Untitled Document
U,V,W,X,Y,Z

Undetectable Alignment
Abjuration
Level: Brd 2, Clr 2, Pal 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
An undetectable alignment spell conceals the alignment of an object or a
creature from all forms of divination.

Unhallow
Evocation [Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting Time: One day
Range: Touch
Area: 10-ft./level radius emanating from the touched point
Duration: Instantaneous
Saving Throw: None
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This
has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks to turn undead suffer a –4 profane penalty and
turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does
not apply to this effect. (Note: This provision does not apply to the druid
version of the spell.)
Finally, the character may choose to fix a single spell effect to the unhallow
site. The spell effect lasts for one year and functions throughout the entire
consecrated site, regardless of its normal duration and area or effect. The
character may designate whether the effect applies to all creatures, creatures
who share the character's faith or alignment, or creatures who adhere to another
faith or alignment. For example, the character may create a bless effect that
aids all creatures of like alignment or faith in the area, or a curse effect
that hinders creatures of the opposite alignment or an enemy faith. At the end
of the year, the chosen effect lapses, but it can be renewed or replaced simply
by casting unhallow again.
Spell effects that may be tied to an unhallow site include aid, bane, bless,
cause fear, darkness, daylight, deeper darkness, detect magic, detect good,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, negative energy protection, protection from
elements, remove fear, resist elements, silence, tongues, and zone of truth.
Spell resistance might apply to these spells’ effects. (See the individual spell
descriptions for details.)
An area can receive only one unhallow (and its associated spell effect) at a
time.
Unhallow counters and dispels hallow.
Material Components: Worth at least 1,000 gp, plus 1,000 gp per level of the
spell to be tied to the unhallowed area.

Unholy Aura
Abjuration [Evil]
Level: Clr 8, Evil 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 malevolent darkness surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by good creatures, and weakening good
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 the effect of protection from good, this benefit applies
against all attacks, not just against attacks by evil creatures.
Second, the warded creatures gain SR 25 against good spells and spells cast by
good creatures.
Third, the abjuration blocks possession and mental influence, just as protection
from good does.
Finally, if a good creature succeeds at a melee attack against a warded
creature, the offending attacker takes 1d6 points of temporary Strength damage
(Fortitude save negates).
Focus: Worth at least 500 gp.

Unholy Blight
Evocation [Evil]
Level: Evil 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The character calls unholy power to smite the character's enemies. The power
takes the form of a cold, cloying cloud of greasy darkness. Only good and
neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to good
creatures and sickens them for 1d4 rounds. A sickened creature suffers a –2
penalty on attack rolls, weapon damage rolls, saves, skill checks, and ability
checks. A successful Fortitude save reduces damage to half and negates the
sickening effect.
The spell deals only half damage to creatures who are neither evil nor good, and
they are not sickened. They can reduce the damage in half again (down to
one-quarter of the roll) with a successful Reflex save.

Unseen Servant
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The unseen servant is an invisible, mindless, shapeless force that performs
simple tasks at the character's command. It can run and fetch things, open
unstuck doors, and hold chairs, as well as clean and mend. The servant can
perform only one activity at a time, but it repeats the same activity over and
over again if told to do so, thus allowing the character to command the servant
to clean the floor and then turn the character's attention elsewhere as long as
the character remains within range. It can open only normal doors, drawers,
lids, etc. It has an effective Strength score of 2 (so it can lift 20 pounds or
drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds
of force, and that is not enough to activate certain pressure plates and other
devices. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It
cannot be killed, but it dissipates if it takes 6 points of damage from area
attacks. (It gets no saves against attacks.) If the character attempts to send
it beyond the spell’s range (measured from the character's current position),
the servant ceases to exist.

Vampiric Touch
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour (see text)
Saving Throw: None
Spell Resistance: Yes
The character must succeed at a melee touch attack. The character's touch deals
1d6 points of damage per two caster levels (maximum 10d6). The character gains
temporary hit points equal to the damage the character inflicts. However, the
character can’t gain more than the subject’s current hit points +10, which is
enough to kill the subject. The temporary hit points disappear 1 hour later.

