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Tashas Hideous Laughter
Enchantment (Compulsion)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature (see text)
Duration: 1d3 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into
gales of manic laughter, falling prone. The subject can take no actions while
laughing. After the spell ends, it can act normally.
Creatures with Intelligence scores of 2 or lower are not affected. A creature
whose type (such as humanoid or dragon) is different from the caster’s receives
a +4 bonus on its saving throw, because humor doesn’t "translate" well.

Telekinesis
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/level) or instantaneous (see text)
Saving Throw: Will negates (object)(see text)
Spell Resistance: Yes (object) (see text)
The character moves objects or creatures by concentrating on them. Depending on
the version selected, the spell can provide either a gentle, sustained force or
a single short, violent thrust.
Sustained Force: A sustained force moves a creature or object weighing up to 25
pounds per caster level up to 20 feet per round. A creature can negate the
effect against itself or against an object it possesses with a successful Will
save or with SR.
This version of the spell lasts up to 1 round per caster level, but it ends if
the character ceases concentration. The weight can be moved vertically,
horizontally, or both. An object cannot be moved beyond the character's range.
The spell ends if the object is forced beyond the range. If the character ceases
concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a
lever or rope can be pulled, a key can be turned, an object rotated, and so on,
if the force required is within the weight limitation. The character might even
be able to untie simple knots, though delicate activities such as these require
Intelligence checks against a DC set by the DM.
Violent Thrust: Alternatively, the spell energy can be expended in a single
round. The character can hurl one or more objects or creatures who are within
range and all within 10 feet of each other toward any target within 10
feet/level of all the objects. The character can hurl up to a total weight of 25
pounds per caster level.
The character must succeed at attack rolls (one per creature or object thrown)
to hit the target with the items, using the character's base attack bonus + the
character's Intelligence modifier. Weapons cause standard damage (with no
Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds
(for less dangerous objects such as a barrel) to 1d6 points of damage per 25
pounds (for hard, dense objects such as a boulder).
Creatures who fall within the weight capacity of the spell can be hurled, but
they are allowed Will saves to negate the effect, as are those whose held
possessions are targeted by the spell. If a telekinesed creature is hurled
against a solid surface, it takes damage as if it had fallen 10 feet (1d6
points).

Teleport
Transmutation [Teleportation]
Level: Sor/Wiz 5, Travel 5
Components: V
Casting Time: 1 action
Range: Personal and touch
Target: The character and touched objects or other touched willing creatures
weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports the character to a designated destination.
Distance is not a factor, but interplanar travel is not possible. The character
can bring along objects and willing creatures totaling up to 50 pounds per
caster level. As with all spells where the range is personal and the target is
the character, the character need not make a saving throw, nor is SR applicable
to the character. Only objects held or in use (attended) by another person
receive saving throws and SR.
The character must have some clear idea of the location and layoutt of the
destination. The character can’t simply teleport to the warlord’s tent if the
character don’t know where that tent is, what it looks like, or what’s in it.
The clearer the character's mental image, the more likely the teleportation
works. Areas of strong physical or magical energies may make teleportation more
hazardous or even impossible.
Note: Teleportation is instantaneous travel through the Astral Plane. Anything
that blocks astral travel also blocks teleportation.
To see how well the teleportation works, roll d% and consult the Teleport table.

On Off Similar
Familiarity Target Target Area Mishap
----------- ------ ------ ------- ------
Very familiar 01–97 98–99 100 —
Studied carefully 01–94 95–97 98–99 100
Seen casually 01–88 89–94 95–98 99–100
Viewed once 01–76 77–88 89–96 97–100
Description 01–52 53–76 77–92 93–100
False destination (1d20+80) — — 81–92 93–100
Refer to the following information for definitions of the terms on the table.
Familiarity: "Very familiar" is a place where the character has been very often
and where the character feels at home. "Studied carefully" is a place the
character knows well, either because the character has been there often or the
character has used other means (such as scrying) to study the place. "Seen
casually" is a place that the character has seen more than once but with which
the character is not very familiar. "Viewed once" is a place that the character
has seen once, possibly using magic. "Description" is a place whose location and
appearance the character knows through someone else’s description, perhaps even
from a precise map.
"False destination" is a place that doesn’t exist. When traveling to a false
destination, roll 1d20+80 to obtain results on the table, rather than rolling
d%, since there is no real destination for the character to hope to arrive at or
even be off target from.
On Target: The character appears where the character wants to be.
Off Target: The character appears safely a random distance away from the
destination in a random direction. Distance off target is 1d10 x 1d10% of the
distance that was to be traveled. The DM determines the direction off target
randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast,
etc. If the character was teleporting to a coastal city and wound up 18 miles
out at sea, the character could be in trouble.
Similar Area: The character winds up in an area that’s visually or thematically
similar to the target area. Generally, the character appears in the closest
similar place, but since the spell has no range limit, the character could
conceivably wind up somewhere else across the globe.
Mishap: The character and anyone else teleporting with the character have gotten
"scrambled." the travellers each take 1d10 points of damage, and the character
rerolls on the chart to see where the travellers wind up. For these rerolls,
roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and
must reroll.

