Dancing Lights

(Alteration)

Range: 40 yds. + 10 yds./level Sorcery Level 1

Duration: 2 rds./level Casting Time: 1

Area of Effect: Special Saving Throw: None

When a dancing lights spell is cast, the wizard creates, at his option, from one to four lights that resemble either torches or lanterns (and cast that amount of light), glowing spheres of light (such as evidenced by will-o-wisps), or one faintly glowing, vaguely manlike shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as the spellcaster desires, forward or back, straight or turning corners, without concentration upon such movement by the wizard. The spell cannot be used to cause blindness (see the 1st-level light spell), and it winks out if the range or duration is exceeded.

The material component of this spell is either a bit of phosphorus or wychwood, or a glowworm.

Darkness, 15' Radius

(Alteration)

Range: 10 yds./level Sorcery Level 2

Duration: 1 turn + 1 rd./level Casting Time: 2

Area of Effect: 15-ft. radius Saving Throw: None

This spell causes total, impenetrable darkness in the area of effect. Infravision is useless. Neither normal nor magical light works unless a light or continual light spell is used. In the former event, the darkness spell is negated by the light spell, and vice versa.

The material components of this spell are a bit of bat fur and either a drop of pitch or a piece of coal.

Deafness

(Illusion/Phantasm)

Range: 60 yds. Sorcery Level 2

Duration: Special Casting Time: 2

Area of Effect: 1 creature Saving Throw: Neg.

 

The deafness spell causes the recipient to become totally deaf and unable to hear any sounds. The victim is allowed a saving throw vs. spell. An affected creature has a -1 penalty to its surprise rolls unless its other senses are unusually keen. Deafened spellcasters have a 20% chance to miscast any spell with a verbal component. This deafness can be done away with only by means of a dispel magic spell or by the spellcaster.

The material component of this spell is beeswax.

Death Fog

(Alteration, Evocation)

Range: 30 yds. Sorcery Level 6

Duration: 1d4 rds. + 1/level Casting Time: 6

Area of Effect: Two 10-ft. cubes/level Saving Throw: None

The casting of a death fog spell creates an area of solid fog that has the additional property of being highly acidic. The vapors are deadly to living things, so that vegetation exposed to them will die--grass and similar small plants in two rounds, bushes and shrubs in four, small trees in eight, and large trees in 16 rounds. Animal life not immune to acid suffers damage according to the length of time it is exposed to the vapors of a death fog, as follows:

1st round: 1 point

2nd round: 2 points

3rd round: 4 points

4th and each succeeding round: 8 points

The death fog otherwise resembles the 2nd-level fog cloud spell: rolling, billowing vapors that can be moved only by a very strong wind. Any creature attempting to move through the death fog progresses at a rate of 1 foot per unit of normal movement rate per round. A gust of wind spell cannot affect it, but a fireball, flame strike, or wall of fire can burn it away in a single round.

The material components are a pinch of dried and powdered peas, powdered animal hoof, and strong acid of any sort (including highly distilled vinegar or acid crystals), which must be obtained from an alchemist.

 

 

 

 

 

 

 

 

 

 

 

 

 

Death Spell

(Necromancy)

Range: 10 yds./level Sorcery Level 6

Duration: Instantaneous Casting Time: 6

Area of Effect: 30-ft. cube/level Saving Throw: None

When a death spell is cast, it snuffs out the life forces of creatures in the area of effect instantly and irrevocably. Such creatures cannot be raised or resurrected, but an individual slain in this manner might be brought back via a wish. The number of creatures that can be slain is a function of their Hit Dice.

Maximum # of

Creatures' Hit Dice Creatures Affected

Under 2 4d20

2 to 4 2d20

4+1 to 6+3 2d4

6+4 to 8+3 1d4

If creatures of differing Hit Dice are attacked with a death spell, roll the dice (4d20) to determine how many creatures of under 2 Hit Dice are affected. If the number rolled is greater than the actual number of sub-2 Hit Dice creatures, apply the remainder of the roll to the higher Hit Dice creatures by consulting the following table.