Vanish
Transmutation [Teleportation]
Level: Sor/Wiz 7
Range: Touch
Target: One touched object of up to
50 lb./level and 3 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
As teleport, except it teleports an object, not the character. Creatures and
magical forces (such as a delayed blast fireball bead) cannot be made to vanish.
There is a 1% chance that a vanished item is disintegrated instead.
If desired, a vanished object can be sent to a distant location on the Ethereal
Plane. In this case, the point from which the object vanished remains faintly
magical until the item is retrieved. A successful targeted dispel magic spell
cast on that point brings the vanished item back from the Ethereal Plane.

Veil
Illusion (Glamer)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: Concentration + 1 hour/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
The character instantly changes the appearance of the subjects and then maintain
that appearance for the spell’s duration. The character can make the subjects
appear to be anything the character wishes. A party might be made to resemble a
mixed band of brownies, pixies, and faeries led by a treant. The subjects look,
feel, and smell just like the creatures the spell makes them resemble. Affected
creatures resume their normal appearances if slain. The character must succeed
at a Disguise check to duplicate the appearance of a specific individual. This
spell gives the character a +10 bonus on the check.
Unwilling targets can negate the spell’s effect on them by making Will saves or
with SR. Those who interact with the subjects can attempt Will disbelief saves
to see through the glamer, but SR doesn’t help.

Ventriloquism
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 minute/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The character can make the character's voice (or any sound that the character
can normally make vocally) seem to issue from someplace else, such as from
another creature, a statue, from behind a door, down a passage, etc. The
character can speak in any language the character knows. With respect to such
voices and sounds, anyone who hears it and rolls a successful save recognizes
the sound as illusory (but still hears it).

Virtue
Transmutation
Level: Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.

Vision
Divination
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 1 action
As legend lore, except vision works more quickly but produces some strain on the
character. The character poses a question about some person, place, or object,
then cast the spell. If the person or object is at hand or if the character is
in the place in question, the character receives a vision about it with a
successful Scry check (DC 10). If only detailed information on the person,
place, or object is known, the DC is 15, and the information gained is
incomplete. If only rumors are known, the DC is 20, and the information gained
is vague.
XP Cost: 100 XP.

Wail of the Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 30-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The character emits a terrible scream that kills creatures who hear it (except
for the character). The spell affects up to one creature per caster level.
Creatures closest to the point of origin are affected first.

Wall of Fire
Evocation [Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft. long/caster level or a ring of fire
with a radius of up to 5 ft./two caster levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: See text
Spell Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence.
One side of the wall, selected by the character, sends forth waves of heat,
dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of
fire damage to those past 10 feet but within 20 feet. The wall deals this damage
when it appears and each round that a creature enters or remains in the area. In
addition, the wall deals 2d6 points of fire damage +1 point of fire damage per
caster level (maximum +20) to any creature passing through it. The wall deals
double damage to undead creatures.
If the character evokes the wall so that it appears where creatures are, each
creature takes damage as if passing through the wall. Each such creature can
avoid the wall by making a successful Reflex save. (If the creature ends up on
the hot side of the wall, it takes 2d4 points of damage, as normal.)
If any 5-foot length of wall takes 20 points of cold damage or more in 1 round,
that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of Force
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level or a sphere or
hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
A wall of force spell creates an invisible wall of force. The wall of force
cannot move, it is immune to damage of all kinds, and it is totally unaffected
by most spells, including dispel magic. However, disintegrate immediately
destroys it, as does a rod of cancellation, a sphere of annihilation, and
Mordenkainen’s disjunction. Spells and breath weapons cannot pass through the
wall in either direction, although dimension door, teleport, and similar effects
can bypass the barrier. It blocks ethereal creatures as well as material
creatures (though ethereal creatures can usually get around the wall by floating
under or over it through material floors and ceilings). Gaze attacks can operate
through the wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one
10-foot square per level, or into a sphere or hemisphere with a radius of up to
1 foot per level.
The wall of force must be continuous and unbroken when formed. If its surface is
broken by any object or creature, the spell fails.

