Revision: 353
Author: todd.chambery
Date: Wed Oct 7 14:50:49 2009
Log: spells
http://code.google.com/p/charactermanager/source/detail?r=353
Modified:
/trunk/charmgrjs/skills.js
/trunk/charmgrjs/spells.js
=======================================
--- /trunk/charmgrjs/skills.js Tue Oct 6 19:30:33 2009
+++ /trunk/charmgrjs/skills.js Wed Oct 7 14:50:49 2009
@@ -93,6 +93,7 @@
return synergy_mod;
}
+var languages =
["Abyssal", "Aquan", "Auran", "Celestial", "Common", "Draconic", "Druidic", "Dwarven", "Elven", "Giant", "Gnome", "Gnoll", "Halfling", "Ignan", "Infernal", "Orc", "Sylvan", "Terran", "Undercommon"];
var skills = new TAFFY([{
id: 0,
name: "Appraise",
=======================================
--- /trunk/charmgrjs/spells.js Tue Oct 6 19:30:33 2009
+++ /trunk/charmgrjs/spells.js Wed Oct 7 14:50:49 2009
@@ -2192,7 +2192,7 @@
save: "-",
sr: "Yes",
phb: 221,
- detail: "A green ray springs from your outstretched hand. You must
make a ranged touch attack to hit the target. Any creature or object struck
by the ray is covered with a shimmering emerald field that com-pletely
blocks extradimensional travel. Forms of movement barred by a
<i>dimensional anchor</i> include <i>astral projection</i>, <i>blink</i>,
<i>dimension door</i>, <i>ethereal jaunt</i>, <i>etherealness</i>,
<i>gate</i>, <i>maze</i>, <i>plane shift</i>, <i>shadow walk</i>,
<i>teleport</i>, and similar spell-like or psionic abilities. The spell
also prevents the use of a <i>gate</i> or <i>teleportation circle</i> for
the duration of the spell. <p class=sub>A <i>dimensional anchor</i> does
not interfere with the movement of creatures already in ethereal or astral
form when the spell is cast, nor does it block extradimensional perception
or attack forms, such as a basilisk’s gaze. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning
spell."
+ detail: "A green ray springs from your outstretched hand. You must
make a ranged touch attack to hit the target. Any creature or object struck
by the ray is covered with a shimmering emerald field that com-pletely
blocks extradimensional travel. Forms of movement barred by a
<i>dimensional anchor</i> include <i>astral projection</i>, <i>blink</i>,
<i>dimension door</i>, <i>ethereal jaunt</i>, <i>etherealness</i>,
<i>gate</i>, <i>maze</i>, <i>plane shift</i>, <i>shadow walk</i>,
<i>teleport</i>, and similar spell-like or psionic abilities. The spell
also prevents the use of a <i>gate</i> or <i>teleportation circle</i> for
the duration of the spell. <p class=sub>A <i>dimensional anchor</i> does
not interfere with the movement of creatures already in ethereal or astral
form when the spell is cast, nor does it block extradimensional perception
or attack forms, such as a basilisk's gaze. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning
spell."
}, {
id: 144,
name: "Dimensional Lock",
@@ -2207,7 +2207,7 @@
save: "-",
sr: "Yes",
phb: 221,
- detail: "You create a shimmering emerald barrier that completely
blocks extradimensional travel. Forms of movement barred include <i>astral
projection</i>, <i>blink</i>, <i>dimension door</i>, <i>ethereal jaunt</i>,
<i>etherealness</i>, <i>gate</i>, <i>maze</i>, <i>plane shift</i>,
<i>shadow walk</i>, <i>teleport</i>, and similar spell-like or psionic
abilities. Once <i>dimensional lock</i> is in place, extradimensional
travel into or out of the area is not possible. <p class=sub>A
<i>dimensional lock</i> does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it
block extradimensional perception or attack forms, such as a basilisk’s
gaze. Also, the spell does not prevent summoned creatures from disappearing
at the end of a summoning spell."
+ detail: "You create a shimmering emerald barrier that completely
blocks extradimensional travel. Forms of movement barred include <i>astral
projection</i>, <i>blink</i>, <i>dimension door</i>, <i>ethereal jaunt</i>,
<i>etherealness</i>, <i>gate</i>, <i>maze</i>, <i>plane shift</i>,
<i>shadow walk</i>, <i>teleport</i>, and similar spell-like or psionic
abilities. Once <i>dimensional lock</i> is in place, extradimensional
travel into or out of the area is not possible. <p class=sub>A
<i>dimensional lock</i> does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it
block extradimensional perception or attack forms, such as a basilisk's
gaze. Also, the spell does not prevent summoned creatures from disappearing
at the end of a summoning spell."
}, {
id: 145,
name: "Diminish Plants",
@@ -2252,7 +2252,7 @@
save: "-",
sr: "-",
phb: 222,
- detail: "A <i>discern location</i> spell is among the most powerful
means of locating creatures or objects. Nothing short of a <i>mind
blank</i> spell or the direct intervention of a deity keeps you from
learning the exact location of a single individual or object. <i>Discern
location</i> circumvents normal means of protection from scrying or
location. The spell reveals the name of the creature or object’s location
(place, name, business name, building name, or the like), community, county
(or similar political division), country, continent, and the plane of
existence where the target lies. <p class=sub>To find a creature with the
spell, you must have seen the creature or have some item that once belonged
to it. To find an object, you must have touched it at least once."
+ detail: "A <i>discern location</i> spell is among the most powerful
means of locating creatures or objects. Nothing short of a <i>mind
blank</i> spell or the direct intervention of a deity keeps you from
learning the exact location of a single individual or object. <i>Discern
location</i> circumvents normal means of protection from scrying or
location. The spell reveals the name of the creature or object's location
(place, name, business name, building name, or the like), community, county
(or similar political division), country, continent, and the plane of
existence where the target lies. <p class=sub>To find a creature with the
spell, you must have seen the creature or have some item that once belonged
to it. To find an object, you must have touched it at least once."
}, {
id: 148,
name: "Disguise Self",
@@ -2282,7 +2282,7 @@
save: "Fort part",
sr: "Yes",
phb: 222,
- detail: "A thin, green ray springs from your pointing finger. You must
make a successful ranged touch attack to hit. Any creature struck by the
ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any
creature reduced to 0 or fewer hit points by this spell is entirely
disintegrated, leaving behind only a trace of fine dust. A disintegrated
creature’s equipment is unaffected. <p class=sub>When used against an
object, the ray simply disintegrates as much as one 10- foot cube of
nonliving matter. Thus, the spell disintegrates only part of any very large
object or structure targeted. The ray affects even objects constructed
entirely of force, such as <i>Bigby’s forceful hand</i> or a <i>wall of
force</i>, but not magical effects such as a <i>globe of
invulnerability</i> or an <i>antimagic field</i>. <p class=sub>A creature
or object that makes a successful Fortitude save is partially affected,
taking only 5d6 points of damage. If this damage reduces the creature or
object to 0 or fewer hit points, it is entirely disintegrated. <p
class=sub>Only the first creature or object struck can be affected; that
is, the ray affects only one target per casting. <p class=sub><i>Arcane
Material Component</i>: A lodestone and a pinch of dust."
+ detail: "A thin, green ray springs from your pointing finger. You must
make a successful ranged touch attack to hit. Any creature struck by the
ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any
creature reduced to 0 or fewer hit points by this spell is entirely
disintegrated, leaving behind only a trace of fine dust. A disintegrated
creature's equipment is unaffected. <p class=sub>When used against an
object, the ray simply disintegrates as much as one 10- foot cube of
nonliving matter. Thus, the spell disintegrates only part of any very large
object or structure targeted. The ray affects even objects constructed
entirely of force, such as <i>Bigby's forceful hand</i> or a <i>wall of
force</i>, but not magical effects such as a <i>globe of
invulnerability</i> or an <i>antimagic field</i>. <p class=sub>A creature
or object that makes a successful Fortitude save is partially affected,
taking only 5d6 points of damage. If this damage reduces the creature or
object to 0 or fewer hit points, it is entirely disintegrated. <p
class=sub>Only the first creature or object struck can be affected; that
is, the ray affects only one target per casting. <p class=sub><i>Arcane
Material Component</i>: A lodestone and a pinch of dust."
}, {
id: 150,
name: "Dismissal",
@@ -2297,7 +2297,7 @@
save: "Will negs",
sr: "Yes",
phb: 222,
- detail: "This spell forces an extraplanar creature back to its proper
plane if it fails a special Will save (DC = spell’s save DC - creature’s HD
+ your caster level). If the spell is successful, the creature is instantly
whisked away, but there is a 20% chance of actually sending the subject to
a plane other than its own."
+ detail: "This spell forces an extraplanar creature back to its proper
plane if it fails a special Will save (DC = spell's save DC - creature's HD
+ your caster level). If the spell is successful, the creature is instantly
whisked away, but there is a 20% chance of actually sending the subject to
a plane other than its own."
}, {
id: 151,
name: "Dispel Chaos",
@@ -2327,7 +2327,7 @@
save: "Special",
sr: "Sp",
phb: 222,
- detail: "Shimmering, white, holy energy surrounds you. This power has
three effects. <p class=sub>First, you gain a +4 deflection bonus to AC
against attacks by evil creatures. <p class=sub>Second, on making a
successful melee touch attack against an evil creature from another plane,
you can choose to drive that creature back to its home plane. The creature
can negate the effects with a successful Will save (spell resistance
applies). This use discharges and ends the spell. <p class=sub><i>Third,
with a touch you can automatically dispel any one enchantment spell cast by
an evil creature or any one evil spell. <i>Exception</i></i>: Spells that
can’t be dispelled by <i>dispel magic</i> also can’t be dispelled by
<i>dispel evil</i>. Saving throws and spell resistance do not apply to this
effect. This use discharges and ends the spell."
+ detail: "Shimmering, white, holy energy surrounds you. This power has
three effects. <p class=sub>First, you gain a +4 deflection bonus to AC
against attacks by evil creatures. <p class=sub>Second, on making a
successful melee touch attack against an evil creature from another plane,
you can choose to drive that creature back to its home plane. The creature
can negate the effects with a successful Will save (spell resistance
applies). This use discharges and ends the spell. <p class=sub><i>Third,
with a touch you can automatically dispel any one enchantment spell cast by
an evil creature or any one evil spell. <i>Exception</i></i>: Spells that
can't be dispelled by <i>dispel magic</i> also can't be dispelled by
<i>dispel evil</i>. Saving throws and spell resistance do not apply to this
effect. This use discharges and ends the spell."
}, {
id: 153,
name: "Dispel Good",
@@ -2372,7 +2372,7 @@
save: "-",
sr: "-",
phb: 223,
- detail: "Because magic is so powerful, so too is the ability to dispel
magic. You can use dispel magic to end ongoing spells that have been cast
on a creature or object, to temporarily suppress the magical abilities of a
magic item, to end ongoing spells (or at least their effects) within an
area, or to counter another spellcaster’s spell. A dispelled spell ends as
if its duration had expired. Some spells, as detailed in their
descriptions, can’t be defeated by dispel magic. <i>Dispel magic</i> can
dispel (but not counter) spell-like effects just as it does spells. <p
class=sub><i>Note</i>: The effect of a spell with an instantaneous duration
can’t be dispelled, because the magical effect is already over before the
<i>dispel magic</i> can take effect. Thus, you can’t use <i>dispel
magic</i> to repair damage caused by a <i>fireball</i> or to turn a
petrified character back to flesh. In these cases, the magic has departed,
leaving only burned flesh or perfectly normal stone in its wake. <p
class=sub><i>You choose to use <i>dispel magic</i> in one of three
ways</i>: a targeted dispel, an area dispel, or a counterspell: <p
class=sub><i>Targeted Dispel</i>: One object, creature, or spell is the
target of the <i>dispel magic</i> spell. You make a dispel check (1d20 +
your caster level, maximum +10) against the spell or against each ongoing
spell currently in effect on the object or creature. The DC for this dispel
check is 11 + the spell’s caster level. <p class=sub>For example, Mialee,
at 5th level, targets dispel magic on a drow who is under the effects of
<i>haste</i>, <i>mage armor</i>, and <i>bull’s strength</i>. All three
spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel
check (1d20 + 5 against DC 18) three times, once each for the <i>haste</i>,
<i>mage armor</i>, and <i>bull’s strength</i> effects. If she succeeds on a
particular check, that spell is dispelled (the drow’s spell resistance
doesn’t help him); if she fails, that spell remains in effect. <p
class=sub>If you target an object or creature that is the effect of an
ongoing spell (such as a monster summoned by <i>monster summoning</i>), you
make a dispel check to end the spell that conjured the object or creature.
<p class=sub><i>If the object that you target is a magic item, you make a
dispel check against the item’s caster level. If you succeed, all the
item’s magical properties are suppressed for 1d4 rounds, after which the
item recovers on its own. A suppressed item becomes nonmagical for the
duration of the effect. An interdimensional interface (such as a <i>bag of
holding</i>) is temporarily closed. A magic item’s physical properties are
unchanged</i>: A suppressed magic sword is still a sword (a masterwork
sword, in fact). Artifacts and deities are unaffected by mortal magic such
as this. <p class=sub>You automatically succeed on your dispel check
against any spell that you cast yourself. <p class=sub><i>Area Dispel</i>:
When <i>dispel magic</i> is used in this way, the spell affects everything
within a 20-foot radius. <p class=sub>For each creature within the area
that is the subject of one or more spells, you make a dispel check against
the spell with the highest caster level. If that check fails, you make
dispel checks against progressively weaker spells until you dispel one
spell (which discharges the <i>dispel magic</i> spell so far as that target
is concerned) or until you fail all your checks. The creature’s magic items
are not affected. <p class=sub>For each object within the area that is the
target of one or more spells, you make dispel checks as with creatures.
Magic items are not affected by an area dispel. <p class=sub>For each
ongoing area or effect spell whose point of origin is within the area of
the <i>dispel magic</i> spell, you can make a dispel check to dispel the
spell. <p class=sub>For each ongoing spell whose area overlaps that of the
<i>dispel magic</i> spell, you can make a dispel check to end the effect,
but only within the overlapping area. <p class=sub>If an object or creature
that is the effect of an ongoing spell (such as a monster summoned by
<i>monster summoning</i>) is in the area, you can make a dispel check to
end the spell that conjured that object or creature (returning it whence it
came) in addition to attempting to dispel spells targeting the creature or
object. <p class=sub>You may choose to automatically succeed on dispel
checks against any spell that you have cast. <p
class=sub><i>Counterspell</i>: When <i>dispel magic</i> is used in this
way, the spell targets a spellcaster and is cast as a counterspell (page
170). Unlike a true counterspell, however, <i>dispel magic</i> may not
work; you must make a dispel check to counter the other spellcaster’s
spell. "
+ detail: "Because magic is so powerful, so too is the ability to dispel
magic. You can use dispel magic to end ongoing spells that have been cast
on a creature or object, to temporarily suppress the magical abilities of a
magic item, to end ongoing spells (or at least their effects) within an
area, or to counter another spellcaster's spell. A dispelled spell ends as
if its duration had expired. Some spells, as detailed in their
descriptions, can't be defeated by dispel magic. <i>Dispel magic</i> can
dispel (but not counter) spell-like effects just as it does spells. <p
class=sub><i>Note</i>: The effect of a spell with an instantaneous duration
can't be dispelled, because the magical effect is already over before the
<i>dispel magic</i> can take effect. Thus, you can't use <i>dispel
magic</i> to repair damage caused by a <i>fireball</i> or to turn a
petrified character back to flesh. In these cases, the magic has departed,
leaving only burned flesh or perfectly normal stone in its wake. <p
class=sub><i>You choose to use <i>dispel magic</i> in one of three
ways</i>: a targeted dispel, an area dispel, or a counterspell: <p
class=sub><i>Targeted Dispel</i>: One object, creature, or spell is the
target of the <i>dispel magic</i> spell. You make a dispel check (1d20 +
your caster level, maximum +10) against the spell or against each ongoing
spell currently in effect on the object or creature. The DC for this dispel
check is 11 + the spell's caster level. <p class=sub>For example, Mialee,
at 5th level, targets dispel magic on a drow who is under the effects of
<i>haste</i>, <i>mage armor</i>, and <i>bull's strength</i>. All three
spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel
check (1d20 + 5 against DC 18) three times, once each for the <i>haste</i>,
<i>mage armor</i>, and <i>bull's strength</i> effects. If she succeeds on a
particular check, that spell is dispelled (the drow's spell resistance
doesn't help him); if she fails, that spell remains in effect. <p
class=sub>If you target an object or creature that is the effect of an
ongoing spell (such as a monster summoned by <i>monster summoning</i>), you
make a dispel check to end the spell that conjured the object or creature.
<p class=sub><i>If the object that you target is a magic item, you make a
dispel check against the item's caster level. If you succeed, all the
item's magical properties are suppressed for 1d4 rounds, after which the
item recovers on its own. A suppressed item becomes nonmagical for the
duration of the effect. An interdimensional interface (such as a <i>bag of
holding</i>) is temporarily closed. A magic item's physical properties are
unchanged</i>: A suppressed magic sword is still a sword (a masterwork
sword, in fact). Artifacts and deities are unaffected by mortal magic such
as this. <p class=sub>You automatically succeed on your dispel check
against any spell that you cast yourself. <p class=sub><i>Area Dispel</i>:
When <i>dispel magic</i> is used in this way, the spell affects everything
within a 20-foot radius. <p class=sub>For each creature within the area
that is the subject of one or more spells, you make a dispel check against
the spell with the highest caster level. If that check fails, you make
dispel checks against progressively weaker spells until you dispel one
spell (which discharges the <i>dispel magic</i> spell so far as that target
is concerned) or until you fail all your checks. The creature's magic items
are not affected. <p class=sub>For each object within the area that is the
target of one or more spells, you make dispel checks as with creatures.
Magic items are not affected by an area dispel. <p class=sub>For each
ongoing area or effect spell whose point of origin is within the area of
the <i>dispel magic</i> spell, you can make a dispel check to dispel the
spell. <p class=sub>For each ongoing spell whose area overlaps that of the
<i>dispel magic</i> spell, you can make a dispel check to end the effect,
but only within the overlapping area. <p class=sub>If an object or creature
that is the effect of an ongoing spell (such as a monster summoned by
<i>monster summoning</i>) is in the area, you can make a dispel check to
end the spell that conjured that object or creature (returning it whence it
came) in addition to attempting to dispel spells targeting the creature or
object. <p class=sub>You may choose to automatically succeed on dispel
checks against any spell that you have cast. <p
class=sub><i>Counterspell</i>: When <i>dispel magic</i> is used in this
way, the spell targets a spellcaster and is cast as a counterspell (page
170). Unlike a true counterspell, however, <i>dispel magic</i> may not
work; you must make a dispel check to counter the other spellcaster's
spell. "
}, {
id: 156,
name: "Dispel Magic, Greater",
@@ -2387,7 +2387,7 @@
save: "-",
sr: "-",
phb: 223,
- detail: "This spell functions like <i>dispel magic</i>, except that
the maximum caster level on your dispel check is +20 instead of +10.
Additionally, <i>greater dispel magic</i> has a chance to dispel any effect
that <i>remove curse</i> can remove, even if <i>dispel magic</i> can’t
dispel that effect."
+ detail: "This spell functions like <i>dispel magic</i>, except that
the maximum caster level on your dispel check is +20 instead of +10.
Additionally, <i>greater dispel magic</i> has a chance to dispel any effect
that <i>remove curse</i> can remove, even if <i>dispel magic</i> can't
dispel that effect."
}, {
id: 157,
name: "Displacement",
@@ -2447,7 +2447,7 @@
save: "-",
sr: "-",
phb: 224,
- detail: "Similar to <i>augury</i> but more powerful, a
<i>divination</i> spell can provide you with a useful piece of advice in
reply to a question concerning a specific goal, event, or activity that is
to occur within one week. The advice can be as simple as a short phrase, or
it might take the form of a cryptic rhyme or omen. <p class=sub><i>For
example, suppose the question is “Will we do well if we venture into the
ruined temple of Erythnul?” The DM knows that a terrible troll guarding
10,000 gp and a <i>+1 shield</i> lurks near the entrance but estimates that
your party could beat the troll after a hard fight. Therefore the
<i>divination</i> response might be</i>: “Ready oil and open flame light
your way to wealth.” In all cases, the DM controls what information you
receive. If your party doesn’t act on the information, the conditions may
change so that the information is no longer useful. (For example, the troll
could move away and take the treasure with it.) <p class=sub>The base
chance for a correct <i>divination</i> is 70% + 1% per caster level, to a
maximum of 90%. The DM adjusts the chance if unusual circumstances require
it (if, for example, unusual precautions against divination spells have
been taken). If the dice roll fails, you know the spell failed, unless
specific magic yielding false information is at work. <p class=sub>As with
<i>augury</i>, multiple <i>divinations</i> about the same topic by the same
caster use the same dice result as the first <i>divination</i> spell and
yield the same answer each time. <p class=sub><i>Material Component</i>:
Incense and a sacrificial offering appropriate to your religion, together
worth at least 25 gp."
+ detail: "Similar to <i>augury</i> but more powerful, a
<i>divination</i> spell can provide you with a useful piece of advice in
reply to a question concerning a specific goal, event, or activity that is
to occur within one week. The advice can be as simple as a short phrase, or
it might take the form of a cryptic rhyme or omen. <p class=sub><i>For
example, suppose the question is “Will we do well if we venture into the
ruined temple of Erythnul?” The DM knows that a terrible troll guarding
10,000 gp and a <i>+1 shield</i> lurks near the entrance but estimates that
your party could beat the troll after a hard fight. Therefore the
<i>divination</i> response might be</i>: “Ready oil and open flame light
your way to wealth.” In all cases, the DM controls what information you
receive. If your party doesn't act on the information, the conditions may
change so that the information is no longer useful. (For example, the troll
could move away and take the treasure with it.) <p class=sub>The base
chance for a correct <i>divination</i> is 70% + 1% per caster level, to a
maximum of 90%. The DM adjusts the chance if unusual circumstances require
it (if, for example, unusual precautions against divination spells have
been taken). If the dice roll fails, you know the spell failed, unless
specific magic yielding false information is at work. <p class=sub>As with
<i>augury</i>, multiple <i>divinations</i> about the same topic by the same
caster use the same dice result as the first <i>divination</i> spell and
yield the same answer each time. <p class=sub><i>Material Component</i>:
Incense and a sacrificial offering appropriate to your religion, together
worth at least 25 gp."
}, {
id: 161,
name: "Divine Favor",
@@ -2462,7 +2462,7 @@
save: "-",
sr: "-",
phb: 224,
- detail: "Calling upon the strength and wisdom of a deity, you gain a
+1 luck bonus on attack and weapon damage rolls for every three caster
levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell
damage."
+ detail: "Calling upon the strength and wisdom of a deity, you gain a
+1 luck bonus on attack and weapon damage rolls for every three caster
levels you have (at least +1, maximum +6). The bonus doesn't apply to spell
damage."
}, {
id: 162,
name: "Divine Power",
@@ -2492,7 +2492,7 @@
save: "Will negs",
sr: "Yes",
phb: 224,
- detail: "You can enchant an animal and direct it with simple commands
such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands
(including an order to attack a creature two or more size categories larger
than the <i>dominated</i> animal) are simply ignored. <p
class=sub><i>Dominate animal</i> establishes a mental link between you and
the subject creature. The animal can be directed by silent mental command
as long as it remains in range. You need not see the creature to control
it. You do not receive direct sensory input from the creature, but you know
what it is experiencing. Because you are directing the animal with your own
intelligence, it may be able to undertake actions normally beyond its own
comprehension. You need not concentrate exclusively on controlling the
creature unless you are trying to direct it to do something it normally
couldn’t do. Changing your instructions or giving a dominated creature a
new command is the equivalent of redirecting a spell, so it is a move
action."
+ detail: "You can enchant an animal and direct it with simple commands
such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands
(including an order to attack a creature two or more size categories larger
than the <i>dominated</i> animal) are simply ignored. <p
class=sub><i>Dominate animal</i> establishes a mental link between you and
the subject creature. The animal can be directed by silent mental command
as long as it remains in range. You need not see the creature to control
it. You do not receive direct sensory input from the creature, but you know
what it is experiencing. Because you are directing the animal with your own
intelligence, it may be able to undertake actions normally beyond its own
comprehension. You need not concentrate exclusively on controlling the
creature unless you are trying to direct it to do something it normally
couldn't do. Changing your instructions or giving a dominated creature a
new command is the equivalent of redirecting a spell, so it is a move
action."
}, {
id: 164,
name: "Dominate Monster",
@@ -2522,7 +2522,7 @@
save: "Will negs",
sr: "Yes",
phb: 224,
- detail: "You can control the actions of any humanoid creature through
a telepathic link that you establish with the subject’s mind. If you and
the subject have a common language, you can generally force the subject to
perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come
here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can
it communicate with you telepathically. <p class=sub>Once you have given a
<i>dominated</i> crea-ture a command, it continues to attempt to carry out
that command to the exclusion of all other activities except those
necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC
15 (rather than DC 25) can determine that the subject’s behavior is being
influenced by an enchantment effect (see the Sense Motive skill
description, page 81). <p class=sub>Changing your instructions or giving a
dominated creature a new command is the equivalent of redirecting a spell,
so it is a move action. <p class=sub>By concentrating fully on the spell (a
standard action), you can receive full sensory input as interpreted by the
mind of the subject, though it still can’t communicate with you. You can’t
actually see through the subject’s eyes, so it’s not as good as being there
yourself, but you still get a good idea of what’s going on (the subject is
walking through a smelly courtyard, the subject is talking to a guard, the
guard looks suspicious, and so forth). <p class=sub>Subjects resist this
control, and any subject forced to take actions against its nature receives
a new saving throw with a +2 bonus. Obviously self-destructive orders are
not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same
plane. You need not see the subject to control it.<p class=sub>If you don’t
spend at least 1 round con-centrating on the spell each day, the subject
receives a new saving throw to throw off the domination. <p
class=sub><i>Protection from evil</i> or a similar spell can prevent you
from exercising control or using the telepathic link while the subject is
so warded, but such an effect neither prevents the establishment of
dominationnor dispels it."