Creatures' Hit Dice Conversion Factor (CF)

Under 2 1

2 to 4 2

4+1 to 6+3 10

6+4 to 8+3 20

In other words, from the 4d20 roll subtract the number of creatures of less than 2 Hit Dice (these creatures die). If there are any remaining points from the 4d20 roll, subtract 2 for each creature of 2 to 4 Hit Dice (these creatures also die). If this still doesn't use up all the 4d20 roll, subtract 10 for each creature of 4+1 to 6+3 Hit Dice, and so on. Stop when all the creatures are dead, all the 4d20 roll is used up, or the remainder is less than half the CF of any remaining creatures. (If the remainder is one-half or more of the CF of a creature, that creature dies.)

For example, a mixed group of 20 goblins, eight gnolls, and four ogres, led by a hill giant, are caught in the area of a death spell. The 4d20 roll gives a total of 53 points; 20 of this eliminates the goblins (20 x 1 CF), 16 kills the gnolls (8 x 2 CF), and the remaining 17 kills two ogres (10 points to kill one ogre, and the remaining 7 points are enough to kill one more ogre). The other two ogres and the hill giant are unharmed.

A death spell does not affect lycanthropes, undead creatures, or creatures from planes other than the Prime Material.

The material component of this spell is a crushed black pearl with a minimum value of 1,000 gp.

Deeppockets

(Alteration, Enchantment)

Range: Touch Sorcery Level 2

Duration: 12 hrs. + 1 hr./level Casting Time: 1 turn

Area of Effect: 1 garment Saving Throw: None

This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (½ cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1/6 cubic foot volume each. Each special pocket is actually an extradimensional holding space.

If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command.

In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.

Delayed Blast Fireball

(Evocation)

Range: 100 yds. + 10 yds./level Sorcery Level 7

Duration: Special Casting Time: 7

Area of Effect: 20-ft. radius Saving Throw: ½

This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. In other respects, the spell is the same as the 3rd-level spell fireball.

 

 

 

 

Delude

(Alteration)

Range: 0 Sorcery Level 3

Duration: 1 turn/level Casting Time: 3

Area of Effect: 30-ft. radius Saving Throw: Neg.

By means of a delude spell, the wizard conceals his own alignment with that of any creature within a 30-foot radius at the time the spell is cast. The creature must be of higher than animal intelligence for the spell to work; its own alignment remains unchanged. The creature receives a saving throw vs. spell and, if successful, the delude spell fails. If the spell is successful, any know alignment spell used against the caster discovers only the assumed alignment. Note that a detect good or detect evil also detects the assumed aura, if the aura is strong enough. The creature whose aura has been assumed radiates magic, but the wizard radiates magic only to the creature whose alignment has been assumed. If a delude spell is used in conjunction with a change self or alter self spell, the class of the wizard can be totally hidden, if he is clever enough to carry off the disguise.

Demand

(Evocation, Enchantment/Charm)

Range: Unlimited Sorcery Level 8

Duration: Special Casting Time: 1 turn

Area of Effect: 1 creature Saving Throw: Special

This spell is very much like the 5th-level wizard spell sending, allowing a brief contact with a far distant creature. However, with this spell the message can also contain a suggestion (see the 3rd-level wizard spell suggestion), which the subject will do its best to carry out if it fails its saving throw vs. spell, made with a -2 penalty. Of course, if the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand comes, the message is understood but no saving throw is necessary and the suggestion is ineffective.

The caster must be familiar with the creature contacted and must know its name and appearance well. If the creature in question is not in the same plane of existence as the spellcaster, there is a base 5% chance that the demand does not arrive. Local conditions on other planes may worsen this chance considerably at the option of the DM. The demand, if received, will be understood even if the creature has an Intelligence ability score as low as 1 (animal Intelligence). Creatures of demigod status or higher can choose to come or not, as they please.

The demand message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

The material components of the spell are a pair of cylinders, each open at one end, connected by a thin piece of copper wire and some small part of the subject creature--a hair, a bit of nail, etc.

Demishadow Magic

(Illusion/Phantasm)

Range: 60 yds. + 10 yds./level Sorcery Level 6

Duration: Special Casting Time: 6

Area of Effect: Special Saving Throw: Special

This spell is similar to the 5th-level shadow magic spell, but this spell enables the casting of partially real 4th- and 5th level evocations (cone of cold, wall of fire, wall of ice, cloudkill, etc.). If recognized as demishadow magic (if a saving throw vs. spell is successful), damaging spells inflict only 40% of normal damage, with a minimum of 2 points per die of damage. A demishadow magic cloudkill slays creatures with fewer than 2 Hit Dice and inflicts 1d2 points of damage per round.