Wall of Ice
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of
ice with a radius of up to 3 ft. +1 ft./level
Duration: 1 minute/level
Saving Throw: See text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on
the version selected. A wall of ice cannot form in an area occupied by physical
objects or creatures. Its surface must be smooth and unbroken when created.
Fire, including fireball and red dragon breath, can melt a wall of ice. It deals
full damage to the wall (instead of the normal half damage suffered by objects).
Suddenly melting the wall of ice creates a great cloud of steamy fog that lasts
for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per
caster level. It covers up to a 10-foot-square area per caster level (so a
10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a
wall 50 feet long and 20 feet high, etc.). The plane can be oriented in any
fashion as long as it is anchored. A vertical wall need only be anchored on the
floor, while a horizontal or slanting wall must be anchored on two opposite
sides.
The wall is primarily defensive in nature and is used to stop pursuers from
following the character and the like. Each 10-foot square of wall has 3 hit
points per inch of thickness. Creatures can hit the wall automatically. A
section of wall whose hit points drop to 0 is breached. If a creature tries to
break through the wall with a single attack, the DC for the Strength check is 15
+ caster level.
Even when the ice has been broken through, a sheet of frigid air remains. Any
creature stepping through it (including the one who broke through the wall)
takes 1d6 points of cold damage +1 point per caster level.
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3
feet +1 foot per caster level. Thus, a 7th-level caster can create a hemisphere
10 feet in radius. It is as hard to break through as the ice plane form, but it
does not deal damage to those who go through a breach.
The character can create the hemisphere so that it traps one or more creatures,
though these creatures can avoid being trapped by the hemisphere by making
successful Reflex saves.

Wall of Iron
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
The character causes a flat, vertical iron wall to spring into being. This wall
can be used to seal off a passage or close a breach, for the wall inserts itself
into any surrounding nonliving material if its area is sufficient to do so. The
wall cannot be conjured so that it occupies the same space as a creature or
another object. It must always be a flat plane, though the character can shape
its edges to fit the available space.
The wall of iron is 1 inch thick per four caster levels. The character can
double the wall’s area by halving its thickness. Each 5-foot square of the wall
has 30 hit points per inch of thickness. Creatures can hit the wall
automatically, but it is so hard that the first 10 points of damage from each
blow are ignored. (For example, a blow of 17 points of damage deals only 7 to
the wall.) A section of wall whose hit points drop to 0 is breached. If a
creature tries to break through the wall with a single attack, the DC for the
Strength check is 25 + 2 per inch of thickness.
If the character desires, the wall can be created vertically resting on a flat
surface but not attached to the surface so that it can be tipped over to fall on
and crush creatures beneath it. The wall is 50% likely to tip in either
direction if left unpushed. Creatures can push the wall in one direction rather
than letting it fall randomly. A creature must succeed at a Strength check (DC
40) to push the wall over. Creatures with room to flee the falling wall may do
so by making successful Reflex saves. Large and smaller creatures who fail take
10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural
phenomena.
Material Component: Worth at least 50 gp.