Teleportation Circle
Transmutation [Teleportation]
Level: Sor/Wiz 9
Components: V, M
Casting Time: 10 minutes
Range: Touch
Effect: Circle up to 5 ft. in radius that teleports those who activate it
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The character create a circle on the floor or other horizontal surface that
teleports, as teleport without error, any creature who stands on it to a
designated spot. Once the character designates the destination for the circle,
the character can’t change it. The spell fails if the character attempts to set
the circle to teleport creatures into a solid object, to a place with which the
character is not familiar and has no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If the character
intends to keep creatures from activating it accidentally, the character needs
to mark the circle in some way, such as by placing it on a raised platform.
Material Component: Worth at least 1,000 gp.
Teleport without Error
Transmutation [Teleportation]
Level: Sor/Wiz 7, Travel 7
As teleport, except there is no chance the character arrives off target. The
character must have at least a reliable description of the place to which the
character is teleporting. If the character attempts to teleport with
insufficient information (or with misleading information), the character
disappears and simply reappears in the character's original location.

Temporal Stasis
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
The character must succeed at a melee touch attack. The character places the
subject into a state of suspended animation. For the creature, time ceases to
flow and its condition becomes fixed. The creature does not grow older. Its body
functions virtually cease, and no force or effect can harm it. This state
persists until the magic is removed by a successful dispel magic spell.
Material Component: Worth at least 5,000 gp.

Tensers Floating Disk
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The character creates a slightly concave, circular plane of force that follows
the character about and carries loads for the character. The disk is 3 feet in
diameter and 1 inch deep at its center. It can hold 100 pounds of weight per
caster level. (If used to transport a liquid, its capacity is 2 gallons.) The
disk floats approximately 3 feet above the ground at all times and remains
level. It floats along horizontally within spell range and will accompany the
character at a rate of no more than the character's normal speed each round. If
not otherwise directed, it maintains a constant interval of 5 feet between
itself and the character. The disk winks out of existence when the spell
duration expires. The disk also winks out if the character moves beyond range
(by moving too fast or by such means as a teleport spell) or try to take the
disk more than 3 feet away from the surface beneath it. When the disk winks out,
whatever it was supporting falls to the surface beneath it.

Tensers Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level
The character can’t cast spells, even from magic items.
The character gain 1d6 temporary hit points per caster level, a +4 natural armor
bonus to AC, a +2d4 Strength enhancement bonus, a +2d4 Dexterity enhancement
bonus, a +1 base attack bonus per two caster levels (which may give the
character an extra attack), a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. The character attacks opponents
with melee or ranged weapons if the character can, even resorting to unarmed
attacks if that’s all the character can do.
Material Component: A potion of Strength, which the character drinks (and whose
effects are subsumed by the spell effects).

Time Stop
Transmutation
Level: Sor/Wiz 9, Trickery 9
Components: V
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1d4+1 rounds (apparent time)
This spell seems to make time cease to flow for everyone but the character. In
fact, the character speeds up so greatly that all other creatures seem frozen,
though they are actually still moving at their normal speeds. The character is
free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold,
gas, and the like can still harm the character. While the time stop is in
effect, other creatures are invulnerable to the character's attacks and spells;
however, the character can create spell effects and leave them to take effect
when the time stop spell ends. (The spells’ durations do not begin until the
time stop is over.)
The character cannot move or harm items held, carried, or worn by a creature
stuck in normal time, but the character can affect any item that is not in
another creature’s possession.
The character is undetectable while time stop lasts. The character cannot enter
an area protected by an antimagic field, or by protection from
chaos/evil/good/law, or by a magic circle spell, while under the effects of time
stop.

Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the
language of any intelligent creature, whether it is a racial tongue or a
regional dialect. Naturally, the subject can speak only one language at a time,
although she may be able to understand several languages. Tongues does not
enable the subject to speak with creatures who don’t speak. The subject can make
herself understood as far as her voice carries. This spell does not predispose
any creature addressed toward the subject in any way.