+ detail: "You can control the actions of any humanoid creature through
a telepathic link that you establish with the subject's mind. If you and
the subject have a common language, you can generally force the subject to
perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come
here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can
it communicate with you telepathically. <p class=sub>Once you have given a
<i>dominated</i> crea-ture a command, it continues to attempt to carry out
that command to the exclusion of all other activities except those
necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC
15 (rather than DC 25) can determine that the subject's behavior is being
influenced by an enchantment effect (see the Sense Motive skill
description, page 81). <p class=sub>Changing your instructions or giving a
dominated creature a new command is the equivalent of redirecting a spell,
so it is a move action. <p class=sub>By concentrating fully on the spell (a
standard action), you can receive full sensory input as interpreted by the
mind of the subject, though it still can't communicate with you. You can't
actually see through the subject's eyes, so it's not as good as being there
yourself, but you still get a good idea of what's going on (the subject is
walking through a smelly courtyard, the subject is talking to a guard, the
guard looks suspicious, and so forth). <p class=sub>Subjects resist this
control, and any subject forced to take actions against its nature receives
a new saving throw with a +2 bonus. Obviously self-destructive orders are
not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same
plane. You need not see the subject to control it.<p class=sub>If you don't
spend at least 1 round con-centrating on the spell each day, the subject
receives a new saving throw to throw off the domination. <p
class=sub><i>Protection from evil</i> or a similar spell can prevent you
from exercising control or using the telepathic link while the subject is
so warded, but such an effect neither prevents the establishment of
dominationnor dispels it."
}, {
id: 166,
name: "Doom",
@@ -2567,7 +2567,7 @@
save: "-",
sr: "Yes",
phb: 225,
- detail: "You, or a messenger touched by you, sends a phantasmal
message to others in the form of a dream. At the beginning of the spell,
you must name the recipient or identify him or her by some title that
leaves no doubt as to identity. The messenger then enters a trance, appears
in the intended recipient’s dream, and delivers the message. The message
can be of any length, and the recipient remembers it perfectly upon waking.
The communi-cation is one-way. The recipient cannot ask questions or offer
information, nor can the messenger gain any information by observing the
dreams of the recipient. Once the message is delivered, the mes-senger’s
mind returns instantly to its body. The duration of the spell is the time
required for the messenger to enter the recipient’s dream and deliver the
message. <p class=sub>If the recipient is awake when the spell begins, the
messenger can choose to wake up (ending the spell) or remain in the trance.
The messenger can remain in the trance until the recipient goes to sleep,
then enter the recipient’s dream and de-liver the message as normal. A
messenger that is disturbed during the trance comes awake, ending the
spell. <p class=sub>Creatures who don’t sleep (such as elves, but not
half-elves) or don’t dream cannot be contacted by this spell. <p
class=sub>The messenger is unaware of its own surroundings or of the
activities around it while in the trance. It is defenseless both physically
and mentally (always fails any saving throw) while in the trance."
+ detail: "You, or a messenger touched by you, sends a phantasmal
message to others in the form of a dream. At the beginning of the spell,
you must name the recipient or identify him or her by some title that
leaves no doubt as to identity. The messenger then enters a trance, appears
in the intended recipient's dream, and delivers the message. The message
can be of any length, and the recipient remembers it perfectly upon waking.
The communi-cation is one-way. The recipient cannot ask questions or offer
information, nor can the messenger gain any information by observing the
dreams of the recipient. Once the message is delivered, the mes-senger's
mind returns instantly to its body. The duration of the spell is the time
required for the messenger to enter the recipient's dream and deliver the
message. <p class=sub>If the recipient is awake when the spell begins, the
messenger can choose to wake up (ending the spell) or remain in the trance.
The messenger can remain in the trance until the recipient goes to sleep,
then enter the recipient's dream and de-liver the message as normal. A
messenger that is disturbed during the trance comes awake, ending the
spell. <p class=sub>Creatures who don't sleep (such as elves, but not
half-elves) or don't dream cannot be contacted by this spell. <p
class=sub>The messenger is unaware of its own surroundings or of the
activities around it while in the trance. It is defenseless both physically
and mentally (always fails any saving throw) while in the trance."
}, {
id: 169,
name: "Eagle's Splendor",
@@ -2582,7 +2582,7 @@
save: "Will negs",
sr: "Yes",
phb: 225,
- detail: "The transmuted creature becomes more poised, articulate, and
personally forceful. The spell grants a +4 enhancement bonus to Charisma,
adding the usual benefits to Charisma-based skill checks and other uses of
the Charisma modifier. Sorcerers and bards (and other spellcasters who rely
on Charisma) affected by this spell do not gain any additional bonus spells
for the increased Charisma, but the save DCs for spells they cast while
under this spell’s effect do increase. <p class=sub><i>Arcane Material
Component</i>: A few feathers or a pinch of droppings from an eagle."
+ detail: "The transmuted creature becomes more poised, articulate, and
personally forceful. The spell grants a +4 enhancement bonus to Charisma,
adding the usual benefits to Charisma-based skill checks and other uses of
the Charisma modifier. Sorcerers and bards (and other spellcasters who rely
on Charisma) affected by this spell do not gain any additional bonus spells
for the increased Charisma, but the save DCs for spells they cast while
under this spell's effect do increase. <p class=sub><i>Arcane Material
Component</i>: A few feathers or a pinch of droppings from an eagle."
}, {
id: 170,
name: "Eagle's Splendor, Mass",
@@ -3092,7 +3092,7 @@
save: "-",
sr: "-",
phb: 231,
- detail: "You turn ammunition (such as arrows, bolts, shuriken, and
stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6
points of fire damage to any target it hits. A flaming projectile can
easily ignite a flammable object or structure, but it won’t ignite a
creature it strikes. <p class=sub><i>Material Component</>: A drop of oil
and a small piece of flint."
+ detail: "You turn ammunition (such as arrows, bolts, shuriken, and
stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6
points of fire damage to any target it hits. A flaming projectile can
easily ignite a flammable object or structure, but it won't ignite a
creature it strikes. <p class=sub><i>Material Component</>: A drop of oil
and a small piece of flint."
}, {
id: 204,
name: "Flame Blade",
@@ -3137,7 +3137,7 @@
save: "Ref negs",
sr: "Yes",
phb: 232,
- detail: "A burning globe of fire rolls in whichever direction you
point and burns those it strikes. It moves 30 feet per round. As part of
this movement, it can ascend or jump up to 30 feet to strike a target. If
it enters a space with a creature, it stops moving for the round and deals
2d6 points of fire damage to that creature, though a successful Reflex save
negates that damage. A flaming sphere rolls over barriers less than 4 feet
tall, such as furniture and low walls. It ignites flammable substances it
touches and illuminates the same area as a torch would. <p class=sub>The
sphere moves as long as you actively direct it (a move action for you);
otherwise, it merely stays at rest and burns. It can be extinguished by any
means that would put out a normal fire of its size. The surface of the
sphere has a spongy, yielding consistency and so does not cause damage
except by its flame. It cannot push aside unwilling creatures or batter
down large obstacles. A <i>flaming sphere</i> winks out if it exceeds the
spell’s range. <p class=sub><b>Arcane Material Component</b>: A bit of
tallow, a pinch of brimstone, and a dusting of powdered iron."
+ detail: "A burning globe of fire rolls in whichever direction you
point and burns those it strikes. It moves 30 feet per round. As part of
this movement, it can ascend or jump up to 30 feet to strike a target. If
it enters a space with a creature, it stops moving for the round and deals
2d6 points of fire damage to that creature, though a successful Reflex save
negates that damage. A flaming sphere rolls over barriers less than 4 feet
tall, such as furniture and low walls. It ignites flammable substances it
touches and illuminates the same area as a torch would. <p class=sub>The
sphere moves as long as you actively direct it (a move action for you);
otherwise, it merely stays at rest and burns. It can be extinguished by any
means that would put out a normal fire of its size. The surface of the
sphere has a spongy, yielding consistency and so does not cause damage
except by its flame. It cannot push aside unwilling creatures or batter
down large obstacles. A <i>flaming sphere</i> winks out if it exceeds the
spell's range. <p class=sub><b>Arcane Material Component</b>: A bit of
tallow, a pinch of brimstone, and a dusting of powdered iron."
}, {
id: 207,
name: "Flare",
@@ -3197,7 +3197,7 @@
save: "-",
sr: "-",
phb: 232,
- detail: "A bank of fog billows out from the point you designate. The
fog obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker
can’t use sight to locate the target). <p class=sub>A moderate wind (11+
mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the
fog in 1 round. <p class=sub>The spell does not function underwater."
+ detail: "A bank of fog billows out from the point you designate. The
fog obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures
farther away have total concealment (50% miss chance, and the attacker
can't use sight to locate the target). <p class=sub>A moderate wind (11+
mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the
fog in 1 round. <p class=sub>The spell does not function underwater."
}, {
id: 211,
name: "Forbiddance",
@@ -3212,7 +3212,7 @@
save: "Special",
sr: "Yes",
phb: 232,
- detail: "<i>Forbiddance</i> seals an area against all planar travel
into or within it. This includes all teleportation spells (such as
<i>dimension door</i> and <i>teleport</i>), <i>plane shifting</i>, astral
travel, ethereal travel, and all summoning spells. Such effects simply fail
automatically. <p class=sub>In addition, it damages entering creatures
whose alignments are different from yours. The effect on those attempting
to enter the warded area is based on their alignment relative to yours (see
below). A creature inside the area when the spell is cast takes no damage
unless it exits the area and attempts to reenter, at which time it is
affected as normal. <p class=sub><i>Alignments identical</i>: No effect.
The creature may enter the area freely (although not by planar travel). <p
class=sub><i>Alignments different with respect to either law/chaos or
good/evil</i>: The creature takes 6d6 points of damage. A successful Will
save halves the damage, and spell resistance applies. <p
class=sub><i>Alignments different with respect to both law/chaos and
good/evil</i>: The creature takes 12d6 points of damage. A successful Will
save halves the damage, and spell resistance applies. <p class=sub>At your
option, the abjuration can include a password, in which case creatures of
alignments different from yours can avoid the damage by speaking the
password as they enter the area. You must select this option (and the
password) at the time of casting. <p class=sub><i>Dispel magic</i> does not
dispel a <i>forbiddance</i> effect unless the dispeller’s level is at least
as high as your caster level. <p class=sub>You can’t have multiple
overlapping <i>forbiddance</i> effects. In such a case, the more recent
effect stops at the boundary of the older effect. <p class=sub><i>Material
Component</i>: A sprinkling of holy water and rare incenses worth at least
1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this
requires the burning of additional rare incenses worth at least 1,000 gp,
plus 1,000 gp per 60-foot cube."
+ detail: "<i>Forbiddance</i> seals an area against all planar travel
into or within it. This includes all teleportation spells (such as
<i>dimension door</i> and <i>teleport</i>), <i>plane shifting</i>, astral
travel, ethereal travel, and all summoning spells. Such effects simply fail
automatically. <p class=sub>In addition, it damages entering creatures
whose alignments are different from yours. The effect on those attempting
to enter the warded area is based on their alignment relative to yours (see
below). A creature inside the area when the spell is cast takes no damage
unless it exits the area and attempts to reenter, at which time it is
affected as normal. <p class=sub><i>Alignments identical</i>: No effect.
The creature may enter the area freely (although not by planar travel). <p
class=sub><i>Alignments different with respect to either law/chaos or
good/evil</i>: The creature takes 6d6 points of damage. A successful Will
save halves the damage, and spell resistance applies. <p
class=sub><i>Alignments different with respect to both law/chaos and
good/evil</i>: The creature takes 12d6 points of damage. A successful Will
save halves the damage, and spell resistance applies. <p class=sub>At your
option, the abjuration can include a password, in which case creatures of
alignments different from yours can avoid the damage by speaking the
password as they enter the area. You must select this option (and the
password) at the time of casting. <p class=sub><i>Dispel magic</i> does not
dispel a <i>forbiddance</i> effect unless the dispeller's level is at least
as high as your caster level. <p class=sub>You can't have multiple
overlapping <i>forbiddance</i> effects. In such a case, the more recent
effect stops at the boundary of the older effect. <p class=sub><i>Material
Component</i>: A sprinkling of holy water and rare incenses worth at least
1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this
requires the burning of additional rare incenses worth at least 1,000 gp,
plus 1,000 gp per 60-foot cube."
}, {
id: 212,
name: "Forcecage",
@@ -3227,7 +3227,7 @@
save: "-",
sr: "-",
phb: 233,
- detail: "This powerful spell brings into being an immobile, invisible
cubical prison composed of either bars of force or solid walls of force
(your choice). <p class=sub>Creatures within the area are caught and
contained unless they are too big to fit inside, in which case the spell
automatically fails. Teleportation and other forms of astral travel provide
a means of escape, but the force walls or bars extend into the Ethereal
Plane, blocking ethereal travel. <p class=sub>Like a <i>wall of force</i>
spell, a <i>forcecage</i> resists <i>dispel magic</i>, but it is vulnerable
to a <i>disintegrate</i> spell, and it can be destroyed by a <i>sphere of
annihilation</i> or a <i>rod of cancellation</i>. <p class=sub><i>Barred
Cage</i>: This version of the spell produces a 20-foot cube made of bands
of force (similar to a <i>wall of force</i> spell) for bars. The bands are
a half-inch wide, with half-inch gaps between them. Any creature capable of
passing through such a small space can escape; others are confined. You
can’t attack a creature in a barred cage with a weapon unless the weapon
can fit between the gaps. Even against such weapons (including arrows and
similar ranged attacks), a creature in the barred cage has cover. All
spells and breath weapons can pass through the gaps in the bars. <p
class=sub><i>Windowless Cell</i>: This version of the spell produces a
10-foot cube with no way in and no way out. Solid walls of force form its
six sides. <p class=sub><i>Material Component</i>: Ruby dust worth 1,500
gp, which is tossed into the air and disappears when you cast the spell."
+ detail: "This powerful spell brings into being an immobile, invisible
cubical prison composed of either bars of force or solid walls of force
(your choice). <p class=sub>Creatures within the area are caught and
contained unless they are too big to fit inside, in which case the spell
automatically fails. Teleportation and other forms of astral travel provide
a means of escape, but the force walls or bars extend into the Ethereal
Plane, blocking ethereal travel. <p class=sub>Like a <i>wall of force</i>
spell, a <i>forcecage</i> resists <i>dispel magic</i>, but it is vulnerable
to a <i>disintegrate</i> spell, and it can be destroyed by a <i>sphere of
annihilation</i> or a <i>rod of cancellation</i>. <p class=sub><i>Barred
Cage</i>: This version of the spell produces a 20-foot cube made of bands
of force (similar to a <i>wall of force</i> spell) for bars. The bands are
a half-inch wide, with half-inch gaps between them. Any creature capable of
passing through such a small space can escape; others are confined. You
can't attack a creature in a barred cage with a weapon unless the weapon
can fit between the gaps. Even against such weapons (including arrows and
similar ranged attacks), a creature in the barred cage has cover. All
spells and breath weapons can pass through the gaps in the bars. <p
class=sub><i>Windowless Cell</i>: This version of the spell produces a
10-foot cube with no way in and no way out. Solid walls of force form its
six sides. <p class=sub><i>Material Component</i>: Ruby dust worth 1,500
gp, which is tossed into the air and disappears when you cast the spell."
}, {
id: 213,
name: "Foresight",
@@ -3242,7 +3242,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: "This spell grants you a powerful sixth sense in relation to
yourself or another. Once <i>foresight</i> is cast, you receive
instantaneous warnings of impending danger or harm to the subject of the
spell. Thus, if you are the subject of the spell, you would be warned in
advance if a rogue were about to attempt a sneak attack on you, or if a
creature were about to leap out from a hiding place, or if an attacker were
specifically targeting you with a spell or ranged weapon. You are never
surprised or flat-footed. In addition, the spell gives you a general idea
of what action you might take to best protect yourself—duck, jump right,
close your eyes, and so on—and gives you a +2 insight bonus to AC and
Reflex saves. This insight bonus is lost whenever you would lose a
Dexterity bonus to AC. <p class=sub>When another creature is the subject of
the spell, you receive warnings about that creature. You must communicate
what you learn to the other creature for the warning to be useful, and the
creature can be caught unprepared in the absence of such a warning.
Shouting a warning, yanking a person back, and even telepathically
communicating (via an appropriate spell) can all be accomplished before
some danger befalls the subject, provided you act on the warning without
delay. The subject, however, does not gain the insight bonus to AC and
Reflex saves. <p class=sub><i>Arcane Material Component</i>: A
hummingbird’s feather."
+ detail: "This spell grants you a powerful sixth sense in relation to
yourself or another. Once <i>foresight</i> is cast, you receive
instantaneous warnings of impending danger or harm to the subject of the
spell. Thus, if you are the subject of the spell, you would be warned in
advance if a rogue were about to attempt a sneak attack on you, or if a
creature were about to leap out from a hiding place, or if an attacker were
specifically targeting you with a spell or ranged weapon. You are never
surprised or flat-footed. In addition, the spell gives you a general idea
of what action you might take to best protect yourself—duck, jump right,
close your eyes, and so on—and gives you a +2 insight bonus to AC and
Reflex saves. This insight bonus is lost whenever you would lose a
Dexterity bonus to AC. <p class=sub>When another creature is the subject of
the spell, you receive warnings about that creature. You must communicate
what you learn to the other creature for the warning to be useful, and the
creature can be caught unprepared in the absence of such a warning.
Shouting a warning, yanking a person back, and even telepathically
communicating (via an appropriate spell) can all be accomplished before
some danger befalls the subject, provided you act on the warning without
delay. The subject, however, does not gain the insight bonus to AC and
Reflex saves. <p class=sub><i>Arcane Material Component</i>: A
hummingbird's feather."
}, {
id: 214,
name: "Fox's Cunning",
@@ -3257,7 +3257,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: "The transmuted creature becomes smarter. The spell grants a
+4 enhancement bonus to Intelligence, adding the usual benefits to
Intelligence-based skill checks and other uses of the Intelligence
modifier. Wizards (and other spellcasters who rely on Intelligence)
affected by this spell do not gain any additional bonus spells for the
increased Intelligence, but the save DCs for spells they cast while under
this spell’s effect do increase. This spell doesn’t grant <p
class=sub>extra skill points. <p class=sub><i>Arcane Material
Component</i>: A few hairs, or a pinch of dung, from a fox."
+ detail: "The transmuted creature becomes smarter. The spell grants a
+4 enhancement bonus to Intelligence, adding the usual benefits to
Intelligence-based skill checks and other uses of the Intelligence
modifier. Wizards (and other spellcasters who rely on Intelligence)
affected by this spell do not gain any additional bonus spells for the
increased Intelligence, but the save DCs for spells they cast while under
this spell's effect do increase. This spell doesn't grant <p
class=sub>extra skill points. <p class=sub><i>Arcane Material
Component</i>: A few hairs, or a pinch of dung, from a fox."
}, {
id: 215,
name: "Fox's Cunning, Mass",
@@ -3272,7 +3272,7 @@
save: "Will negs",
sr: "Yes",
phb: 233,
- detail: "This spell functions like fox’s cunning, except that it
affects multiple creatures."
+ detail: "This spell functions like fox's cunning, except that it
affects multiple creatures."
}, {
id: 216,
name: "Freedom",
@@ -3317,7 +3317,7 @@
save: "-",
sr: "-",
phb: 234,
- detail: "The subject and all its gear become insubstantial, misty, and
translucent. Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and armor
bonuses from force effects (for example, from the mage armor spell) still
apply. The subject gains damage reduction 10/magic and becomes immune to
poison and critical hits. It can’t attack or cast spells with verbal,
somatic, material, or focus components while in gaseous form. (This does
not rule out the use of certain spells that the subject may have prepared
using the feats Silent Spell, Still Spell, and Eschew Materials.) The
subject also loses supernatural abilities while in gaseous form. If it has
a touch spell ready to use, that spell is discharged harmlessly when the
gaseous form spell takes effect. <p class=sub>A gaseous creature can’t run,
but it can fly at a speed of 10 feet (maneuverability perfect). It can pass
through small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The
creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even
those carried along with its gaseous form. Continuously active items remain
active, though in some cases their effects may be moot (such as those that
supply armor or natural armor bonuses). <p class=sub><i>Arcane Material
Component</i>: A bit of gauze and a wisp of smoke."
+ detail: "The subject and all its gear become insubstantial, misty, and
translucent. Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and armor
bonuses from force effects (for example, from the mage armor spell) still
apply. The subject gains damage reduction 10/magic and becomes immune to
poison and critical hits. It can't attack or cast spells with verbal,
somatic, material, or focus components while in gaseous form. (This does
not rule out the use of certain spells that the subject may have prepared
using the feats Silent Spell, Still Spell, and Eschew Materials.) The
subject also loses supernatural abilities while in gaseous form. If it has
a touch spell ready to use, that spell is discharged harmlessly when the
gaseous form spell takes effect. <p class=sub>A gaseous creature can't run,
but it can fly at a speed of 10 feet (maneuverability perfect). It can pass
through small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The
creature is subject to the effects of wind, and it can't enter water or
other liquid. It also can't manipulate objects or activate items, even
those carried along with its gaseous form. Continuously active items remain
active, though in some cases their effects may be moot (such as those that
supply armor or natural armor bonuses). <p class=sub><i>Arcane Material
Component</i>: A bit of gauze and a wisp of smoke."
}, {
id: 219,
name: "Gate",
@@ -3332,7 +3332,7 @@
save: "-",
sr: "-",
phb: 234,
- detail: "Casting a <i>gate</i> spell has two effects. First, it
creates an interdimensional connection between your plane of existence and
a plane you specify, allowing travel between those two planes in either
direction. <p class=sub>Second, you may then call a particular individual
or kind of being through the gate. The <i>gate</i> itself is a circular
hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in
the direction you desire when it comes into existence (typically vertical
and facing you). It is a two-dimensional window looking into the plane you
specified when casting the spell, and anyone or anything that moves through
is shunted instantly to the other side. <p class=sub>A <i>gate</i> has a
front and a back. Creatures moving through the gate from the front are
transported to the other plane; creatures moving through it from the back
are not. <p class=sub><i>Planar Travel</i>: As a mode of planar travel, a
<i>gate</i> spell functions much like a <i>plane shift</i> spell, except
that the <i>gate</i> opens precisely at the point you desire (a creation
effect). Deities and other beings who rule a planar realm can prevent a
<i>gate</i> from opening in their presence or personal demesnes if they so
desire. Travelers need not join hands with you—anyone who chooses to step
through the portal is transported. A <i>gate</i> cannot be opened to
another point on the same plane; the spell works only for interplanar
travel. <p class=sub>You could position a <i>gate</i> in a hallway in order
to absorb any attack or force coming at you by shunting it to another
plane. Whether the denizens of that plane appreciate this tactic is, of
course, another matter. <p class=sub>You may hold the gate open only for a
brief time (no more than 1 round per caster level), and you must
concentrate on doing so, or else the interplanar connection is severed. <p
class=sub><i>Calling Creatures</i>: The second effect of the gate spell is
to call an extraplanar creature to your aid (a calling effect). By naming a
particular being or kind of being as you cast the spell, you cause the gate
to open in the immediate vicinity of the desired creature and pull the
subject through, willing or unwilling. Deities and unique beings are under
no compulsion to come through the gate, although they may choose to do so
of their own accord. This use of the spell creates a gate that remains open
just long enough to transport the called creatures. This use of the spell
has an XP cost (see below). <p class=sub>If you choose to call a kind of
creature instead of a known individual—for instance, a bearded devil or a
ghaele eladrin—you may call either a single creature (of any HD) or several
creatures. You can call and control several creatures as long as their HD
total does not exceed your caster level. In the case of a single creature,
you can control it if its HD do not exceed twice your caster level. A
single creature with more HD than twice your caster level can’t be
controlled. Deities and unique beings cannot be controlled in any event. An
uncontrolled being acts as it pleases, making the calling of such creatures
rather dangerous. An uncontrolled being may return to its home plane at any
time. <p class=sub><i>A controlled creature can be commanded to perform a
service for you. Such services fall into two categories</i>: immediate
tasks and contractual service. Fighting for you in a single battle or
taking any other actions that can be accomplished within 1 round per caster
level counts as an immediate task; you need not make any agreement or pay
any reward for the creature’s help. The creature departs at the end of the
spell. <p class=sub>If you choose to exact a longer or more involved form
of service from a called creature, you must offer some fair trade in return
for that service. The service exacted must be reasonable with respect to
the promised favor or reward; see the lesser planar ally spell for
appropriate rewards. (Some creatures may want their payment in “livestock”
rather than in coin, which could involve complications.) Immediately upon
completion of the service, the being is transported to your vicinity, and
you must then and there turn over the promised reward. After this is done,
the creature is instantly freed to return to its own plane. <p
class=sub>Failure to fulfill the promise to the letter results in your
being subjected to service by the creature or by its liege and master, at
the very least. At worst, the creature or its kin may attack you. <p
class=sub><i>Note</i>: When you use a calling spell such as gate to call an
air, chaotic, earth, evil, fire, good, lawful, or water creature, it
becomes a spell of that type. For example, gate is a chaotic and evil spell
when you cast it to call a demon. <p class=sub><i>XP Cost</i>: 1,000 XP
(only for the calling creatures function)."
