(Alteration)
Range: 10 yds./level Sorcery / Priest Level 6
Duration: 5 rds./level Casting Time: 1 turn
Area of Effect: 20 ft. x Saving Throw: None
3 ft./level x 30 ft./level
By employing a part water spell, the wizard is able to cause water or similar liquid to move apart, thus forming a 20-foot-wide trough. The depth and length of the trough are dependent upon the level of the wizard, and a trough 3 feet deep by 10 yards long is created per level. For example, at 12th level the wizard would part water 36 feet deep by 20 feet wide by 120 yards long. The trough remains as long as the spell lasts or until the wizard who cast it opts to end its effects. If cast under water, this spell creates an air cylinder of appropriate length and diameter. If cast directly on a water elemental or other water-based creature, the creature receives 4d8 damage and must roll a successful saving throw vs. spell or flee in panic for 3d4 rounds.
The material components for the spell are two small sheets of crystal or glass.
(Alteration)
Range: Touch Priest Level 5
Duration: Special Casting Time: 8
Area of Effect: Special Saving Throw: None
By using this spell, the caster is able to enter a tree and move from inside it to inside another tree. The second tree must lie in approximately the direction desired by the spell user and must be within the range shown in the following table.
Type of Tree Range of Area of Effect
Oak 600 yards
Ash 540 yards
Yew 480 yards
Elm 420 yards
Linden 360 yards
deciduous 300 yards
coniferous 240 yards
other 180 yards
The tree entered and that receiving the caster must be of the same type, must both be living, and of girth at least equal to that of the caster. Note that if the caster enters a tree, an ash, for example, and wishes to pass north as far as possible (540 yards), but the only appropriate ash in range is to the south, the caster will pass to the ash in the south. The pass plant spell functions so that the movement takes only one round. The caster can, at his option, remain within the receiving tree for a maximum of one round per level of experience. Otherwise, he can step forth immediately. Should no like tree be in range, the caster simply remains within the first tree, does not pass elsewhere, and must step forth in the appropriate number of rounds. If the occupied tree is chopped down or burned, the caster is slain if he does not exit before the process is complete.
(Enchantment/Charm)
Range: Touch Priest Level 1
Duration: 1 turn/level Casting Time: 1 rd.
Area of Effect: 1 creature Saving Throw: None
When this spell is cast, the recipient can move through any type of terrain--mud, snow, dust, etc.--and leave neither footprints nor scent. The area that is passed over radiates magic for 1d6 turns after the affected creature passes. Thus, tracking a person or other creature covered by this spell is impossible by normal means. Of course, intelligent tracking techniques, such as using a spiral search pattern, can result in the trackers picking up the trail at a point where the spell has worn off.
The material component of this spell is a sprig of pine or evergreen, which must be burned and the ashes powdered and scattered when the spell is cast.
(Alteration)
Range: 30 yds. Sorcery Level 5
Duration: 1 hr. + 1 turn/level Casting Time: 5
Area of Effect: 5 x 8 x 10 ft. Saving Throw: None
A passwall spell enables the spellcaster to open a passage through wooden, plaster, or stone walls, but not other materials. The spellcaster and any associates can simply walk through. The spell causes a 5-foot wide x 8-foot high x 10-foot deep opening. Several of these spells can form a continuing passage so that very thick walls can be pierced. If dispelled, the passwall closes away from the dispelling caster, ejecting those in the passage.
The material component of this spell is a pinch of sesame seeds.
(Alteration)
Range: Special Sorcery Level 8
Duration: Permanent Casting Time: 2 rds.
Area of Effect: Special Saving Throw: None
This spell affects the duration of certain other spells, making the duration permanent. The personal spells upon which a permanency is known to be effective are as follows:
comprehend languages protection from evil
detect evil protection from normal missiles
detect invisibility read magic
detect magic tongues
infravision unseen servant
protection from cantrips
The wizard casts the desired spell and then follows it with the permanency spell. Each permanency spell lowers the wizard's Constitution by 1 point. The wizard cannot cast these spells upon other creatures. This application of permanency can be dispelled only by a wizard of greater level than the spellcaster was when he cast the spell.
