal hit points (regardless of whether
they’re recognized as shadowy). They deal normal damage and have
all normal
abilities and weaknesses. Against a creature who recognizes them as shadowy,
however, such a creature’s damage is one-fifth normal, and all special
abilities
that do not produce normal damage (in hit points) are only 20% likely to work.
(Roll for each use and each affected character separately.) Furthermore, the
shadow creature’s AC bonuses are one-fifth as large (so a +7 total
bonus
resulting in AC 17 would change to a +1 total bonus for a new AC of 11).
Those who succeed at their saves see the shadow conjurations as transparent
images superimposed on vague, shadowy forms.
Shadow Evocation
Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
The character taps energy from the Plane of Shadow to cast a quasi-real,
illusory version of a wizard or sorcerer evocation of 4th level or lower.
(For a
spell with more than one level, use the best one applicable to the character.)
For example, this spell can be magic missile, fireball, lightning bolt, or
so
on. If recognized as a shadow evocation, a damaging spell deals only one-fifth
normal damage. Regardless of the result of the save to disbelieve, affected
creatures are also allowed any save the spell being simulated allows, but
set
the save DC according to shadow magic’s level (5th) rather than
the spell’s
normal level. Nondamaging effects (such as web’s ensnarement) have
no effect
when the shadow magic is recognized as mostly illusory.
Shadow Walk
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Up to one touched creature/level
Duration: 1 hour/
level (D)
Saving Throw: Will negates
Spell Resistance: Yes
To use the shadow walk spell, the character must be in an area of heavy shadows.
The character and any creature the character touches are then transported
along
a coiling path of shadowstuff to the edge of the Material Plane where it borders
the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.
The character can take more than one creature along with the character (subject
to the character's level limit), but all must be touching each other.
In the region of shadow, the character can move at a rate of up to seven miles
every 10 minutes, moving normally on the borders of the Plane of Shadow but
much
more rapidly relative to the Material Plane. Thus, a character can use this
spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired
distance, and then stepping back onto the Material Plane. The character knows
where the character will come out on the Material Plane.
Shadow walk can also be used to travel to other planes that border on the
Plane
of Shadow, but this requires the potentially perilous transit of the Plane
of
Shadow to arrive at a border with another plane of reality. The transit of
the
Plane of Shadow requires 1d4 hours.
Any creatures touched by the character when shadow walk is cast also make
the
transition to the borders of the Plane of Shadow. They may opt to follow the
character, wander off through the plane, or stumble back into the Material
Plane
(50% chance for either of the latter results if they are lost or abandoned
by
the character). Creatures unwilling to accompany the character into the Plane
of
Shadow receive a Will saving throw, negating the effect if successful.
Shambler
Conjuration (Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30
ft.
apart (see text)
Duration: Seven days or seven months (D) (see text)
Saving Throw: None
Spell Resistance: No
Shambler creates 1d4+2 shambling mounds of 11 HD. (See the Monster Manual
for
details about shambling mounds.) The creatures willingly aid the character
in
combat or battle, perform a specific mission, or serve as bodyguards. The
creatures remain with the character for seven days unless the character
dismisses them. If the shamblers are created only for guard duty, however,
the
duration of the spell is seven months. In this case, the shamblers can only
be
ordered to guard a specific site or location. Shamblers summoned to guard
duty
cannot move outside the spell’s range, which is measured from the
point where
each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if
the
terrain is rainy, marshy, or damp.
Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level
As polymorph other, except this spell enables the character to assume the
form
of any single creature of less than deity status (including unique dragon
types,
or the like) or any single object. The assumed form can be no smaller than
a
flea and no larger than 200 feet in its largest dimension. Unlike polymorph
other, this spell allows incorporeal forms to be assumed.
The character's new form works like a polymorph other form. The character
still
does not gain the supernatural or spell-like abilities of the character's
new
form, though the character does gain its extraordinary abilities while keeping
the character's own. The character also gains the type of the new form (for
example, "dragon" or "magical beast") in place of the
character's own. The new
form does not disorient the character. Parts of the character's body or pieces
of equipment that are separated from the character do not revert to their
original forms. Thus, a new form’s poison bite is effective.
The character can become just about anything the character is familiar with.
The
character can change form once each round as a free action. The change takes
place either immediately before the character's regular action or immediately
after it, but not during the action.
If the character uses this spell to create a disguise, the character gets
+10 on
the character's Disguise check.
Focus: Worth at least 1,500 gp.
Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 3-ft.-radius spread; or one solid object or one crystalline
creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half
(see text)
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that shatters brittle, nonmagical objects;
sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass,
ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors,
and so forth. All such objects within a 3-foot radius of the point of origin
are
smashed into dozens of pieces by the spell. Objects weighing more than 1 pound
per the character's level are not affected, but all other objects of the
appropriate composition are shattered.
Alternatively, the character can target shatter against a single solid object,
regardless of composition, weighing up to 10 pounds per caster level.
Targeted against a crystalline creature (of any weight), shatter deals 1d6
points of damage per caster level (maximum 10d6), with a Fortitude save for
half
damage.
Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of
the
character. It negates magic missile attacks directed at the character. The
disk
also intercepts attacks, providing three-quarters cover (+7 AC and +3 on Reflex
saves against attacks that affect an area). The disk moves out of the way
when
the character attacks, so it does not provide cover to opponents. The disk
protects the character only against magic missiles and attacks from one
direction. The character designates half the battlefield as being blocked
by the
shield. The other half is not. The character can change the defensive direction
of the shield (that is, rotate the dividing line) once as a free action on
each
of the character's turns.
Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature
that
averts attacks. The spell grants the subject a +2 deflection bonus, with an
additional +1 to the bonus for every six levels the character has (maximum
+5
deflection bonus).
Shield of Law
Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by chaotic creatures, and slowing chaotic
creatures when they strike the subjects. This abjuration has four effects:
First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance
bonus to saves. Unlike protection from chaos, this benefit applies against
all
attacks, not just against attacks by chaotic creatures.
Second, the warded creatures gain SR 25 against chaotic spells and spells
cast
by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection
from chaos does.
Finally, if a chaotic creature succeeds at a melee attack against a warded
creature, the attacker is slowed (Will save negates, as the slow spell, but
against shield of law’s save DC).
Focus: Worth at least 500 gp.
Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between the
character and the subject so that some of the subject’s wounds are
transferred
to the character. The subject gains a +1 deflection bonus to AC and a +1
resistance bonus to saves. Additionally, the subject takes only half damage
from
all wounds and attacks (including those inflicted by special abilities) that
deal it hit point damage. The amount of damage not taken by the warded creature
is taken by the character. Forms of harm that do not involve hit points, such
as
charm effects, temporary ability damage, level draining, and disintegration,
are
not affected. If the subject suffers a reduction of hit points from a lowered
Constitution score, the reduction is not split with the character because
it is
not hit point damage. When the spell ends, subsequent damage is no longer
divided between the subject and the character, but damage already split is
not
reassigned to the subject.
If the character and the subject of the spell move out of range of each other,
the spell ends.
Focus: Worth at least 50 gp each.
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character's own oak cudgel or unshod quarterstaff becomes a weapon with
a +1
enhancement bonus to attack and damage rolls that deals 1d10 points of damage
(+1 point for the enhancement bonus) when the character wields it. If the
character does not wield it, it behaves as if unaffected by this spell.
Shocking Grasp
Transmutation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)
This spell imbues the character's hand with a powerful electrical charge that
the character can use to damage an opponent. The character's successful melee
touch attack deals 1d8 points of electrical damage +1 point per caster level
(maximum +20). When delivering the jolt, the character gains a +3 attack bonus
if the opponent is wearing metal armor (or made out of metal, carrying a lot
of
metal, etc.).
Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial (see text) (object)
Spell Resistance: Yes (object)
The character emits an ear-splitting yell that deafens and damages creatures
in
its path. Any creature within the area is deafened for 2d6 rounds and takes
2d6
points of damage. A successful save negates the deafness and reduces the damage
by half. Any exposed brittle or crystalline object or crystalline creature
takes
1d6 points of damage per caster level (maximum 15d6). Crystalline creatures
are
allowed Fortitude saves to reduce the damage by half, and creatures holding
fragile objects can negate damage to them with successful Reflex saves.
A deaf character, in addition to the obvious effects, suffers a –4
penalty on
initiative and a 20% chance to miscast and lose any spell with a verbal (V)
component that he tries to cast.
The shout spell cannot penetrate the spell silence.
Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: 1 day/level (see text)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character is able to shrink one nonmagical item (if it is within the size
limit) to one-twelfth of its normal size in each dimension (to about 1/2,000th
the original volume and mass). Optionally, the character can also change its
now-shrunken composition to a clothlike one. Objects changed by a shrink item
spell can be returned to normal composition and size merely by tossing them
onto
any solid surface or by a word of command from the original caster. Restoring
the shrunken object to its normal size and composition ends the spell.
If shrink item is made permanent (see the permanency spell), the affected
object
can be shrunk and expanded an indefinite number of times, but only by the
original caster.
Silence
Illusion (Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in
space
Duration: 1 minute/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
Upon the casting of this spell, complete silence prevails in the affected
area.
All sound is stopped: Conversation is impossible, spells with verbal components
cannot be cast, and no noise whatsoever issues from, enters, or passes through
the area. The spell can be cast on a point in space, but the effect is
stationary unless cast on a mobile object. The spell can be centered on a
creature, and the effect then radiates from the creature and moves as it moves.
An unwilling creature can attempt a Will save to negate the spell and can
use
SR, if any. Items in a creature’s possession or magic items that
emit sound
receive saves and SR, and unattended objects and points in space do not.
Silent Image
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft.
cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as
visualized by the character. The illusion does not create sound, smell, texture,
or temperature. The character can move the image within the limits of the
size
of the effect.
Simulacrum
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 12 hours
Range: Touch
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Simulacrum creates an illusory duplicate of any creature. The duplicate creature
is partially real and formed from ice or snow. The duplicate appears to be
exactly the same as the original, but there are differences: The simulacrum
has
only 51% to 60% (50%+1d10%) of the hit points, knowledge (including level,
skills, and speech), and personality of the real creature. Creatures familiar
with the original might detect the ruse with a successful Spot check. The
character must make a Disguise check when the character casts the spell to
determine how good the likeness is.
At all times the simulacrum remains under the character's absolute command.
No
special telepathic link exists, so command must be exercised in some other
manner. The simulacrum has no ability to become more powerful. It cannot
increase its level or abilities. If destroyed, it reverts to snow and melts
instantly into nothingness. A complex process requiring at least 1 day, 100
gp
per hit point, and a fully equipped magical laboratory can repair damage to
the
simulacrum.
Material Component: Worth at least 100 gp.
XP Cost: 1,000 XP.
Slay Living
Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The character can slay any one living creature. The character must succeed
at a
melee touch attack to touch the subject, and the subject can avoid death with
a
successful Fortitude save. If she succeeds, she instead takes 3d6 points of
damage +1 point per caster level. (Of course, the subject might die from damage
even if she succeeds at her save.)
Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a comatose slumber to come upon one or more creatures.
Roll
2d4 to determine how many total HD of creatures can be affected. Creatures
with
the fewest HD are affected first. Among creatures with equal HD, those who
are
closest to the spell’s point of origin are affected first. No creature
with 5 or
more HD is affected, and HD that are not sufficient to affect a creature are
wasted.
Creatures with fewer HD are affected first.
Sleeping creatures are helpless. Slapping or wounding awakens affected
creatures, but normal noise does not. Awakening a creature is a standard action
(an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Note: Extra hit points are irrelevant for determining how many HD a creature
has. An ogre with 4d8+8 hit points still has only 4 HD and can be affected
by
the spell.
Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Sleet spreads 40 ft., 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the
ground
in the area to be icy, slowing movement to one-half normal. Additionally,
any
creature in sleet that attempts to move must succeed at a Reflex save or fall
down instead. The sleet extinguishes torches and small fires.
Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Affected creatures move and attack at a drastically slowed rate. Slowed
creatures can take only a partial action each turn. Additionally, they suffer
–2
penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves.
Slowed creatures jump half as far as normal.
Slow counters and dispels haste but does not otherwise affect magically speeded
or slowed creatures.
Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter
+ 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables the character to make a snare that functions as a magic
trap.
The snare can be made from any supple vine, a thong, or a rope. When the
character casts snare upon it, the cordlike object blends with its surroundings
(DC 23 Search check for a rogue [only] to locate). One end of the snare is
tied
in a loop that contracts around one or more of the limbs of any creature
stepping inside the circle. (Note that the head of a worm or a snake could
be
thus ensnared.)
If a strong and supple tree is nearby, the snare can be fastened to it. The
spell causes the tree to bend and then straighten when the loop is triggered,
dealing 1d6 points of damage to the creature trapped and lifting it off the
ground by the trapped limb or limbs. If no such tree is available, the cordlike
object tightens around the creature, causing no damage but tightly binding
it.