+ detail: "Casting a <i>gate</i> spell has two effects. First, it
creates an interdimensional connection between your plane of existence and
a plane you specify, allowing travel between those two planes in either
direction. <p class=sub>Second, you may then call a particular individual
or kind of being through the gate. The <i>gate</i> itself is a circular
hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in
the direction you desire when it comes into existence (typically vertical
and facing you). It is a two-dimensional window looking into the plane you
specified when casting the spell, and anyone or anything that moves through
is shunted instantly to the other side. <p class=sub>A <i>gate</i> has a
front and a back. Creatures moving through the gate from the front are
transported to the other plane; creatures moving through it from the back
are not. <p class=sub><i>Planar Travel</i>: As a mode of planar travel, a
<i>gate</i> spell functions much like a <i>plane shift</i> spell, except
that the <i>gate</i> opens precisely at the point you desire (a creation
effect). Deities and other beings who rule a planar realm can prevent a
<i>gate</i> from opening in their presence or personal demesnes if they so
desire. Travelers need not join hands with you—anyone who chooses to step
through the portal is transported. A <i>gate</i> cannot be opened to
another point on the same plane; the spell works only for interplanar
travel. <p class=sub>You could position a <i>gate</i> in a hallway in order
to absorb any attack or force coming at you by shunting it to another
plane. Whether the denizens of that plane appreciate this tactic is, of
course, another matter. <p class=sub>You may hold the gate open only for a
brief time (no more than 1 round per caster level), and you must
concentrate on doing so, or else the interplanar connection is severed. <p
class=sub><i>Calling Creatures</i>: The second effect of the gate spell is
to call an extraplanar creature to your aid (a calling effect). By naming a
particular being or kind of being as you cast the spell, you cause the gate
to open in the immediate vicinity of the desired creature and pull the
subject through, willing or unwilling. Deities and unique beings are under
no compulsion to come through the gate, although they may choose to do so
of their own accord. This use of the spell creates a gate that remains open
just long enough to transport the called creatures. This use of the spell
has an XP cost (see below). <p class=sub>If you choose to call a kind of
creature instead of a known individual—for instance, a bearded devil or a
ghaele eladrin—you may call either a single creature (of any HD) or several
creatures. You can call and control several creatures as long as their HD
total does not exceed your caster level. In the case of a single creature,
you can control it if its HD do not exceed twice your caster level. A
single creature with more HD than twice your caster level can't be
controlled. Deities and unique beings cannot be controlled in any event. An
uncontrolled being acts as it pleases, making the calling of such creatures
rather dangerous. An uncontrolled being may return to its home plane at any
time. <p class=sub><i>A controlled creature can be commanded to perform a
service for you. Such services fall into two categories</i>: immediate
tasks and contractual service. Fighting for you in a single battle or
taking any other actions that can be accomplished within 1 round per caster
level counts as an immediate task; you need not make any agreement or pay
any reward for the creature's help. The creature departs at the end of the
spell. <p class=sub>If you choose to exact a longer or more involved form
of service from a called creature, you must offer some fair trade in return
for that service. The service exacted must be reasonable with respect to
the promised favor or reward; see the lesser planar ally spell for
appropriate rewards. (Some creatures may want their payment in “livestock”
rather than in coin, which could involve complications.) Immediately upon
completion of the service, the being is transported to your vicinity, and
you must then and there turn over the promised reward. After this is done,
the creature is instantly freed to return to its own plane. <p
class=sub>Failure to fulfill the promise to the letter results in your
being subjected to service by the creature or by its liege and master, at
the very least. At worst, the creature or its kin may attack you. <p
class=sub><i>Note</i>: When you use a calling spell such as gate to call an
air, chaotic, earth, evil, fire, good, lawful, or water creature, it
becomes a spell of that type. For example, gate is a chaotic and evil spell
when you cast it to call a demon. <p class=sub><i>XP Cost</i>: 1,000 XP
(only for the calling creatures function)."
}, {
id: 220,
name: "Geas, Lesser",
@@ -3377,7 +3377,7 @@
save: "Will negs",
sr: "Yes",
phb: 235,
- detail: "You preserve the remains of a dead creature so that they do
not decay. Doing so effectively extends the time limit on raising that
creature from the dead (see <i>raise dead</i>). Days spent under the
influence of this spell don’t count against the time limit. Additionally,
this spell makes transporting a fallen comrade more pleasant. <p
class=sub>The spell also works on severed body parts and the like. <p
class=sub><i>Arcane Material Component</i>: A pinch of salt, and a copper
piece for each eye the corpse has (or had)."
+ detail: "You preserve the remains of a dead creature so that they do
not decay. Doing so effectively extends the time limit on raising that
creature from the dead (see <i>raise dead</i>). Days spent under the
influence of this spell don't count against the time limit. Additionally,
this spell makes transporting a fallen comrade more pleasant. <p
class=sub>The spell also works on severed body parts and the like. <p
class=sub><i>Arcane Material Component</i>: A pinch of salt, and a copper
piece for each eye the corpse has (or had)."
}, {
id: 223,
name: "Ghost Sound",
@@ -3407,7 +3407,7 @@
save: "Fort negs",
sr: "Yes",
phb: 235,
- detail: "Imbuing you with negative energy, this spell allows you to
paralyze a single living humanoid for the duration of the spell with a
successful melee touch attack. <p class=sub>Additionally, the paralyzed
subject exudes a carrion stench that causes all living creatures (except
you) in a 10-foot-radius spread to become sickened (Fortitude negates). A
<i>neutralize poison</i> spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench. <p
class=sub><i>Material Component</i>: A small scrap of cloth taken from
clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair."
+ detail: "Imbuing you with negative energy, this spell allows you to
paralyze a single living humanoid for the duration of the spell with a
successful melee touch attack. <p class=sub>Additionally, the paralyzed
subject exudes a carrion stench that causes all living creatures (except
you) in a 10-foot-radius spread to become sickened (Fortitude negates). A
<i>neutralize poison</i> spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench. <p
class=sub><i>Material Component</i>: A small scrap of cloth taken from
clothing worn by a ghoul, or a pinch of earth from a ghoul's lair."
}, {
id: 225,
name: "Giant Vermin",
@@ -3422,7 +3422,7 @@
save: "-",
sr: "Yes",
phb: 235,
- detail: "You turn three normal-sized centipedes, two normal-sized
spiders, or a single normal-sized scorpion into larger forms. Only one type
of vermin can be transmuted (so a single casting cannot affect both a
centipede and a spider), and all must be grown to the same size. The size
to which the vermin can be grown depends on your level; see the table
below. The Monster Manual has game statistics for centipedes, spiders, and
scorpions, as well as other kinds of vermin. <p class=sub>Any giant vermin
created by this spell do not attempt to harm you, but your con-trol of such
creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so
forth). Orders to attack a certain creature when it appears or guard
against a particular occurrence are too complex for the vermin to
understand. Unless commanded to do otherwise, the giant vermin attack
whoever or whatever is near them. <p class=sub>The DM can extend this
spell’s effects to other kinds of insects, arachnids, or other vermin, such
as ants, bees, beetles, praying mantises, and wasps, if he so
chooses.<table><tr class=header><td>Caster Level</td><td>Vermin
Size</td></tr> <tr><td>9th or lower</td><td>Medium</td></tr> <tr><td>10th–
13th</td><td>Large</td></tr> <td>14th–17th</td><td>Huge</td> <tr><td>18th–
19th</td><td>Gargantuan</td></tr> <tr><td>20th or
higher</td><td>Colossal</td></tr></table>"
+ detail: "You turn three normal-sized centipedes, two normal-sized
spiders, or a single normal-sized scorpion into larger forms. Only one type
of vermin can be transmuted (so a single casting cannot affect both a
centipede and a spider), and all must be grown to the same size. The size
to which the vermin can be grown depends on your level; see the table
below. The Monster Manual has game statistics for centipedes, spiders, and
scorpions, as well as other kinds of vermin. <p class=sub>Any giant vermin
created by this spell do not attempt to harm you, but your con-trol of such
creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so
forth). Orders to attack a certain creature when it appears or guard
against a particular occurrence are too complex for the vermin to
understand. Unless commanded to do otherwise, the giant vermin attack
whoever or whatever is near them. <p class=sub>The DM can extend this
spell's effects to other kinds of insects, arachnids, or other vermin, such
as ants, bees, beetles, praying mantises, and wasps, if he so
chooses.<table><tr class=header><td>Caster Level</td><td>Vermin
Size</td></tr> <tr><td>9th or lower</td><td>Medium</td></tr> <tr><td>10th–
13th</td><td>Large</td></tr> <td>14th–17th</td><td>Huge</td> <tr><td>18th–
19th</td><td>Gargantuan</td></tr> <tr><td>20th or
higher</td><td>Colossal</td></tr></table>"
}, {
id: 226,
name: "Glibness",
@@ -3437,7 +3437,7 @@
save: "-",
sr: "-",
phb: 235,
- detail: "Your speech becomes fluent and more believable. You gain a
+30 bonus on Bluff checks made to convince another of the truth of your
words. (This bonus doesn’t apply to other uses of the Bluff skill, such as
feinting in combat, creating a diversion to hide, or communicating a hidden
message via innuendo.) <p class=sub>If a divination is attempted against
you that would detect your lies or force you to speak the truth (such as
<i>discern lies</i> or <i>zone of truth</i>), the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of
15 + your caster level to succeed. Failure means the divination does not
detect your lies or force you to speak only the truth."
+ detail: "Your speech becomes fluent and more believable. You gain a
+30 bonus on Bluff checks made to convince another of the truth of your
words. (This bonus doesn't apply to other uses of the Bluff skill, such as
feinting in combat, creating a diversion to hide, or communicating a hidden
message via innuendo.) <p class=sub>If a divination is attempted against
you that would detect your lies or force you to speak the truth (such as
<i>discern lies</i> or <i>zone of truth</i>), the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of
15 + your caster level to succeed. Failure means the divination does not
detect your lies or force you to speak only the truth."
}, {
id: 227,
name: "Glitterdust",
@@ -3482,7 +3482,7 @@
save: "-",
sr: "-",
phb: 236,
- detail: "An immobile, faintly shimmering magical sphere surrounds you
and excludes all spell effects of 3rd level or lower. The area or effect of
any such spells does not include the area of the <i>lesser globe of
invulnerability</i>. Such spells fail to affect any target located within
the globe. Excluded effects include spell-like abilities and spells or
spell-like effects from items. However, any type of spell can be cast
through or out of the magical globe. Spells of 4th level and higher are not
affected by the globe, nor are spells already in effect when the globe is
cast. The globe can be brought down by a targeted <i>dispel magic</i>
spell, but not by an area <i>dispel magic</i>. You can leave and return to
the globe without penalty. <p class=sub>Note that spell effects are not
disrupted unless their effects enter the globe, and even then they are
merely suppressed, not dispelled. For example, creatures inside the globe
would still see a <i>mirror image</i> created by a caster outside the
globe. If that caster then entered the globe, the images would wink out, to
reappear when the caster exited the globe. Likewise, a caster standing in
the area of a <i>light</i> spell would still receive sufficient
illumination for vision, even though that part of the <i>light</i> spell’s
area that lies within the globe would not be luminous. <p class=sub>If a
given spell has more than one level depending on which character class is
casting it, use the level appropriate to the caster to determine whether
<i>lesser globe of invulnerability</i> stops it. <p class=sub><i>Material
Component</i>: A glass or crystal bead that shatters at the expiration of
the spell."
+ detail: "An immobile, faintly shimmering magical sphere surrounds you
and excludes all spell effects of 3rd level or lower. The area or effect of
any such spells does not include the area of the <i>lesser globe of
invulnerability</i>. Such spells fail to affect any target located within
the globe. Excluded effects include spell-like abilities and spells or
spell-like effects from items. However, any type of spell can be cast
through or out of the magical globe. Spells of 4th level and higher are not
affected by the globe, nor are spells already in effect when the globe is
cast. The globe can be brought down by a targeted <i>dispel magic</i>
spell, but not by an area <i>dispel magic</i>. You can leave and return to
the globe without penalty. <p class=sub>Note that spell effects are not
disrupted unless their effects enter the globe, and even then they are
merely suppressed, not dispelled. For example, creatures inside the globe
would still see a <i>mirror image</i> created by a caster outside the
globe. If that caster then entered the globe, the images would wink out, to
reappear when the caster exited the globe. Likewise, a caster standing in
the area of a <i>light</i> spell would still receive sufficient
illumination for vision, even though that part of the <i>light</i> spell's
area that lies within the globe would not be luminous. <p class=sub>If a
given spell has more than one level depending on which character class is
casting it, use the level appropriate to the caster to determine whether
<i>lesser globe of invulnerability</i> stops it. <p class=sub><i>Material
Component</i>: A glass or crystal bead that shatters at the expiration of
the spell."
}, {
id: 230,
name: "Glyph of Warding",
@@ -3497,7 +3497,7 @@
save: "Special",
sr: "Yes",
phb: 236,
- detail: "This powerful inscription harms those who enter, pass, or
open the warded area or object. A <i>glyph of warding</i> can guard a
bridge or passage, ward a portal, trap a chest or box, and so on. <p
class=sub>You set the conditions of the ward. Typically, any creature
entering the warded area or opening the warded object without speaking a
password (which you set when casting the spell) is subject to the magic it
stores. Alternatively or in addition to a password trigger, <i>glyphs</i>
can be set according to physical characteristics (such as height or weight)
or creature type, subtype, or kind (such as aberration, drow, or red
dragon). <i>Glyphs</i> can also be set with respect to good, evil, law, or
chaos, or to pass those of your religion. They cannot be set according to
class, Hit Dice, or level. Glyphs respond to invisible creatures normally
but are not triggered by those who travel past them ethereally. Multiple
<i>glyphs</i> cannot be cast on the same area. However, if a cabinet has
three drawers, each can be separately warded. <p class=sub>When casting the
spell, you weave a tracery of faintly glowing lines around the warding
sigil. A <i>glyph</i> can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the
<i>glyph</i> and tracery become nearly invisible. <p
class=sub><i>Glyphs</i> cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. <i>Mislead</i>,
<i>polymorph</i>, and <i>nondetection</i> (and similar magical effects) can
fool a <i>glyph</i>, though non-magical disguises and the like can’t. <p
class=sub><i>Read magic</i> allows you to identify a <i>glyph of
warding</i> with a DC 13 Spellcraft check. Identifying the <i>glyph</i>
does not discharge it and allows you to know the basic nature of the
<i>glyph</i> (version, type of damage caused, what spell is stored). <p
class=sub>The DM may decide that the exact <i>glyphs</i> available to you
depend on your deity. He or she might also make new <i>glyphs</i> available
according to the magical research rules in the <i>Dungeon Master’s
Guide</i>. <p class=sub><i>Note</i>: Magic traps such as <i>glyph of
warding</i> are hard to detect and disable. A rogue (only) can use the
Search skill to find the glyph and Disable Device to thwart it. The DC in
each case is 25 + spell level, or 28 for <i>glyph of warding</i>. <p
class=sub>Depending on the version selected, a <i>glyph</i> either blasts
the intruder or activates a spell. <p class=sub><i>Blast Glyph</i>: A
<i>blast glyph</i> deals 1d8 points of damage per two caster levels
(maximum 5d8) to the intruder and to all within 5 feet of him or her. This
damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at
time of casting). Each creature affected can attempt a Reflex save to take
half damage. Spell resistance applies against this effect. <p
class=sub><i>Spell Glyph</i>: You can store any harmful spell of 3rd level
or lower that you know. All level-dependent features of the spell are based
on your caster level at the time of casting the <i>glyph</i>. If the spell
has a target, it targets the intruder. If the spell has an area or an
amorphous effect (such as a cloud), the area or effect is centered on the
intruder. If the spell summons creatures, they appear as close as possible
to the intruder and attack. Saving throws and spell resistance operate as
normal, except that the DC is based on the level of the spell stored in the
<i>glyph</i>.<p class=sub><i>Material Component</i>: You trace the
<i>glyph</i> with incense, which must first be sprinkled with powdered
diamond worth at least 200 gp."
+ detail: "This powerful inscription harms those who enter, pass, or
open the warded area or object. A <i>glyph of warding</i> can guard a
bridge or passage, ward a portal, trap a chest or box, and so on. <p
class=sub>You set the conditions of the ward. Typically, any creature
entering the warded area or opening the warded object without speaking a
password (which you set when casting the spell) is subject to the magic it
stores. Alternatively or in addition to a password trigger, <i>glyphs</i>
can be set according to physical characteristics (such as height or weight)
or creature type, subtype, or kind (such as aberration, drow, or red
dragon). <i>Glyphs</i> can also be set with respect to good, evil, law, or
chaos, or to pass those of your religion. They cannot be set according to
class, Hit Dice, or level. Glyphs respond to invisible creatures normally
but are not triggered by those who travel past them ethereally. Multiple
<i>glyphs</i> cannot be cast on the same area. However, if a cabinet has
three drawers, each can be separately warded. <p class=sub>When casting the
spell, you weave a tracery of faintly glowing lines around the warding
sigil. A <i>glyph</i> can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the
<i>glyph</i> and tracery become nearly invisible. <p
class=sub><i>Glyphs</i> cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. <i>Mislead</i>,
<i>polymorph</i>, and <i>nondetection</i> (and similar magical effects) can
fool a <i>glyph</i>, though non-magical disguises and the like can't. <p
class=sub><i>Read magic</i> allows you to identify a <i>glyph of
warding</i> with a DC 13 Spellcraft check. Identifying the <i>glyph</i>
does not discharge it and allows you to know the basic nature of the
<i>glyph</i> (version, type of damage caused, what spell is stored). <p
class=sub>The DM may decide that the exact <i>glyphs</i> available to you
depend on your deity. He or she might also make new <i>glyphs</i> available
according to the magical research rules in the <i>Dungeon Master's
Guide</i>. <p class=sub><i>Note</i>: Magic traps such as <i>glyph of
warding</i> are hard to detect and disable. A rogue (only) can use the
Search skill to find the glyph and Disable Device to thwart it. The DC in
each case is 25 + spell level, or 28 for <i>glyph of warding</i>. <p
class=sub>Depending on the version selected, a <i>glyph</i> either blasts
the intruder or activates a spell. <p class=sub><i>Blast Glyph</i>: A
<i>blast glyph</i> deals 1d8 points of damage per two caster levels
(maximum 5d8) to the intruder and to all within 5 feet of him or her. This
damage is acid, cold, fire, electricity, or sonic (caster's choice, made at
time of casting). Each creature affected can attempt a Reflex save to take
half damage. Spell resistance applies against this effect. <p
class=sub><i>Spell Glyph</i>: You can store any harmful spell of 3rd level
or lower that you know. All level-dependent features of the spell are based
on your caster level at the time of casting the <i>glyph</i>. If the spell
has a target, it targets the intruder. If the spell has an area or an
amorphous effect (such as a cloud), the area or effect is centered on the
intruder. If the spell summons creatures, they appear as close as possible
to the intruder and attack. Saving throws and spell resistance operate as
normal, except that the DC is based on the level of the spell stored in the
<i>glyph</i>.<p class=sub><i>Material Component</i>: You trace the
<i>glyph</i> with incense, which must first be sprinkled with powdered
diamond worth at least 200 gp."
}, {
id: 231,
name: "Glyph of Warding, Greater",
@@ -3557,7 +3557,7 @@
save: "Special",
sr: "-",
phb: 237,
- detail: "A <i>grease</i> spell covers a solid surface with a layer of
slippery grease. Any creature in the area when the spell is cast must make
a successful Reflex save or fall. This save is repeated on your turn each
round that the creature remains within the area. A crea-ture can walk
within or through the area of grease at half normal speed with a DC 10
Balance check. Failure means it can’t move that round (and must then make a
Reflex save or fall), while failure by 5 or more means it falls (see the
Balance skill for details). <p class=sub>The DM should adjust saving throws
by circumstance. For example, a creature charging down an incline that is
suddenly <i>greased</i> has little chance to avoid the effect, but its
ability to exit the affected area is almost assured (whether it wants to or
not). <p class=sub>The spell can also be used to create a greasy coating on
an item—a rope, ladder rungs, or a weapon handle, for instance. Material
objects not in use are always af-fected by this spell, while an object
wielded or employed by a creature receives a Reflex saving throw to avoid
the effect. If the initial saving throw fails, the creature immediately
drops the item. A saving throw must be made in each round that the creature
attempts to pick up or use the greased item. A creature wearing
<i>greased</i> armor or clothing gains a +10 circumstance bonus on Escape
Artist checks and on grapple checks made to resist or escape a grapple or
to escape a pin. <p class=sub><i>Material Component</i>: A bit of pork rind
or butter."
+ detail: "A <i>grease</i> spell covers a solid surface with a layer of
slippery grease. Any creature in the area when the spell is cast must make
a successful Reflex save or fall. This save is repeated on your turn each
round that the creature remains within the area. A crea-ture can walk
within or through the area of grease at half normal speed with a DC 10
Balance check. Failure means it can't move that round (and must then make a
Reflex save or fall), while failure by 5 or more means it falls (see the
Balance skill for details). <p class=sub>The DM should adjust saving throws
by circumstance. For example, a creature charging down an incline that is
suddenly <i>greased</i> has little chance to avoid the effect, but its
ability to exit the affected area is almost assured (whether it wants to or
not). <p class=sub>The spell can also be used to create a greasy coating on
an item—a rope, ladder rungs, or a weapon handle, for instance. Material
objects not in use are always af-fected by this spell, while an object
wielded or employed by a creature receives a Reflex saving throw to avoid
the effect. If the initial saving throw fails, the creature immediately
drops the item. A saving throw must be made in each round that the creature
attempts to pick up or use the greased item. A creature wearing
<i>greased</i> armor or clothing gains a +10 circumstance bonus on Escape
Artist checks and on grapple checks made to resist or escape a grapple or
to escape a pin. <p class=sub><i>Material Component</i>: A bit of pork rind
or butter."
}, {
id: 235,
name: "Guards and Wards",
@@ -3572,7 +3572,7 @@
save: "-",
sr: "-",
phb: 237,
- detail: "This powerful spell is primarily used to defend your
stronghold. The ward protects 200 square feet per caster level. The warded
area can be as much as 20 feet high, and shaped as you desire. You can ward
several stories of a stronghold by dividing the area among them; you must
be somewhere within the area to be warded to cast the spell. The spell
creates the following magical effects within the warded area. <p
class=sub><i>Fog</i>: Fog fills all corridors, obscuring all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss chance). Creatures farther away have
total concealment (50% miss chance, and the attacker cannot use sight to
locate the target). Saving Throw: None. Spell Resistance: No. <p
class=sub><i>Arcane Locks</i>: All doors in the warded area are arcane
locked. Saving Throw: None. Spell Resistance: No. <p class=sub><i>Webs</i>:
Webs fill all stairs from top to bottom. These strands are identical with
those created by the web spell, except that they regrow in 10 minutes if
they are burned or torn away while the guards and wards spell lasts. Saving
Throw: Reflex negates; see text for web. Spell Resistance: No. <p
class=sub><i>Confusion</i>: Where there are choices in direction—such as a
corridor intersection or side passage—a minor <i>confusion</i>-type effect
functions so as to make it 50% probable that intruders believe they are
going in the opposite direction from the one they actually chose. This is
an en-chantment, mind-affecting effect. Saving Throw: None. Spell
Resistance: Yes. <p class=sub><i>Lost Doors</i>: One door per caster level
is covered by a silent image to appear as if it were a plain wall. Saving
Throw: Will disbelief (if interacted with). Spell Resistance: No. <p
class=sub>In addition, you can place your choice of one of the following
five magical effects. <p class=sub><i>1. <i>Dancing lights</i> in four
corridors. You can designate a simple program that causes the lights to
repeat as long as the <i>guards and wards</i> spell lasts. Saving
Throw</i>: None. Spell Resistance: No. <p class=sub><i>2. A <i>magic
mouth</i> in two places. Saving Throw</i>: None. Spell Resistance: No. <p
class=sub><i>3. A <i>stinking cloud</i> in two places. The vapors appear in
the places you designate; they return within 10 minutes if dispersed by
wind while the <i>guards and wards</i> spell lasts. Saving Throw</i>:
Fortitude negates; see text for <i>stinking cloud</i>. Spell Resistance:
No. <p class=sub><i>4. A <i>gust of wind</i> in one corridor or room.
Saving Throw</i>: Fortitude negates. Spell Resistance: Yes. <p
class=sub><i>5. A <i>suggestion</i> in one place. You select an area of up
to 5 feet square, and any creature who enters or passes through the area
receives the <i>suggestion</i> mentally. Saving Throw</i>: Will negates.
Spell Resistance: Yes. <p class=sub>The whole warded area radiates strong
magic of the abjuration school. A dispel magic cast on a specific effect,
if successful, removes only that effect. A successful <i>Mordenkainen’s
disjunction</i> destroys the entire <i>guards and wards</i> effect. <p
class=sub><i>Material Component</i>: Burning incense, a small measure of
brimstone and oil, a knotted string, and a small amount of blood. <p
class=sub><i>Focus</i>: A small silver rod."
+ detail: "This powerful spell is primarily used to defend your
stronghold. The ward protects 200 square feet per caster level. The warded
area can be as much as 20 feet high, and shaped as you desire. You can ward
several stories of a stronghold by dividing the area among them; you must
be somewhere within the area to be warded to cast the spell. The spell
creates the following magical effects within the warded area. <p
class=sub><i>Fog</i>: Fog fills all corridors, obscuring all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss chance). Creatures farther away have
total concealment (50% miss chance, and the attacker cannot use sight to
locate the target). Saving Throw: None. Spell Resistance: No. <p
class=sub><i>Arcane Locks</i>: All doors in the warded area are arcane
locked. Saving Throw: None. Spell Resistance: No. <p class=sub><i>Webs</i>:
Webs fill all stairs from top to bottom. These strands are identical with
those created by the web spell, except that they regrow in 10 minutes if
they are burned or torn away while the guards and wards spell lasts. Saving
Throw: Reflex negates; see text for web. Spell Resistance: No. <p
class=sub><i>Confusion</i>: Where there are choices in direction—such as a
corridor intersection or side passage—a minor <i>confusion</i>-type effect
functions so as to make it 50% probable that intruders believe they are
going in the opposite direction from the one they actually chose. This is
an en-chantment, mind-affecting effect. Saving Throw: None. Spell
Resistance: Yes. <p class=sub><i>Lost Doors</i>: One door per caster level
is covered by a silent image to appear as if it were a plain wall. Saving
Throw: Will disbelief (if interacted with). Spell Resistance: No. <p
class=sub>In addition, you can place your choice of one of the following
five magical effects. <p class=sub><i>1. <i>Dancing lights</i> in four
corridors. You can designate a simple program that causes the lights to
repeat as long as the <i>guards and wards</i> spell lasts. Saving
Throw</i>: None. Spell Resistance: No. <p class=sub><i>2. A <i>magic
mouth</i> in two places. Saving Throw</i>: None. Spell Resistance: No. <p
class=sub><i>3. A <i>stinking cloud</i> in two places. The vapors appear in
the places you designate; they return within 10 minutes if dispersed by
wind while the <i>guards and wards</i> spell lasts. Saving Throw</i>:
Fortitude negates; see text for <i>stinking cloud</i>. Spell Resistance:
No. <p class=sub><i>4. A <i>gust of wind</i> in one corridor or room.
Saving Throw</i>: Fortitude negates. Spell Resistance: Yes. <p
class=sub><i>5. A <i>suggestion</i> in one place. You select an area of up
to 5 feet square, and any creature who enters or passes through the area
receives the <i>suggestion</i> mentally. Saving Throw</i>: Will negates.
Spell Resistance: Yes. <p class=sub>The whole warded area radiates strong
magic of the abjuration school. A dispel magic cast on a specific effect,
if successful, removes only that effect. A successful <i>Mordenkainen's
disjunction</i> destroys the entire <i>guards and wards</i> effect. <p
class=sub><i>Material Component</i>: Burning incense, a small measure of
brimstone and oil, a knotted string, and a small amount of blood. <p
class=sub><i>Focus</i>: A small silver rod."