In addition to personal use, the permanency spell can be used to make the following object/creature or area-effect spells permanent:
enlarge prismatic sphere
fear stinking cloud
gust of wind wall of fire
invisibility wall of force
magic mouth web
Additionally, the following spells can be cast upon objects or areas only and rendered permanent:
alarm wall of fire
audible glamer distance distortion
dancing lights teleport
solid fog
These applications to other spells allow it to be cast simultaneously with any of the latter when no living creature is the target, but the entire spell complex then can be dispelled normally, and thus negated.
The permanency spell is also used in the fabrication of magical items (see the 6th-level spell enchant an item). At the DM's option, permanency might become unstable or fail after a long period of at least 1,000 years. Unstable effects might operate intermittently or fail altogether.
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. If the DM has already determined that the application is not possible, the research automatically fails. Note that the wizard never learns what is possible except by the success or failure of his research.
(Illusion/Phantasm)
Range: 10 yds./level Sorcery Level 6
Duration: Permanent Casting Time: 6
Area of Effect: 20-ft. cube + Saving Throw: Special
10-ft. cube/level
When this spell is cast, the wizard creates an illusion with visual, auditory, olfactory, and thermal elements. The spell can create the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. It affects all creatures that view the illusion, even to the extent of them suffering damage from falling into an illusory pit full of sharp spikes.
Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, they see it for what it is and add +4 bonuses to associates' saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The permanent illusion is subject to a dispel magic spell, of course.
The material component of the spell is a bit of fleece.
(Illusion/Phantasm)
Range: 60 yds. + 10 yds./level Sorcery Level 1
Duration: Special Casting Time: 1
Area of Effect: 400 sq. ft. + Saving Throw: Special
100 sq. ft./level
This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell's area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent--unless the spellcaster causes the illusion to react appropriately--or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under "Illusions" in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates' saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).
The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under "Adjudicating Illusions" at the beginning of Appendix 2.
The material component of the spell is a bit of fleece.
(Illusion/Phantasm)
Range: 5 yds./level Sorcery Level 4
Duration: 1 rd./level Casting Time: 4
Area of Effect: 1 creature Saving Throw: Special
When this spell is cast, the wizard creates the illusion of the most fearsome thing imaginable to the victim, simply by forming the fears of the victim's subconscious mind into something that its conscious mind can visualize--the most horrible beast. Only the spell recipient can see the phantasmal killer (the caster sees only a shadowy shape), but if it succeeds in scoring a hit, the subject dies from fright. The beast attacks as a 4 Hit Dice monster. It is invulnerable to all attacks and can pass through any barriers, Once cast, it inexorably pursues the subject, for it exists only in the subject's mind.
The only defenses against a phantasmal killer are an attempt to disbelieve (which can be tried but once), slaying or rendering unconscious the wizard who cast the spell, or rendering unconscious the target of the spell for its duration. To disbelieve the killer, the subject must specifically state the attempt and then roll an Intelligence check. This roll has a -1 penalty for every four levels of the caster.
Special modifiers apply to this attack:
Condition Modifier
Surprise -2
Subject previously attacked by this spell +1
Subject is an illusionist +2
Subject is wearing a helm of telepathy +3
Magic resistance, bonuses against fear, and Wisdom adjustments also apply. The subject's magic resistance is checked first; if the spell overcomes the resistance, the subject's fear/Wisdom bonuses (if any) then apply as negative modifiers to his Intelligence check.
If the subject of a phantasmal killer attack succeeds in disbelieving, and he is wearing a helm of telepathy, the beast can be turned upon the wizard, who must then disbelieve it or be subject to its attack and possible effects.
If the subject ignores the killer to perform other actions, such as attacking the caster, the killer may, at the DM's option, gain bonuses to hit (for flank or rear attacks, etc.). Spells such as remove fear and cloak of bravery, cast after the killer has attacked, grant another check to disbelieve the effect.
(Conjuration, Phantasm)
Range: Touch Sorcery Level 3
Duration: 1 hr./level Casting Time: 1 turn
Area of Effect: Special Saving Throw: None
When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the wizard who created it, or by any person for whom the wizard specifically creates such a mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. Its eyes are milky-colored. It does not fight, but all normal animals shun it and only monstrous ones will attack. The mount has an Armor Class of 2 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 4 per level of the spellcaster, to a maximum movement rate of 48. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain powers according to the level of the wizard who created them:
8th Level: The ability to pass over sandy, muddy, or even swampy ground without difficulty.
10th Level: The ability to pass over water as if it were firm, dry ground.
12th Level: The ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge.
Phantom Steed (continued)
(Conjuration, Phantasm)
Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.