An entangled creature suffers a –2 penalty to attack rolls and suffers
a –4
penalty to effective Dexterity. If the snare is anchored to an immobile object,
the entangled character cannot move. Otherwise, he can move at half speed,
but
can’t run or charge. A character capable of spellcasting who is
bound by this
spell must succeed at a Concentration check (DC 15) to cast a spell.
The snare is magical. To escape, the trapped creature must succeed at an Escape
Artist check (DC 23) or a Strength check (DC 23) that is a full-round action.
The snare has 5 hit points and AC 7. A successful escape from the snare breaks
the loop and ends the spell.
Soften Earth and Stone
Transmutation
Level: Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s
area is softened. Wet earth becomes thick mud; dry earth becomes loose sand
or
dirt; and stone becomes soft clay that is easily molded or chopped. The
character affects a 10-foot-square area to a depth of 1 to 4 feet, depending
on
the toughness or resilience of the ground at that spot (DM’s option).
Magical,
enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures
are not affected.
Creatures in mud must succeed at Reflex saves or be caught for 1d2 rounds
and
unable to move, attack, or cast spells. Creatures who succeed at their saves
can
move through the mud at half speed, and they can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area are
reduced to half their normal speed and can’t run or charge over
the surface.
Stone softened into clay does not hinder movement, but it does allow characters
to cut, shape, or excavate areas they may not have been able to affect before.
For example, a party of adventurers trying to break out of a cavern might
use
this spell to soften a wall. While soften earth and stone does not affect
dressed or worked stone, vertical surfaces such as cliff faces or cavern
ceilings can be affected. Usually, this causes a moderate collapse or landslide
as the loosened material peels away from the face or the wall or roof and
falls.
A moderate amount of structural damage can be dealt to a manufactured structure
(such as a wall or a tower) by softening the ground beneath it, causing it
to
settle. However, most well-built structures will only be damaged by this spell,
not destroyed.
Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 minute/level
As fog cloud, but in addition to obscuring sight, the solid fog is so thick
that
any creature attempting to move through it progresses at one-tenth normal
speed,
and all melee attack and melee damage rolls suffer a –2 penalty.
The vapors
prevent effective ranged weapon attacks (except for magic rays and the like).
A
creature or object that falls into solid fog is slowed, so that each 10 feet
of
vapor that the creature or objects passes through reduces falling damage by
1d6.
Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and
it
does so in 1 round.
Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
The character draws the soul from a newly dead body and imprison it in a gem.
The subject must have been dead no more than 1 round per caster level. The
soul,
once trapped in the gem, cannot be returned through clone, raise dead,
reincarnation, resurrection, true resurrection, or even a miracle or a wish.
Only by destroying the gem or dispelling the spell on the gem can one free
the
soul (which is then still dead).
Focus: A gem of at least 1,000 gp value for every Hit Die possessed by the
creature whose soul is to be bound. If the gem is not valuable enough, it
shatters when the binding is attempted.
Sound Burst
Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
The character blasts an area with a tremendous cacophony. Creatures in the
area
take 1d8 points of sonic damage and must succeed at Will saves to avoid being
stunned for 1 round. A stunned creature can’t act and loses any
Dexterity bonus
to AC. Attackers gain +2 bonuses to attack it.
Deafened creatures are not stunned but are still damaged.
Speak with Animals
Divination
Level: Clr 2, Drd 2, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level
The character can comprehend and communicate with animals. The character is
able
to ask questions of and receive answers from animals, although the spell doesn’t
make animals any more friendly or cooperative than normal. Furthermore, wary
and
cunning animals are likely to be terse and evasive, while the more stupid
ones
make inane comments. If the animal is friendly, it may do some favor or service
for the character (as determined by the DM).
Note: This spell does not work on beasts, magical beasts, or vermin.
Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No
The character grants the semblance of life and intellect to a corpse, allowing
it to answer several questions that the character puts to it. The character
may
ask up to one question per two caster levels. Unasked questions are wasted
if
the duration expires. The corpse’s knowledge is limited to what
the creature
knew during life, including the languages it spoke (if any). Answers are usually
brief, cryptic, or repetitive. If the creature’s alignment was different
from
the character's, the corpse gets a Will save to resist the spell as if it
were
alive.
If the corpse has been subject to speak with dead within the past week, the
new
spell fails. The character can cast this spell on a corpse that has been
deceased for any amount of time, but the body must be mostly intact to be
able
to respond. A damaged corpse may be able to give partial answers or partially
correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let the character actually speak to the person (whose
soul
has departed). It instead draws on the imprinted knowledge stored in the corpse.
The partially animated body retains the imprint of the soul that once inhabited
it, and thus it can speak with all the knowledge that the creature had while
alive. The corpse, however, cannot learn new information. Indeed, it can’t
even
remember being questioned.
Any corpse that has been turned into an undead creature can’t be
spoken to with
speak with dead.
Speak with Plants
Divination
Level: Clr 3, Drd 3, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level
The character can comprehend and communicate with plants, including normal
plants and plant creatures. The character is able to ask questions of and
receive answers from plants. A regular plant’s sense of its surroundings
is
limited, so it won’t be able to give (or recognize) detailed descriptions
of
creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative
than
normal. Furthermore, wary and cunning plant creatures are likely to be terse
and
evasive, while the more stupid ones may make inane comments. If the plant
creature is friendly, it may do some favor or service for the character (as
determined by the DM).
Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
A ghostly, glowing hand shaped from the character's life force materializes
and
moves as the character desires, allowing the character to deliver low-level,
touch range spells at a distance. On casting the spell, the character loses
1d4
hit points that return when the spell ends (even if it is dispelled), but
not if
the hand is destroyed. (The hit points can be healed as normal.) For as long
as
the spell lasts, any touch range spell that the character casts of 4th level
or
lower can be delivered by the spectral hand. The spell gives the character
a +2
bonus to the character's melee touch attack roll, and attacking with the hand
counts normally as an attack. The hand always strikes from the character's
direction. The hand can flank targets like a creature can. If the hand goes
beyond the spell range, goes out of the character's sight, or if the character
is not directing it, the hand returns to the character and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has
improved evasion (one-half damage on a failed save against an area spell and
no
damage on a successful save), the character's save bonuses, and an AC of at
least 22. The character's Intelligence modifier applies to the hand’s
AC as if
it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points,
the same
number that the character lost in creating it.
Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every
four levels the character has . The spells must be of 4th level or lower.
The
warded creature effectively has unbeatable SR regarding the specified spell
or
spells. Naturally, that spell immunity doesn’t protect a creature
from spells
for which SR doesn’t apply. Spell immunity protects against spells,
spell-like
effects of magic items, and innate spell-like abilities of creatures. It does
not protect against supernatural or extraordinary abilities, such as breath
weapons or gaze attacks. Only a particular spell can be protected against,
not a
certain domain or school of spells or a group of spells that are similar in
effect.