}, {
id: 236,
name: "Guidance",
@@ -3602,7 +3602,7 @@
save: "Fort negs",
sr: "Yes",
phb: 238,
- detail: "This spell creates a severe blast of air (approximately 50
mph) that originates from you, affecting all creatures in its path. A Tiny
or smaller creature on the ground is knocked down and rolled 1d4×10 feet,
taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or
smaller creature is blown back 2d6×10 feet and takes 2d6 points of
nonlethal damage due to battering and buffeting. <p class=sub>Small
creatures are knocked prone by the force of the wind, or if flying are
blown back 1d6×10 feet. <p class=sub>Medium creatures are unable to move
forward against the force of the wind, or if flying are blown back 1d6×5
feet. <p class=sub>Large or larger creatures may move normally within a
<i>gust of wind</i> effect. <p class=sub>A <i>gust of wind</i> can’t move a
creature beyond the limit of its range. <p class=sub>Any creature,
regardless of size, takes a -4 penalty on ranged attacks and Listen checks
in the area of a <i>gust of wind.</i> <p class=sub>The force of the gust
automatically extinguishes candles, torches, and similar unprotected
flames. It causes protected flames, such as those of lanterns, to dance
wildly and has a 50% chance to extinguish those lights. <p class=sub>In
addition to the effects noted, a <i>gust of wind</i> can do anything that a
sudden blast of wind would be expected to do. It can create a stinging
spray of sand or dust, fan a large fire, overturn delicate awnings or
hangings, heel over a small boat, and blow gases or vapors to the edge of
its range. <p class=sub><i>Gust of wind</i> can be made permanent with a
permanency spell."
+ detail: "This spell creates a severe blast of air (approximately 50
mph) that originates from you, affecting all creatures in its path. A Tiny
or smaller creature on the ground is knocked down and rolled 1d4×10 feet,
taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or
smaller creature is blown back 2d6×10 feet and takes 2d6 points of
nonlethal damage due to battering and buffeting. <p class=sub>Small
creatures are knocked prone by the force of the wind, or if flying are
blown back 1d6×10 feet. <p class=sub>Medium creatures are unable to move
forward against the force of the wind, or if flying are blown back 1d6×5
feet. <p class=sub>Large or larger creatures may move normally within a
<i>gust of wind</i> effect. <p class=sub>A <i>gust of wind</i> can't move a
creature beyond the limit of its range. <p class=sub>Any creature,
regardless of size, takes a -4 penalty on ranged attacks and Listen checks
in the area of a <i>gust of wind.</i> <p class=sub>The force of the gust
automatically extinguishes candles, torches, and similar unprotected
flames. It causes protected flames, such as those of lanterns, to dance
wildly and has a 50% chance to extinguish those lights. <p class=sub>In
addition to the effects noted, a <i>gust of wind</i> can do anything that a
sudden blast of wind would be expected to do. It can create a stinging
spray of sand or dust, fan a large fire, overturn delicate awnings or
hangings, heel over a small boat, and blow gases or vapors to the edge of
its range. <p class=sub><i>Gust of wind</i> can be made permanent with a
permanency spell."
}, {
id: 238,
name: "Hallow",
@@ -3617,7 +3617,7 @@
save: "Special",
sr: "Sp",
phb: 238,
- detail: "<i>Hallow</i> makes a particular site, building, orstructure
a holy site. This has four major effects. <p class=sub>First, the site or
structure is guarded by a <i>magic circle against evil</i> effect. <p
class=sub>Second, all Charisma checks made to turn undead gain a +4 sacred
bonus, and Charisma checks to command undead take a –4 penalty. Spell
resistance does not apply to this effect. (This provision does not apply to
the druid version of the spell.) <p class=sub>Third, any dead body interred
in a <i>hallowed</i> site cannot be turned into an undead creature. <p
class=sub>Finally, you may choose to fix a single spell effect to the
hallowed site. The spell effect lasts for one year and functions throughout
the entire site, regardless of the normal duration and area or effect. You
may designate whether the effect applies to all creatures, creatures who
share your faith or alignment, or creatures who adhere to another faith or
alignment. For example, you may create a bless effect that aids all
creatures of your alignment or faith in the area, or a bane effect that
hinders creatures of the opposed 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 <i>hallow</i> again. <p class=sub>Spell effects that may
be tied to a <i>hallowed</i> site include <i>aid, bane, bless, cause fear,
darkness, daylight, death ward, deeper darkness, detect evil, detect magic,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, protection from energy, remove fear, resist
energy, silence, tongues, and zone of truth</i>. Saving throws and spell
resistance might apply to these spells’ effects. (See the individual spell
descriptions for details.) An area can receive only one <i>hallow</i> spell
(and its associated spell effect) at a time. <p class=sub><i>Hallow</i>
counters but does not dispel <i>unhallow</i>. <p class=sub><i>Material
Component</i>: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000
gp per level of the spell to be included in the <i>hallowed</i> area."
+ detail: "<i>Hallow</i> makes a particular site, building, orstructure
a holy site. This has four major effects. <p class=sub>First, the site or
structure is guarded by a <i>magic circle against evil</i> effect. <p
class=sub>Second, all Charisma checks made to turn undead gain a +4 sacred
bonus, and Charisma checks to command undead take a –4 penalty. Spell
resistance does not apply to this effect. (This provision does not apply to
the druid version of the spell.) <p class=sub>Third, any dead body interred
in a <i>hallowed</i> site cannot be turned into an undead creature. <p
class=sub>Finally, you may choose to fix a single spell effect to the
hallowed site. The spell effect lasts for one year and functions throughout
the entire site, regardless of the normal duration and area or effect. You
may designate whether the effect applies to all creatures, creatures who
share your faith or alignment, or creatures who adhere to another faith or
alignment. For example, you may create a bless effect that aids all
creatures of your alignment or faith in the area, or a bane effect that
hinders creatures of the opposed 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 <i>hallow</i> again. <p class=sub>Spell effects that may
be tied to a <i>hallowed</i> site include <i>aid, bane, bless, cause fear,
darkness, daylight, death ward, deeper darkness, detect evil, detect magic,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of
movement, invisibility purge, protection from energy, remove fear, resist
energy, silence, tongues, and zone of truth</i>. Saving throws and spell
resistance might apply to these spells' effects. (See the individual spell
descriptions for details.) An area can receive only one <i>hallow</i> spell
(and its associated spell effect) at a time. <p class=sub><i>Hallow</i>
counters but does not dispel <i>unhallow</i>. <p class=sub><i>Material
Component</i>: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000
gp per level of the spell to be included in the <i>hallowed</i> area."
}, {
id: 239,
name: "Hallucinatory Terrain",
@@ -3662,7 +3662,7 @@
save: "Will half",
sr: "Yes",
phb: 239,
- detail: "Harm charges a subject with negative energy that deals 10
points of damage per caster level (to a maximum of 150 points at 15th
level). If the creature successfully saves, <i>harm</i> deals half this
amount, but it cannot reduce the target’s hit points to less than 1. <p
class=sub>If used on an undead creature, <i>harm</i> acts like heal."
+ detail: "Harm charges a subject with negative energy that deals 10
points of damage per caster level (to a maximum of 150 points at 15th
level). If the creature successfully saves, <i>harm</i> deals half this
amount, but it cannot reduce the target's hit points to less than 1. <p
class=sub>If used on an undead creature, <i>harm</i> acts like heal."
}, {
id: 242,
name: "Haste",
@@ -3677,7 +3677,7 @@
save: "Fort negs",
sr: "Yes",
phb: 239,
- detail: "The transmuted creatures move and act more quickly than
normal. This extra speed has several effects. When making a full attack
action, a <i>hasted</i> creature may make one extra attack with any weapon
he is holding. The attack is made using the creature’s full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of
speed, nor does it actually grant an extra action, so you can’t use it to
cast a second spell or otherwise take an extra action in the round.) <p
class=sub>A <i>hasted</i> creature gains a +1 bonus on attack rolls and a
+1 dodge bonus to AC and Reflex saves. Any condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. <p class=sub>All of the <i>hasted</i> creature’s modes of movement
(including land movement, burrow, climb, fly, and swim) increase by 30
feet, to a maximum of twice the subject’s normal speed using that form of
movement. This increase counts as an enhancement bonus, and it affects the
creature’s jumping distance as normal for increased speed. <p
class=sub>Multiple <i>haste</i> effects don’t stack. <i>Haste</i> dispels
and counters <i>slow</i>. <p class=sub><i>Material Component</i>: A shaving
of licorice root."
+ detail: "The transmuted creatures move and act more quickly than
normal. This extra speed has several effects. When making a full attack
action, a <i>hasted</i> creature may make one extra attack with any weapon
he is holding. The attack is made using the creature's full base attack
bonus, plus any modifiers appropriate to the situation. (This effect is not
cumulative with similar effects, such as that provided by a weapon of
speed, nor does it actually grant an extra action, so you can't use it to
cast a second spell or otherwise take an extra action in the round.) <p
class=sub>A <i>hasted</i> creature gains a +1 bonus on attack rolls and a
+1 dodge bonus to AC and Reflex saves. Any condition that makes you lose
your Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses. <p class=sub>All of the <i>hasted</i> creature's modes of movement
(including land movement, burrow, climb, fly, and swim) increase by 30
feet, to a maximum of twice the subject's normal speed using that form of
movement. This increase counts as an enhancement bonus, and it affects the
creature's jumping distance as normal for increased speed. <p
class=sub>Multiple <i>haste</i> effects don't stack. <i>Haste</i> dispels
and counters <i>slow</i>. <p class=sub><i>Material Component</i>: A shaving
of licorice root."
}, {
id: 243,
name: "Heal",
@@ -3722,7 +3722,7 @@
save: "Will negs",
sr: "Yes",
phb: 239,
- detail: "This spell functions like <i>heal</i>, but it affects only
the paladin’s special mount (typically a warhorse)."
+ detail: "This spell functions like <i>heal</i>, but it affects only
the paladin's special mount (typically a warhorse)."
}, {
id: 246,
name: "Heat Metal",
@@ -3737,7 +3737,7 @@
save: "Will negs",
sr: "Yes",
phb: 239,
- detail: "<i>Heat metal</i> makes metal extremely warm. Unattended,
nonmagical metal gets no saving throw. Magical metal is allowed a saving
throw against the spell. (Magic item’s saving throws are covered in the
<i>Dungeon Master’s Guide</i>.) An item in a creature’s possession uses the
creature’s saving throw bonus unless its own is higher. <p class=sub>A
creature takes fire damage if its equipment is heated. It takes full damage
if its armor is affected or if it is holding, touching, wearing, or
carrying metal weighing one-fifth of its weight. The creature takes minimum
damage (1 point or 2 points; see the table) if it’s not wearing metal armor
and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable
to touch but deals no damage. The same effect also occurs on the last round
of the spell’s duration. During the second (and also the next-to-last)
round, intense heat causes pain and damage. In the third, fourth, and fifth
rounds, the metal is searing hot, causing more damage, as shown on the
table below.<table><tr class=header><td>Round</td><td>Metal
Temperature</td><td>Damage</td></tr><tr><td>1</td><td>Warm</td><td>None</td></tr><tr><td>2</td><td>Hot</td><td>1d4
points</td></tr><tr><td>3–5</td><td>Searing</td><td>2d4
points</td></tr><tr><td>6</td><td>Hot</td><td>1d4
points</td></tr><tr><td>7</td><td>Warm</td><td>None</td></tr></table> <p
class=sub>Any cold intense enough to damage the creature negates fire
damage from the spell (and vice versa) on a point-for-point basis. For
example, if the damage roll from a <i>heat metal</i> spell indicates 2
points of fire damage and the subject is hit by a <i>ray of frost</i> in
the same round and takes 3 points of cold damage, it winds up taking no
fire damage and only 1 point of cold damage. If cast underwater, <i>heat
metal</i> deals half damage and boils the surrounding water. <p
class=sub><i>Heat metal</i> counters and dispels <i>chill metal</i>."
+ detail: "<i>Heat metal</i> makes metal extremely warm. Unattended,
nonmagical metal gets no saving throw. Magical metal is allowed a saving
throw against the spell. (Magic item's saving throws are covered in the
<i>Dungeon Master's Guide</i>.) An item in a creature's possession uses the
creature's saving throw bonus unless its own is higher. <p class=sub>A
creature takes fire damage if its equipment is heated. It takes full damage
if its armor is affected or if it is holding, touching, wearing, or
carrying metal weighing one-fifth of its weight. The creature takes minimum
damage (1 point or 2 points; see the table) if it's not wearing metal armor
and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable
to touch but deals no damage. The same effect also occurs on the last round
of the spell's duration. During the second (and also the next-to-last)
round, intense heat causes pain and damage. In the third, fourth, and fifth
rounds, the metal is searing hot, causing more damage, as shown on the
table below.<table><tr class=header><td>Round</td><td>Metal
Temperature</td><td>Damage</td></tr><tr><td>1</td><td>Warm</td><td>None</td></tr><tr><td>2</td><td>Hot</td><td>1d4
points</td></tr><tr><td>3–5</td><td>Searing</td><td>2d4
points</td></tr><tr><td>6</td><td>Hot</td><td>1d4
points</td></tr><tr><td>7</td><td>Warm</td><td>None</td></tr></table> <p
class=sub>Any cold intense enough to damage the creature negates fire
damage from the spell (and vice versa) on a point-for-point basis. For
example, if the damage roll from a <i>heat metal</i> spell indicates 2
points of fire damage and the subject is hit by a <i>ray of frost</i> in
the same round and takes 3 points of cold damage, it winds up taking no
fire damage and only 1 point of cold damage. If cast underwater, <i>heat
metal</i> deals half damage and boils the surrounding water. <p
class=sub><i>Heat metal</i> counters and dispels <i>chill metal</i>."
}, {
id: 247,
name: "Helping Hand",
@@ -3752,7 +3752,7 @@
save: "-",
sr: "-",
phb: 239,
- detail: "You create the ghostly image of a hand, which you can send to
find a creature within 5 miles. The hand then beckons to that creature and
leads it to you if the creature is willing to follow. <p class=sub>When the
spell is cast, the hand appears in front of you. You then specify a person
(or any creature) by physical description, which can include race, gender,
and appearance but not ambiguous factors such as level, alignment, or
class. When the description is complete, the hand streaks off in search of
a subject that fits the description. The amount of time it takes to find
the subject depends on how far away she is. <p class=sub><table><tr
class=header><td>Distance</td><td>Time to Locate</td></tr><tr><td>100 ft.
or less</td><td>1 round</td></tr><tr><td>1,000 ft.</td><td>1
minute</td></tr><tr><td>1 mile</td><td>10 minutes</td></tr><tr><td>2
miles</td><td>1 hour</td></tr><tr><td>3 miles</td><td>2
hours</td></tr><tr><td>4 miles</td><td>3 hours</td></tr><tr><td>5
miles</td><td>4 hours</td></tr></table><p class=sub>Once the hand locates
the subject, it beckons the creature to follow it. If the subject does so,
the hand points in your direction, indicating the most direct feasible
route. The hand hovers 10 feet in front of the subject, moving before it at
a speed of as much as 240 feet per round. Once the hand leads the subject
back to you, it disappears. <p class=sub>The subject is not compelled to
follow the hand or act in any particular way toward you. If the subject
chooses not to follow, the hand continues to beckon for the duration of the
spell, then disappears. If the spell expires while the subject is en route
to you, the hand disappears; the subject must then rely on her own devices
to locate you. <p class=sub>If more than one subject in a 5-mile radius
meets the description, the hand locates the closest creature. If that
creature refuses to follow the hand, the hand does not seek out a second
subject. <p class=sub>If, at the end of 4 hours of searching, the hand has
found no subject that matches the description within 5 miles, it returns to
you, displays an outstretched palm (indicating that no such creature was
found), and disappears. <p class=sub>The ghostly hand has no physical form.
It is invisible to anyone except you and a potential subject. It cannot
engage in combat or execute any other task aside from locating a subject
and leading it back to you. The hand can’t pass through solid objects but
can ooze through small cracks and slits. The hand cannot travel more than 5
miles from the spot it appeared when you cast the spell."
+ detail: "You create the ghostly image of a hand, which you can send to
find a creature within 5 miles. The hand then beckons to that creature and
leads it to you if the creature is willing to follow. <p class=sub>When the
spell is cast, the hand appears in front of you. You then specify a person
(or any creature) by physical description, which can include race, gender,
and appearance but not ambiguous factors such as level, alignment, or
class. When the description is complete, the hand streaks off in search of
a subject that fits the description. The amount of time it takes to find
the subject depends on how far away she is. <p class=sub><table><tr
class=header><td>Distance</td><td>Time to Locate</td></tr><tr><td>100 ft.
or less</td><td>1 round</td></tr><tr><td>1,000 ft.</td><td>1
minute</td></tr><tr><td>1 mile</td><td>10 minutes</td></tr><tr><td>2
miles</td><td>1 hour</td></tr><tr><td>3 miles</td><td>2
hours</td></tr><tr><td>4 miles</td><td>3 hours</td></tr><tr><td>5
miles</td><td>4 hours</td></tr></table><p class=sub>Once the hand locates
the subject, it beckons the creature to follow it. If the subject does so,
the hand points in your direction, indicating the most direct feasible
route. The hand hovers 10 feet in front of the subject, moving before it at
a speed of as much as 240 feet per round. Once the hand leads the subject
back to you, it disappears. <p class=sub>The subject is not compelled to
follow the hand or act in any particular way toward you. If the subject
chooses not to follow, the hand continues to beckon for the duration of the
spell, then disappears. If the spell expires while the subject is en route
to you, the hand disappears; the subject must then rely on her own devices
to locate you. <p class=sub>If more than one subject in a 5-mile radius
meets the description, the hand locates the closest creature. If that
creature refuses to follow the hand, the hand does not seek out a second
subject. <p class=sub>If, at the end of 4 hours of searching, the hand has
found no subject that matches the description within 5 miles, it returns to
you, displays an outstretched palm (indicating that no such creature was
found), and disappears. <p class=sub>The ghostly hand has no physical form.
It is invisible to anyone except you and a potential subject. It cannot
engage in combat or execute any other task aside from locating a subject
and leading it back to you. The hand can't pass through solid objects but
can ooze through small cracks and slits. The hand cannot travel more than 5
miles from the spot it appeared when you cast the spell."
}, {
id: 248,
name: "Heroes' Feast",
@@ -3827,7 +3827,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: "Undead cannot see, hear, or smell the warded creatures. Even
extraordinary or supernatural sensory capabilities, such as blindsense,
blindsight, scent, and tremorsense, cannot detect or locate warded
creatures. Nonintelligent undead creatures are automatically affected and
act as though the warded creatures are not there. <p class=sub>An
intelligent undead creature gets a single Will saving throw. If it fails,
the subject can’t see any of the warded creatures. However, if it has
reason to believe unseen opponents are present, it can attempt to find or
strike them. <p class=sub>If a warded creature attempts to turn or command
undead, touches an undead creature, or attacks any creature (even with a
spell), the spell ends for all recipients."
+ detail: "Undead cannot see, hear, or smell the warded creatures. Even
extraordinary or supernatural sensory capabilities, such as blindsense,
blindsight, scent, and tremorsense, cannot detect or locate warded
creatures. Nonintelligent undead creatures are automatically affected and
act as though the warded creatures are not there. <p class=sub>An
intelligent undead creature gets a single Will saving throw. If it fails,
the subject can't see any of the warded creatures. However, if it has
reason to believe unseen opponents are present, it can attempt to find or
strike them. <p class=sub>If a warded creature attempts to turn or command
undead, touches an undead creature, or attacks any creature (even with a
spell), the spell ends for all recipients."
}, {
id: 253,
name: "Hold Animal",
@@ -3887,7 +3887,7 @@
save: "Will negs",
sr: "Yes",
phb: 241,
- detail: "The subject becomes paralyzed and freezes in place. It is
aware and breathes normally but cannot take any actions, even speech. Each
round on its turn, the subject may attempt a new saving throw to end the
effect. (This is a full-round action that does not provoke attacks of
opportunity.) <p class=sub>A winged creature who is paralyzed cannot flap
its wings and falls. A swimmer can’t swim and may drown. <p
class=sub><i>Arcane Focus</i>: A small, straight piece of iron."
+ detail: "The subject becomes paralyzed and freezes in place. It is
aware and breathes normally but cannot take any actions, even speech. Each
round on its turn, the subject may attempt a new saving throw to end the
effect. (This is a full-round action that does not provoke attacks of
opportunity.) <p class=sub>A winged creature who is paralyzed cannot flap
its wings and falls. A swimmer can't swim and may drown. <p
class=sub><i>Arcane Focus</i>: A small, straight piece of iron."
}, {
id: 257,
name: "Hold Person, Mass",
@@ -3932,7 +3932,7 @@
save: "Special",
sr: "Yes",
phb: 241,
- detail: "A brilliant divine radiance surrounds the subjects,
protecting them from attacks, granting them resistance to spells cast by
evil creatures, and causing evil creatures to become blinded when they
strike the subjects. This abjuration has four effects. <p class=sub>First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike <i>protection from evil</i>, this benefit applies
against all attacks, not just against attacks by evil creatures. <p
class=sub>Second, each warded creature gains spell resistance 25 against
evil spells and spells cast by evil creatures. <p class=sub>Third, the
abjuration blocks possession and mental influence, just as <i>protection
from evil</i> does. <p class=sub>Finally, if an evil creature succeeds on a
melee attack against a warded creature, the offending attacker is blinded
(Fortitude save negates, as <i>blindness/deafness</i>, but against <i>holy
aura</i>’s save DC). <p class=sub><i>Focus</i>: A tiny reliquary containing
some sacred relic, such as a scrap of cloth from a saint’s robe or a piece
of parchment from a holy text. The reliquary costs at least 500 gp."
+ detail: "A brilliant divine radiance surrounds the subjects,
protecting them from attacks, granting them resistance to spells cast by
evil creatures, and causing evil creatures to become blinded when they
strike the subjects. This abjuration has four effects. <p class=sub>First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike <i>protection from evil</i>, this benefit applies
against all attacks, not just against attacks by evil creatures. <p
class=sub>Second, each warded creature gains spell resistance 25 against
evil spells and spells cast by evil creatures. <p class=sub>Third, the
abjuration blocks possession and mental influence, just as <i>protection
from evil</i> does. <p class=sub>Finally, if an evil creature succeeds on a
melee attack against a warded creature, the offending attacker is blinded
(Fortitude save negates, as <i>blindness/deafness</i>, but against <i>holy
aura</i>'s save DC). <p class=sub><i>Focus</i>: A tiny reliquary containing
some sacred relic, such as a scrap of cloth from a saint's robe or a piece
of parchment from a holy text. The reliquary costs at least 500 gp."
}, {
id: 260,
name: "Holy Smite",
@@ -3962,7 +3962,7 @@
save: "-",
sr: "-",
phb: 242,
- detail: "This spell allows you to channel holy power into your sword,
or any other melee weapon you choose. The weapon acts as a +5 <i>holy
weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6
damage against evil opponents). It also emits a <i>magic circle against
evil</i> effect (as the spell). If the <i>magic circle</i> ends, the sword
creates a new one on your turn as a free action. The spell is automatically
canceled 1 round after the weapon leaves your hand. You cannot have more
than one <i>holy sword</i> at a time. <p class=sub>If this spell is cast on
a magic weapon, the powers of the spell supersede any that the weapon
normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not
cumulative with <i>bless weapon</i> or any other spell that might modify
the weapon in any way. <p class=sub>This spell does not work on artifacts.
<p class=sub><i>Note</i>: A masterwork weapon’s bonus to attack does not
stack with an enhancement bonus to attack."
+ detail: "This spell allows you to channel holy power into your sword,
or any other melee weapon you choose. The weapon acts as a +5 <i>holy
weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6
damage against evil opponents). It also emits a <i>magic circle against
evil</i> effect (as the spell). If the <i>magic circle</i> ends, the sword
creates a new one on your turn as a free action. The spell is automatically
canceled 1 round after the weapon leaves your hand. You cannot have more
than one <i>holy sword</i> at a time. <p class=sub>If this spell is cast on
a magic weapon, the powers of the spell supersede any that the weapon
normally has, rendering the normal enhancement bonus and powers of the
weapon inoperative for the duration of the spell. This spell is not
cumulative with <i>bless weapon</i> or any other spell that might modify
the weapon in any way. <p class=sub>This spell does not work on artifacts.
<p class=sub><i>Note</i>: A masterwork weapon's bonus to attack does not
stack with an enhancement bonus to attack."
}, {
id: 262,
name: "Holy Word",
@@ -4007,7 +4007,7 @@
save: "Will negs",
sr: "Yes",
phb: 242,
- detail: "A twisting pattern of subtle, shifting colors weaves through
the air, fascinating creatures within it. Roll 2d4 and add your caster
level (maximum 10) to determine the total number of Hit Dice of creatures
affected. Creatures with the fewest HD are affected first; and, among
creatures with equal HD, those who are closest to the spell’s point of
origin are affected first. Hit Dice that are not sufficient to affect a
creature are wasted. Affected creatures become fascinated by the pattern of
colors. Sightless creatures are not affected. <p class=sub>A wizard or
sorcerer need not utter a sound to cast this spell, but a bard must sing,
play music, or recite a rhyme as a verbal component. <p
class=sub><i>Material Component</i>: A glowing stick of incense or a
crystal rod filled with phos-phorescent material."
+ detail: "A twisting pattern of subtle, shifting colors weaves through
the air, fascinating creatures within it. Roll 2d4 and add your caster
level (maximum 10) to determine the total number of Hit Dice of creatures
affected. Creatures with the fewest HD are affected first; and, among
creatures with equal HD, those who are closest to the spell's point of
origin are affected first. Hit Dice that are not sufficient to affect a
creature are wasted. Affected creatures become fascinated by the pattern of
colors. Sightless creatures are not affected. <p class=sub>A wizard or
sorcerer need not utter a sound to cast this spell, but a bard must sing,
play music, or recite a rhyme as a verbal component. <p
class=sub><i>Material Component</i>: A glowing stick of incense or a
crystal rod filled with phos-phorescent material."
}, {
id: 265,
name: "Hypnotism",
@@ -4532,7 +4532,7 @@
save: "-",
sr: "-",
phb: 247,
- detail: "You create an unmoving, opaque sphere of force of any color
you desire around yourself. Half the sphere projects above the ground, and
the lower hemisphere passes through the ground. As many as nine other
Medium creatures can fit into the field with you; they can freely pass into
and out of the hut without harming it. However, if you remove yourself from
the hut, the spell ends. <p class=sub>The temperature inside the hut is 70°
F if the exterior temperature is between 0° and 100° F. An exterior
temperature below 0° or above 100° lowers or raises the interior
temperature on a 1-degree-for-1 basis (thus, if it’s -20° outside, inside
the hut it’s 50°). The hut also provides protec-tion against the elements,
such as rain, dust, and sandstorms. The hut withstands any wind of less
than hurricane force, but a hurricane (75+ mph wind speed) or greater force
destroys it. <p class=sub>The interior of the hut is a hemisphere. You can
illuminate it dimly upon com-mand or extinguish the light as desired.