Demishadow Monsters

(Illusion/Phantasm)

Range: 30 yds. Sorcery Level 5

Duration: 1 rd./level Casting Time: 5

Area of Effect: 20-ft. cube Saving Throw: Special

This spell is similar to the 4th-level spell shadow monsters, except that the monsters created are effectively 40% of normal hit points. If the saving throw is made, their damage potential is only 40% of normal and their Armor Class is 8. The monsters have none of the special abilities of the real creatures, although victims may be deluded into believing this to be so.

Demon Shield

(Necromancer)

Range: Caster Demonologist Level 2

Duration: 1 turn + 1 round./level Casting Time: 2

Area of Effect: Caster Saving Throw: Special

The demonologist is encased in an invisible barrier giving him AC 0

 

 

 

 

 

 

Demon Tongue

(Necromancer)

Range: Hearing Demonologist Level 5

Duration: 1 turn + 5 round./level Casting Time: 5

Area of Effect: Hearing Saving Throw: Special

This spell works on 2 levels. First it allows the demonologist to converse with any demon (add 10% to Binding roll) or it can be used to cause pain (3d6 per round)

Demonic Shield

(Necromancer)

Range: 10’ + 10’ per level Demonologist Level 5

Duration: 1 turn + 1 round per level Casting Time: 1 round

Area of Effect: 100’ diameter globe Saving Throw: Special

Creates an impenetrable barrier around the caster and his companions. A wall of force that can only be dispelled by a Dispel magic spell (power vs power applies)

Demonic Tomb

(Necromancer)

Range: 100’ + 10’ per level Demonologist Level 6

Duration: Permanent Casting Time: 1 round

Area of Effect: 10’ square Saving Throw: Neg

This spell entombs the recipient in one of the Abyss’ many hidden tombs…save vs magic

Detect Charm

(Divination)

Reversible

Range: 30 yds. Priest Level 2

Duration: 1 turn Casting Time: 1 rd.

Area of Effect: 1 creature/rd. Saving Throw: Neg.

When used by a priest, this spell can detect if a person or monster is under the influence of a charm spell, or similar control such as hypnosis, suggestion, beguiling, possession, etc. The creature rolls a saving throw vs. spell and, if successful, the caster learns nothing about that particular creature from the casting. A caster who learns that a creature is being influenced has a 5% chance per level to determine the exact type of influence. Up to 10 different creatures can be checked before the spell wanes. If the creature is under more than one such effect, only the information that the charms exist is gained. The type (since there are conflicting emanations) is impossible to determine.

The reverse of the spell, undetectable charm, completely masks all charms on a single creature for 24 hours.

Detect Demon

(Necromancer)

Range: 10’ + 5’ per level Demonologist Level 1

Duration: 1 round per level Casting Time: 1

Area of Effect: 20’ diameter globe Saving Throw: Na

The caster can see all demons within the area of effect.

Detect Elemental

(Necromancer)

Range: 10’ + 5’ per level Elementalist Level 1

Duration: 1 round per level Casting Time: 1

Area of Effect: 20’ diameter globe Saving Throw: Na

The caster can see all elementals within the area of effect

 

 

 

 

 

 

 

 

 

 

 

 

Detect Evil

(Divination)

Reversible

Range: 0 Priest Level 1 / Sorcerer Level 2

Duration: 1 turn + 5 rds./level Casting Time: 1 rd.

Area of Effect: 10 ft. x 120 yds. Saving Throw: None

This spell discovers emanations of evil, or of good in the case of the reverse spell, from any creature, object, or area. Character alignment, however, is revealed only under unusual circumstances: characters who are strongly aligned, who do not stray from their faith, and who are of at least 9th level might radiate good or evil if intent upon appropriate actions. Powerful monsters, such as rakshasas or ki-rin, send forth emanations of evil or good, even if polymorphed. Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing. An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (dim, faint, moderate, strong, or overwhelming) and possibly its general nature (expectant, malignant, gloating, etc.) can be noted. If the evil is overwhelming, the priest has a 10% chance per level of detecting its general bent (lawful, neutral, or chaotic). The duration of a detect evil (or detect good) spell is one turn plus five rounds per level of the priest. Thus, a 1st-level priest can cast a spell with a 15-round duration, a 2nd-level priest can cast a spell with a 20-round duration, etc. The spell has a path of detection 10 feet wide in the direction the priest is facing. The priest must concentrate--stop, have quiet, and intently seek to detect the aura--for at least one round to receive a reading.