14th Level: The ability to perform as if it were a pegasus; it flies at a rate of 48 per round upon command.
Note that a mount's abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.
(Alteration)
Range: Touch Sorcery Level 7
Duration: 1 usage/2 levels Casting Time: 7
Area of Effect: Special Saving Throw: None
When this spell is cast, the wizard attunes his body, and a section of wall is affected as if by a passwall spell. The phase door is invisible to all creatures save the spellcaster, and only he can use the space or passage the spell creates, disappearing when the phase door is entered, and appearing when it is exited. If the caster desires, one other creature of man size or less can be taken through the door; this counts as two uses of the door. The door does not pass light, sound, or spell effects, nor can the caster 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 gem of true seeing and similar magic will reveal the presence of a phase door but will not allow its use.
The phase door lasts for one usage for every two levels of experience of the spellcaster. It can be dispelled only by a casting of dispel magic from a higher-level wizard, or from several lower-level wizards, casting in concert, whose combined levels of experience are more than double that of the wizard who cast the spell (this is the only instance in which dispel effects can be combined).
Rumor has it that this spell has been adapted by a certain powerful wizard (or wizards) to create renewable (or permanent) portals, which may (or may not) be keyed to specific individuals (henchmen) or items (such as rings).
(Alteration)
Range: Touch Priest Level 5
Duration: Permanent Casting Time: 8
Area of Effect: 1 creature (special) Saving Throw: Neg.
When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.
The material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached.
An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common.
The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.
(Alteration)
Range: Touch Priest Level 4
Duration: Special Casting Time: 7
Area of Effect: Special Saving Throw: None
The plant door spell opens a magical portal or passageway through trees, undergrowth, thickets, or any similar growth--even growth of a magical nature. The plant door is open to the caster who cast the spell, casters of a higher level, or dryads; others must be shown the location of the door. The door even enables the caster to enter a solid tree trunk and remain hidden there until the spell ends. The spell also enables the passage or hiding of any man-sized or smaller creature; hiding is subject to space considerations. If the tree is cut down or burned, those within must leave before the tree falls or is consumed, or else they are killed also. The duration of the spell is one turn per level of experience of the caster. If the caster opts to stay within an oak, the spell lasts nine times longer than normal; if within an ash tree, it lasts three times longer. The path created by the spell is up to 4 feet wide, 8 feet high, and 12 feet long per level of experience of the caster. This spell does not function on plant-based monsters (shambling mounds, molds, slimes, treants, etc.).
The material components for this spell are a piece of charcoal and the caster's holy symbol.
(Alteration)
Range: 10 yds./level Sorcery Level 4 / Priest Level 3
Duration: Permanent Casting Time: 4
Area of Effect: caster's level2 Saving Throw: None
x 100 sq. ft.
When a plant growth spell is cast, the wizard causes normal vegetation to grow, entwine, and entangle to form a thicket or jungle that creatures must hack or force a way through at a movement rate of 1 per round (or 2 if the creatures are larger than man size). The area must contain brush and trees for this spell to work. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees, vines, and weeds become thick and overgrown so as to form a barrier. The area of effect is the caster's level, squared, times 100 square feet. This area can be arranged in any square or rectangular shape that the caster desires. Thus, an 8th-level wizard can affect (8 x 8 =) 64 x 100 square feet, or 6,400 square feet. This could be an 80-foot x 80-foot square, a 160-foot x 40-foot rectangle, a 640-foot x 10-foot rectangle, etc. Individual plant girth and height is generally affected less than thickness of brush, branch, and undergrowth. The spell's effects persist in the area until it is cleared by labor, fire, or such magical means as a dispel magic spell.
(Alteration)
Range: 5 yds./level Sorcery Level 8
Duration: Variable Casting Time: 1 rd.
Area of Effect: Special Saving Throw: Special
This spell changes one object or creature into another. When used as a polymorph other or stone to flesh spell, simply treat the spell as a more powerful version, with saving throws made with -4 penalties to the die roll. When it is cast in order to change other objects, the duration of the spell depends on how radical a change is made from the original state to its enchanted state, as well as how different it is in size. The DM determines the changes by using the following guidelines:
Kingdom Animal, vegetable, mineral
Class Mammals, bipeds, fungi, metals, etc.
Relationship Twig is to tree, sand is to beach, etc.