A creature can have only one spell immunity spell in effect on it at a time.
Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains SR equal to 12 + caster level.
Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The character stores one spell that the character can normally cast in a wooden
quarterstaff. Only one such spell can be stored in a staff at a given time,
and
the character cannot have more than one spellstaff at any given time. The
character can cast a spell stored within a staff just as though it were among
those the character had prepared, but it does not count against the character's
normal total for a given day. The character uses up any applicable material
components required to cast the spell when the character stores it in the
spellstaff.
Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Until expended or 10 minutes/ level
Spells (and spell-like effects) targeted against the character rebound on
the
original caster. The abjuration turns only spells that have the character
as a
target. Effect and area spells are not affected. Spell turning also fails
to
affect touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The DM
secretly rolls the exact number. Each spell turned subtracts its level from
the
amount of spell turning left.
A spell might be only partially turned. Subtract the 1d4+6 result from the
spell
level of the incoming spell. Divide the remaining levels of the incoming spell
by the spell level of the incoming spell to see what fraction of the effect
gets
through. For damaging spells, the character and the caster each take a fraction
of the damage. For nondamaging spells, each of opponents has a proportional
chance to be affected.
If the character and a spellcasting attacker are both warded by spell turning
effects in operation, a resonating field is created. Roll randomly to determine
the result:
d% Effect
-- ------
70 Spell drains away without effect.
80 Spell affects both of the characters equally at full effect.
97 Both turning effects are rendered nonfunctional for 1d4 minutes.
100 Both of the characters go through a rift into another plane.
Spider Climb
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings
as well as a spider does. The affected creature must have bare hands and feet
to
climb in this manner. The subject climbs at half its speed. A creature with
a
Strength score of at least 20 +1 per caster level can pull the subject off
a
wall.
Spike Growth
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation in the spell’s area becomes very
hard and sharply
pointed without changing its appearance. In areas of bare earth, roots and
rootlets act in the same way. Typically, spike growth can be cast in any outdoor
setting except open water, ice, heavy snow, sandy desert, or bare stone. Any
creature moving on foot into or through the spell’s area takes 1d4
points of
damage for each 5 feet of movement through the spiked area.
Any creature who sustains damage from this spell must also succeed at a Reflex
save or suffer injuries to its feet and legs that slow its speed by one-third.
This speed penalty lasts for 24 hours or until the injured creature receives
a
cure spell (which also restores lost hit points). Another character can remove
the penalty by taking 10 minutes to dress the injuries and succeeding at a
Heal
check against the spell’s save DC.
Spike growth is a magic trap that can’t be disabled with the Disable
Device
skill.
Spike Stones
Transmutation
Level: Drd 4, Earth 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shapes themselves into long,
sharp points that blend into the background. The spike stones impede progress
through an area and deal damage. Any creature moving on foot into or through
the
spell’s area takes 1d8 points of damage for each 5 feet of movement
through the
spiked area. In addition, ground speed through the spell’s area
is reduced by
half.
Any creature who sustains damage from this spell must also succeed at a Reflex
save or suffer injuries to its feet and legs that slow its speed by one-third.
This movement penalty lasts for 24 hours or until the injured creature receives
a cure spell (which also restores lost hit points). Another character can
remove
the penalty by taking 10 minutes to dress the injuries and succeeding at a
Heal
check against the spell’s save DC.
Spike stones is a magic trap that can’t be disabled with the Disable
Device
skill.
Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A melee weapon made of pure force springs into existence and attacks opponents
at a distance, as the character directs it, dealing 1d8 damage per hit. The
weapon takes the shape of a weapon favored by the character's deity or a weapon
with some spiritual significance or symbolism to the character and has the
same
threat range and critical multipliers as a real weapon of its form. It strikes
the opponent the character designates, starting with one attack the round
the
spell is cast and continuing each round thereafter. It uses the character's
base
attack bonus as its attack bonus (possibly allowing it multiple attacks per
round in subsequent rounds). It strikes as a spell, not as a weapon, so, for
example, it can strike incorporeal creatures. The weapon always strikes from
the
character's direction. It does not get a flanking bonus or help a combatant
get
one. The character's feats (such as Weapon Focus) or combat actions (such
as
charge) do not affect the weapon. If the weapon goes beyond the spell range,
if
it goes out of the character's sight, or if the character is not directing
it,
the weapon returns to the character and hovers.
Each round after the first, the character can use a standard action to switch
the weapon to a new target. If the character does not, the weapon continues
to
attack the previous round’s target. On any round that the weapon
switches
targets, it gets one attack. Subsequent rounds of attacking that target allow
the weapon to make multiple attacks if the character's base attack bonus would
allow it to. The spiritual weapon cannot be attacked or damaged.
If an attacked creature has SR, the resistance is checked the first time the
spiritual weapon strikes it. If the weapon is successfully resisted, the spell
is dispelled. If not, the weapon has its normal full effect on that creature
for
the duration of the spell.
Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and
equipment worn or carried. The initial transformation from flesh to stone
requires 1 full round after the spell is cast. In statue form, the subject
gains
hardness 8. The subject retains its own hit points.
The subject can see, hear, and smell normally, but does not need to eat or
breathe. Feeling is limited to those sensations that can affect the granite-hard
substance of the individual’s body. Chipping is equal to a mere
scratch, but
breaking off one of the statue’s arms is serious damage.
The individual under the magic of a statue spell can return to his normal
state,
act, and then return instantly to the statue state (a free action) if he so
desires, as long as the spell duration is in effect.
Status
Divination
Level: Clr 4
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One creature touched/three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When a cleric needs to keep track of comrades that may get separated, status
allows him to mentally monitor their relative position and general condition.
The cleric is aware of direction and distance to the creatures and their status:
unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc. Once
the
spell has been cast upon the subjects, the distance between them and the caster
does not affect the spell as long as they are on the same plane of existence.
If
they leave it, the spell ceases to function for them.
Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
Stinking cloud creates a bank of fog like that created by fog cloud, except
that
the vapors are nauseating. Living creatures in the cloud are nauseated
(Fortitude negates), making them unable to attack, cast spells, concentrate
on
spells, and so on. The only action a nauseated character can take is a single
move (or move-equivalent action) per turn. These effects last as long as the
character is in the cloud and for 1d4+1 rounds after he or she leaves the
cloud.
(Roll separately for each nauseated character.) Those who succeed at their
saves
but remain in the cloud must continue to save each round.