Wall of Stone
Conjuration (Creation)
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. It
is typically employed to close passages, portals, and breaches against
opponents. The wall of stone is 1 inch thick per four caster levels and composed
of up to one 5-foot square per level. The character can double the wall’s area
by halving its thickness. The wall cannot be conjured so that it occupies the
same space as a creature or another object.
Unlike a wall of iron, the character can create a wall of stone in almost any
shape the character desires. The wall created need not be vertical, nor rest
upon any firm foundation; however, it must merge with and be solidly supported
by existing stone. It can be used to bridge a chasm, for instance, or as a ramp.
For this use, if the span is more than 20 feet, the wall must be arched and
buttressed. This requirement reduces the spell’s area by half. Thus, a
20th-level caster can create a span with a surface area of ten 5-foot squares.
The wall can be crudely shaped to allow crenellations, battlements, and so forth
by likewise reducing the area.
Like any other stone wall, this one can be destroyed by disintegrate or by
normal means such as breaking and chipping. Each 5-foot square has 15 hit points
per inch of thickness. Creatures can hit the wall automatically, but the wall is
so hard that the first 8 points of damage from each blow are ignored. A section
of wall whose hit points drop to 0 is breached. If a creature tries to break
through the wall with a single attack, the DC for the Strength check is 20 + 2
per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall
of stone, provided the wall is shaped so it can hold the creatures. Creatures
avoid entrapment with successful Reflex saves.

Wall of Thorns
Conjuration (Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one
10-ft. cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
The wall of thorns spell creates a barrier of very tough, pliable, tangled brush
bearing needle-sharp thorns as long as a person’s finger. Any creature forced
into or attempting to move through the wall of thorns takes 25 points of damage
per round of movement, minus 1 point for each point of the creature’s AC.
Dexterity bonuses to AC and dodge bonuses do not count for this calculation.
(Creatures with an Armor Class of 25 or higher take no damage from contact with
the wall.)
The character can make the wall as thin as 5 feet thick, which allows the
character to shape the wall as a number of 10-by-10-by-5-foot blocks equal to
caster level x2. This has no effect on the damage inflicted by the thorns, but
any creature attempting to break through takes that much less time to force its
way through the barrier.
Creatures can force their way slowly through the wall. To make any progress, a
creature must succeed at a Strength check (DC 20). A successful creature moves a
number of feet equal to its Strength check result minus 19, so a creature who
rolled 24 on its Strength check could move 5 feet in a round. Of course, moving
or attempting to move through the thorns incurs damage as described above. A
creature trapped in the thorns can choose to remain motionless in order to avoid
taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it
had moved into the wall and is caught inside. In order to escape, it must
attempt to push its way free, or it can wait until the spell ends. Creatures
with the ability to pass through overgrown areas unhindered can pass through a
wall of thorns at their normal speed without taking damage.
A wall of thorns can be carefully breached by slow work with edged weapons.
Chopping away at the wall creates a safe passage 1 foot deep for every 10
minutes of work. Normal fire cannot harm the barrier, but magical fire burns
away the barrier in 10 minutes.

Warp Wood
Transmutation
Level: Drd 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 lb. of wood/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (0bject)
The character cause wood to bend and warp, permanently destroying its
straightness, form, and strength. At 1st level, the character can warp a handaxe
handle or ten crossbow bolts. At 3rd level, the character can warp the shaft of
a typical shortspear. Boards or planks can also be affected, causing a door to
be sprung or a boat or ship to leak. Warped ranged weapons are useless. Warped
melee weapons suffer a –4 penalty to their attack rolls.
Alternatively, the character can unwarp wood (effectively warping it back to
normal) with this spell, straightening wood that has been warped by this spell
or by other means. Make whole, on the other hand, does no good in repairing a
warped item.

Water Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly
among all the creatures the character touches.
The spell does not make creatures unable to breathe air.

Water Walk
Transmutation
Level: Clr 3, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can tread on any liquid as if it were firm ground. Mud,
oil, snow, quicksand, running water, ice, and even lava can be traversed easily,
since the subjects’ feet hover an inch or two above the surface. (Creatures
crossing molten lava still take damage from the heat.) The creatures can walk,
run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly
submerged in whatever liquid they are in), the subjects are borne toward the
surface at 60 feet per round until they can stand on it.