Transmute Metal to Wood
Transmutation
Level: Drd 7
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: All metal objects within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object; see text)
This spell enables the character to change all metal objects within its area to
wood. Weapons, armor, and other metal objects carried by creatures are affected
as well. Magic objects made of metal effectively have SR 20 + caster level
against this spell. Artifacts cannot be transmuted. Weapons converted from metal
to wood suffer a –2 penalty to attack and damage rolls. Armor converted from
metal to wood loses 2 points of AC bonus. Weapons changed by this spell splinter
and break on any natural attack roll of 1 or 2, and armor changed by this spell
loses an additional point of AC bonus every time it is struck by a natural
attack roll of 19 or 20.
Only a limited wish, miracle, or wish or similar magic can restore a transmuted
object to its metallic state. Otherwise, for example, a metal door changed to
wood is forevermore a wooden door.

Transmute Mud to Rock
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms normal mud or quicksand of any depth into soft stone
(sandstone or a similar mineral) permanently. Creatures in the mud are allowed a
Reflex save to escape before the area is hardened to stone.
Transmute mud to rock counters and dispels transmute rock to mud.

Transmute Rock to Mud
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent (see text)
Saving Throw: See text
Spell Resistance: No
This spell turns natural, uncut or unworked rock of any sort into an equal
volume of mud. If the spell is cast upon a boulder, for example, the boulder
collapses into mud. Magical or enchanted stone is not affected by the spell. The
depth of the mud created cannot exceed 10 feet. Creatures unable to levitate,
fly, or otherwise free themselves from the mud sink until hip- or chest-deep,
reducing their speed to 5 feet and giving them –2 penalties on attack rolls and
AC. Brush thrown atop the mud can support creatures able to climb on top of it.
Creatures large enough to walk on the bottom can wade through the area at a
speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud
falls to the floor and spreads out in a pool at a depth of 5 feet. For example,
a 10th-level caster could convert twenty 10-foot cubes into mud. Pooling on the
floor, this mud would cover an area of forty 10-foot squares to a depth of 5
feet. The falling mud and the ensuing cave-in deal 8d6 points of damage to
anyone caught directly beneath the area, or half damage to those who succeed at
Reflex saves.
Castles and large stone buildings are generally immune to the effects of the
spell, since transmute rock to mud can’t affect worked stone and doesn’t reach
deep enough to undermine such buildings’ foundations. However, small buildings
or structures often rest upon foundations shallow enough to be damaged or even
partially toppled by this spell.
The mud remains until a successful dispel magic or transmute mud to rock spell
restores its substance—but not necessarily its form. Evaporation turns the mud
to normal dirt over a period of days. The exact time depends on exposure to the
sun, wind, and normal drainage.

Transport via Plants
Transmutation
Level: Drd 6
Components: V, S
Casting Time: 1 action
Range: Unlimited
Target: The character
Duration: 1 round
The character can enter any normal plant (Medium-size or larger) and pass any
distance to a plant of the same species in a single round, regardless of the
distance separating the two. The entry plant must be alive. The destination
plant need not be familiar to the character, but it also must be alive. If the
character is uncertain of the location of a particular kind of destination
plant, the character needs merely designate direction and distance ("an oak tree
one hundred miles due north of here"), and the transport via plants spell moves
the character as close as possible to the desired location. If a particular
destination plant is desired (the oak tree outside the character's druid grove,
for instance), but the plant is not living, the spell fails and the character is
ejected from the entry plant.
This spell does not function with plant creatures such as shambling mounds and
treants.
The destruction of an occupied plant slays the character.

Trap the Soul
Conjuration (Summoning)
Level: Sor/Wiz 8
Components: V, S, M, (F)
Casting Time: 1 action or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent (see text)
Saving Throw: See text
Spell Resistance: Yes (see text)
Trap the soul forces a creature’s life force (and its material body) into a gem.
The gem holds the trapped entity indefinitely or until the gem is broken and the
life force is released, which allows the material body to reform. If the trapped
creature is a powerful creature from another plane (which could mean a character
trapped by an inhabitant of another plane when the character is not on the
Material Plane), it can be required to perform a service immediately upon being
freed. Otherwise, the creature can go free once the gem imprisoning it is
broken.
Depending on the version selected, the spell can be triggered in one of two
ways.
Spell Completion: First, the spell can be completed by speaking its final word
as a standard action as if the character were casting a regular spell at the
subject. This allows SR (if any) and a Will save to avoid the effect. If the
creature’s name is spoken as well, any SR is ignored and the save DC increases
by 2. If the save or SR is successful, the gem shatters.
Trigger Object: The second method is far more insidious, for it tricks the
subject into accepting a trigger object inscribed with the final spell word,
automatically placing the creature’s soul in the trap. To use this method, both
the creature’s name and the trigger word must be inscribed on the trigger object
when the gem is enchanted. A sympathy spell can also be placed on the trigger
object. As soon as the subject picks up or accepts the trigger object, its life
force is automatically transferred to the gem without the benefit of SR or a
save.
Material Component: Before the actual casting of trap the soul, the character
must procure a gem of at least 1,000 gp value for every Hit Die possessed by the
creature to be trapped. If the gem is not valuable enough, it shatters when the
entrapment is attempted. (While characters have no concept of level as such, the
value of the gem needed to trap an individual can be researched. Remember that
this value can change over time as characters advance.)
Focus (Trigger Object Only): If the trigger object method is used, a special
trigger object, prepared as described above, is needed.