Although the force field is opaque from the outside, it is transparent from
within. Missiles, weapons, and most spell effects can pass through the hut
without affecting it, although the occupants cannot be seen from outside
the hut (they have total concealment). <p class=sub><i>Material
Component</i>: A small crystal bead that shatters when the spell duration
expires or the <i>hut</i> is dispelled."
+ detail: "You create an unmoving, opaque sphere of force of any color
you desire around yourself. Half the sphere projects above the ground, and
the lower hemisphere passes through the ground. As many as nine other
Medium creatures can fit into the field with you; they can freely pass into
and out of the hut without harming it. However, if you remove yourself from
the hut, the spell ends. <p class=sub>The temperature inside the hut is 70°
F if the exterior temperature is between 0° and 100° F. An exterior
temperature below 0° or above 100° lowers or raises the interior
temperature on a 1-degree-for-1 basis (thus, if it's -20° outside, inside
the hut it's 50°). The hut also provides protec-tion against the elements,
such as rain, dust, and sandstorms. The hut withstands any wind of less
than hurricane force, but a hurricane (75+ mph wind speed) or greater force
destroys it. <p class=sub>The interior of the hut is a hemisphere. You can
illuminate it dimly upon com-mand or extinguish the light as desired.
Although the force field is opaque from the outside, it is transparent from
within. Missiles, weapons, and most spell effects can pass through the hut
without affecting it, although the occupants cannot be seen from outside
the hut (they have total concealment). <p class=sub><i>Material
Component</i>: A small crystal bead that shatters when the spell duration
expires or the <i>hut</i> is dispelled."
}, {
id: 300,
name: "Leomund's Trap",
@@ -4547,7 +4547,7 @@
save: "-",
sr: "-",
phb: 247,
- detail: "This spell makes a lock or small mechanism seem to be trapped
to anyone who can detect traps. You place the spell upon any small
mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.
Any character able to detect traps, or who uses any spell or device
enabling trap detection, is 100% certain a real trap exists. Of course, the
effect is illusory and nothing happens if the trap is “sprung”; its primary
purpose is to frighten away thieves or make them waste precious time. <p
class=sub>If another <i>Leomund’s trap</i> is active within 50 feet when
the spell is cast, the casting fails. <p class=sub><i>Material
Component</i>: A piece of iron pyrite touched to the object to the trapped
while the object is sprinkled with a special dust requiring 50gp to
prepare."
+ detail: "This spell makes a lock or small mechanism seem to be trapped
to anyone who can detect traps. You place the spell upon any small
mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.
Any character able to detect traps, or who uses any spell or device
enabling trap detection, is 100% certain a real trap exists. Of course, the
effect is illusory and nothing happens if the trap is “sprung”; its primary
purpose is to frighten away thieves or make them waste precious time. <p
class=sub>If another <i>Leomund's trap</i> is active within 50 feet when
the spell is cast, the casting fails. <p class=sub><i>Material
Component</i>: A piece of iron pyrite touched to the object to the trapped
while the object is sprinkled with a special dust requiring 50gp to
prepare."
}, {
id: 301,
name: "Levitate",
@@ -4592,7 +4592,7 @@
save: "Ref half",
sr: "Yes",
phb: 248,
- detail: "You release a powerful stroke of electrical energy that deals
1d6 points of electricity damage per caster level (maximum 10d6) to each
creature within its area. The bolt begins at your fingertips. <p
class=sub>The <i>lightning bolt</i> sets fire to combustibles and damages
objects in its path. It can melt metals with a low melting point, such as
lead, gold, copper, silver, or bronze. If the damage caused to an
interposing bar-rier shatters or breaks through it, the bolt may continue
beyond the barrier if the spell’s range permits; otherwise, it stops at the
barrier just as any other spell effect does. <p class=sub><i>Material
Component</i>: A bit of fur and an amber, crystal, or glass rod."
+ detail: "You release a powerful stroke of electrical energy that deals
1d6 points of electricity damage per caster level (maximum 10d6) to each
creature within its area. The bolt begins at your fingertips. <p
class=sub>The <i>lightning bolt</i> sets fire to combustibles and damages
objects in its path. It can melt metals with a low melting point, such as
lead, gold, copper, silver, or bronze. If the damage caused to an
interposing bar-rier shatters or breaks through it, the bolt may continue
beyond the barrier if the spell's range permits; otherwise, it stops at the
barrier just as any other spell effect does. <p class=sub><i>Material
Component</i>: A bit of fur and an amber, crystal, or glass rod."
}, {
id: 304,
name: "Limited Wish",
@@ -4607,7 +4607,7 @@
save: "Special",
sr: "Yes",
phb: 248,
- detail: "A <i>limited wish</i> lets you create nearly any type of
effect. For example, a <i>limited wish</i> can do any of the following
things. <p class=sub><ul><p class=sub><li> Duplicate any sorcerer/wizard
spell of 6th level or lower, provided the spell is not of a school
prohibited to you. <p class=sub><li> Duplicate any other spell of 5th level
or lower, provided the spell is not of a school prohibited to you. <p
class=sub><li> Duplicate any sorcerer/wizard spell of 5th level or lower,
even if it’s of a prohibited school. <p class=sub><li> Duplicate any other
spell of 4th level or lower, even if it’s of a prohibited school. <p
class=sub><li> Undo the harmful effects of many spells, such as
<i>geas/quest</i> or <i>insanity</i>. <p class=sub><li> Produce any other
effect whose power level is in line with the above effects, such as a
single creature automatically hitting on its next attack or taking a -7
penalty on its next saving throw. <p class=sub></ul> <p class=sub>A
duplicated spell allows saving throws and spell resistance as normal (but
the save DC is for a 7th-level spell). When a <i>limited wish</i>
duplicates a spell that has an XP cost, you must pay that cost or 300 XP,
whichever is more. When a <i>limited wish</i> spell duplicates a spell with
a material component that costs more than 1,000 gp, you must provide that
component. <p class=sub><i>XP Cost</i>: 300 XP or more (see above)."
+ detail: "A <i>limited wish</i> lets you create nearly any type of
effect. For example, a <i>limited wish</i> can do any of the following
things. <p class=sub><ul><p class=sub><li> Duplicate any sorcerer/wizard
spell of 6th level or lower, provided the spell is not of a school
prohibited to you. <p class=sub><li> Duplicate any other spell of 5th level
or lower, provided the spell is not of a school prohibited to you. <p
class=sub><li> Duplicate any sorcerer/wizard spell of 5th level or lower,
even if it's of a prohibited school. <p class=sub><li> Duplicate any other
spell of 4th level or lower, even if it's of a prohibited school. <p
class=sub><li> Undo the harmful effects of many spells, such as
<i>geas/quest</i> or <i>insanity</i>. <p class=sub><li> Produce any other
effect whose power level is in line with the above effects, such as a
single creature automatically hitting on its next attack or taking a -7
penalty on its next saving throw. <p class=sub></ul> <p class=sub>A
duplicated spell allows saving throws and spell resistance as normal (but
the save DC is for a 7th-level spell). When a <i>limited wish</i>
duplicates a spell that has an XP cost, you must pay that cost or 300 XP,
whichever is more. When a <i>limited wish</i> spell duplicates a spell with
a material component that costs more than 1,000 gp, you must provide that
component. <p class=sub><i>XP Cost</i>: 300 XP or more (see above)."
}, {
id: 305,
name: "Liveoak",
@@ -4622,7 +4622,7 @@
save: "-",
sr: "-",
phb: 248,
- detail: "This spell turns an oak tree into a protector or guardian.
The spell can be cast on only a single tree at a time; while <i>liveoak</i>
is in effect, you can’t cast it again on another tree. The tree on which
the spell is cast must be within 10 feet of your dwelling place, within a
place sacred to you, or within 300 feet of something that you wish to guard
or protect. <p class=sub><i>Liveoak</i> must be cast on a healthy, Huge
oak. A triggering phrase of up to one word per caster level is placed on
the targeted oak. For instance, “Attack any persons who come near without
first saying ‘sacred mistletoe’ “ is an eleven-word trigger phrase that you
could use at 11th level or higher. The liveoak spell triggers the tree into
animating as a treant (see the <i>Monster Manual</i>). At the DM’s option,
you can extrapolate statistics for a smaller tree from the treant
statistics if you cast <i>likeoak</i> on a smaller oak. <p class=sub>If
<i>liveoak</i> is dispelled, the tree takes root immediately, wherever it
happens to be. If released by you, the tree tries to return to its original
location before taking root."
+ detail: "This spell turns an oak tree into a protector or guardian.
The spell can be cast on only a single tree at a time; while <i>liveoak</i>
is in effect, you can't cast it again on another tree. The tree on which
the spell is cast must be within 10 feet of your dwelling place, within a
place sacred to you, or within 300 feet of something that you wish to guard
or protect. <p class=sub><i>Liveoak</i> must be cast on a healthy, Huge
oak. A triggering phrase of up to one word per caster level is placed on
the targeted oak. For instance, “Attack any persons who come near without
first saying ‘sacred mistletoe' “ is an eleven-word trigger phrase that you
could use at 11th level or higher. The liveoak spell triggers the tree into
animating as a treant (see the <i>Monster Manual</i>). At the DM's option,
you can extrapolate statistics for a smaller tree from the treant
statistics if you cast <i>likeoak</i> on a smaller oak. <p class=sub>If
<i>liveoak</i> is dispelled, the tree takes root immediately, wherever it
happens to be. If released by you, the tree tries to return to its original
location before taking root."
}, {
id: 306,
name: "Locate Creature",
@@ -4697,7 +4697,7 @@
save: "Will negs",
sr: "-",
phb: 249,
- detail: "An invisible but tangible field of force surrounds the
subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.
Unlike mundane armor, <i>mage armor</i> entails no armor check penalty,
arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is
made of force, incorporeal creatures can’t bypass it the way they do normal
armor. <p class=sub><i>Focus</i>: A piece of cured leather"
+ detail: "An invisible but tangible field of force surrounds the
subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.
Unlike mundane armor, <i>mage armor</i> entails no armor check penalty,
arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is
made of force, incorporeal creatures can't bypass it the way they do normal
armor. <p class=sub><i>Focus</i>: A piece of cured leather"
}, {
id: 311,
name: "Mage Hand",
@@ -4712,7 +4712,7 @@
save: "-",
sr: "-",
phb: 249,
- detail: "You point your finger at an object and can lift it and move
it at will from a distance. As a move action, you can propel the ob-ject as
far as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spell’s range."
+ detail: "You point your finger at an object and can lift it and move
it at will from a distance. As a move action, you can propel the ob-ject as
far as 15 feet in any direction, though the spell ends if the distance
between you and the object ever exceeds the spell's range."
}, {
id: 312,
name: "Magic Circle against Chaos",
@@ -4742,7 +4742,7 @@
save: "Will negs",
sr: "-",
phb: 249,
- detail: "All creatures within the area gain the effects of a
<i>protection from evil</i> spell, and no nongood summoned creatures can
enter the area either. You must overcome a creature’s spell resistance in
order to keep it at bay (as in the third function of <i>protection from
evil</i>), but the deflection and resistance bonuses and the protection
from mental control apply regardless of enemies’ spell resistance. <p
class=sub>This spell has an alternative version that you may choose when
casting it. A <i>magic circle against evil</i> can be focused inward rather
than outward. When focused inward, the spell binds a nongood called
creature (such as those called by the <i>lesser planar binding</i>,
<i>planar binding</i>, and <i>greater planar binding</i> spells) for a
maximum of 24 hours per caster level, provided that you cast the spell that
calls the creature within 1 round of casting the <i>magic circle</i>. The
creature cannot cross the circle’s boundaries. If a creature too large to
fit into the spell’s area is the subject of the spell, the spell acts as a
normal <i>protection from evil</i> spell for that creature only. <p
class=sub>A <i>magic circle</i> leaves much to be desired as a trap. If the
circle of powdered silver laid down in the process of spellcasting is
broken, the effect immediately ends. The trapped creature can do nothing
that disturbs the circle, directly or indirectly, but other creatures can.
If the called creature has spell resistance, it can test the trap once a
day. If you fail to overcome its spell resistance, the creature breaks
free, destroying the circle. A creature capable of any form of dimensional
travel (<i>astral projection</i>, <i>blink</i>, <i>dimension door</i>,
<i>etherealness</i>, <i>gate</i>, <i>plane shift</i>, <i>shadow walk</i>,
<i>teleport</i>, and similar abilities) can simply leave the circle through
that means. You can prevent the creature’s extradimensional escape by
casting a <i>dimensional anchor</i> spell on it, but you must cast the
spell before the creature acts. If you are successful, the <i>anchor</i>
effect lasts as long as the <i>magic circle</i> does. The creature cannot
reach across the <i>magic circle</i>, but its ranged attacks (ranged
weapons, spells, magical abilities, and the like) can. The creature can
attack any target it can reach with its ranged attacks except for the
circle itself. <p class=sub>You can add a special diagram (a
two-dimensional bounded figure with no gaps along its circumference,
augmented with various magical sigils) to make the <i>magic circle</i> more
secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20
Spellcraft check. The DM makes this check secretly. If the check fails, the
diagram is ineffective. You can take 10 (see page 65) when drawing the
diagram if you are under no particular time pressure to complete the task.
This task also takes 10 full minutes. If time is no factor at all, and you
devote 3 hours and 20 minutes to the task, you can take 20. <p class=sub>A
successful diagram allows you to cast a <i>dimensional anchor</i> spell on
the <i>magic circle</i> during the round before casting any summoning
spell. The <i>anchor</i> holds any called creatures in the <i>magic
circle</i> for 24 hours per caster level. A creature cannot use its spell
resistance against a <i>magic circle</i> prepared with a diagram, and none
of its abilities or attacks can cross the diagram. If the creature tries a
Charisma check to break free of the trap (see the <i>lesser planar
binding</i> spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid across it.
However, the creature itself cannot disturb the diagram either directly or
indirectly, as noted above. <p class=sub>This spell is not cumulative with
<i>protection from evil</i> and vice versa. <p class=sub><i>Arcane Material
Component</i>: A little powdered silver with which you trace a
3-foot-diameter circle on the floor (or ground) around the creature to be
warded."
+ detail: "All creatures within the area gain the effects of a
<i>protection from evil</i> spell, and no nongood summoned creatures can
enter the area either. You must overcome a creature's spell resistance in
order to keep it at bay (as in the third function of <i>protection from
evil</i>), but the deflection and resistance bonuses and the protection
from mental control apply regardless of enemies' spell resistance. <p
class=sub>This spell has an alternative version that you may choose when
casting it. A <i>magic circle against evil</i> can be focused inward rather
than outward. When focused inward, the spell binds a nongood called
creature (such as those called by the <i>lesser planar binding</i>,
<i>planar binding</i>, and <i>greater planar binding</i> spells) for a
maximum of 24 hours per caster level, provided that you cast the spell that
calls the creature within 1 round of casting the <i>magic circle</i>. The
creature cannot cross the circle's boundaries. If a creature too large to
fit into the spell's area is the subject of the spell, the spell acts as a
normal <i>protection from evil</i> spell for that creature only. <p
class=sub>A <i>magic circle</i> leaves much to be desired as a trap. If the
circle of powdered silver laid down in the process of spellcasting is
broken, the effect immediately ends. The trapped creature can do nothing
that disturbs the circle, directly or indirectly, but other creatures can.
If the called creature has spell resistance, it can test the trap once a
day. If you fail to overcome its spell resistance, the creature breaks
free, destroying the circle. A creature capable of any form of dimensional
travel (<i>astral projection</i>, <i>blink</i>, <i>dimension door</i>,
<i>etherealness</i>, <i>gate</i>, <i>plane shift</i>, <i>shadow walk</i>,
<i>teleport</i>, and similar abilities) can simply leave the circle through
that means. You can prevent the creature's extradimensional escape by
casting a <i>dimensional anchor</i> spell on it, but you must cast the
spell before the creature acts. If you are successful, the <i>anchor</i>
effect lasts as long as the <i>magic circle</i> does. The creature cannot
reach across the <i>magic circle</i>, but its ranged attacks (ranged
weapons, spells, magical abilities, and the like) can. The creature can
attack any target it can reach with its ranged attacks except for the
circle itself. <p class=sub>You can add a special diagram (a
two-dimensional bounded figure with no gaps along its circumference,
augmented with various magical sigils) to make the <i>magic circle</i> more
secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20
Spellcraft check. The DM makes this check secretly. If the check fails, the
diagram is ineffective. You can take 10 (see page 65) when drawing the
diagram if you are under no particular time pressure to complete the task.
This task also takes 10 full minutes. If time is no factor at all, and you
devote 3 hours and 20 minutes to the task, you can take 20. <p class=sub>A
successful diagram allows you to cast a <i>dimensional anchor</i> spell on
the <i>magic circle</i> during the round before casting any summoning
spell. The <i>anchor</i> holds any called creatures in the <i>magic
circle</i> for 24 hours per caster level. A creature cannot use its spell
resistance against a <i>magic circle</i> prepared with a diagram, and none
of its abilities or attacks can cross the diagram. If the creature tries a
Charisma check to break free of the trap (see the <i>lesser planar
binding</i> spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid across it.
However, the creature itself cannot disturb the diagram either directly or
indirectly, as noted above. <p class=sub>This spell is not cumulative with
<i>protection from evil</i> and vice versa. <p class=sub><i>Arcane Material
Component</i>: A little powdered silver with which you trace a
3-foot-diameter circle on the floor (or ground) around the creature to be
warded."
}, {
id: 314,
name: "Magic Circle against Good",
@@ -4787,7 +4787,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: "<i>Magic fang</i> gives one natural weapon of the subject a
+1 enhancement bonus on attack and damage rolls. The spell can affect a
slam attack, fist, bite, or other natural weapon. (The spell does not
change an unarmed strike’s damage from nonlethal damage to lethal damage.)
<p class=sub><i>Magic fang</i> can be made permanent with a
<i>permanency</i> spell."
+ detail: "<i>Magic fang</i> gives one natural weapon of the subject a
+1 enhancement bonus on attack and damage rolls. The spell can affect a
slam attack, fist, bite, or other natural weapon. (The spell does not
change an unarmed strike's damage from nonlethal damage to lethal damage.)
<p class=sub><i>Magic fang</i> can be made permanent with a
<i>permanency</i> spell."
}, {
id: 317,
name: "Magic Fang, Greater",
@@ -4802,7 +4802,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: "This spell functions like <i>magic fang</i>, except that the
enhancement bonus on attack and damage rolls is +1 per four caster levels
(maximum +5). <p class=sub>Alternatively, you may imbue all of the
creature’s natural weapons with a +1 enhancement bonus (regardless of your
caster level). <p class=sub><i>Greater magic fang</i> can be made
perma-nent with a <i>permanency</i> spell."
+ detail: "This spell functions like <i>magic fang</i>, except that the
enhancement bonus on attack and damage rolls is +1 per four caster levels
(maximum +5). <p class=sub>Alternatively, you may imbue all of the
creature's natural weapons with a +1 enhancement bonus (regardless of your
caster level). <p class=sub><i>Greater magic fang</i> can be made
perma-nent with a <i>permanency</i> spell."
}, {
id: 318,
name: "Magic Jar",
@@ -4817,7 +4817,7 @@
save: "Will negs",
sr: "Yes",
phb: 250,
- detail: "By casting <i>magic jar</i>, you place your soul in a gem or
large crystal (known as the <i>magic jar</i>), leaving your body lifeless.
Then you can attempt to take control of a nearby body, forcing its soul
into the <i>magic jar</i>. You may move back to the jar (thereby returning
the trapped soul to its body) and attempt to possess another body. The
spell ends when you send your soul back to your own body, leaving the
receptacle empty. <p class=sub>To cast the spell, the <i>magic jar</i> must
be within spell range and you must know where it is, though you do not need
line of sight or line of effect to it. When you transfer your soul upon
casting, your body is, as near as anyone can tell, dead. <p class=sub>While
in the <i>magic jar</i>, you can sense and attack any life force within 10
feet per caster level (and on the same plane of existence). You do need
line of effect from the jar to the creatures. You cannot deter-mine the
exact creature types or positions of these creatures. In a group of life
forces, you can sense a difference of 4 or more Hit Dice between one
creature and another and can determine whether a life force is powered by
positive or negative energy. (Undead creatures are powered by negative
energy. Only sentient undead creatures have, or are, souls.) <p
class=sub>For example, if two 10th-level characters are attacking a hill
giant (12 HD) and four ogres (4 HD), you could determine that there are
three stronger and four weaker life forces within the range, all powered by
positive energy. You could choose to take over either a stronger or a
weaker creature, but which particular stronger or weaker creature you
attempt to possess is determined randomly. <p class=sub>Attempting to
possess a body is a full-round action. It is blocked by <i>protection from
evil</i> or a similar ward. You possess the body and force the creature’s
soul into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the <i>magic jar</i>, and
the target automatically succeeds on further saving throws if you attempt
to possess its body again. <p class=sub>If you are successful, your life
force occupies the host body, and the host’s life force is imprisoned in
the <i>magic jar</i>. You keep your Intelligence, Wisdom, Charisma, level,
class, base attack bonus, base save bonuses, alignment, and mental
abilities. The body retains its Strength, Dexterity, Constitution, hit
points, natural abilities, and automatic abilities. For example, a fish’s
body breathes water and a troll’s body regenerates. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon
attacks) than normal. You can’t choose to activate the body’s extraordinary
or supernatural abilities. The creature’s spells and spell-like abilities
do not stay with the body. <p class=sub>As a standard action, you can shift
freely from a host to the <i>magic jar</i> if within range, sending the
trapped soul back to its body. The spell ends when you shift from the jar
to your own body. <p class=sub>If the host body is slain, you return to the
<i>magic jar</i>, if within range, and the life force of the host departs
(it is dead). If the host body is slain beyond the range of the spell, both
you and the host die. Any life force with nowhere to go is treated as
slain. If the spell ends while you are in the <i>magic jar</i>, you return
to your body (or die if your body is out of range or destroyed). If the
spell ends while you are in a host, you return to your body (or die, if it
is out of range of your current position), and the soul in the <i>magic
jar</i> returns to its body (or dies if it is out of range). Destroying the
receptacle ends the spell, and the spell can be dispelled at either the
<i>magic jar</i> or at the host’s location. <p class=sub><i>Focus</i>: A
gem or crystal worth at least 100 gp."
+ detail: "By casting <i>magic jar</i>, you place your soul in a gem or
large crystal (known as the <i>magic jar</i>), leaving your body lifeless.
Then you can attempt to take control of a nearby body, forcing its soul
into the <i>magic jar</i>. You may move back to the jar (thereby returning
the trapped soul to its body) and attempt to possess another body. The
spell ends when you send your soul back to your own body, leaving the
receptacle empty. <p class=sub>To cast the spell, the <i>magic jar</i> must
be within spell range and you must know where it is, though you do not need
line of sight or line of effect to it. When you transfer your soul upon
casting, your body is, as near as anyone can tell, dead. <p class=sub>While
in the <i>magic jar</i>, you can sense and attack any life force within 10
feet per caster level (and on the same plane of existence). You do need
line of effect from the jar to the creatures. You cannot deter-mine the
exact creature types or positions of these creatures. In a group of life
forces, you can sense a difference of 4 or more Hit Dice between one
creature and another and can determine whether a life force is powered by
positive or negative energy. (Undead creatures are powered by negative
energy. Only sentient undead creatures have, or are, souls.) <p
class=sub>For example, if two 10th-level characters are attacking a hill
giant (12 HD) and four ogres (4 HD), you could determine that there are
three stronger and four weaker life forces within the range, all powered by
positive energy. You could choose to take over either a stronger or a
weaker creature, but which particular stronger or weaker creature you
attempt to possess is determined randomly. <p class=sub>Attempting to
possess a body is a full-round action. It is blocked by <i>protection from
evil</i> or a similar ward. You possess the body and force the creature's
soul into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the <i>magic jar</i>, and
the target automatically succeeds on further saving throws if you attempt
to possess its body again. <p class=sub>If you are successful, your life
force occupies the host body, and the host's life force is imprisoned in
the <i>magic jar</i>. You keep your Intelligence, Wisdom, Charisma, level,
class, base attack bonus, base save bonuses, alignment, and mental
abilities. The body retains its Strength, Dexterity, Constitution, hit
points, natural abilities, and automatic abilities. For example, a fish's
body breathes water and a troll's body regenerates. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon
attacks) than normal. You can't choose to activate the body's extraordinary
or supernatural abilities. The creature's spells and spell-like abilities
do not stay with the body. <p class=sub>As a standard action, you can shift
freely from a host to the <i>magic jar</i> if within range, sending the
trapped soul back to its body. The spell ends when you shift from the jar
to your own body. <p class=sub>If the host body is slain, you return to the
<i>magic jar</i>, if within range, and the life force of the host departs
(it is dead). If the host body is slain beyond the range of the spell, both
you and the host die. Any life force with nowhere to go is treated as
slain. If the spell ends while you are in the <i>magic jar</i>, you return
to your body (or die if your body is out of range or destroyed). If the
spell ends while you are in a host, you return to your body (or die, if it
is out of range of your current position), and the soul in the <i>magic
jar</i> returns to its body (or dies if it is out of range). Destroying the
receptacle ends the spell, and the spell can be dispelled at either the
<i>magic jar</i> or at the host's location. <p class=sub><i>Focus</i>: A
gem or crystal worth at least 100 gp."
}, {
id: 319,
name: "Magic Missile",
@@ -4832,7 +4832,7 @@
save: "-",
sr: "Yes",
phb: 251,
- detail: "A missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d4+1 points of force damage. <p
class=sub>The missile strikes unerringly, even if the target is in melee
combat or has less than total cover or total concealment. Spe-cific parts
of a creature can’t be singled out. Inanimate objects are not damaged by
the spell. <p class=sub>For every two caster levels beyond 1st, you gain an
additional missile—two at 3rd level, three at 5th, four at 7th, and the
maximum of five missiles at 9th level or higher. If you shoot multiple
missiles, you can have them strike a single creature or several creatures.
A single missile can strike only one creature. You must desig-nate targets
before you check for spell resistance or roll damage."