Web
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 minutes/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
Web creates a many-layered mass of strong, sticky strands. These strands trap
those caught in them. The strands are similar to spider webs but far larger and
tougher. These masses must be anchored to two or more solid and diametrically
opposed points—floor and ceiling, opposite walls, etc.—or else the web collapses
upon itself and disappears. Creatures caught within a web or simply touching its
strands become entangled among the gluey fibers.
An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty
to effective Dexterity, and can’t move. An entangled character who attempts to
cast a spell must make a Concentration check (DC 15) or lose the spell.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If
this save succeeds, the creature is not stuck in the webs and is free to act,
though moving may be a problem (see below). If the save fails, the creature is
stuck. A stuck creature can break loose by spending 1 round and succeeding at a
Strength check (DC 20) or an Escape Artist check (DC 25). Once loose (either by
making the initial Reflex save or a later Strength check or Escape Artist
check), a creature may progress through the web very slowly. Each round devoted
to moving allows the creature to make a new Strength check or Escape Artist
check. The creature moves 5 feet for each full 5 points by which the check
result exceeds 10.
The web provides one-quarter cover for every 5 feet of the substance between the
character and an opponent—one-half cover for 10 feet of web, three-quarters for
15 feet, and total cover for 20 feet or more.
The strands of a web spell are flammable. A magic flaming sword can slash them
away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a
flaming sword, etc.—can set them alight and burn away 5 square feet in 1 round.
All creatures within flaming webs take 2d4 points of damage from the flames.

Weird
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 9
Targets: Any number of creatures, no two of which can be more than 30 ft. apart
As phantasmal killer, except it can affect more than one creature. Only the
affected creatures see the phantasmal creatures attacking them, though the
character sees the attackers as shadowy shapes.
If a subject’s Fortitude save succeeds, the subject still takes 3d6 points of
damage and is stunned for 1 round. The subject’s Strength score also drops 1d4
points for 10 minutes. A stunned creature can’t act and loses any Dexterity
bonus to AC. Attackers gain +2 bonuses to attack it.

Whirlwind
Evocation [Air]
Level: Air 8, Drd 8
Components: V, S, DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone 10 ft. wide at base,
30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell creates a powerful cyclone of raging wind that moves through the air,
along the ground, or over water at a speed of 60 feet per round. The character
can concentrate on controlling the cyclone’s every movement or specify a simple
program, such as move straight ahead, zigzag, circle, or the like. Directing the
cyclone’s movement or changing its programmed movement is a standard action for
the character. The whirlwind always moves during the character's turn in the
initiative order. If the cyclone exceeds the spell’s range, it moves in a
random, uncontrolled fashion for 1d3 rounds—possibly endangering the character
or the character's allies—and then dissipates. (the character can’t regain
control of the cyclone, even if comes back within range.)
Any Large or smaller creature who comes in contact with the whirlwind must
succeed at a Reflex save or take 3d6 points of damage. Medium-size or smaller
creatures who fail their first save must succeed at a second one or be picked up
bodily by the whirlwind and held suspended in its powerful winds, taking 1d8
points of damage each round with no save allowed. The character may direct the
cyclone to eject any carried creatures whenever the character wishes, depositing
the hapless souls wherever the whirlwind happens to be when they are released.

Whispering Wind
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: One mile/level
Area: 10-ft.-radius spread
Duration: Until discharged (destination is reached) or no more than 1 hour/level
Saving Throw: None
Spell Resistance: No
The character sends a message or sound on the wind to a designated spot. The
whispering wind travels to a specific location within range that is familiar to
the character, provided that it can find a way to the location. (It can’t pass
through walls, for instance.) The whispering wind is as gentle and unnoticed as
a zephyr until it reaches the location. It then delivers its whisper-quiet
message or other sound. Note that the message is delivered regardless of whether
anyone is present to hear it. The wind then dissipates. The character can
prepare the spell to bear a message of up to twenty-five words, cause the spell
to deliver other sounds for 1 round, or merely have the whispering wind seem to
be a faint stirring of the air. The character can likewise cause the whispering
wind to move as slowly as one mile per hour or as quickly as one mile per 10
minutes. When the spell reaches its objective, it swirls and remains until the
message is delivered. As with magic mouth, whispering wind cannot speak verbal
components, use command words, or activate magical effects.