Tree Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 hour/level (D)
By means of this spell, the character is able to assume the form of a small,
living tree or shrub or a large, dead tree trunk with a small number of limbs.
The closest inspection cannot reveal that the tree in question is actually a
magically concealed creature. To all normal tests the character is, in fact, a
tree or shrub, although a detect magic spell reveals a faint transmutation on
the tree. While in tree form, the character can observe all that transpires
around the character just as if the character were in the character's normal
form, and the character's hit points and saves remain unaffected. The character
gains a +10 natural armor bonus to AC but has an effective Dexterity score of 1.
The character is immune to critical hits while in tree form. All clothing and
gear carried or worn changes with the character.
The character can dismiss tree shape as a free action.

Tree Stride
Transmutation [Teleportation]
Level: Drd 5, Rgr 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 hour/level or until expended (see text)
The character gains the ability to enter trees and move from inside one tree to
inside another tree. The first tree the character enters and all others the
character enters must be of the same type, must all be living, and must have
girth at least equal to the character's. By moving into an oak tree (for
example), the character instantly knows the location of all other oak trees
within transport range (see below) and may choose whether the character wants to
pass into one or simply step back out of the tree the character moved into. The
character may choose to pass to any tree of the appropriate kind within the
transport range shown in the following table:
Type of Tree Range of Transport
------------ ------------------
Oak, ash, yew 3,000 feet
Elm, linden 2,000 feet
Other deciduous 1,500 feet
Any coniferous 1,000 feet
All other trees 500 feet
The character may move into a tree up to one time per level (passing from one
tree to another counts only as moving into one tree). The spell lasts until the
duration is expended or the character exit a tree. Each transport is a
full-round action.
The character can, at the character's option, remain within a tree without
transporting, though the character is forced out when the spell ends. If the
tree in which the character are concealed is chopped down or burned, the
character is slain if the character does not exit before the process is
complete.
True Resurrection
Conjuration (Healing)
Level: Clr 9, Healing 9
Casting Time: 10 minutes
As raise dead, except the cleric can resurrect a creature who has been dead up
to 10 years per caster level. This spell can even bring back creatures whose
bodies have been wholly destroyed, provided the character unambiguously
identifies the deceased in some fashion (reciting the deceased’s time and place
of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of level (or Constitution point) or
prepared spells.
The character can revive someone killed by a death effect or someone who has
been turned into an undead creature and then destroyed.
Even true resurrection can’t restore to life a creature who has died of old age.
Material Components: Worth at least 5,000 gp.

True Seeing
Divination
Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
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)
The character confers on the subject the ability to see all things as they
actually are. The subject sees through normal and magical darkness, notices
secret doors hidden by magic, sees the exact locations of creatures or objects
under blur or displacement effects, sees invisible creatures or objects
normally, sees through illusions, and sees the true form of polymorphed,
changed, or transmuted things. Further, the subject can focus her vision to see
into the Ethereal Plane. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers
X-ray vision or its equivalent. It does not cancel concealment, including that
caused by fog and the like. True seeing does not help the viewer see through
mundane disguises, spot creatures who are simply hiding, or notice secret doors
hidden by mundane means. In addition, the spell effects cannot be further
enhanced with known magic, so one cannot use true seeing through a crystal ball
or in conjunction with clairaudience/clairvoyance.
Additionally, the divine version of this spell allows the subject to see auras,
noting alignments of creatures at a glance.
Material Component: Worth at least 250 gp.

True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round
The character gains temporary, intuitive insight into the immediate future
during the character's next attack. The character's next single attack roll
(within the duration of the spell) gains a +20 insight bonus. Additionally, the
character is not affected by the miss chance that applies to attacks against a
concealed target.

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