Stone Shape
Transmutation
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. +1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character can form an existing piece of stone into any shape that suits
the
character's purpose. For example, the character can make a stone weapon, a
special trapdoor, or a crude idol. Stone shape also permits the character
to
reshape a stone door to make an exit where one didn’t exist or to
seal a door
shut. While it’s possible to make crude coffers, doors, and so forth
with stone
shape, fine detail isn’t possible. There is a 30% chance that any
shape
including moving parts simply doesn’t work.
Stoneskin
Abjuration
Level: Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The
subject gains damage reduction 10/+5. (It ignores the first 10 points of damage
each time it takes damage, though a weapon with a +5 enhancement bonus or
any
magical attack bypasses the reduction.) Once the spell has prevented a total
of
10 points of damage per caster level (maximum 150 points), it is discharged.
Material Components: Worth at least 250 gp.
Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: 1 minute/level
The character gains the ability to speak with stones, which relate to the
character who or what has touched them as well as revealing what is covered
or
concealed behind or under them. The stones relate complete descriptions if
asked. Note that a stone’s perspective, perception, and knowledge
may prevent
the stone from providing the details the character is looking for. The character
can speak with natural or worked stone.
Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft.
in
diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object) (see text)
Spell Resistance: Yes
This spell restores a petrified creature to its normal state, restoring life
and
goods. The creature must succeed at a Fortitude save (DC 15) to survive the
process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh
is inert and lacking a vital life force unless a life force or magical energy
is
available. (For example, this spell would turn a stone golem into a flesh
golem,
but an ordinary statue would become a corpse.) The character can affect an
object that fits within a cylinder from 1 foot to 3 feet in diameter and up
to
10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Storm of Vengeance
Conjuration (Summoning)
Level: Clr 9
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps
of thunder appear within the storm. Creatures beneath the cloud must succeed
at
Fortitude saves or be deafened (see blindness/deafness) for 1d4x10 minutes.
If the character does not maintain concentration on the spell after casting
it,
the spell ends. If the character continues to concentrate, the spell generates
additional effects in each following round, as noted below. Each effect occurs
during the character's turn.
Second Round: Acid rains down in the area, dealing 1d6 points of acid damage.
No
save is allowed.
Third Round: The character calls six bolts of lightning down from the cloud.
The
character decides where the bolts strike. All may be directed at a single
target, or they may be directed at up to six separate targets. Each bolt deals
10d6 points of electricity damage. Creatures struck can attempt Reflex saves
for
half damage.
Fourth Round: Hailstones rain down in the area, dealing 5d6 points of damage
(no
save).
Fifth through Tenth Rounds: Violent rain and wind gusts reduce visibility.
The
rain obscures all sight, including darkvision, beyond 5 feet. A creature 5
feet
away has one-half concealment (attacks suffer a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker cannot
use sight to locate the target). Speed is reduced by three-quarters. Ranged
attacks within the area of the storm are impossible. Spells cast within the
area
are disrupted unless the caster succeeds at a Concentration check against
a DC
equal to the storm of vengeance’s save + the level of the spell
the caster is
trying to cast.
Suggestion
Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
The character influences the actions of the enchanted creature by suggesting
a
course of activity (limited to a sentence or two). The suggestion must be
worded
in such a manner as to make the activity sound reasonable.
The suggested course of activity can continue for the entire duration. If
the
suggested activity can be completed in a shorter time, the spell ends when
the
subject finishes what he was asked to do. The character can instead specify
conditions that will trigger a special activity during the duration. For
example, the character might suggest that a noble knight give her warhorse
to
the first beggar she meets. If the condition is not met before the spell
expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such
as
1, 2, etc.) at the discretion of the DM.
Summon Monster I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an outsider (extraplanar creature) that attacks the
character's enemies. It appears where the character designates and acts
immediately, on the character's turn. It attacks the character's opponents
to
the best of its ability. If the character can communicate with the outsider,
the
character can direct it not to attack, to attack particular enemies, or to
perform other actions. Summoned creatures act normally on the last round of
the
spell and disappear at the end of their turn.
Choose a 1st-level monster from the Summon Monster table.
1st Level
Celestial dog (animal) LG
Celestial badger (animal) CG
Fiendish dire rat LE
Fiendish hawk (animal) CE
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type. For
example, summon monster I is a lawful and evil spell when cast to summon a
dire
rat.
Summon Monster II
Conjuration (Summoning) [see text]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30
ft.
apart
As summon monster I, except the character can summon one outsider from the
2nd-level list or 1d3 outsiders of the same type from the 1st-level list.
2nd Level
Celestial eagle (animal) CG
Formian worker LN
Lemure (devil) LE
Fiendish squid (animal) LE
Fiendish wolf (animal) LE
Fiendish shark, NE
Medium-size (animal)
Fiendish viper (animal)Tiny CE
Fiendish hyena (animal) [treat as CE wolf (animal)]
Fiendish octopus (animal) CE
Summon Monster III
Conjuration (Summoning) [see text]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30
ft.
apart
As summon monster I, except the character can summon one creature from the
3rd-level list, 1d3 creatures of the same type from the 2nd-level list, or
1d4+1
creatures of the same type from the 1st-level list.
3rd Level
Celestial bear, black LG (animal)
Celestial bison (animal) NG
Triton NG
Celestial dire badger CG
Azer LN
Elemental, Small N
Thoqqua N
Fiendish dire weasel LE
Fiendish gorilla (animal) LE
Fiendish snake, constrictor (animal) LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish lizard, giant (animal) NE
Salamander, Small NE
Fiendish shark, Large (animal) NE
Fiendish viper, Small snake (animal) CE
Fiendish crocodile (animal) CE
Dretch CE
Fiendish leopard (animal) CE
Fiendish wolverine (animal) CE
Summon Monster IV
Conjuration (Summoning) [see text]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30
ft.
apart
As summon monster I, except the character can summon one creature from the
4th-level list, 1d3 creatures of the same type from the 3rd-level list, or
1d4+1
creatures of the same type from a lower-level list.
4th Level
Lantern archon (celestial) LG
Giant owl NG
Giant eagle CG
Celestial lion (animal) CG
Tojanida, Small N
Xorn, Small N
Arrowhawk, Small N
Magmin CN
Imp (devil) LE
Fiendish dire ape LE
Fiendish dire wolf LE
Hell hound LE
Varguouille NE
Fiendish viper, Medium-size CE
snake (animal) Howler CE
Summon Monster V
Conjuration (Summoning) [see text]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30
ft.
apart
As summon monster I, except the character can summon one creature from the
5th-level list, 1d3 creatures of the same type from the 4th-level list, or
1d4+1
creatures of the same type from a lower-level list.