The spell requires the use of the priest's holy symbol as its material component, with the priest holding it before him.

Detect Illusion

(Divination)

Range: 0 Illusionis Level 1

Duration: 5 rds./level Casting Time: 1

Area of Effect: 10 yds./level Saving Throw: None

When the wizard casts a detect illusion spell, he is able to see clearly any objects or beings that are illusionary within the area of affect of the spell (10 yards per level). Any illusions within the line of sight of the caster (assuming it is within the area of effect) will appear to the caster with a nimbus around them. Only the caster can see such illusions.

 

Detect Invisibility

(Divination)

Range: 0 Sorcery Level 2

Duration: 5 rds./level Casting Time: 2

Area of Effect: 10 yds./level Saving Throw: None

When the wizard casts a detect invisibility spell, he is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, it enables the wizard to detect hidden or concealed creatures (for example, thieves in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Detection is a path 10 ft. wide along the wizard's line of sight to the range limit.

The material components of this spell are a pinch of talc and a small sprinkling of powdered silver.

Detect Lie

(Divination)

Reversible

Range: 30 yds. Priest Level 4

Duration: 1 rd./level Casting Time: 7

Area of Effect: 1 creature Saving Throw: Neg.

A priest who casts this spell is immediately able to determine if the subject creature deliberately and knowingly speaks a lie. It does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The subject receives a saving throw vs. spell, which is adjusted only by the Wisdom of the caster--for example, if the caster has a Wisdom of 18, the subject's saving throw roll is reduced by 4 (see Table 5: Wisdom).

The material component for the detect lie spell is one gp worth of gold dust.

The spell's reverse, undetectable lie, prevents the magical detection of lies spoken by the creature for 24 hours.

The reverse requires brass dust as its material component.

Detect Magic

(Divination)

Range: 0 Priest Level 1 / Sorcerer Level 1

Duration: 1 turn Casting Time: 1 rd.

Area of Effect: 10 ft. x 30 yds. Saving Throw: None

When the detect magic spell is cast, the priest detects magical radiations in a path 10 feet wide and up to 30 yards long, in the direction he is facing. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic, but unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. The caster can turn, scanning a 60 arc per round. The spell is blocked by solid stone at least 1 foot thick, solid metal at least 1 inch thick, or solid wood at least 1 yard thick.

The spell requires the use of the priest's holy symbol.

Detect Poison

(Divination)

Range: 0 Priest Level 1

Duration: 1 turn + 1 rd./level Casting Time: 4

Area of Effect: Special Saving Throw: None

This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

Detect Scrying

(Divination)

Range: 0 Sorcery Level 4

Duration: 1d6 turns + 1 turn/level Casting Time: 3

Area of Effect: 120-ft. radius Saving Throw: Special

By means of this spell, the wizard immediately becomes aware of any attempt to observe him by means of clairvoyance, clairaudience, or magic mirror. This also reveals the use of crystal balls or other magical scrying devices, provided the attempt is within the area of effect of the spell. Since the spell is centered on the spellcaster, it moves with him, enabling him to "sweep" areas for the duration of the spell.

When a scrying attempt is detected, the scryer must immediately roll a saving throw. If this is failed, the identity and general location of the scryer immediately become known to the wizard who cast this spell. The general location is a direction and significant landmark close to the scryer. Thus, the caster might learn, "The wizard Sniggel spies on us from east, under the stairs," or, "You are watched by Asquil in the city of Samarquol."

The material components for this spell are a small piece of mirror and a miniature brass hearing trumpet.