+ detail: "A missile of magical energy darts forth from your fingertip
and strikes its target, dealing 1d4+1 points of force damage. <p
class=sub>The missile strikes unerringly, even if the target is in melee
combat or has less than total cover or total concealment. Spe-cific parts
of a creature can't be singled out. Inanimate objects are not damaged by
the spell. <p class=sub>For every two caster levels beyond 1st, you gain an
additional missile—two at 3rd level, three at 5th, four at 7th, and the
maximum of five missiles at 9th level or higher. If you shoot multiple
missiles, you can have them strike a single creature or several creatures.
A single missile can strike only one creature. You must desig-nate targets
before you check for spell resistance or roll damage."
}, {
id: 320,
name: "Magic Mouth",
@@ -4862,7 +4862,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: "You transmute as many as three pebbles, which can be no
larger than sling bullets, so that they strike with great force when thrown
or slung. If hurled, they have a range increment of 20 feet. If slung,
treat them as sling bullets (range increment 50 feet). The spell gives them
a +1 enhancement bonus on attack and damage rolls. The user of the stones
makes a normal ranged attack. Each stone that hits deals 1d6+1 points of
damage (including the spell’s enhancement bonus), or 2d6+2 points against
undead."
+ detail: "You transmute as many as three pebbles, which can be no
larger than sling bullets, so that they strike with great force when thrown
or slung. If hurled, they have a range increment of 20 feet. If slung,
treat them as sling bullets (range increment 50 feet). The spell gives them
a +1 enhancement bonus on attack and damage rolls. The user of the stones
makes a normal ranged attack. Each stone that hits deals 1d6+1 points of
damage (including the spell's enhancement bonus), or 2d6+2 points against
undead."
}, {
id: 322,
name: "Magic Vestment",
@@ -4892,7 +4892,7 @@
save: "Will negs",
sr: "Yes",
phb: 251,
- detail: "<i>Magic weapon</i> gives a weapon a +1 enhancement bonus on
attack and damage rolls. (An enhancement bonus does not stack with a
masterwork weapon’s +1 bonus on attack rolls.) <p class=sub>You can’t cast
this spell on a natural weapon, such as an unarmed strike (instead, see
<i>magic fang</i>). A monk’s unarmed strike is considered a weapon, and
thus it can be enhanced by this spell."
+ detail: "<i>Magic weapon</i> gives a weapon a +1 enhancement bonus on
attack and damage rolls. (An enhancement bonus does not stack with a
masterwork weapon's +1 bonus on attack rolls.) <p class=sub>You can't cast
this spell on a natural weapon, such as an unarmed strike (instead, see
<i>magic fang</i>). A monk's unarmed strike is considered a weapon, and
thus it can be enhanced by this spell."
}, {
id: 324,
name: "Magic Weapon, Greater",
@@ -4922,7 +4922,7 @@
save: "-",
sr: "-",
phb: 252,
- detail: "This spell functions like minor creation, except that you can
also create an object of mineral nature: stone, crystal, metal, or the
like. The duration of the created item varies with its relative hardness
and rarity, as indicated on the following table. <table><tr
class=header><td>Hardness and RarityExamples</td><td>Duration</td></tr>
<tr><td>Vegetable matter</td><td>2 hr./level</td></tr> <tr><td>Stone,
crystal, base metals</td><td>1 hr./level</td></tr> <tr><td>Precious
metals</td><td>20 min./level</td></tr> <tr><td>Gems</td><td>10
min./level</td></tr> <tr><td>Rare metal<sup>1</sup></td><td>1
round/level</td></tr> </table><p class=sub><sup>1</sup> Includes
adamantine, alchemical silver, and mithral. You can’t use major creation to
create a cold iron item. See the <i>Dungeon Master’s Guide</i> for details"
+ detail: "This spell functions like minor creation, except that you can
also create an object of mineral nature: stone, crystal, metal, or the
like. The duration of the created item varies with its relative hardness
and rarity, as indicated on the following table. <table><tr
class=header><td>Hardness and RarityExamples</td><td>Duration</td></tr>
<tr><td>Vegetable matter</td><td>2 hr./level</td></tr> <tr><td>Stone,
crystal, base metals</td><td>1 hr./level</td></tr> <tr><td>Precious
metals</td><td>20 min./level</td></tr> <tr><td>Gems</td><td>10
min./level</td></tr> <tr><td>Rare metal<sup>1</sup></td><td>1
round/level</td></tr> </table><p class=sub><sup>1</sup> Includes
adamantine, alchemical silver, and mithral. You can't use major creation to
create a cold iron item. See the <i>Dungeon Master's Guide</i> for details"
}, {
id: 326,
name: "Major Image",
@@ -4982,7 +4982,7 @@
save: "-",
sr: "Yes",
phb: 252,
- detail: "You banish the subject into an extradimensional labyrinth of
force planes. Each round on its turn, it may attempt a DC 20 Intelligence
check to escape the labyrinth as a full-round action. If the subject
doesn’t escape, the maze disappears after 10 minutes, forcing the subject
to leave. <p class=sub>On escaping or leaving the maze, the subject
reappears where it had been when the <i>maze</i> spell was cast. If this
location is filled with a solid object, the subject appears in the nearest
open space. <p class=sub>Spells and abilities that move a creature within a
plane, such as <i>teleport</i> and <i>dimension door</i>, do not help a
creature escape a <i>maze</i> spell, although a <i>plane shift</i> spell
allows it to exit to whatever plane is designated in that spell. Minotaurs
are not affected by this spell."
+ detail: "You banish the subject into an extradimensional labyrinth of
force planes. Each round on its turn, it may attempt a DC 20 Intelligence
check to escape the labyrinth as a full-round action. If the subject
doesn't escape, the maze disappears after 10 minutes, forcing the subject
to leave. <p class=sub>On escaping or leaving the maze, the subject
reappears where it had been when the <i>maze</i> spell was cast. If this
location is filled with a solid object, the subject appears in the nearest
open space. <p class=sub>Spells and abilities that move a creature within a
plane, such as <i>teleport</i> and <i>dimension door</i>, do not help a
creature escape a <i>maze</i> spell, although a <i>plane shift</i> spell
allows it to exit to whatever plane is designated in that spell. Minotaurs
are not affected by this spell."
}, {
id: 330,
name: "Meld into Stone",
@@ -4997,7 +4997,7 @@
save: "-",
sr: "-",
phb: 252,
- detail: "<i>Meld into stone</i> enables you to meld your body and
possessions into a single block of stone. The stone must be large enough to
accommodate your body in all three dimensions. When the casting is
complete, you and not more than 100 pounds of nonliving gear merge with the
stone. If either condition is violated, the spell fails and is wasted. <p
class=sub>While in the stone, you remain in contact, however tenuous, with
the face of the stone through which you melded. You remain aware of the
passage of time and can cast spells on yourself while hiding in the stone.
Nothing that goes on outside the stone can be seen, but you can still hear
what happens around you. Minor physical damage to the stone does not harm
you, but its partial destruction (to the extent that you no longer fit
within it) expels you and deals you 5d6 points of damage. The stone’s
complete destruction expels you and slays you instantly unless you make a
DC 18 Fortitude save. <p class=sub>Any time before the duration expires,
you can step out of the stone through the surface that you entered. If the
spell’s duration expires or the effect is dispelled before you voluntarily
exit the stone, you are violently expelled and take 5d6 points of damage.
<p class=sub><i>The following spells harm you if cast upon the stone that
you are occupying</i>: <i>Stone to flesh</i> expels you and deals you 5d6
points of damage. <i>Stone shape</i> deals you 3d6 points of damage but
does not expel you. <i>Transmute rock to mud</i> expels you and then slays
you instantly unless you make a DC 18 Fortitude save, in which case you are
merely expelled. Finally, <i>passwall</i> expels you without damage."
+ detail: "<i>Meld into stone</i> enables you to meld your body and
possessions into a single block of stone. The stone must be large enough to
accommodate your body in all three dimensions. When the casting is
complete, you and not more than 100 pounds of nonliving gear merge with the
stone. If either condition is violated, the spell fails and is wasted. <p
class=sub>While in the stone, you remain in contact, however tenuous, with
the face of the stone through which you melded. You remain aware of the
passage of time and can cast spells on yourself while hiding in the stone.
Nothing that goes on outside the stone can be seen, but you can still hear
what happens around you. Minor physical damage to the stone does not harm
you, but its partial destruction (to the extent that you no longer fit
within it) expels you and deals you 5d6 points of damage. The stone's
complete destruction expels you and slays you instantly unless you make a
DC 18 Fortitude save. <p class=sub>Any time before the duration expires,
you can step out of the stone through the surface that you entered. If the
spell's duration expires or the effect is dispelled before you voluntarily
exit the stone, you are violently expelled and take 5d6 points of damage.
<p class=sub><i>The following spells harm you if cast upon the stone that
you are occupying</i>: <i>Stone to flesh</i> expels you and deals you 5d6
points of damage. <i>Stone shape</i> deals you 3d6 points of damage but
does not expel you. <i>Transmute rock to mud</i> expels you and then slays
you instantly unless you make a DC 18 Fortitude save, in which case you are
merely expelled. Finally, <i>passwall</i> expels you without damage."
}, {
id: 331,
name: "Melf's Acid Arrow",
@@ -5012,7 +5012,7 @@
save: "-",
sr: "-",
phb: 253,
- detail: "A magical arrow of acid springs from your hand and speeds to
its target. You must succeed on a ranged touch attack to hit your target.
The arrow deals 2d4 points of acid damage with no splash damage. For every
three caster levels (to a maximum of 18th), the acid, unless somehow
neutralized, lasts for another round, dealing another 2d4 points of damage
in that round. <p class=sub><i>Material Component</i>: Powdered rhubarb
leaf and an adder’s stomach. <p class=sub><i>Focus</i>: A dart."
+ detail: "A magical arrow of acid springs from your hand and speeds to
its target. You must succeed on a ranged touch attack to hit your target.
The arrow deals 2d4 points of acid damage with no splash damage. For every
three caster levels (to a maximum of 18th), the acid, unless somehow
neutralized, lasts for another round, dealing another 2d4 points of damage
in that round. <p class=sub><i>Material Component</i>: Powdered rhubarb
leaf and an adder's stomach. <p class=sub><i>Focus</i>: A dart."
}, {
id: 332,
name: "Mending",
@@ -5027,7 +5027,7 @@
save: "Will negs",
sr: "Yes",
phb: 253,
- detail: "<i>Mending</i> repairs small breaks or tears in objects (but
not warps, such as might be caused by a warp wood spell). It will weld
broken metallic objects such as a ring, a chain link, a medallion, or a
slender dagger, providing but one break exists. Ceramic or wooden objects
with multiple breaks can be invisibly rejoined to be as strong as new. A
hole in a leather sack or a wineskin is completely healed over by mending.
The spell can repair a magic item, but the item’s magical abilities are not
restored. (For restoring a broken magic item’s abilities, see the item
creation feats in Chapter 5: Feats.) The spell cannot mend broken magic
rods, staffs, or wands, nor does it affect creatures (including
constructs)."
+ detail: "<i>Mending</i> repairs small breaks or tears in objects (but
not warps, such as might be caused by a warp wood spell). It will weld
broken metallic objects such as a ring, a chain link, a medallion, or a
slender dagger, providing but one break exists. Ceramic or wooden objects
with multiple breaks can be invisibly rejoined to be as strong as new. A
hole in a leather sack or a wineskin is completely healed over by mending.
The spell can repair a magic item, but the item's magical abilities are not
restored. (For restoring a broken magic item's abilities, see the item
creation feats in Chapter 5: Feats.) The spell cannot mend broken magic
rods, staffs, or wands, nor does it affect creatures (including
constructs)."
}, {
id: 333,
name: "Message",
@@ -5042,7 +5042,7 @@
save: "-",
sr: "-",
phb: 253,
- detail: "You can whisper messages and receive whispered replies with
little chance of be-ing overheard. You point your finger at each creature
you want to receive the message. When you whisper, the whispered message is
audible to all targeted creatures within range. Magical <i>silence</i>, 1
foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet
of wood or dirt blocks the spell. The message does not have to travel in a
straight line. It can circumvent a barrier if there is an open path between
you and the subject, and the path’s entire length lies within the spell’s
range. The creatures that receive the message can whisper a reply that you
hear. The spell transmits sound, not meaning. It doesn’t transcend language
barriers. <p class=sub><i>Note</i>: To speak a message, you must mouth the
words and whisper, possibly allowing observers the opportunity to read your
lips. <p class=sub><i>Focus</i>: A short piece of copper wire."
+ detail: "You can whisper messages and receive whispered replies with
little chance of be-ing overheard. You point your finger at each creature
you want to receive the message. When you whisper, the whispered message is
audible to all targeted creatures within range. Magical <i>silence</i>, 1
foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet
of wood or dirt blocks the spell. The message does not have to travel in a
straight line. It can circumvent a barrier if there is an open path between
you and the subject, and the path's entire length lies within the spell's
range. The creatures that receive the message can whisper a reply that you
hear. The spell transmits sound, not meaning. It doesn't transcend language
barriers. <p class=sub><i>Note</i>: To speak a message, you must mouth the
words and whisper, possibly allowing observers the opportunity to read your
lips. <p class=sub><i>Focus</i>: A short piece of copper wire."
}, {
id: 334,
name: "Meteor Swarm",
@@ -5057,7 +5057,7 @@
save: "-/ Ref half",
sr: "Yes",
phb: 253,
- detail: "<i>Meteor swarm</i> is a very powerful and spectacular spell
that is similar to <i>fireball</i> in many aspects. When you cast it, four
2- foot-diameter spheres spring from your outstretched hand and streak in
straight lines to the spots you select. The meteor spheres leave a fiery
trail of sparks. <p class=sub>If you aim a sphere at a specific creature,
you may make a ranged touch attack to strike the target with the meteor.
Any creature struck by one of these spheres takes 2d6 points of bludgeoning
damage (no save) and receives no saving throw against the sphere’s fire
damage (see below). If a targeted sphere misses its target, it simply
explodes at the nearest corner of the target’s space. You may aim more than
one meteor at the same target. <p class=sub>Once a sphere reaches its
destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of
fire damage to each creature in the area. If a creature is within the area
of more than one sphere, it must save separately against each. (Fire
resistance applies to each sphere’s damage individually.)"
+ detail: "<i>Meteor swarm</i> is a very powerful and spectacular spell
that is similar to <i>fireball</i> in many aspects. When you cast it, four
2- foot-diameter spheres spring from your outstretched hand and streak in
straight lines to the spots you select. The meteor spheres leave a fiery
trail of sparks. <p class=sub>If you aim a sphere at a specific creature,
you may make a ranged touch attack to strike the target with the meteor.
Any creature struck by one of these spheres takes 2d6 points of bludgeoning
damage (no save) and receives no saving throw against the sphere's fire
damage (see below). If a targeted sphere misses its target, it simply
explodes at the nearest corner of the target's space. You may aim more than
one meteor at the same target. <p class=sub>Once a sphere reaches its
destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of
fire damage to each creature in the area. If a creature is within the area
of more than one sphere, it must save separately against each. (Fire
resistance applies to each sphere's damage individually.)"
}, {
id: 335,
name: "Mind Blank",
@@ -5072,7 +5072,7 @@
save: "Will negs",
sr: "Yes",
phb: 253,
- detail: "The subject is protected from all devices and spells that
detect, influence, or read emotions or thoughts. This spell protects
against all mind-affecting spells and effects as well as information
gathering by divination spells or effects. <i>Mind blank</i> even foils
<i>limited wish</i>, <i>miracle</i>, and <i>wish</i> spells when they are
used in such a way as to affect the subject’s mind or to gain information
about it. <p class=sub>In the case of scrying that scans an area the
creature is in, such as <i>arcane eye</i>, the spell works but the creature
simply isn’t detected. Scrying attempts that are targeted specifically at
the subject do not work at all."
+ detail: "The subject is protected from all devices and spells that
detect, influence, or read emotions or thoughts. This spell protects
against all mind-affecting spells and effects as well as information
gathering by divination spells or effects. <i>Mind blank</i> even foils
<i>limited wish</i>, <i>miracle</i>, and <i>wish</i> spells when they are
used in such a way as to affect the subject's mind or to gain information
about it. <p class=sub>In the case of scrying that scans an area the
creature is in, such as <i>arcane eye</i>, the spell works but the creature
simply isn't detected. Scrying attempts that are targeted specifically at
the subject do not work at all."
}, {
id: 336,
name: "Mind Fog",
@@ -5132,7 +5132,7 @@
save: "Special",
sr: "Yes",
phb: 254,
- detail: "You don’t so much cast a <i>miracle</i> as request one. You
state what you would like to have happen and request that your deity (or
the power you pray to for spells) intercede. The DM then determines the
particular effect of the miracle. <p class=sub>A <i>miracle</i> can do any
of the following things.<ul><li> Duplicate any cleric spell of 8th level or
lower (including spells to which you have access because of your domains).
<li> Duplicate any other spell of 7th level or lower. <li> Undo the harmful
effects of certain spells, such as <i>feeblemind</i> or <i>insanity</i>.
<li> Have any effect whose power level is in line with the above effects.
</ul> If the <i>miracle</i> has any of the above effects, casting it has no
experience point cost. <p class=sub>Alternatively, a cleric can make a very
powerful request. Casting such a <i>miracle</i> costs the cleric 5,000 XP
because of the powerful divine energies involved. Examples of especially
powerful <i>miracles</i> of this sort could include the following. <ul><li>
Swinging the tide of a battle in your favor by raising fallen allies to
continue fighting. <li> Moving you and your allies, with all your and their
gear, from one plane to another through planar barriers to a specific
locale with no chance of error. <li> Protecting a city from an earthquake,
volcanic eruption, flood, or other major natural disaster. </ul> <p
class=sub>In any event, a request that is out of line with the deity’s (or
alignment’s) nature is refused. <p class=sub>A duplicated spell allows
saving throws and spell resistance as normal, but the save DCs are as for a
9th-level spell. When a miracle duplicates a spell that has an XP cost, you
must pay that cost. When a mir-acle spell duplicates a spell with a
material component that costs more than 100 gp, you must provide that
component. <p class=sub><i>XP Cost</i>: 5,000 XP (for some uses of the
miracle spell; see above)."
+ detail: "You don't so much cast a <i>miracle</i> as request one. You
state what you would like to have happen and request that your deity (or
the power you pray to for spells) intercede. The DM then determines the
particular effect of the miracle. <p class=sub>A <i>miracle</i> can do any
of the following things.<ul><li> Duplicate any cleric spell of 8th level or
lower (including spells to which you have access because of your domains).
<li> Duplicate any other spell of 7th level or lower. <li> Undo the harmful
effects of certain spells, such as <i>feeblemind</i> or <i>insanity</i>.
<li> Have any effect whose power level is in line with the above effects.
</ul> If the <i>miracle</i> has any of the above effects, casting it has no
experience point cost. <p class=sub>Alternatively, a cleric can make a very
powerful request. Casting such a <i>miracle</i> costs the cleric 5,000 XP
because of the powerful divine energies involved. Examples of especially
powerful <i>miracles</i> of this sort could include the following. <ul><li>
Swinging the tide of a battle in your favor by raising fallen allies to
continue fighting. <li> Moving you and your allies, with all your and their
gear, from one plane to another through planar barriers to a specific
locale with no chance of error. <li> Protecting a city from an earthquake,
volcanic eruption, flood, or other major natural disaster. </ul> <p
class=sub>In any event, a request that is out of line with the deity's (or
alignment's) nature is refused. <p class=sub>A duplicated spell allows
saving throws and spell resistance as normal, but the save DCs are as for a
9th-level spell. When a miracle duplicates a spell that has an XP cost, you
must pay that cost. When a mir-acle spell duplicates a spell with a
material component that costs more than 100 gp, you must provide that
component. <p class=sub><i>XP Cost</i>: 5,000 XP (for some uses of the
miracle spell; see above)."
}, {
id: 340,
name: "Mirage Arcana",
@@ -5147,7 +5147,7 @@
save: "Will dsblf",
sr: "-",
phb: 254,
- detail: "This spell functions like <i>hallucinatory terrain</i>,
except that it enables you to make any area appear to be something other
than it is. The illusion includes audible, visual, tactile, and olfactory
elements. Unlike <i>hallucinatory terrain</i>, the spell can alter the
appearance of structures (or add them where none are present). Still, it
can’t disguise, conceal, or add creatures (though creatures within the area
might hide themselves within the illusion just as they can hide themselves
within a real location)."
+ detail: "This spell functions like <i>hallucinatory terrain</i>,
except that it enables you to make any area appear to be something other
than it is. The illusion includes audible, visual, tactile, and olfactory
elements. Unlike <i>hallucinatory terrain</i>, the spell can alter the
appearance of structures (or add them where none are present). Still, it
can't disguise, conceal, or add creatures (though creatures within the area
might hide themselves within the illusion just as they can hide themselves
within a real location)."
}, {
id: 341,
name: "Mirror Image",
@@ -5162,7 +5162,7 @@
save: "-",
sr: "-",
phb: 254,
- detail: "Several illusory duplicates of you pop into being, making it
difficult for enemies to know which target to attack. The figments stay
near you and disappear when struck. <p class=sub><i>Mirror image</i>
creates 1d4 images plus one image per three caster levels (maximum eight
images total). These figments separate from you and remain in a cluster,
each within 5 feet of at least one other figment or you. You can move into
and through a <i>mirror image</i>. When you and the <i>mirror image</i>
separate, observers can’t use vision or hearing to tell which one is you
and which the image. The figments may also move through each other. The
figments mimic your actions, pretending to cast spells when you cast a
spell, drink potions when you drink a potion, levitate when you levitate,
and so on. <p class=sub>Enemies attempting to attack you or cast spells at
you must select from among indistinguishable targets. Generally, roll
randomly to see whether the selected target is real or a figment. Any
successful attack against an image destroys it. An image’s AC is 10 + your
size modifier + your Dex modifier. Figments seem to react normally to area
spells (such as looking like they’re burned or dead after being hit by a
<i>fireball</i>). <p class=sub>While moving, you can merge with and split
off from figments so that enemies who have learned which image is real are
again confounded. <p class=sub>An attacker must be able to see the images
to be fooled. If you are invisible or an attacker shuts his or her eyes,
the spell has no effect. (Being unable to see carries the same penalties as
being blinded.)"
+ detail: "Several illusory duplicates of you pop into being, making it
difficult for enemies to know which target to attack. The figments stay
near you and disappear when struck. <p class=sub><i>Mirror image</i>
creates 1d4 images plus one image per three caster levels (maximum eight
images total). These figments separate from you and remain in a cluster,
each within 5 feet of at least one other figment or you. You can move into
and through a <i>mirror image</i>. When you and the <i>mirror image</i>
separate, observers can't use vision or hearing to tell which one is you
and which the image. The figments may also move through each other. The
figments mimic your actions, pretending to cast spells when you cast a
spell, drink potions when you drink a potion, levitate when you levitate,
and so on. <p class=sub>Enemies attempting to attack you or cast spells at
you must select from among indistinguishable targets. Generally, roll
randomly to see whether the selected target is real or a figment. Any
successful attack against an image destroys it. An image's AC is 10 + your
size modifier + your Dex modifier. Figments seem to react normally to area
spells (such as looking like they're burned or dead after being hit by a
<i>fireball</i>). <p class=sub>While moving, you can merge with and split
off from figments so that enemies who have learned which image is real are
again confounded. <p class=sub>An attacker must be able to see the images
to be fooled. If you are invisible or an attacker shuts his or her eyes,
the spell has no effect. (Being unable to see carries the same penalties as
being blinded.)"
}, {
id: 342,
name: "Misdirection",
@@ -5192,7 +5192,7 @@
save: "Will dsblf",
sr: "-",
phb: 255,
- detail: "You become invisible (as <i>improved invisibility</i>, a
glamer), and at the same time, an illusory double of you (as <i>major
image</i>, a figment) appears. You are then free to go elsewhere while your
double moves away. The double appears within range but thereafter moves as
you direct it (which requires concentration beginning on the first round
after the casting). You can make the figment appear superimposed perfectly
over your own body so that observers don’t notice an image appearing and
you turning invisible. You and the figment can then move in different
directions. The double moves at your speed and can talk and gesture as if
it were real, but it cannot attack or cast spells, though it can pretend to
do so. <p class=sub>The illusory double lasts as long as you concentrate
upon it, plus 3 additional rounds. After you cease concentration, the
illusory double continues to carry out the same activity (for instance,
fleeing down a hallway) until the duration expires. The <i>improved
invisibility</i> lasts for 1 round per level, regardless of concentration."
+ detail: "You become invisible (as <i>improved invisibility</i>, a
glamer), and at the same time, an illusory double of you (as <i>major
image</i>, a figment) appears. You are then free to go elsewhere while your
double moves away. The double appears within range but thereafter moves as
you direct it (which requires concentration beginning on the first round
after the casting). You can make the figment appear superimposed perfectly
over your own body so that observers don't notice an image appearing and
you turning invisible. You and the figment can then move in different
directions. The double moves at your speed and can talk and gesture as if
it were real, but it cannot attack or cast spells, though it can pretend to
do so. <p class=sub>The illusory double lasts as long as you concentrate
upon it, plus 3 additional rounds. After you cease concentration, the
illusory double continues to carry out the same activity (for instance,
fleeing down a hallway) until the duration expires. The <i>improved
invisibility</i> lasts for 1 round per level, regardless of concentration."
}, {
id: 344,
name: "Modify Memory",
@@ -5207,7 +5207,7 @@
save: "Will negs",
sr: "Yes",
phb: 255,
- detail: "You reach into the subject’s mind and modify as many as 5
minutes of its memories in one of the following ways. <ul><li> Eliminate
all memory of an event the subject actually experienced. This spell cannot
negate charm, geas/quest, suggestion, or similar spells. <li> Allow the
subject to recall with perfect clarity an event it actually experienced.
For instance, it could recall every word from a 5-minute conversation or
every detail from a passage in a book. <li> Change the details of an event
the subject actually experienced. <li> Implant a memory of an event the
subject never experienced. </ul> Casting the spell takes 1 round. If the
subject fails to save, you proceed with the spell by spending as much as 5
minutes (a period of time equal to the amount of memory time you want to
modify) visualizing the memory you wish to modify in the subject. If your
concentration is disturbed before the visualization is complete, or if the
subject is ever beyond the spell’s range during this time, the spell is
lost. <p class=sub>A modified memory does not necessarily affect the
subject’s actions, particularly if it contradicts the creature’s natural
inclinations. An illogical modified memory, such as the subject recalling
how much it enjoyed drinking poison, is dismissed by the creature as a bad
dream or a memory muddied by too much wine. More useful applications of
<i>modify memory</i> include implanting memories of friendly encounters
with you (inclining the subject to act favorably toward you), changing the
details of orders given to the subject by a superior, or causing the
subject to forget that it ever saw you or your party. The DM reserves the
right to decide whether a modified memory is too nonsensical to
significantly affect the subject."