5th Level
Celestial bear, brown (animal) LG
Hound archon (celestial) LG
Celestial orca, whale NG
(animal) Celestial pegasus CG
Celestial dire lion CG
Formian warrior LN
Elemental, Medium-size N
Mephit, any N
Arrowhawk, Medium-size N
Tojanida, Medium-size N
Achaierai LE
Fiendish griffon LE
Fiendish snake, giant LE
constrictor (animal)
Yeth hound NE
Fiendish dire boar NE
Fiendish rhinoceros (animal) NE
Fiendish shark, Large (animal) NE
Salamander, Medium-size NE
Shadow mastiff NE
Fiendish viper, Large (animal) CE
Quasit CE
Fiendish dire wolverine CE
Fiendish giant crocodile (animal) CE
Fiendish tiger (animal) CE
Fiendish girallon CE
Summon Monster VI
Conjuration (Summoning) [see text]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30
ft.
apart
As summon monster I, except the character can summon one creature from the
6th-level list, 1d3 creatures of the same type from the 5th-level list, or
1d4+1
creatures of the same type from a lower-level list.
6th Level
Celestial dire bear LG
Celestial unicorn CG
Elemental, Large N
Rast N
Xorn, Medium-size N
Slaad, red CN
Chaos beast CN
Kyton LE
Barbazu (devil) LE
Bezekira LE
Erinyes (devil) LE
Belker NE
Fiendish viper, Huge snake (animal) CE
Summon Monster VII
Conjuration (Summoning) [see text]
Level: Clr 7, Sor/Wiz 7
As summon monster I, except the character can summon one creature from the
7th-level list, 1d3 creatures of the same type from the 6th-level list, or
1d4+1
creatures of the same type from a lower-level list.
7th Level
Celestial elephant (animal) NG
Avoral guardinal (celestial) NG
Djinni CG
Ravid [alone] N
Elemental, Huge N
Invisible stalker N
Xorn, Large N
Arrowhawk, Large N
Tojanida, Large N
Slaad, blue CN
Hamatula (devil) LE
Osyluth (devil) LE
Fiendish dire tiger CE
Bebilith CE
Fiendish octopus, giant (animal) CE
Summon Monster VIII
Conjuration (Summoning) [see text]
Level: Clr 8, Sor/Wiz 8
As summon monster I, except the character can summon one creature from the
8th-level list, 1d3 creatures of the same type from the 7th-level list, or
1d4+1
creatures of the same type from a lower-level list.
8th Level
Lillend CG
Formian taskmaster [alone] LN
Janni (genie) N
Elemental, greater N
Barghest, Medium-size LE
Cornugon (devil) E
Fiendish squid, giant (animal) LE
Salamander, Large NE
Succubus (demon) CE
Summon Monster IX
Conjuration (Summoning) [see text]
Level: Chaos 9, Clr 9, Evil 9, Good 9,
Law 9, Sor/Wiz 9
As summon monster I, except the character can summon one creature from the
9th-level list, 1d3 creatures of the same type from the 8th-level list, or
1d4+1
creatures of the same type from a lower-level list.
9th Level
Lammasu LG
Couatl LG
Astral deva (celestial) NG
Ghaele eladrin (celestial) CG
Elemental, elder N
Barghest, Large LE
Xill LE
Rakshasa LE
Gelugon (devil) LE
Night hag NE
Nightmare NE
Vrock (demon) CE
Summon Natures Ally I
Conjuration (Summoning) [see text]
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature who attacks the character's enemies.
It
appears where the character designates and acts immediately, on the character's
turn. It attacks the character's opponents to the best of its ability. If
the
character can communicate with the creature, the character can direct it not
to
attack, to attack particular enemies, or to perform other actions. Summoned
creatures act normally on the last round of the spell and disappear at the
end
of their turn.
Choose a 1st-level creature from the Summon Nature’s Ally table.
All the
creatures on the table are neutral unless otherwise noted.
1st Level
Badger (animal)
Dire rat
Dog (animal)
Hawk (animal)
Viper,Tiny (animal)
Summon Natures Ally II
Conjuration (Summoning) [see text]
Level: Drd 2, Rgr 2
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 2nd-level
creature or 1d3 1st-level creatures of the same type.
2nd Level
Eagle (animal)
Hyena [treat as wolf (animal)]
Octopus (animal)
Shark, Medium-size (animal)
Squid (animal)
Wolf (animal)
Viper, Small (animal)
Summon Natures Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 3rd-level
creature, 1d3 2nd-level creatures of the same type, or 1d4+1 1st-level creatures
of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type. For
example, summon nature’s ally III is an evil and fire spell when
the character
cast it to summon a salamander.
3rd Level
Ape (animal)
Bear, black (animal)
Bison
Boar
Crocodile (animal)
Dire badger
Dire bat
Dire weasel
Elemental, Small
Leopard (animal)
Lizard, giant (animal)
Salamander, Small [neutral evil]
Satyr [without pipes]
Shark, Large (animal)
Snake, constrictor (animal)
Thoqqua
Viper, Medium-size (animal)
Wolverine (animal)
Summon Natures Ally IV
Conjuration (Summoning) [see text]
Level: Drd 4, Rgr 4
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 4th-level
creature, 1d3 3rd-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
4th Level
Arrowhawk, Small
Assassin vine
Dire ape
Dire wolf
Giant eagle [chaotic good]
Giant owl [neutral good]
Grig (sprite) [without pipes, neutral good]
Lion (animal)
Phantom fungus
Tojanida, Small
Viper, Large (animal)
Xorn, Small
Summon Natures Ally V
Conjuration (Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 5th-level
creature, 1d3 4th-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
5th Level
Arrowhawk, Medium-size
Bear, brown (animal)
Dire boar
Dire lion
Dire wolverine
Elemental, Medium-size
Giant crocodile (animal)
Rhinoceros (animal)
Salamander, Medium-size [neutral evil]
Satyr [with pipes]
Shark, Large (animal)
Snake, giant constrictor (animal)
Tiger (animal)
Tojanida, Medium-size
Viper, Huge (animal)
Whale, orca (animal)
Summon Natures Ally VI
Conjuration (Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 6th-level
creature, 1d3 5th-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
6th Level
Dire bear
Elemental, Large
Shambling mound
Tendriculos
Unicorn [chaotic good]
Xorn, Medium-size
Summon Natures Ally VII
Conjuration (Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 7th-level
creature, 1d3 6th-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
7th Level
Arrowhawk, Large
Dire tiger
Elemental, Huge
Elephant
Octopus, giant (animal)
Pixie [cant cast Ottos irresistible dance, neutral good]
Tojanida, Large
Treant [neutral good]
Xorn, Large
Summon Natures Ally VIII
Conjuration (Summoning) [see text]
Level: Drd 8
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 8th-level
creature, 1d3 7th-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
8th Level
Elemental, greater
Salamander, Large [neutral evil]
Squid, giant (animal)
Summon Natures Ally IX
Conjuration (Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s ally I, except that the character can summon
one 9th-level
creature, 1d3 8th-level creatures of the same type, or 1d4+1 lower level
creatures of the same type.