Size Smaller, equal, larger
Shape Comparative resemblance of the original to the polymorphed state
Intelligence Particularly with regard to a change in which the end product is
more intelligent
A change in kingdom makes the spell work for hours (if removed by one kingdom) or turns (if removed by two). Other changes likewise affect spell duration. Thus, changing a lion to an androsphinx would be permanent, but turning a turnip to a purple worm would be a change with a duration measured in hours. Turning a tusk into an elephant would be permanent, but turning a twig into a sword would be a change with a duration of several turns.
All polymorphed objects radiate a strong magic, and if a dispel magic spell is successfully cast upon them, they return to their natural form. Note that a stone to flesh spell or its reverse will affect objects under this spell. As with other polymorph spells, damage sustained in the new form can result in the injury or death of the polymorphed creature.
For example, it is possible to polymorph a creature into rock and grind it to dust, causing damage, perhaps even death. If the creature was changed to dust to start with, more creative methods to damage it would be needed; perhaps the wizard could use a gust of wind spell to scatter the dust far and wide. In general, damage occurs when the new form is altered through physical force, although the DM will have to adjudicate many of these situations.
The system shock roll must be applied to living creatures, as must the restrictions noted regarding the polymorph other and stone to flesh spells. Also note that a polymorph effect often detracts from an item's or creature's powers, but does not add new powers, except possibly movement capabilities not present in the old form. Thus, a vorpal sword polymorphed into a dagger would not retain vorpal capability. Likewise, valueless items cannot be made into permanent valuable items.
The material components of this spell are mercury, gum arabic, and smoke.
(Alteration)
Range: 5 yds./level Sorcery Level 4
Duration: Permanent Casting Time: 4
Area of Effect: 1 creature Saving Throw: Neg.
The polymorph other spell is a powerful magic that completely alters the form and ability, and possibly the personality and mentality, of the recipient. Of course, while a creature with a lower Intelligence can be polymorphed in form into something with a higher Intelligence, it will not gain that creature's mental ability. The reverse--polymorphing a higher Intelligence creature into one of significantly lower Intelligence--results in a creature much more intelligent than appearances would lead one to believe. The polymorphed creature must succeed on a system shock (see Table 3) roll to see if it survives the change. After this, it must make a special Intelligence check to see if it retains its personality (see following).
The polymorphed creature acquires the form and physical abilities of the creature it has been polymorphed into, while retaining its own mind. Form includes natural Armor Class (that due to skin toughness, but not due to quickness, magical nature, etc.), physical movement abilities (walking, swimming, and flight with wings, but not plane shifting, blinking, teleporting, etc.), and attack routines
Polymorph Other (continued)
(Alteration)
(claw/claw/bite, swoop, rake, and constriction, but not petrification, breath weapons, energy drain, etc.). Hit points and saving throws do not change from the original form. Noncorporeal forms cannot be assumed. Natural shapeshifters (lycanthropes, dopplegangers, higher level druids, etc.) are affected for but one round, and can then resume their normal form.
If slain, the polymorphed creature reverts to its original form, though it remains dead. (Note that most creatures generally prefer their own form and will not willingly stand the risk of being subjected to this spell!) As class and level are not attributes of form, abilities derived from either cannot be gained by this spell, nor can exact ability scores be specified.
When the polymorph occurs, the creature's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The creature retains its mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. Creatures not used to a new form might be penalized at the DM's option (for example, -2 to attack rolls) until they practice sufficiently to master it.
When the physical change occurs, there is a base 100% chance that the subject's personality and mentality change into that of the new form (i.e., a roll of 20 or less on 1d20). For each 1 point of Intelligence of the subject, subtract 1 from the base chance on 1d20. Additionally, for every Hit Die of difference between the original form and the form it is assuming, add or subtract 1 (depending on whether polymorphed form has more Hit Dice [or levels] or fewer Hit Dice [or levels] than original, respectively). The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place.
A subject acquiring the mentality of the new form has effectively become the creature whose form was assumed and comes under the control of the DM until recovered by a wish spell or similar magic. Once this final change takes place, the creature acquires the new form's full range of magical and special abilities.
For example: If a 1 Hit Die orc of 8 Intelligence is polymorphed into a white dragon with 6 Hit Dice, it is 85% (20 - 8 Intelligence + 5 level difference [6-1] = 17 out of 20 = 85%) likely to actually become one in all respects, but in any case it has the dragon's physical and mental capabilities. If it does not assume the personality and mentality of a white dragon, it knows what it formerly knew as well.