+ detail: "You reach into the subject's mind and modify as many as 5
minutes of its memories in one of the following ways. <ul><li> Eliminate
all memory of an event the subject actually experienced. This spell cannot
negate charm, geas/quest, suggestion, or similar spells. <li> Allow the
subject to recall with perfect clarity an event it actually experienced.
For instance, it could recall every word from a 5-minute conversation or
every detail from a passage in a book. <li> Change the details of an event
the subject actually experienced. <li> Implant a memory of an event the
subject never experienced. </ul> Casting the spell takes 1 round. If the
subject fails to save, you proceed with the spell by spending as much as 5
minutes (a period of time equal to the amount of memory time you want to
modify) visualizing the memory you wish to modify in the subject. If your
concentration is disturbed before the visualization is complete, or if the
subject is ever beyond the spell's range during this time, the spell is
lost. <p class=sub>A modified memory does not necessarily affect the
subject's actions, particularly if it contradicts the creature's natural
inclinations. An illogical modified memory, such as the subject recalling
how much it enjoyed drinking poison, is dismissed by the creature as a bad
dream or a memory muddied by too much wine. More useful applications of
<i>modify memory</i> include implanting memories of friendly encounters
with you (inclining the subject to act favorably toward you), changing the
details of orders given to the subject by a superior, or causing the
subject to forget that it ever saw you or your party. The DM reserves the
right to decide whether a modified memory is too nonsensical to
significantly affect the subject."
}, {
id: 345,
name: "Moment of Prescience",
@@ -5222,7 +5222,7 @@
save: "-",
sr: "-",
phb: 255,
- detail: "This spell grants you a powerful sixth sense in relation to
yourself. Once during the spell’s duration, you may choose to use its
effect. This spell grants you an insight bonus equal to your caster level
(maximum +25) on any single attack roll, opposed ability or skill check, or
saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flat-footed). Activating the effect
doesn’t take an action; you can even activate it on another character’s
turn if needed. You must choose to use the <i>moment of prescience</i>
before you make the roll it is to modify. Once used, the spell ends.<p
class=sub>You can’t have more than one <i>moment of prescience</i> active
on you at the same time"
+ detail: "This spell grants you a powerful sixth sense in relation to
yourself. Once during the spell's duration, you may choose to use its
effect. This spell grants you an insight bonus equal to your caster level
(maximum +25) on any single attack roll, opposed ability or skill check, or
saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flat-footed). Activating the effect
doesn't take an action; you can even activate it on another character's
turn if needed. You must choose to use the <i>moment of prescience</i>
before you make the roll it is to modify. Once used, the spell ends.<p
class=sub>You can't have more than one <i>moment of prescience</i> active
on you at the same time"
}, {
id: 346,
name: "Mordenkainen's Disjunction",
@@ -5237,7 +5237,7 @@
save: "Will negs",
sr: "-",
phb: 255,
- detail: "All magical effects and magic items within the radius of the
spell, except for those that you carry or touch, are disjoined. That is,
spells and spell-like effects are separated into their individual
components (ending the effect as a <i>dispel magic</i> spell does), and
each permanent magic item must make a successful Will save or be turned
into a normal item. An item in a creature’s possession uses its own Will
save bonus or its possessor’s Will save bonus, whichever is higher. <p
class=sub>You also have a 1% chance per caster level of destroying an
<i>antimagic field</i>. If the <i>antimagic field</i> survives the
<i>disjunction</i>, no items within it are disjoined. <p class=sub>Even
artifacts are subject to <i>disjunction</i>, though there is only a 1%
chance per caster level of actually affecting such powerful items.
Additionally, if an artifact is des-troyed, you must make a DC 25 Will save
or permanently lose all spellcasting abilities. (These abilities cannot be
recovered by mortal magic, not even <i>miracle</i> or <i>wish</i>.) <p
class=sub><i>Note</i>: Destroying artifacts is a dangerous business, and it
is 95% likely to attract the attention of some powerful being who has an
interest in or connection with the device."
+ detail: "All magical effects and magic items within the radius of the
spell, except for those that you carry or touch, are disjoined. That is,
spells and spell-like effects are separated into their individual
components (ending the effect as a <i>dispel magic</i> spell does), and
each permanent magic item must make a successful Will save or be turned
into a normal item. An item in a creature's possession uses its own Will
save bonus or its possessor's Will save bonus, whichever is higher. <p
class=sub>You also have a 1% chance per caster level of destroying an
<i>antimagic field</i>. If the <i>antimagic field</i> survives the
<i>disjunction</i>, no items within it are disjoined. <p class=sub>Even
artifacts are subject to <i>disjunction</i>, though there is only a 1%
chance per caster level of actually affecting such powerful items.
Additionally, if an artifact is des-troyed, you must make a DC 25 Will save
or permanently lose all spellcasting abilities. (These abilities cannot be
recovered by mortal magic, not even <i>miracle</i> or <i>wish</i>.) <p
class=sub><i>Note</i>: Destroying artifacts is a dangerous business, and it
is 95% likely to attract the attention of some powerful being who has an
interest in or connection with the device."
}, {
id: 347,
name: "Mordenkainen's Faithful Hound",
@@ -5252,7 +5252,7 @@
save: "-",
sr: "-",
phb: 255,
- detail: "You conjure up a phantom watchdog that is invisible to
everyone but yourself. It then guards the area where it was conjured (it
does not move). The hound immediately starts barking loudly if any Small or
larger creature approaches within 30 feet of it. (Those within 30 feet of
the hound when it is conjured may move about in the area, but if they leave
and return, they activate the barking.) The hound sees invisible and
ethereal creatures. It does not react to figments, but it does react to
shadow illusions. <p class=sub>If an intruder approaches to within 5 feet
of the hound, the dog stops barking and delivers a vicious bite (+10 attack
bonus, 2d6+3 points of piercing damage) once per round. The dog also gets
the bonuses appropriate to an invisible creature. <p class=sub>The dog is
considered ready to bite intruders, so it delivers its first bite on the
intruder’s turn. Its bite is the equivalent of a magic weapon for the
purpose of damage reduction. The hound cannot be attacked, but it can be
dispelled. <p class=sub>The spell lasts for 1 hour per caster level, but
once the hound begins barking, it lasts only 1 round per caster level. If
you are ever more than 100 feet distant from the hound, the spell ends. <p
class=sub><i>Material Component</i>: A tiny silver whistle, a piece of
bone, and a thread."
+ detail: "You conjure up a phantom watchdog that is invisible to
everyone but yourself. It then guards the area where it was conjured (it
does not move). The hound immediately starts barking loudly if any Small or
larger creature approaches within 30 feet of it. (Those within 30 feet of
the hound when it is conjured may move about in the area, but if they leave
and return, they activate the barking.) The hound sees invisible and
ethereal creatures. It does not react to figments, but it does react to
shadow illusions. <p class=sub>If an intruder approaches to within 5 feet
of the hound, the dog stops barking and delivers a vicious bite (+10 attack
bonus, 2d6+3 points of piercing damage) once per round. The dog also gets
the bonuses appropriate to an invisible creature. <p class=sub>The dog is
considered ready to bite intruders, so it delivers its first bite on the
intruder's turn. Its bite is the equivalent of a magic weapon for the
purpose of damage reduction. The hound cannot be attacked, but it can be
dispelled. <p class=sub>The spell lasts for 1 hour per caster level, but
once the hound begins barking, it lasts only 1 round per caster level. If
you are ever more than 100 feet distant from the hound, the spell ends. <p
class=sub><i>Material Component</i>: A tiny silver whistle, a piece of
bone, and a thread."
}, {
id: 348,
name: "Mordenkainen's Lucubration",
@@ -5282,7 +5282,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: "You conjure up an extradimensional dwelling that has a single
entrance on the plane from which the spell was cast. The entry point looks
like a faint shimmering in the air that is 4 feet wide and 8 feet high.
Only those you designate may enter the mansion, and the portal is shut and
made invisible behind you when you enter. You may open it again from your
own side at will. Once observers have passed beyond the entrance, they are
in a magnificent foyer with numerous chambers beyond. The atmosphere is
clean, fresh, and warm. <p class=sub>You can create any floor plan you
desire to the limit of the spell’s effect. The place is furnished and
contains sufficient food-stuffs to serve a nine-course banquet to a dozen
people per caster level. A staff of near-transparent servants (as many as
two per caster level), liveried and obedient, wait upon all who enter. The
servants function as <i>unseen servant</i> spells except that they are
visible and can go anywhere in the mansion. <p class=sub>Since the place
can be entered only through its special portal, outside conditions do not
affect the mansion, nor do conditions inside it pass to the plane beyond.
<p class=sub><i>Focus</i>: A miniature portal carved from ivory, a small
piece of polished marble, and a tiny silver spoon (each item worth 5 gp)."
+ detail: "You conjure up an extradimensional dwelling that has a single
entrance on the plane from which the spell was cast. The entry point looks
like a faint shimmering in the air that is 4 feet wide and 8 feet high.
Only those you designate may enter the mansion, and the portal is shut and
made invisible behind you when you enter. You may open it again from your
own side at will. Once observers have passed beyond the entrance, they are
in a magnificent foyer with numerous chambers beyond. The atmosphere is
clean, fresh, and warm. <p class=sub>You can create any floor plan you
desire to the limit of the spell's effect. The place is furnished and
contains sufficient food-stuffs to serve a nine-course banquet to a dozen
people per caster level. A staff of near-transparent servants (as many as
two per caster level), liveried and obedient, wait upon all who enter. The
servants function as <i>unseen servant</i> spells except that they are
visible and can go anywhere in the mansion. <p class=sub>Since the place
can be entered only through its special portal, outside conditions do not
affect the mansion, nor do conditions inside it pass to the plane beyond.
<p class=sub><i>Focus</i>: A miniature portal carved from ivory, a small
piece of polished marble, and a tiny silver spoon (each item worth 5 gp)."
}, {
id: 350,
name: "Mordenkainen's Private Sanctum",
@@ -5297,7 +5297,7 @@
save: "-",
sr: "-",
phb: 256,
- detail: "This spell ensures privacy. Anyone looking into the area from
outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No
sounds, no matter how loud, can escape the area, so nobody can eavesdrop
from outside. Those inside can see out normally. <p class=sub>Divination
(scrying) spells cannot perceive anything within the area, and those within
are immune to <i>detect thoughts</i>. The ward prevents speech between
those in-side and those outside (because it blocks sound), but it does not
prevent other com-munication, such as a <i>sending</i> or <i>message</i>
spell, or telepathic communication, such as that between a wizard and her
familiar. <p class=sub>The spell does not prevent creatures or objects from
moving into and out of the area. <p class=sub>Mordenkainen’s private
sanctum can be made permanent with a <i>permanency</i> spell. <p
class=sub><i>Material Component</i>: A thin sheet of lead, a piece of
opaque glass, a wad of cotton or cloth, and powdered chrysolite."
+ detail: "This spell ensures privacy. Anyone looking into the area from
outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No
sounds, no matter how loud, can escape the area, so nobody can eavesdrop
from outside. Those inside can see out normally. <p class=sub>Divination
(scrying) spells cannot perceive anything within the area, and those within
are immune to <i>detect thoughts</i>. The ward prevents speech between
those in-side and those outside (because it blocks sound), but it does not
prevent other com-munication, such as a <i>sending</i> or <i>message</i>
spell, or telepathic communication, such as that between a wizard and her
familiar. <p class=sub>The spell does not prevent creatures or objects from
moving into and out of the area. <p class=sub>Mordenkainen's private
sanctum can be made permanent with a <i>permanency</i> spell. <p
class=sub><i>Material Component</i>: A thin sheet of lead, a piece of
opaque glass, a wad of cotton or cloth, and powdered chrysolite."
}, {
id: 351,
name: "Mordenkainen's Sword",
@@ -5312,7 +5312,7 @@
save: "-",
sr: "Yes",
phb: 256,
- detail: "This spell brings into being a shimmering, swordlike plane of
force. The sword strikes at any opponent within its range, as you desire,
starting in the round that you cast the spell. The sword attacks its
designated target once each round on your turn. Its attack bonus is equal
to your caster level + your Int bonus or your Cha bonus (for wizards or
sorcerers, respectively) with an additional +3 enhancement bonus. As a
force effect, it can strike ethereal and incorporeal creatures. It deals
4d6+3 points of force damage, with a threat range of 19–20 and a critical
multiplier of ×2. <p class=sub>The sword always strikes from your
direction. It does not get a bonus for flanking or help a combatant get
one. If the sword goes beyond the spell range from you, if it goes out of
your sight, or if you are not directing it, the sword returns to you and
hovers. <p class=sub>Each round after the first, you can use a standard
action to switch the sword to a new target. If you do not, the sword
continues to attack the previous round’s target. The sword cannot be
attacked or harmed by physical attacks, but <i>dispel magic</i>,
<i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of
cancellation</i> affects it. The sword’s AC is 13 (10, +0 size bonus for
Medium object, +3 deflection bonus). <p class=sub>If an attacked creature
has spell resistance, the resistance is checked the first time
<i>Mordenkainen’s sword</i> strikes it. If the sword is successfully
resisted, the spell is dispelled. If not, the sword has its normal full
effect on that creature for the duration of the spell. <p
class=sub><i>Focus</i>: A miniature platinum sword with a grip and pommel
of copper and zinc. It costs 250 gp to construct."
+ detail: "This spell brings into being a shimmering, swordlike plane of
force. The sword strikes at any opponent within its range, as you desire,
starting in the round that you cast the spell. The sword attacks its
designated target once each round on your turn. Its attack bonus is equal
to your caster level + your Int bonus or your Cha bonus (for wizards or
sorcerers, respectively) with an additional +3 enhancement bonus. As a
force effect, it can strike ethereal and incorporeal creatures. It deals
4d6+3 points of force damage, with a threat range of 19–20 and a critical
multiplier of ×2. <p class=sub>The sword always strikes from your
direction. It does not get a bonus for flanking or help a combatant get
one. If the sword goes beyond the spell range from you, if it goes out of
your sight, or if you are not directing it, the sword returns to you and
hovers. <p class=sub>Each round after the first, you can use a standard
action to switch the sword to a new target. If you do not, the sword
continues to attack the previous round's target. The sword cannot be
attacked or harmed by physical attacks, but <i>dispel magic</i>,
<i>disintegrate</i>, a <i>sphere of annihilation</i>, or a <i>rod of
cancellation</i> affects it. The sword's AC is 13 (10, +0 size bonus for
Medium object, +3 deflection bonus). <p class=sub>If an attacked creature
has spell resistance, the resistance is checked the first time
<i>Mordenkainen's sword</i> strikes it. If the sword is successfully
resisted, the spell is dispelled. If not, the sword has its normal full
effect on that creature for the duration of the spell. <p
class=sub><i>Focus</i>: A miniature platinum sword with a grip and pommel
of copper and zinc. It costs 250 gp to construct."
}, {
id: 352,
name: "Mount",
@@ -5357,7 +5357,7 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: "You detoxify any sort of venom in the creature or object
touched. A poisoned creature suffers no additional effects from the poison,
and any temporary effects are ended, but the spell does not reverse
instantaneous effects, such as hit point damage, temporary ability damage,
or effects that don’t go away on their own. For example, if a poison has
dealt 3 points of Constitution damage to a character and threatens to deal
more damage later, this spell prevents the future damage but does not
repair the damage already done. <p class=sub>The creature is immune to any
poison it is exposed to during the duration of the spell. Unlike with
<i>delay poison</i>, such effects aren’t postponed until after the duration
--the creature need not make any saves against poison effects applied to it
during the length of the spell. <p class=sub>This spell can instead
neutralize the poison in a poisonous creature or object for the duration of
the spell, at the caster’s option. <p class=sub><i>Arcane Material
Component</i>: A bit of charcoal."
+ detail: "You detoxify any sort of venom in the creature or object
touched. A poisoned creature suffers no additional effects from the poison,
and any temporary effects are ended, but the spell does not reverse
instantaneous effects, such as hit point damage, temporary ability damage,
or effects that don't go away on their own. For example, if a poison has
dealt 3 points of Constitution damage to a character and threatens to deal
more damage later, this spell prevents the future damage but does not
repair the damage already done. <p class=sub>The creature is immune to any
poison it is exposed to during the duration of the spell. Unlike with
<i>delay poison</i>, such effects aren't postponed until after the duration
--the creature need not make any saves against poison effects applied to it
during the length of the spell. <p class=sub>This spell can instead
neutralize the poison in a poisonous creature or object for the duration of
the spell, at the caster's option. <p class=sub><i>Arcane Material
Component</i>: A bit of charcoal."
}, {
id: 355,
name: "Nightmare",
@@ -5372,7 +5372,7 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: "You send a hideous and unsettling phantasmal vision to a
specific creature that you name or otherwise specifically designate. The
<i>nightmare</i> prevents restful sleep and causes 1d10 points of damage.
The <i>nightmare</i> leaves the subject fatigued and unable to regain
arcane spells for the next 24 hours. <p class=sub>The difficulty of the
save depends on how well you know the subject and what sort of physical
connection (if any) you have to that creature. <table> <tr
class=header><td>Knowledge</td><td>Will Save Modifier</td></tr>
<tr><td>None<sup>1</sup></td><td>+10</td></tr> <tr><td>Secondhand (you have
heard of the subject)</td><td>+5</td></tr> <tr><td>Firsthand (you have met
the subject)</td><td>+0</td></tr> <tr><td>Familiar (you know the subject
well)</td><td>–5</td></tr> </table><p><sup>1</sup> You must have some sort
of connection to a creature you have no knowledge of. <p class=sub><table>
<tr class=header><td>Connection</td><td>Will Save Modifier</td></tr>
<tr><td>Likeness or picture</td><td>–2</td></tr> <tr><td>Possession or
garment</td><td>–4</td></tr> <tr><td>Body part, lock of hair, bit of nail,
etc.</td><td>–10</td></tr> </table> <p class=sub><i>Dispel evil</i> cast on
the subject while you are casting the spell dispels the <i>nightmare</i>
and causes you to be stunned for 10 minutes per caster level of the
<i>dispel evil</i>. <p class=sub>If the recipient is awake when the spell
begins, you can choose to cease casting (ending the spell) or to enter a
trance until the recipient goes to sleep, whereupon you become alert again
and complete the cast-ing. If you are disturbed during the trance, you must
succeed on a Concentration check as if you were in the midst of casting a
spell (see page 69) or the spell ends. <p class=sub>If you choose to enter
a trance, you are not aware of your surroundings or the activities around
you while in the trance. You are defenseless, both physically and mentally,
while in the trance. (You always fail any saving throw, for example.) <p
class=sub>Creatures who don’t sleep (such as elves, but not half-elves) or
dream are immune to this spell."
+ detail: "You send a hideous and unsettling phantasmal vision to a
specific creature that you name or otherwise specifically designate. The
<i>nightmare</i> prevents restful sleep and causes 1d10 points of damage.
The <i>nightmare</i> leaves the subject fatigued and unable to regain
arcane spells for the next 24 hours. <p class=sub>The difficulty of the
save depends on how well you know the subject and what sort of physical
connection (if any) you have to that creature. <table> <tr
class=header><td>Knowledge</td><td>Will Save Modifier</td></tr>
<tr><td>None<sup>1</sup></td><td>+10</td></tr> <tr><td>Secondhand (you have
heard of the subject)</td><td>+5</td></tr> <tr><td>Firsthand (you have met
the subject)</td><td>+0</td></tr> <tr><td>Familiar (you know the subject
well)</td><td>–5</td></tr> </table><p><sup>1</sup> You must have some sort
of connection to a creature you have no knowledge of. <p class=sub><table>
<tr class=header><td>Connection</td><td>Will Save Modifier</td></tr>
<tr><td>Likeness or picture</td><td>–2</td></tr> <tr><td>Possession or
garment</td><td>–4</td></tr> <tr><td>Body part, lock of hair, bit of nail,
etc.</td><td>–10</td></tr> </table> <p class=sub><i>Dispel evil</i> cast on
the subject while you are casting the spell dispels the <i>nightmare</i>
and causes you to be stunned for 10 minutes per caster level of the
<i>dispel evil</i>. <p class=sub>If the recipient is awake when the spell
begins, you can choose to cease casting (ending the spell) or to enter a
trance until the recipient goes to sleep, whereupon you become alert again
and complete the cast-ing. If you are disturbed during the trance, you must
succeed on a Concentration check as if you were in the midst of casting a
spell (see page 69) or the spell ends. <p class=sub>If you choose to enter
a trance, you are not aware of your surroundings or the activities around
you while in the trance. You are defenseless, both physically and mentally,
while in the trance. (You always fail any saving throw, for example.) <p
class=sub>Creatures who don't sleep (such as elves, but not half-elves) or
dream are immune to this spell."
}, {
id: 356,
name: "Nondetection",
@@ -5387,7 +5387,22 @@
save: "Will negs",
sr: "Yes",
phb: 257,
- detail: "The warded creature or object becomes difficult to detect by
divination spells such as <i>clairaudience/clairvoyance</i>, <i>locate
object</i>, and <i>detect</i> spells. <i>Nondetection</i> also prevents
location by such magic items as <i>crystal balls</i>. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of
11 + the caster level of the spellcaster who cast <i>nondetection</i>. If
you cast <i>nondetection</i> on yourself or on an item currently in your
possession, the DC is 15 + your caster level. <p class=sub>If cast on a
creature, <i>nondetection</i> wards the creature’s gear as well as the
creature itself. <p class=sub><i>Material Component</i>: A pinch of diamond
dust worth 50 gp."
+ detail: "The warded creature or object becomes difficult to detect by
divination spells such as <i>clairaudience/clairvoyance</i>, <i>locate
object</i>, and <i>detect</i> spells. <i>Nondetection</i> also prevents
location by such magic items as <i>crystal balls</i>. If a divination is
attempted against the warded creature or item, the caster of the divination
must succeed on a caster level check (1d20 + caster level) against a DC of
11 + the caster level of the spellcaster who cast <i>nondetection</i>. If
you cast <i>nondetection</i> on yourself or on an item currently in your
possession, the DC is 15 + your caster level. <p class=sub>If cast on a
creature, <i>nondetection</i> wards the creature's gear as well as the
creature itself. <p class=sub><i>Material Component</i>: A pinch of diamond
dust worth 50 gp."
+}, {
+ id: 357,
+ name: "Nystul's Magic Aura",
+ description: "Grants false magical aura",
+ school: "Illus",
+ descriptors: [],
+ composition: "V,S,F",
+ time: "1 a",
+ range: "Touch",
+ effect: "Item to 5 lb/lvl",
+ duration: "1 day/lvl (D)",
+ save: "-",
+ sr: "-",
+ phb: 257,
+ detail: "You alter an item's aura so that it registers to
<i>detect</i> spells (and spells with similar capabilities) as though it
were nonmagical, or a magic item of a kind you specify, or the subject of a
spell you specify. You could make an ordinary sword register as a +2 vorpal
sword as far as magical detection is concerned or make a +2 <i>vorpal
sword</i> register as if it were a +1 <i>sword</i> or even a nonmagical
sword. <p class=sub>If the object bearing <i>Nystul's magic aura</i> has
<i>identify</i> cast on it or is similarly examined, the examiner
recognizes that the aura is false and detects the object's actual qualities
if he succeeds on a Will save. Otherwise, he believes the aura and no
amount of testing reveals what the true magic is. <p class=sub>If the
targeted item's own aura is exceptionally powerful (if it is an artifact,
for instance), <i>Nystul's magic aura</i> doesn't work. <p
class=sub><i>Note</i>: A magic weapon, shield, or suit of armor must be a
masterwork item, so a sword of average make, for example, looks suspicious
if it has a magical aura. <p class=sub><i>Focus</i>: A small square of silk
that must be passed over the object that receives the aura."
}, {
id: 358,
name: "Obscure Object",
@@ -5402,7 +5417,7 @@
save: "Will negs",
sr: "Yes",
phb: 258,
- detail: ""
+ detail: "This spell hides an object from location by divination
(scrying) effects, such as the <i>scrying</i> spell or a <i>crystal
ball</i>. Such an attempt automatically fails (if the divination is
targeted on the object) or fails to perceive the object (if the divination
is targeted on a nearby location, object, or person). <p
class=sub><i>Arcane Material Component</i>: A piece of chameleon skin."
}, {
id: 359,
name: "Obscuring Mist",
@@ -5417,7 +5432,7 @@
save: "-",
sr: "-",
phb: 258,
- detail: ""
+ detail: "A misty vapor arises around you. It is stationary once
created. The vapor obscures all sight, including darkvision, beyond 5 feet.
A creature 5 feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the
attacker cannot use sight to locate the target). <p class=sub>A moderate
wind (11+ mph), such as from a <i>gust of wind</i> spell, disperses the fog
in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
<i>fireball</i>, <i>flame strike</i>, or similar spell burns away the fog
in the explosive or fiery spell's area. A wall of fire burns away the fog
in the area into which it deals damage. <p class=sub>This spell does not
function underwater."
}, {
id: 360,
name: "Open / Close",
@@ -5432,7 +5447,7 @@
save: "Will negs",
sr: "Yes",
phb: 258,
- detail: ""
+ detail: "You can open or close (your choice) a door, chest, box,
window, bag, pouch, bottle, barrel, or other container. If anything resists
this activity (such as a bar on a door or a lock on a chest), the spell
fails. In addition, the spell can only open and close things weighing 30
pounds or less. Thus, doors, chests, and similar objects sized for enormous
creatures may be beyond this spell's ability to affect. <p
class=sub><i>Focus</i>: A brass key."
}, {
id: 361,
name: "Order's Wrath",
@@ -5447,7 +5462,7 @@
save: "Will part",
sr: "Yes",
phb: 258,
- detail: ""
+ detail: "You channel lawful power to smite ene-mies. The power takes
the form of a three-dimensional grid of energy. Only chaotic and neutral
(not lawful) creatures are harmed by the spell. <p class=sub>The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic
creatures (or 1d6 points of damage per caster level, maximum 10d6, to
chaotic outsiders) and causes them to be dazed for 1 round. A successful
Will save reduces the damage to half and negates the daze effect. <p
class=sub>The spell deals only half damage to creatures who are neither
chaotic nor lawful, and they are not dazed. They can reduce the damage in
half again (down to one-quarter of the roll) with a successful Will save."