Wind Walk
Transmutation
Level: Clr 6, Drd 7
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: The character and one touched creature/ three levels
Duration: 1 hour/level (D)
Saving Throw: No and Will negates (harmless)
Spell Resistance: No and Yes (harmless)
The character alters the substance of the character's body to a cloudlike vapor
and move through the air, possibly at great speed. The character can take other
creatures with the character, each of which acts independently.
A magical wind wafts a wind walker along at up to 600 feet per round (60 mph) or
as slow as 5 feet per round (1/2 mph), as the walker wills. Wind walkers are not
invisible but rather appear misty and translucent. If fully clothed in white,
they are 80% likely to be mistaken for clouds, fog, vapors, etc.
A wind walker can regain her physical form as desired and later resume the cloud
form. Each change to and from vaporous form requires 5 rounds. The character,
however, may dismiss the spell, ending it immediately. The character may even
dismiss it for individual wind walkers and not others. While in vaporous form,
subjects gain damage reduction 20/+1, though they may sustain damage from high
winds (as determined by the DM). No spellcasting is possible in vaporous form.
For the last minute of the spell, a wind walker automatically descends 60 feet
per round (for a total of 600 feet), though she may descend faster if she
wishes. This descent serves as a warning that the spell is about to end.

Wind Wall
Evocation
Level: Air 2, Brd 3, Clr 3, Rgr 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None (see text)
Spell Resistance: Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of
considerable strength. It is a roaring blast sufficient to blow away any bird
smaller than an eagle or tear papers and similar materials from unsuspecting
hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose materials
and cloth garments fly upward when caught in a wind wall. Arrows and bolts are
deflected upward and miss, while any other normal ranged weapon passing through
the wall suffers a 30% miss chance. (A giant-thrown boulder, a siege projectile,
and other massive ranged weapons are not affected.) Gases, most gaseous breath
weapons, and creatures in gaseous form cannot pass through the wall (although it
is no barrier to incorporeal creatures).
While the wall must be vertical, the character can shape it in any continuous
path along the ground that the character likes. It is possible to create
cylindrical or square wind walls to enclose specific points. A 5th-level caster
can create a wall up to 50 feet long and up to 25 feet high, which is sufficient
to form a cylinder of wind 15 feet in diameter.

Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking
aloud, the character can alter reality to better suit the character. Even wish,
however, has its limits.
A wish can do any one of the following:
Duplicate any wizard or sorcerer spell of 8th level or lower, provided the
spell is not from a school prohibited to the character.
Duplicate any other spell of 6th level or lower, provided the spell is not
from a school prohibited to the character.
Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s from
a prohibited school.
Duplicate any other spell of 5th level or lower even if it’s from a prohibited
school.
Undo the harmful effects of many other spells, such as geas/quest or insanity.