Detect Snares & Pits

(Divination)

Range: 0 Priest Level 1

Duration: 4 rds./level Casting Time: 4

Area of Effect: 10 x 40 ft. Saving Throw: None

Upon casting this spell, the caster is able to detect snares, pits, deadfalls and similar hazards along a path 10 feet wide and 40 feet long. Such hazards include simple pits, deadfalls, snares of wilderness creatures (for example, trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile trips, hunting snares, etc.). The spell is directional--the caster must face the desired direction to determine if a pit exists or a trap is laid in that direction. The caster experiences a feeling of danger from the direction of a detected hazard, which increases as the danger is approached. The caster learns the general nature of the danger (pit, snare, or deadfall) but not its exact operation, nor how to disarm it. Close examination, however, enables the caster to sense what intended actions might trigger it. The spell detects certain natural hazards--quicksand (snare), sinkholes (pit), or unsafe walls of natural rock (deadfall). Other hazards, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant, are not revealed. The spell does not detect magical traps (save those that operate by pit, deadfall, or snaring; see the 2nd-level spell trip and the 3rd-level spell snare), nor those that are mechanically complex, nor those that have been rendered safe or inactive.

The caster must have his holy symbol to complete the spell.

Detect Spirit

(Divination)

Range: 10’ per level Sorcerer Level 2

Duration: 1 turn + 1 round per level Casting Time: 2

Area of Effect: 10’ path Saving Throw: None

The caster is able to detect spiritual activity (ghosts, spectres etc…) but will also be able to detect Projected Images and shades.

Detect Undead

(Divination, Necromancy)

Range: 0 Sorcery / Necromancer / Priest Level 1

Duration: 3 turns Casting Time: 1 rd.

Area of Effect: 60 ft. + 10 ft./level Saving Throw: None

This spell enables the caster to detect all undead creatures out to the limit of the spell. The area of effect extends in a path 10 feet wide and 60 feet long (plus 10 feet longer per level of the wizard), in the direction the caster is facing. Scanning a direction requires one round, and the caster must be motionless. While the spell indicates direction, it does not give specific location or distance. It detects undead through walls and obstacles but is blocked by 1 foot of solid stone, 1 yard of wood or loose earth, or a thin coating of metal. The spell does not indicate the type of undead detected, only that undead are present.

The material component for this spell is a bit of earth from a grave.

Dig

(Evocation)

Range: 30 yds. Sorcery Level 4

Duration: 1 rd./level Casting Time: 4

Area of Effect: 5-ft. cube/level Saving Throw: Special

A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.

 

 

Dig (continued)

(Evocation)

Any creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.

The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half.

To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell.

Dimension Door

(Alteration)

Range: 0 Sorcery Level 4

Duration: Instantaneous Casting Time: 1

Area of Effect: The caster Saving Throw: None

By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards." If the wizard arrives in a place that is already occupied by a solid body, he remains trapped in the Astral Plane. If distances are stated and the spellcaster arrives with no support below his feet (i.e., in mid-air), falling and damage result unless further magical means are employed. All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster. Recovery from use of a dimension door spell requires one round.

Disintegrate

(Alteration)

Range: 5 yds./level Sorcery Level 6

Duration: Instantaneous Casting Time: 6

Area of Effect: 1 creature or Saving Throw: Neg.

10 x 10 x 10 ft. cube

This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, such as Bigby's forceful hand, but not a globe of invulnerability or an antimagic shell. Disintegration is instantaneous, and its effects are permanent. Any single creature can be affected, even undead. Nonliving matter, up to a 10-foot x 10-foot x 10-foot cube, can be obliterated by the spell. The spell creates a thin, green ray that causes physical material touched to glow and vanish, leaving traces of fine dust. Creatures that successfully save vs. spell have avoided the ray (material items have resisted the magic) and are not affected. Only the first creature or object struck can be affected.

The material components are a lodestone and a pinch of dust.

Dismissal

(Abjuration)

Range: 10 yds. Sorcery Level 5 / Priest Level 4

Duration: Permanent Casting Time: 1 rd.

Area of Effect: 1 creature Saving Throw: Neg.

By means of this spell, a wizard on the Prime Material Plane seeks to force or enable a creature from another plane of existence to return to its proper plane. Magic resistance, if any, is checked if this spell is used to force a being home. If the resistance fails, the caster's level is compared to the creature's level or Hit Dice. If the wizard's level is higher, the difference is subtracted from the creature's die roll for its saving throw vs. spell. If the creature's level or Hit Dice is higher, the difference is added to the saving throw roll.

If the creature desires to be returned to its home plane, no saving throw is necessary (it chooses to fail the roll).

If the spell is successful, the creature is instantly whisked away, but the spell has a 20% chance of actually sending the subject to a plane other than its own.