When the character uses a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
9th Level
Elemental, elder
Pixie [can cast Ottos irresistible dance, neutral good]
Summon Swarm
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Swarm of small creatures in a 5-ft. spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
A swarm of little creatures carpets the effect’s area, viciously
attacking all
other creatures there. (Roll on the table below to see what sort of creature
is
summoned.) A creature in the swarm who takes no actions other than fighting
off
the creatures takes 1 point of damage on its turn. A creature in the swarm
who
takes any other action, including leaving the swarm, takes 1d4 points of damage
+1 point per three caster levels. Spellcasting or concentrating on spells
within
the swarm is impossible.
1d20 Swarm Type*
---- -----------
8 Rats (animals)
14 Bats (animals)
16 Spiders (vermin, poisonous)
18 Centipedes (vermin, poisonous)
20 Flying beetles (vermin)
*The creature types (in parentheses) indicate what sorts of spells and effects
might aid a subject against the swarm.
A swarm of poisonous creatures deals no damage to creatures who are immune
to
poison, though it still prevents spellcasting and concentration. The creatures’
attacks are nonmagical. Damage reduction, being incorporeal, and other special
abilities also make a creature immune to damage from the swarm.
The swarm cannot be fought effectively with weapons, but fire and damaging
area
effects can force it to disperse. The swarm disperses when it has taken a
total
of 2 hit points of damage per caster level from these attacks. Certain area
or
effect spells, such as gust of wind and stinking cloud, disperse a swarm
immediately if appropriate to the swarm summoned. (For example, only fliers
are
affected by a gust of wind.)
The swarm is stationary once summoned. A druid caster, however, can (as a
move-equivalent action) direct the swarm to move up to 30 feet per round (or
90
feet per round if she has summoned bats or beetles).
Sunbeam
Evocation
Level: Drd 7, Sun 7
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Beam 5 feet wide and 100 ft. + 10 ft./level long, starting at a point
right in front of the character
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and half (see text)
Spell Resistance: Yes
For the duration of this spell, the character can use a standard action to
evoke
a dazzling beam of intensely hot light each round. The character can call
forth
one beam per three caster levels (maximum six beams at 18th level). The spell
ends when its duration runs out or the character's allotment of beams is
exhausted.
All creatures in the beam are blinded and take 3d6 points of damage. (A
successful Reflex save negates the blindness and reduces the damage by half.)
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 –4 penalty on most Strength-
and
Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural
take
double damage.
Undead creatures caught within the ray are dealt 1d6 points of damage per
caster
level (maximum 20d6), or half damage if a Reflex save is successful. In
addition, the ray results in the destruction of undead creatures specifically
affected by sunlight if they fail their saves.
The ultraviolet light generated by the spell deals damage to fungi, mold,
oozes,
slimes, jellies, puddings, and fungoid creatures just as if they were undead
creatures.
Sunburst
Evocation
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes
Sunburst causes a globe of searing heat and radiance to explode silently from
a
point the character selects. All creatures in the globe are blinded and are
dealt 3d6 points of damage. (A successful Reflex save negates the blindness
and
reduces the damage by half.). 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 –4 penalty on most Strength- and Dexterity-based skills. Creatures
to whom
sunlight is harmful or unnatural take double damage.
Undead creatures caught within the globe are dealt 1d6 points of damage per
caster level (maximum 25d6), or half damage if a Reflex save is successful.
In
addition, the burst results in the destruction of undead creatures specifically
affected by sunlight if they fail their saves.
The ultraviolet light generated by the spell deals damage to fungi, mold,
oozes,
slimes, jellies, puddings, and fungoid creatures just as if they were undead
creatures.
Symbol
Universal [see text]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF (or V, S, M for carefully engraved)
Casting Time: 1 action or 10 minutes
Range: Touch
Effect: One symbol
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
This spell allows the character to scribe any of the potent runes described
below. A symbol can be quickly scribed in the air or on some surface.
Alternatively, the character can carefully inscribe it on a surface. The symbol
harms those who trigger it (usually those who pass over it, touch it, read
it,
etc.)
A quickly scribed symbol has a casting time of 1 action. The resulting rune
becomes active immediately. It lasts 10 minutes per caster level and glows
faintly while it lasts. Symbols of fear, hopelessness, pain, or persuasion
can
be used in this manner. Symbols of death, discord, insanity, pain, sleep,
and
stunning cannot.
A carefully engraved symbol has a casting time of 10 minutes. The symbol is
inactive when finished and remains so until triggered. Once triggered, it
becomes active and glows, usually lasting 10 minutes per caster level. Some
symbols can last indefinitely once triggered. For example, a symbol of death
ends when it has slain 150 hit points worth of creatures.
To be effective, a symbol must always be placed in plain sight and in a
prominent location. Covering or hiding the rune renders the symbol ineffective.
As a default, a symbol is triggered whenever a creature does one or more of
the
following, as the character selects: reads, touches, or passes over the rune,
looks at the rune, or passes through a portal bearing the rune.
In this case, "reading" the rune means any attempt to study it,
identify it, or
fathom its meaning. Throwing a cover over a symbol to render it inoperative
triggers it if it reacts to touch. To trigger a symbol, a creature must be
within 60 feet of the rune.
The character can set special triggering conditions of the character's own.
These can be as simple or elaborate as the character desires. Special conditions
for triggering a symbol can be based on a creature’s name, identity,
or
alignment, but otherwise must be based on observable actions or qualities.
Intangibles such as level, class, HD, and hit points don’t qualify.
For example,
a symbol can be set to activate when a lawful good creature approaches, but
not
when a paladin approaches.
A symbol’s triggering conditions must always be defensive in nature.
A
touch-triggered symbol remains untriggered if an item bearing the symbol is
used
to touch a creature. Likewise, a symbol cannot be placed on a weapon and set
to
activate when the weapon strikes a foe.
Once the spell is cast, a symbol’s triggering conditions cannot
be changed.
The character ignore the effects of the character's own symbols and cannot
inadvertently trigger them. When scribing a symbol quickly, the character
can
instantly attune any number of creatures to the symbol, rending them immune
to
its effects, provided the creatures are within 60 feet of the rune when it
is
created and that the character is aware of their presence.