The wizard can use a dispel magic spell to change the polymorphed creature back to its original form, and this requires a system shock roll. Those who have lost their individuality and are then converted back maintain the belief that they are actually the polymorphed creature and attempt to return to that form. Thus, the orc who comes to believe he is a white dragon, when converted back to his orc form, steadfastly maintains he is really a white dragon polymorphed into the shape of an orc. His companions will most likely consider him mad.
The material component of this spell is a caterpillar cocoon.
(Alteration)
Range: 0 Sorcery Level 4
Duration: 2 turns/level Casting Time: 4
Area of Effect: The caster Saving Throw: None
When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of the wizard changing personality and mentality.
When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DM's option (for example, -2 penalty to attack rolls) until he practices sufficiently to master it.
Thus, a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement. The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
(Conjuration/Summoning)
Range: 5 yds./level Sorcery Level 8
Duration: Special Casting Time: 1
Area of Effect: 15-ft. radius Saving Throw: None
When a power word, blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting creatures with the lowest hit point totals first; the spell can also be focused to affect only an individual creature. The spell affects up to 100 hit points of creatures; creatures who currently have 100 or more hit points are not affected and do not count against the number of creatures affected. The duration of the spell depends upon how many hit points are affected. If 25 or fewer hit points are affected, the blindness is permanent until cured. If 26 to 50 hit points are affected, the blindness lasts for 1d4+1 turns. If 51 to 100 hit points are affected, the spell lasts for 1d4+1 rounds. An individual creature cannot be partially affected. If all of its current hit points are affected, it is blinded; otherwise, it is not.
(Conjuration/Summoning)
Range: 5 yds./2 levels Sorcery Level 9
Duration: Permanent Casting Time: 1
Area of Effect: 10-ft. radius Saving Throw: None
When a power word, kill spell is uttered, one or more creatures of any type within the spell range and area of effect are slain. The power word kills either one creature with up to 60 hit points, or multiple creatures with 10 or fewer hit points each, to a maximum of 120 hit points total. The option to attack a single creature or multiple creatures must be stated along with the spell range and center of the area of effect. The current hit points of the creatures are used.
(Conjuration/Summoning)
Range: 5 yds./level Sorcery Level 7
Duration: Special Casting Time: 1
Area of Effect: 1 creature Saving Throw: None
When a power word, stun spell is uttered, any creature of the wizard's choice is stunned--reeling and unable to think coherently or act--for a duration dependent on its current hit points. Of course, the wizard must be facing the creature, and the creature must be within the range of 5 yards per experience level of the caster. Creatures with 1 to 30 hit points are stunned for 4d4 rounds, those with 31 to 60 hit points are stunned for 2d4 rounds, those with 61 to 90 hit points are stunned for 1d4 rounds, and creatures with over 90 hit points are not affected. Note that if a creature is weakened so that its hit points are below its usual maximum, the current number of hit points is used.
(Conjuration/Summoning)
Range: 0 Priest Level 3
Duration: 1 rd./level Casting Time: 6
Area of Effect: 60-ft. radius Saving Throw: None
By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.
The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.
(Divination)
Range: Touch Sorcerer Level 8
Duration: 1 turn + 5 rounds per level Casting Time: 8
Area of Effect: 1 person Saving Throw: Special
Gives the recipient almost prescient-like abilities to know exactly what an opponent will do next. Add 5% per level of caster to all dodge and parry rolls.
(Abjuration, Conjuration/Summoning)
Range: 0 Sorcery Level 9
Duration: 1 turn/level Casting Time: 7
Area of Effect: 10-ft. radius Saving Throw: Special
This spell enables the wizard to conjure up an immobile, opaque globe of shimmering, multicolored light to surround him, giving protection from all forms of attack. The sphere flashes in all colors of the visible spectrum, seven of which have distinct powers and purposes. Any creature with fewer than 8 Hit Dice is blinded for 2d4 turns by the colors of the sphere. Only the spellcaster can pass in and out of the prismatic sphere without harm, though he can cast it over others to protect them. The sphere can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. Any creature passing through the barrier receives the effect of every color still remaining. The following table shows the colors and effects of the prismatic sphere, as well as what will negate each globe.
Note that typically the upper hemisphere of the globe is visible, as the spellcaster is at the center of the sphere, so the lower half is usually hidden by the floor surface he is standing on.