Create a valuable item, even a magic item, of up to 15,000 gp in value.
Grant a creature a +1 inherent bonus to an ability score. Two to five wish
spells cast in immediate succession can grant a creature a +2 to +5 inherent
bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3
inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot
be dispelled. Note: An inherent bonus may not exceed +5 for a single ability
score, and inherent bonuses to a particular ability score do not stack, so
only the best one applies.
Remove injuries and afflictions. A single wish can aid one creature per caster
level, and all subjects must be cured of the same type of affliction. For
example, the character could heal all the damage the character's party has
suffered, or remove all the poison effects from the party, but not do both
with the same wish. A wish can never restore the experience point loss from
casting a spell or the level or Constitution loss from being raised from the
dead.
Revive the dead. A wish can bring a dead creature back to life by duplicating
a resurrection spell. A wish can revive a dead creature whose body has been
destroyed, but the feat takes two wishes, one to recreate the body and another
to infuse the body with life again. A wish cannot prevent a character who was
brought back to life from losing an experience level.
Transport travelers. A wish can lift one creature per caster level from
anywhere on any plane and place these creatures anywhere else on any plane
regardless of local conditions. An unwilling target gets a Will save to negate
and SR.
Undo misfortune. A wish can undo a single recent event. The wish forces a
reroll of any roll made within the last round (including the character's last
turn). Reality reshapes itself to accommodate the new result. For example, the
wish could undo an opponent’s successful save, a foe’s successful critical hit
(either the attack roll or the critical roll), a friend’s failed save, and so
on. The reroll, however, may be as bad as or worse than the original roll. An
unwilling target gets a Will save to negate and SR.
The character may wish for greater effects than these, but doing so is
dangerous. Such a wish gives the opportunity to fulfill the character's request
without fulfilling it completely. (The wish may pervert the character's intent
into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and SR as normal (but save DCs are for 9th-level
spells). When a wish duplicates a spell that has an XP cost, the character must
pay 5,000 XP or that cost, whichever is more. When a wish duplicates a spell
with a material component that costs more than 10,000 gp, the character must
provide that component.
XP Cost: 5,000 XP or more (see above).

Wood Shape
Transmutation
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Wood shape enables the character to form one existing piece of wood into any
shape that suits the character's purpose. For example, the character can make a
wooden weapon, fashion a special trapdoor, or sculpt a crude idol. This spell
also permits the character to reshape a wood door to make an exit where one
didn’t exist or to seal a door shut. While it is possible to make crude coffers,
doors, and so forth, fine detail isn’t possible. There is a 30% chance that any
shape that includes moving parts simply doesn’t work.

Word of Chaos
Evocation [Chaotic, Sonic]
Level: Chaos 7, Clr 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Uttering word of chaos creates two effects:
If the character is on the character's home plane, nonchaotic extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 1 day. This effect takes place
regardless of whether the creatures hear the word of chaos.
Creatures native to the character's plane who hear the word of chaos and are not
chaotic suffer the following ill effects:
HD Effect
-- ------
12 or more Deafened
Less than 12 Stunned, deafened
Less than 8 Confused, stunned, deafened
Less than 4 Killed, confused, stunned, deafened
The effects are cumulative.
Deafened: The creature is struck deaf (see blindness/deafness) for 1d4 rounds.
Stunned: The creature is stunned for 1 round. A stunned creature can’t act and
loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.
Confused: The creature is confused, as by the confusion spell, for 1d10 minutes.
This is a mind-affecting enchantment.
Killed: Living creatures die. Undead creatures are destroyed.

Word of Recall
Transmutation [Teleportation]
Level: Clr 6, Drd 8
Components: V
Casting Time: 1 action
Range: Unlimited
Target: The character and objects and willing creatures totaling up to 50
lb./level
Duration: Instantaneous
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
Word of recall teleports the character instantly back to the character's
sanctuary when the word is uttered. The character must designate the sanctuary
when the character prepares the spell, and it must be a very familiar place. The
actual point of arrival is a designated area no larger than 10 feet by 10 feet.
The character can be transported any distance within a plane but cannot travel
between planes. The character can transport, in addition to him or herself,
objects and creatures weighing up to 50 pounds per caster level. Thus, a
15th-level cleric could transport his person and objects or creatures weighing
an additional 750 pounds. Exceeding this limit causes the spell to fail.
An unwilling creature can’t be teleported by word of recall. Likewise, a
creature’s Will save (or SR) prevents items in its possession from being
teleported. Unattended, nonmagical objects receive no saving throw.

Zone of Truth
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius/level emanation
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter it) can’t speak any
deliberate and intentional lies. Creatures are allowed a save to avoid the
effects when the spell is cast or when they first enter the emanation area.
Affected creatures are aware of this enchantment. Therefore, they may avoid
answering questions to which they would normally respond with a lie, or they may
be evasive as long as they remain within the boundaries of the truth. Creatures
who leave the area are free to speak as they choose.


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