When creating a carefully inscribed symbol, the character can specify a password
or phrase that prevents a creature using it from triggering the symbol. The
character also can attune any number of creatures to the symbol, but doing
this
can extend the casting time. Attuning one or two creatures takes negligible
time, and attuning a small group (up to ten creatures) takes 1 hour. Attuning
a
large group (up to twenty-five creatures) takes 1 day. Attuning larger groups
takes proportionately longer, as the DM sees fit.
When triggered, a symbol affects all creatures within a 60-foot radius except
for the character and any individuals attuned to it. If a symbol has a password,
anyone using the password remains immune to that particular rune’s
effects so
long as the character remains within 60 feet of the rune. If the character
leaves the radius and returns later, he must use the password again. Once
triggered, a symbol remains active until its duration expires. Creatures who
subsequently meet an active symbol’s triggering conditions suffer
its effects.
A successful dispel magic removes the effects of a symbol from a creature
unless
the symbol’s effect is instantaneous (death, stunning) or the description
specifies another remedy (insanity). The rune itself can be removed by a
successful dispel magic targeted solely on the rune. An erase spell has no
effect on a symbol. Destruction of the surface where a symbol rests destroys
the
symbol but also triggers its effects.
Read magic allows the character to identify a symbol with a successful
Spellcraft check (DC 19). Identifying the symbol does not discharge it and
allows the character to know the version of the symbol.
A symbol can be rendered permanent with the permanency spell, provided it
is
carefully engraved upon a permanent, nonportable surface such as a wall or
door.
A permanency spell extends a symbol’s basic duration of 10 minutes
per caster
level indefinitely. When triggered, a permanent symbol usually glows and is
active for about 10 minutes, but there is no limit to how many times it can
be
triggered. If the symbol can affect only a limited number of hit points worth
of
creatures, the limit applies each 10 minutes. For example, a permanent symbol
of
death could slay 150 hit points worth of creatures every 10 minutes.
Known symbols include:
Death: One or more creatures within the radius, whose combined total hit points
do not exceed 150, must succeed at Fortitude saves or die. The symbol affects
the closest creatures first, skipping creatures with too many hit points to
affect. This symbol must be carefully engraved on a surface. Once triggered,
the
symbol lasts until it has affected 150 hit points worth of creatures.
Discord: All creatures with an Intelligence score of 3 or higher within 60
feet
immediately fall into loud bickering and arguing. Meaningful communication
is
impossible. If the affected creatures have different alignments, there is
a 50%
chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins
1d4 rounds into the bickering and lasts 2d4 rounds. This symbol must be
carefully engraved on a surface. Once triggered, the symbol lasts 10 minutes
per
caster level. This version is a mind-affecting spell.
Fear: This symbol can be scribed quickly or carefully engraved on a surface.
Creatures within the radius are afflicted by a powerful version of the fear
spell. If scribed in the air, this symbol requires a Will save to resist.
If the
rune is carefully inscribed, the save DC increases by 4. Once triggered, the
symbol lasts 10 minutes per caster level. This version is a mind-affecting
spell.
Hopelessness: All creatures within the radius must attempt Will saves. If
the
rune is carefully engraved on a surface, the save DC increases by 4. If the
save
fails, the creature suffers from hopelessness for 3d4x10 minutes and submits
to
simple demands from foes, such as to surrender or get out. The effect is similar
to that of the suggestion spell. If no foes are present to make demands, there
is a 25% chance that a hopeless creature proves unable to take any action
except
hold its ground. If the creature remains free to act, there is a 25% chance
it
retreats from the rune at normal speed. In either case, the creature can defend
normally if attacked. Once triggered, the symbol lasts 10 minutes per caster
level. This version is a mind-affecting spell.
Insanity: One or more creatures within the radius, whose combined total hit
points do not exceed 150, become insane (as the insanity spell; Will negates).
The symbol affects the closest creatures first, skipping creatures with too
many
hit points to affect. This symbol must be carefully engraved on a surface.
Once
triggered, the symbol lasts until it has affected 150 hit points worth of
creatures. This version is a mind-affecting spell.
Pain: Creatures within the radius suffer wracking pains that reduce Dexterity
scores by 2 and impose a –4 penalty on attack rolls, skill checks,
and ability
checks (Fortitude negates). Both effects last 2d10x10 minutes. This symbol
can
be scribed quickly or carefully engraved on a surface. If carefully inscribed,
the save DC increases by 4. Once triggered, the symbol lasts 10 minutes per
caster level.
Persuasion: This symbol can be scribed quickly or carefully engraved on a
surface. All creatures within the radius must succeed at Will saves to resist.
If the symbol is carefully inscribed, the save DC increases by 4. If the save
fails, the creature becomes the same alignment as the character for 1d20 x
10
minutes. During this time, affected creatures become friendly to the character
as though subjected to charm person. This version is a mind-affecting spell.
Sleep: Creatures within the radius fall into a catatonic slumber if they have
8
or fewer HD (Will negates). Sleeping creatures cannot be awakened for 3d6x10
minutes. This symbol must be carefully engraved on a surface. Once triggered,
the symbol lasts 10 minutes per caster level. This version is a mind-affecting
spell.
Stunning: One or more creatures within the radius whose total hit points do
not
exceed 250 become stunned (Fortitude negates). The symbol affects the closest
creatures first, skipping creatures with too many hit points to affect. A
stunned creature can’t act and loses any Dexterity bonus to AC.
Attackers gain
+2 bonuses to attack it. In addition, the stunned creatures drop what they
are
holding. This symbol must be carefully engraved on a surface.
Material Component, carefully scribed: Worth at least 5,000 gp each.
Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character cause an object or location to emanate magical vibrations that
attract either a specific type of intelligent creature or creatures of a
particular alignment, as defined by the character. The particular type of
creature to be affected must be named specifically—for example,
red dragons,
hill giants, wererats, lammasu, catoblepas, vampires, etc. Larger groups,
such
as "goblinoids," are not specific enough. Likewise, the specific
alignment must
be named—for example, chaotic evil, chaotic good, lawful neutral,
or true
neutral.
Creatures of the type or alignment feel elated and pleased to be in the area
or
desire to touch or to possess the object. The compulsion to stay in the area
or
touch the object is overpowering. If the save is successful, the creature
is
released from the enchantment, but a subsequent save must be made 1d6 x 10
minutes later. If this save fails, the affected creature attempts to return
to
the area or object.
Sympathy counters and dispels antipathy.
Material Components: Worth at least 1,500 gp.