Prismatic Sphere (continued)
(Abjuration, Conjuration/Summoning)
Furthermore, a rod of cancellation or a Mordenkainen's disjunction spell will destroy a prismatic sphere (but an antimagic shell will fail to penetrate it). Otherwise, anything short of an artifact or relic entering the sphere is destroyed, and any creature is subject to the effects of every color still active--i.e., 70-140 points of damage plus death, petrification, insanity, and instantaneous transportation to another plane.
Prismatic Sphere Effects
Color Order Effect of Color Spell Negated By
Red 1st Stops nonmagical missiles--inflicts 20 points of damage,
save for half cone of cold
Orange 2nd Stops magical missiles--inflicts 40 points of damage,
save for half gust of wind
Yellow 3rd Stops poisons, gases, and petrification--inflicts 80 points
of damage, save for half disintegrate
Green 4th Stops breath weapons--save vs. poison or die;
survivors suffer 20 points of damage passwall
Blue 5th Stops location/detection and mental attacks--save vs.
petrification or turn to stone magic missile
Indigo 6th Stops magical spells--save vs. wand or go insane continual light
Violet 7th Force field protection--save vs. spell or be sent to
another plane dispel magic
(Conjuration/Summoning)
Range: 0 Sorcery Level 7
Duration: Instantaneous Casting Time: 7
Area of Effect: 70 x 15 ft. spray Saving Throw: Special
When this spell is cast, the wizard causes seven shimmering, multicolored rays of light to flash from his hand in a triangular spray. This spray is 70 feet long and spreads to 15 feet wide at the end. It includes all colors of the visible spectrum; each ray has a different power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2d4 rounds, regardless of any other effect.
Any creature in the area of effect will be touched by one or more of the rays. To determine which ray strikes a creature, roll 1d8 and consult the following table:
Prismatic Spray Results
1 = red 5 = blue
2 = orange 6 = indigo
3 = yellow 7 = violet
4 = green 8 = struck by two rays, roll again twice (ignoring any 8s)
Color Order
of Ray of Ray Effect of Ray
Red 1st Inflicts 20 points of damage, save vs. spell for half.
Orange 2nd Inflicts 40 points of damage, save vs. spell for half.
Yellow 3rd Inflicts 80 points of damage, save vs. spell for half.
Green 4th Save vs. poison or die; survivors suffer 20 points of
poison damage.
Blue 5th Save vs. petrification or be turned to stone.
Indigo 6th Save vs. wand or go insane.
Violet 7th Save vs. spell or be sent to another plane.
(Conjuration/Summoning)
Range: 10 yds. Sorcery Level 8
Duration: 1 turn/level Casting Time: 7
Area of Effect: 4 ft./level wide Saving Throw: Special
x 2 ft./level high
This spell enables the wizard to conjure a vertical, opaque wall--a shimmering, multicolored plane of light that protects him from all forms of attack. The wall flashes with all colors of the visible spectrum, seven of which have a distinct power and purpose. The wall is immobile, and the spellcaster can pass through the wall without harm. However, any creature with fewer than 8 Hit Dice that is within 20 feet of the wall and does not shield its vision is blinded for 2d4 rounds by the colors.
Each color in the wall has a special effect. Each color can also be negated by a specific magical effect, but the colors must be negated in the precise order of the spectrum. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack the spellcaster, and the magic needed to negate each color.
Prismatic Wall (continued)
(Conjuration/Summoning)
The wall's maximum proportions are 4 feet wide per level of experience of the caster and 2 feet high per level of experience. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted and the spell is wasted.
Prismatic Wall Effects
Color Order Effect of Color Spell Negated By
Red 1st Stops nonmagical missiles--inflicts 20 points of damage,
save for half cone of cold
Orange 2nd Stops magical missiles--inflicts 40 points of damage,
save for half gust of wind
Yellow 3rd Stops poisons, gases, and petrification--inflicts 80 points
of damage, save for half disintegrate
Green 4th Stops breath weapons--save vs. poison or die;
survivors suffer 20 points of damage passwall
Blue 5th Stops location/detection and mental attacks--save vs.
petrification or turn to stone magic missile
Indigo 6th Stops magical spells--save vs. wand or go insane continual light
Violet 7th Force field protection--save vs. spell or be sent to
another plane dispel magic
(Alteration)
Reversible
Range: 40 yds. Priest Level 4
Duration: 1 rd. Casting Time: 7
Area of Effect: 12-ft. sq. Saving Throw: None
By means of this spell, the caster creates a common fire of up to 12 feet per side in area. Though it lasts only a single round (unless it ignites additional flammable material), the fire produced by the spell inflicts 1d4 points of damage plus 1 point per caster level (1d4 + 1/level) upon creatures within its area. It ignites combustible materials, such as cloth, oil, paper, parchment, wood, and the like, so as to cause continued burning.