}, {
id: 362,
name: "Otiluke's Freezing Sphere",
@@ -5462,7 +5477,7 @@
save: "Ref half",
sr: "Yes",
phb: 258,
- detail: ""
+ detail: "<i>Otiluke's Freezing sphere</i> creates a frigid globe of
cold energy that streaks from your fingertips to the location you select,
where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold
damage per caster level (maximum 15d6) to each creature in the area. An
elemental (water) creature instead takes 1d8 points of cold damage per
caster level (maximum 15d8). <p class=sub>If the <i>freezing sphere</i>
strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6
inches over an area equal to 100 square feet (a 10- foot square) per caster
level (maximum 1,500 square feet). This ice lasts for 1 round per caster
level. Creatures that were swimming on the surface of frozen water become
trapped in the ice. Attempting to break free is a full-round action. A
trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist
check to do so. <p class=sub>You can refrain from firing the globe after
completing the spell, if you wish. Treat this as a touch spell for which
you are holding the charge (see page 176). You can hold the charge for as
long as 1 round per level, at the end of which time the <i>freezing
sphere</i> bursts centered on you (and you receive no saving throw to
resist its effect). Firing the globe in a later round is a standard action.
<p class=sub><i>Focus</i>: A small crystal sphere."
}, {
id: 363,
name: "Otiluke's Resilient Sphere",
@@ -5477,7 +5492,7 @@
save: "Ref negs",
sr: "Yes",
phb: 258,
- detail: ""
+ detail: "A globe of shimmering force encloses a creature, provided the
creature is small enough to fit within the diameter of the sphere. The
sphere contains its subject for the spell's duration. The sphere is not
subject to damage of any sort except from a <i>rod of cancellation</i>, a
<i>rod of negation</i>, a <i>disintegrate</i> spell, or a targeted
<i>dispel magic</i> spell. These effects destroy the sphere without harm to
the subject. Nothing can pass through the sphere, inside or out, though the
subject can breathe normally. The subject may struggle, but the sphere
cannot be physically moved either by people outside it or by the struggles
of those within. <p class=sub><i>Material Component</i>: A hemispherical
piece of clear crystal and a matching hemispherical piece of gum arabic."
}, {
id: 364,
name: "Otiluke's Telekinetic Sphere",
@@ -5492,7 +5507,7 @@
save: "Ref negs",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "This spell functions like <i>Otiluke's resilient sphere</i>,
with the addition that the creatures or objects inside the globe are nearly
weightless. Anything contained within an <i>Otiluke's telekinetic
sphere</i> weighs only one-sixteenth of its normal weight. You can
telekinetically lift anything in the sphere that normally weighs 5,000
pounds or less. The telekinetic control extends from you out to medium
range (100 feet + 10 feet per caster level) after the sphere has succeeded
in encapsulating its contents. <p class=sub>You can move objects or
creatures in the sphere that weigh a total of 5,000 pounds or less by
concentrating on the sphere. You can begin moving a sphere in the round
after casting the spell. If you concentrate on doing so (a standard
action), you can move the sphere as much as 30 feet in a round. If you
cease concentrating, the sphere does not move in that round (if on a level
surface) or descends at its falling rate (if aloft) until it reaches a
level surface, or the spell's duration expires, or you begin concentrating
again. If you cease concentrating (voluntarily or due to failing a
Concentration check), you can resume concentrating on your next turn or any
later turn during the spell's duration. <p class=sub>The sphere falls at a
rate of only 60 feet per round, which is not fast enough to cause damage to
the contents of the sphere. <p class=sub>You can move the sphere
telekinetically even if you are in it. <p class=sub><i>Material
Component</i>: A hemispherical piece of clear crystal, a matching
hemispherical piece of gum arabic, and a pair of small bar magnets."
}, {
id: 365,
name: "Otto's Irresistible Dance",
@@ -5507,7 +5522,7 @@
save: "-",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "The subject feels an undeniable urge to dance and begins
doing so, complete with foot shuffling and tapping. The spell effect makes
it impossible for the subject to do anything other than caper and prance in
place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on
Reflex saves, and it negates any AC bonus granted by a shield the target
holds. The dancing subject provokes attacks of opportunity each round on
its turn."
}, {
id: 366,
name: "Overland Flight",
@@ -5522,7 +5537,7 @@
save: "Will negs",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "This spell functions like a <i>fly</i> spell, except you can
fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if
carrying a medium or heavy load) with average maneuverability. When using
this spell for long-distance movement, you can hustle without taking
nonlethal damage (a forced march still requires Constitution checks). This
means you can cover 64 miles in an eight-hour period of flight (or 48 miles
at a speed of 30 feet). See page 164 for more on overland movement."
}, {
id: 367,
name: "Owl's Wisdom",
@@ -5537,7 +5552,7 @@
save: "Will negs",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "The transmuted creature becomes wiser. The spell grants a +4
enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related
skills. Clerics, druids, paladins, and rangers (and other Wisdom-based
spellcasters) who receive owl's wisdom do not gain any additional bonus
spells for the increased Wisdom, but the save DCs for their spells
increase. <p class=sub><i>Arcane Material Component</i>: A few feathers, or
a pinch of droppings, from an owl."
}, {
id: 368,
name: "Owl's Wisdom, Mass",
@@ -5552,7 +5567,7 @@
save: "Will negs",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "This spell functions like <i>owl's wisdom</i>, except that
it affects multiple creatures."
}, {
id: 369,
name: "Passwall",
@@ -5567,7 +5582,7 @@
save: "-",
sr: "-",
phb: 259,
- detail: ""
+ detail: "You create a passage through wooden, plaster, or stone walls,
but not through metal or other harder materials. The passage is 10 feet
deep plus an additional 5 feet deep per three caster levels above 9th (15
feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th
level). If the wall's thickness is more than the depth of the passage
created, then a single <i>passwall</i> simply makes a niche or short
tunnel. Several <i>passwall</i> spells can then form a continuing passage
to breach very thick walls. When <i>passwall</i> ends, creatures within the
passage are ejected out the nearest exit. If someone dispels the
<i>passwall</i> or you dismiss it, creatures in the passage are ejected out
the far exit, if there is one, or out the sole exit if there is only one.
<p class=sub><i>Material Component</i>: A pinch of sesame seeds."
}, {
id: 370,
name: "Pass without Trace",
@@ -5582,7 +5597,7 @@
save: "Will negs",
sr: "Yes",
phb: 259,
- detail: ""
+ detail: "The subject or subjects can move through any type of
terrain—mud, snow, dust, or the like—and leave neither footprints nor
scent. Tracking the subjects is impossible by nonmagical means."
}, {
id: 371,
name: "Permanency",
@@ -5597,7 +5612,7 @@
save: "-",
sr: "-",
phb: 259,
- detail: ""
+ detail: "This spell makes certain other spells permanent. Depending on
the spell, you must be of a minimum caster level and must expend a number
of XP. <p class=sub>You can make the following spells permanent in regard
to yourself. <p class=sub><table><tr class=header><td>Spell</td><td>Minimum
Caster Level</td><td>XP Cost</td></tr> <tr><td><i>Arcane sight</i></td><td
align=center>11th</td><td align=right>1,500</td></tr> <tr><td><i>Comprehend
languages</i></td><td align=center>9th</td><td
align=right>500</td></tr><tr><td><i>Darkvision</i></td><td
align=center>10th</td><td align=right>1,000</td></tr> <tr><td><i>Detect
magic</i></td><td align=center>9th</td><td
align=right>500</td></tr><tr><td><i>Read magic</i></td><td
align=center>9th</td><td align=right>500</td></tr><tr><td><i>See
invisibility</i></td><td align=center>10th</td><td
align=right>1,000</td></tr><tr><td><i>Tongues</i></td><td
align=center>11th</td><td align=right>1,500</td></tr></table> <p
class=sub>You cast the desired spell and then follow it with the
<i>permanency</i> spell. You cannot cast these spells on other creatures.
This application of <i>permanency</i> can be dispelled only by a caster of
higher level than you were when you cast the spell. <p class=sub>In
addition to personal use, <i>permanency</i> can be used to make the
following spells permanent on yourself, another creature, or an object (as
appropriate). <p class=sub><table><tr
class=header><td>Spell</td><td>Minimum Caster Level</td><td>XP
Cost</td></tr><tr><td><i>Enlarge person</i></td><td
align=center>9th</td><td align=right>500</td></tr><tr><td><i>Magic
fang</i></td><td align=center>9th</td><td
align=right>500</td></tr><tr><td><i>Magic fang, greater</i></td><td
align=center>11th</td><td align=right>1,500</td></tr><tr><td><i>Rary's
telepathic bond</i><sup>1</sup></td><td align=center>13th</td><td
align=right>2,500</td></tr><tr><td><i>Reduce person</i></td><td
align=center>9th</td><td
align=right>500</td></tr><tr><td><i>Resistance</i></td><td
align=center>9th</td><td align=right>500</td></tr></table><p
class=sub><p><sup>1</sup> Only bonds two creatures per casting of
<i>permanency</i>. <p class=sub>Additionally, the following spells can be
cast upon objects or areas only and rendered permanent. <p
class=sub><table><tr class=header><td>Spell</td><td>Minimum Caster
Level</td><td>XP Cost</td></tr> <tr><td><i>Alarm</i></td><td
align=center>9th</td><td align=right>500</td></tr><tr><td><i>Animate
objects</i></td><td align=center>14th</td><td
align=right>3,000</td></tr><tr><td><i>Dancing lights</i></td><td
align=center>9th</td><td align=right>500</td></tr><tr><td><i>Ghost
sound</i></td><td align=center>9th</td><td
align=right>500</td></tr><tr><td><i>Gust of wind</i></td><td
align=center>11th</td><td
align=right>1,500</td></tr><tr><td><i>Invisibility</i></td><td
align=center>10th</td><td align=right>1,000</td></tr><tr><td><i>Magic
mouth</i></td><td align=center>10th</td><td
align=right>1,000</td></tr><tr><td><i>Mordenkainen's private
sanctum</i></td><td align=center>13th</td><td align=right>2,500</td></tr>
<tr><td><i>Phase door</i></td><td align=center>15th</td><td
align=right>3,500</td></tr><tr><td><i>Prismatic sphere</i></td><td
align=center>17th</td><td align=right>4,500</td></tr><tr><td><i>Prismatic
wall</i></td><td align=center>16th</td><td
align=right>4,000</td></tr><tr><td><i>Shrink item</i></td><td
align=center>11th</td><td align=right>1,500</td></tr><tr><td><i>Solid
fog</i></td><td align=center>12th</td><td
align=right>2,000</td></tr><tr><td><i>Stinking cloud</i></td><td
align=center>11th</td><td align=right>1,500</td></tr><tr><td><i>Symbol of
death</i></td><td align=center>16th</td><td
align=right>4,000</td></tr><tr><td><i>Symbol of fear</i></td><td
align=center>14th</td><td align=right>3,000</td></tr><tr><td><i>Symbol of
insanity</i></td><td align=center>16th</td><td
align=right>4,000</td></tr><tr><td><i>Symbol of pain</i></td><td
align=center>13th</td><td align=right>2,500</td></tr><tr><td><i>Symbol of
persuasion</i></td><td align=center>14th</td><td
align=right>3,000</td></tr><tr><td><i>Symbol of sleep</i></td><td
align=center>16th</td><td align=right>4,000</td></tr><tr><td><i>Symbol of
stunning</i></td><td align=center>15th</td><td
align=right>3,500</td></tr><tr><td><i>Symbol of weakness</i></td><td
align=center>15th</td><td
align=right>3,500</td></tr><tr><td><i>Teleportation circle</i></td><td
align=center>17th</td><td align=right>4,500</td></tr><tr><td><i>Wall of
fire</i></td><td align=center>12th</td><td
align=right>2,000</td></tr><tr><td><i>Wall of force</i></td><td
align=center>13th</td><td
align=right>2,500</td></tr><tr><td><i>Web</i></td><td
align=center>10th</td><td align=right>1,000</td></tr></table><p
class=sub>Spells cast on other creatures, objects, or locations (not on
you) are vulnerable to <i>dispel magic</i> as normal. <p class=sub>The DM
may allow other selected spells to be made permanent. Researching this
possible application of a spell costs as much time and money as
independently researching the selected spell (see the <i>Dungeon Master's
Guide</i> for details). If the DM has already determined that the
application is not possible, the research automatically fails. Note that
you never learn what is possible except by the success or failure of your
research. <p class=sub><i>XP Cost</i>: See tables above."
}, {
id: 372,
name: "Permanent Image",
@@ -5612,7 +5627,7 @@
save: "Will dsblf",
sr: "-",
phb: 260,
- detail: ""
+ detail: "This spell functions like <i>silent image</i>, except that
the figment includes visual, auditory, olfactory, and thermal elements, and
the spell is permanent. By concentrating, you can move the image within the
limits of the range, but it is static while you are not concentrating. <p
class=sub><i>Material Component</i>: A bit of fleece plus powdered jade
worth 100 gp."
}, {
id: 373,
name: "Persistent Image",
@@ -5627,7 +5642,7 @@
save: "Will dsblf",
sr: "-",
phb: 260,
- detail: ""
+ detail: "This spell functions like <i>silent image</i>, except that
the figment includes visual, auditory, olfactory, and thermal components,
and the figment follows a script determined by you. The figment follows
that script without your having to concentrate on it. The illusion can
include intelligible speech if you wish. For instance, you could create the
illusion of several orcs playing cards and arguing, culminating in a
fistfight. <p class=sub><i>Material Component</i>: A bit of fleece and
several grains of sand."
}, {
id: 374,
name: "Phantasmal Killer",
@@ -5642,7 +5657,7 @@
save: "Will dsblf, Fort part",
sr: "Yes",
phb: 260,
- detail: ""
+ detail: "You create a phantasmal image of the most fearsome creature
imaginable to the subject simply by forming the fears of the subject's
subconscious mind into something that its conscious mind can visualize:
this most horrible beast. Only the spell's subject can see the phantasmal
killer. You see only a vague shape. The target first gets a Will save to
recognize the image as unreal. If that save fails, the phantasm touches the
subject, and the subject must succeed on a Fortitude save or die from fear.
Even if the Fortitude save is successful, the subject takes 3d6 points of
damage. <p class=sub>If the subject of a <i>phantasmal killer</i> attack
succeeds in disbelieving and is wearing a <i>helm of telepathy</i>, the
beast can be turned upon you. You must then disbelieve it or become subject
to its deadly fear attack."
}, {
id: 375,
name: "Phantom Steed",
@@ -5657,7 +5672,7 @@
save: "-",
sr: "-",
phb: 260,
- detail: ""
+ detail: "You conjure a Large, quasi-real, horselike creature. The
steed can be ridden only by you or by the one person for whom you
specifically created the mount. A phantom steed has a black head and body,
gray mane and tail, and smoke-colored, insubstantial hooves that make no
sound. It has what seems to be a saddle, bit, and bridle. It does not
fight, but animals shun it and refuse to attack it. <p class=sub>The mount
has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit
point per caster level. If it loses all its hit points, the phantom steed
disappears. A phantom steed has a speed of 20 feet per caster level, to a
maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds
per caster level. <p class=sub>These mounts gain certain powers according
to caster level. A mount's abilities include those of mounts of lower
caster levels. Thus, a mount created by a 12th-level caster has the 8th,
10th, and 12th caster level abilities. <p class=sub><i>8th Level</i>: The
mount can ride over sandy, muddy, or even swampy ground without difficulty
or decrease in speed. <p class=sub><i>10th Level</i>: The mount can use
<i>water walk</i> at will (as the spell, no action required to activate
this ability). <p class=sub><i>12th Level</i>: The mount can use <i>air
walk</i> at will (as the spell, no action required to activate this
ability) for up to 1 round at a time, after which it falls to the ground."
}, {
id: 376,
name: "Phase Door",
@@ -5672,7 +5687,7 @@
save: "-",
sr: "-",
phb: 261,
- detail: ""
+ detail: "This spell creates an ethereal passage through wooden,
plaster, or stone walls, but not other materials. The <i>phase door</i> is
invisible and inaccessible to all creatures except you, and only you can
use the passage. You disappear when you enter the <i>phase door</i> and
appear when you exit. If you desire, you can take one other creature
(Medium or smaller) through the door. This counts as two uses of the door.
The door does not allow light, sound, or spell effects through it, nor can
you see through it without using it. Thus, the spell can provide an escape
route, though certain creatures, such as phase spiders, can follow with
ease. A <i>gem of true seeing</i> or similar magic reveals the presence of
a <i>phase door</i> but does not allow its use. <p class=sub>A <i>phase
door</i> is subject to <i>dispel magic</i>. If anyone is within the passage
when it is dispelled, he is harmlessly ejected just as if he were inside a
<i>passwall</i> effect. <p class=sub>You can allow other creatures to use
the <i>phase door</i> by setting some triggering condition for the door.
Such conditions can be as simple or elaborate as you desire. They 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,
Hit Dice, and hit points don’t qualify. <p class=sub><i>Phase door</i> can
be made permanent with a <i>permanency</i> spell. "
}, {
id: 377,
name: "Planar Ally",
@@ -5687,7 +5702,7 @@
save: "-",
sr: "-",
phb: 261,
- detail: ""
+ detail: "This spell functions like <i>lesser planar ally</i>, except
you may call a single creature of 12 HD or less, or two creatures of the
same kind whose Hit Dice total no more than 12. The creatures agree to help
you and request your return payment together. <p class=sub><i>XP Cost</i>:
250 XP."
}, {
id: 378,
name: "Planar Ally, Greater",
@@ -5702,7 +5717,7 @@
save: "-",
sr: "-",
phb: 261,
- detail: ""
+ detail: "This spell functions like <i>lesser planar ally</i>, except
that you may call a single creature of 18 HD or less, or up to three
creatures of the same kind whose Hit Dice total no more than 18. The
creatures agree to help you and request your return payment together. <p
class=sub><i>XP Cost</i>: 500 XP"
}, {
id: 379,
name: "Planar Ally, Lesser",
@@ -5717,7 +5732,7 @@
save: "-",
sr: "-",
phb: 261,
- detail: ""
+ detail: "By casting this spell, you request your deity to send you an
elemental or outsider (of 6 HD or less) of the deity's choice. If you serve
no particular deity, the spell is a general plea answered by a creature
shar-ing your philosophical alignment. If you know an individual creature's
name, you may request that individual by speaking the name during the spell
(though you might get a different creature anyway). <p class=sub>You may
ask the creature to perform one task in exchange for a payment from you.
Tasks might range from the simple (fly us across the chasm, help us fight a
battle) to the complex (spy on our enemies, protect us on our foray into
the dungeon). You must be able to communicate with the creature called in
order to bargain for its services. <p class=sub>The creature called
requires a payment for its services. This payment can take a variety of
forms, from donating gold or magic items to an allied temple, to a gift
given directly to the creature, to some other action on your part that
matches the creature's alignment and goals. Regardless, this payment must
be made before the creature agrees to perform any services. The bargaining
takes at least 1 round, so any actions by the creature begin in the round
after it arrives. <p class=sub>A task taking up to 1 minute per caster
level requires a payment of 100 gp per HD of the creature called. For a
task taking up to 1 hour per caster level, the creature requires a payment
of 500 gp per HD. A long-term task, one requiring up to one day per caster
level, requires a payment of 1,000 gp per HD. <p class=sub>A nonhazardous
task requires only half the indicated payment, while an especially
hazardous task might require a greater gift. Few if any creatures will
accept a task that seems suicidal (remember, a called creature actually
dies when it is killed, unlike a summoned creature). However, if the task
is strongly aligned with the creature's ethos, the DM may halve or even
waive the payment. For instance, a celestial creature called to battle
demons might require a gift of only half the normal value. <p class=sub>At
the end of its task, or when the duration bargained for expires, the
creature returns to its home plane (after reporting back to you, if
appropriate and possible). <p class=sub><i>Note</i>: When you use a calling
spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water
creature, it is a spell of that type. For example, a <i>lesser planar
ally</i> is a fire spell when it calls a fire elemental. <p class=sub><i>XP
Cost</i>: 100 XP."
}, {
id: 380,
name: "Planar Binding",
@@ -5732,7 +5747,7 @@
save: "Will negs",
sr: "Yes",
phb: 261,
- detail: ""
+ detail: "This spell functions like <i>lesser planar binding</i>,
except that you may call a single creature of 12 HD or less, or up to three
crea-tures of the same kind whose Hit Dice total no more than 12. Each
creature gets a save, makes an independent attempt to escape, and must be
individually persuaded to aid you."
}, {
id: 381,
name: "Planar Binding, Greater",
@@ -5747,7 +5762,7 @@
save: "Will negs",
sr: "Yes",
phb: 261,
- detail: ""
+ detail: "This spell functions like <i>lesser planar binding</i>,
except that you may call a single creature of 18 HD or less, or up to three
creatures of the same kind whose Hit Dice total no more than 18. Each
creature gets a saving throw, makes independent attempts to escape, and
must be persuaded to aid you individually."
}, {
id: 382,
name: "Planar Binding, Lesser",
@@ -5762,7 +5777,7 @@
save: "Will negs",
sr: "Yes",
phb: 261,
- detail: ""
+ detail: "Casting this spell attempts a dangerous act: to lure a
creature from another plane to a specifically prepared trap, which must lie
within the spell’s range. The called creature is held in the trap until it
agrees to perform one service in return for its freedom. <p class=sub>To
create the trap, you must use a <i>magic circle</i> spell, focused inward.
The kind of creature to be bound must be known and stated. If you wish to
call a specific individual, you must use that individual’s proper name in
casting the spell. <p class=sub>The target creature is allowed a Will
saving throw. If the saving throw succeeds, the creature resists the spell.
If the saving throw fails, the creature is immediately drawn to the trap
(spell resistance does not keep it from being called). The creature can
escape from the trap with by successfully pitting its spell resistance
against your caster level check, by dimen-sional travel, or with a
successful Charisma check (DC 15 + 1/2 your caster level + your Cha
modifier). It can try each method once per day. If it breaks loose, it can
flee or attack you. A <i>dimensional anchor</i> cast on the creature
prevents its escape via dimensional travel. You can also employ a calling
diagram (see <i>magic circle against evil</i>, page 246) to make the trap
more secure. <p class=sub>If the creature does not break free of the trap,
you can keep it bound for as long as you dare. You can attempt to compel
the creature to perform a service by describing the service and perhaps
offering some sort of reward. You make a Charisma check opposed by the
creature’s Charisma check. The DM assigns your check a bonus of +0 to +6
based on the nature of the service and the reward. If the creature wins the
opposed check, it refuses service. New offers, bribes, and the like can be
made or the old ones reoffered every 24 hours. This process can be repeated
until the creature promises to serve, until it breaks free, or until you
decide to get rid of it by means of some other spell. Impossible demands or
unreasonable commands are never agreed to. If you roll a 1 on the Charisma
check, the creature breaks free of the binding and can escape or attack
you. Once the requested service is completed, the creature need only so
inform you to be instantly sent back whence it came. The creature might
later seek revenge. If you assign some open-ended task that the creature
cannot complete though its own actions (such as “Wait here” or “Defend this
area against attack”), the spell remains in effect for a maximum of one day
per caster level, and the creature gains an immediate chance to break free.
Note that a clever recipient can subvert some instructions. <p
class=sub>When you use a calling spell to call an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that type.
For example, <i>lesser planar binding</i> is a water spell when you cast it
to call a water elemental."
}, {
id: 383,
name: "Plane Shift",
@@ -5777,7 +5792,7 @@
save: "Will negs",
sr: "Yes",
phb: 262,
- detail: ""
+ detail: "You move yourself or some other creature to another plane of
existence or alternate dimension. If several willing persons link hands in
a circle, as many as eight can be affected by the <i>plane shift</i> at the
same time. Precise accuracy as to a particular arrival location on the
intended plane is nigh impossible. From the Material Plane, you can reach
any other plane, though you appear 5 to 500 miles (5d%) from your intended
destination. <p class=sub><i>Note</i>: <i>Plane shift</i> transports
creatures instantaneously and then ends. The creatures need to find other
means if they are to travel back. <p class=sub><i>Focus</i>: A small,
forked metal rod. The size and metal type dictates to which plane of
existence or alternate dimension the spell sends the affected creatures.
Forked rods keyed to certain planes or dimensions may be difficult to come
by, as decided by the DM."
}, {
id: 384,
name: "Plant Growth",
@@ -5792,7 +5807,7 @@
save: "-",
sr: "-",
phb: 262,
- detail: ""
+ detail: "<i>Plant growth</i> has different effects depending on the
version chosen. <p class=sub><i>Overgrowth</i>: This effect causes normal
vegetation (grasses, briars, bushes, creep-ers, thistles, trees, vines)
within long range (400 feet + 40 feet per caster level) to become thick and
overgrown. The plants entwine to form a thicket or jungle that creatures
must hack or force a way through. Speed drops to 5 feet, or 10 feet for
Large or larger creatures. (The DM may allow faster movement for very small
or very large creatures.) The area must have brush and trees in it for this
spell to take effect. <p class=sub>At your option, the area can be a
100-foot-radius circle, a 150-foot-radius semi-circle, or a 200-foot-radius
quarter circle. You may designate places within the area that are not
affected. <p class=sub><i>Enrichment</i>: This effect targets plants within
a range of one-half mile, raising their potential productivity over the
course of the next year to one-third above normal. <p class=sub><i>Plant
growth</i> counters <i>diminish plants</i>. <p class=sub>This spell has no
effect on plant creatures."
}, {
id: 385,
name: "Poison",
@@ -5807,7 +5822,7 @@
save: "Fort negs",
sr: "Yes",
phb: 262,
- detail: ""
+ detail: "Calling upon the venomous powers of natural predators, you
infect the subject with a horrible poison by making a successful melee
touch attack. The poison deals 1d10 points of temporary Constitution damage
immediately and another 1d10 points of temporary Constitution damage 1
minute later. Each instance of damage can be negated by a Fortitude save
(DC 10 + 1/2 your caster level + your Wis modifier)."
}, {
id: 386,
name: "Polar Ray",
@@ -5822,7 +5837,7 @@
save: "-",
sr: "Yes",
phb: 262,
- detail: ""
+ detail: "A blue-white ray of freezing air and ice springs from your
hand. You must succeed on a ranged touch attack with the ray to deal damage
to a target. The ray deals 1d6 points of cold damage per caster level
(maximum 25d6).<p class=sub><i>Focus</i>: A small, white ceramic cone or
prism."
}, {
id: 387,
name: "Polymorph Any Object",
@@ -5837,7 +5852,7 @@
save: "-",
sr: "Yes",
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