The reverse, quench fire, extinguishes any normal fire (coals, oil, tallow, wax, wood, etc.) within the area of effect.
The material component for either version is a paste of sulfur and wax, formed into a ball and thrown at the target.
(Alteration)
Range: 0 Priest Level 2
Duration: 1 rd./level Casting Time: 5
Area of Effect: Special Saving Throw: None
A bright flame, equal in brightness to a torch, springs forth from the caster's palm when he casts a produce flame spell. The flame does not harm the caster, but it is hot and it causes the combustion of flammable materials (paper, cloth, dry wood, oil, etc.). The caster is capable of hurling the magical flame as a missile, with a range of 40 yards (considered short range). The flame flashes on impact, igniting combustibles within a 3-foot diameter of its center of impact, and then it goes out. A creature struck by the flame suffers 1d4+1 points of damage and, if combustion occurs, must spend a round extinguishing the fire or suffer additional damage assigned by the DM until the fire is extinguished. A miss is resolved as a grenadelike missile. If any duration remains to the spell, another flame immediately appears in the caster's hand. The caster can hurl a maximum of one flame per level, but no more than one flame per round.
The caster can snuff out magical flame any time he desires, but fire caused by the flame cannot be so extinguished. This spell does not function under water.
(Illusion/Phantasm)
Range: 10 yds./level Sorcery Level 6
Duration: Special Casting Time: 6
Area of Effect: 20-ft. cube + Saving Throw: Special
10-ft. cube/level
This spell creates a spectral force spell that activates upon command or when a specific condition occurs. The illusion has visual, auditory, olfactory, and thermal elements. It can be of any object, creature, or force, as long as it remains within the boundaries of the spell's area of effect.
The occurrence that begins the illusion can be as general or as specific and detailed as desired, such as the following: "Begin only when a venerable female human carrying a sack of groat clusters sits cross-legged within one foot of this spot." Such visual triggers can react to a character using the disguise ability. Command range is 5 yards per level of the wizard, so a 12th-level wizard can command the programmed illusion to occur at a maximum encounter range of 60 yards. A programmed illusion cannot distinguish
Programmed Illusion (continued)
(Illusion/Phantasm)
invisible creatures, nor alignment, level, Hit Dice, or class, except by external garb. If desired, the effect can be keyed to a specific noise or spoken word. The spell lasts until the illusion occurs; thus, the spell duration is variable. The illusion will last for a maximum of one round per level of the spellcaster.
Creatures that attempt to disbelieve the illusion gain a saving throw vs. spell and, if successful, see it for what it is and add +4 bonuses to associates' saving throws, if this knowledge can be communicated effectively. Creatures not sensing the spell effect are immune until they become aware of it. The illusion is subject to a dispel magic spell.
The material component of the spell is a bit of fleece.
(Alteration, Illusion/Phantasm)
Range: 10 yds./level Sorcery Level 6
Duration: 1 rd./level Casting Time: 6
Area of Effect: Special Saving Throw: None
By means of this spell, the wizard creates a nonmaterial duplicate of himself, projecting it to any spot within spell range. This image performs actions decided by the wizard--walking, speaking, spellcasting--conforming to the actual actions of the wizard unless he concentrates on making it act differently (in which case the wizard is limited to half movement and no attacks).
The image can be dispelled only by means of a successful dispel magic spell (or upon command from the spellcaster); attacks pass harmlessly through it. The image must be within view of the wizard projecting it at all times, and if his sight is obstructed, the spell is broken. Note that if the wizard is invisible at the time the spell is cast, the image is also invisible until the caster's invisibility ends, though the wizard must still be able to see the image (by means of a detect invisibility spell or other method) to maintain the spell. If the wizard uses dimension door, teleport, plane shift, or a similar spell that breaks his line of vision, the project image spell ends.
The material component of this spell is a small replica (doll) of the wizard.
(Abjuration)
Reversible
Range: Touch Sorcery / Priest Level 1
Duration: 2 rds./level Casting Time: 1
Area of Effect: Creature touched Saving Throw: None
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:
First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer -2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.
Second, any attempt to possess (as by a magic jar attack) or to exercise mental control over (as by a vampire's charm ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.
Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character.
This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.
To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground) with powdered silver.
This spell can be reversed to become protection from good; the second and third benefits remain unchanged. The material component for the reverse is a circle of powdered iron.
Protection From Evil, 10' Radius
(Abjuration)
Reversible
Range: Touch Priest Level 4
Duration: 1 turn/level Casting Time: 7
Area of Effect: 10-ft. radius Saving Throw: None
The globe of protection of this spell is identical in all respects to that of a protection from evil spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal protection from evil spell for that creature only.
The reverse, protection from good, 10’ radius, wards against good creatures.
To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the protection from evil spell.
(Abjuration)
Range: Touch Priest Level 3
Duration: Special Casting Time: 6
Area of Effect: 1 creature Saving Throw: None
The effect of a protection from fire spell differs according to whether the recipient of the magic is the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to: normal fires (torches, bonfires, oil fires, and the like); exposure to magical fires such as fiery dragon breath; spells such as burning hands, fireball, fire seeds, fire storm, flame strike, and meteor swarm; hell hound or pyrohydra breath, etc. The invulnerability lasts until the spell has absorbed 12 points of heat or fire damage per level of the caster, at which time the spell is negated.
If the spell is cast upon another creature, it gives invulnerability to normal fire, gives a bonus of +4 to saving throw die rolls vs. fire attacks, and reduces damage sustained from magical fires by 50%.
The caster's holy symbol is the material component.
(Abjuration)
Range: Touch Priest Level 4
Duration: Special Casting Time: 7
Area of Effect: 1 creature Saving Throw: None
The effect of a protection from lightning spell changes depending on who is the recipient of the magic--the caster or some other creature. In either case, the spell lasts no longer than one turn per caster level.
If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will 'o wisp, etc., until the spell has absorbed 10 points of electrical damage per level of the caster, at which time the spell is negated.
If the spell is cast upon another creature, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduces the damage sustained from such attacks by 50%.
The caster's holy symbol is the material component.
Protection From Normal Missiles
(Abjuration)
Range: Touch Sorcery Level 3
Duration: 1 turn/level Casting Time: 3
Area of Effect: Creature touched Saving Throw: None
By means of this spell, the wizard bestows total invulnerability to hurled and projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. Furthermore, it causes a reduction of 1 from each die of damage (but no die inflicts less than 1 point of damage) inflicted by large or magical missiles, such as ballista missiles, catapult stones, hurled boulders, and magical arrows, bolts, javelins, etc. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts, or magic missiles.
The material component of this spell is a piece of tortoise or turtle shell.
(Alteration)
Reversible
Range: 30 yds. Priest Level 1
Duration: Permanent Casting Time: 1 rd.
Area of Effect: 1 cu. ft./level, Saving Throw: None
in 10 sq. ft.
When cast, this spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Up to 1 cubic foot of food and drink per level can be thus made suitable for consumption. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magical potions.
The reverse of the spell is putrefy food and drink. This spoils even holy water; however, it likewise has no effect upon creatures or potions.
(Alteration)
Range: 120 yds. Sorcery Level 2 / Priest Level 3
Duration: Special Casting Time: 2
Area of Effect: 1 fire source Saving Throw: None
A pyrotechnics spell draws on an existing fire source to produce one of two effects, at the option of the caster. First, it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in, under, or within 120 feet of the area and that have an unobstructed line of sight to the burst. Creatures viewing this are blinded for 1d4+1 rounds unless they successfully save vs. spell. The fireworks fill a volume 10 times greater than that of the original fire source.
This spell can also cause a thick, writhing stream of smoke to arise from the source and form a choking cloud that lasts for one round per experience level of the caster. This covers a roughly spherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision beyond 2 feet. The smoke fills a volume 100 times that of the fire source. All within the cloud must roll successful saving throws vs. spell or suffer -2 penalties to all combat rolls and Armor Class.
The spell uses one fire source within a 20-foot cube, which is immediately extinguished. An extremely large fire used as a source might be only partially extinguished. Magical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source suffers 1 point of damage per caster level.