The material component is any item that is distasteful to the subject creature.

Dispel Elemental

(Abjuration)

Range: 10 o’ + 10’ per level Elementalist Level 5

Duration: Permanent Casting Time: 1 rd.

Area of Effect: 1 creature or horde Saving Throw: Neg.

The caster is able to dispel any elemental within the area of effect – save vs magic applies

 

 

Dispel Evil

(Abjuration)

Reversible

Range: Touch Priest Level 5

Duration: 1 rd./level Casting Time: 8

Area of Effect: 1 creature Saving Throw: Neg.

The priest using this spell causes a summoned creature of evil nature, an evil creature from another plane, or a creature summoned by an evil caster, to return to its own plane or place when the caster successfully strikes it in melee combat. Examples of such creatures are aerial servants, djinn, efreet, elementals, and invisible stalkers. An evil enchantment (such as a charm spell cast by an evil creature) that is subject to a normal dispel magic spell can be automatically dispelled by the dispel evil spell. This spell lasts for a maximum of one round for each experience level of the caster, or until expended. While the spell is in effect, all creatures that could be affected by it fight with a -7 penalty to their attack rolls when engaging the spellcaster.

The reverse of the spell, dispel good, functions against summoned or enchanted creatures of good alignment or creatures that have been sent to aid the cause of good.

The material components for this spell are the priest's religious object and holy (or unholy) water.

Dispel Exhaustion

(Abjuration) 

Range: Touch Illusionist Level 4

Duration: permanent Casting Time: 4

Area of Effect: 1 creature Saving Throw: Na

When this spell is cast the illusionist can effectively banish exhaustion from a single creature. It works in different ways; if cast on a fighter in battle it will completely banish all fatigue and allow him to fight as if refreshed from the moment the spell is cast. If cast after a long days' hard travel it will allow a further 8 hours of travel before a rest is required (or another dispel exhaustion is cast).

It can also stave off the exhaustion that sorcerers experience when they reach the limit of their magic points. So - for example - if a caster has only one magic point remaining a dispel exhaustion spell cast on him will allow a further 8 points of magic to be used. Please note: magic points gained in this way are temporary and after these 8 points are used the magic user will have to rest or he will collapse with exhaustion. If the caster rests within 8 hours of the dispel exhaustion he will feel no ill effects. Dispel Exhaustion is not stackable for magic users; it can only be cast once (so 2 dispel exhaustion spells will not give the magic user 16 extra temporary magic points).

Dispel Magic

(Abjuration)

Range: 60 yds Priest / Sorcerer Level 3

Duration: Special Casting Time: 6

Area of Effect: 30-ft. cube or 1 item Saving Throw: None

When a priest casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:

First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).

Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.

A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.

Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.

Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.

Summary of Dispel Effects

Source of Effect Resists As Result of Dispel

Caster None Dispel automatic

Other caster/ Level/HD of Effect negated

innate ability other caster

Wand 6th level Effect negated

Staff 8th level Effect negated

Potion 12th level Potion destroyed

Other magical item 12th, unless special *

Artifact DM discretion DM discretion

* Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.

Distance Distortion

(Alteration)

Range: 10 yds./level Sorcery Level 5

Duration: 2 turns/level Casting Time: 5

Area of Effect: 10-ft. cube/level Saving Throw: None

This spell can be cast only in an area completely surrounded or enclosed by earth, rock, sand, or similar materials. The wizard must also cast a conjure elemental spell to summon an earth elemental. The elemental serves without attempting to break free when the spellcaster announces that his intent is to cast a distance distortion spell. The spell places the earth elemental in the area of effect, and the elemental then causes the area's dimensions to be either doubled or halved for those traveling over it (spellcaster's choice). Thus, a 10-foot x 100-foot corridor could seem to be either 5 feet wide and 50 feet long or 20 feet wide and 200 feet long. When the spell duration has elapsed, the elemental returns to its own plane.

The true nature of an area affected by distance distortion is undetectable to any creature traveling along it, but the area dimly radiates magic, and a true seeing spell can reveal that an earth elemental is spread within the area.

The material needed for this spell is a small lump of soft clay.

Divination

(Divination)

Range: 0 Priest Level 4

Duration: Special Casting Time: 1 turn

Area of Effect: Special Saving Throw: None

A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.

For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).

The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.

The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.

Dominate Person

(Divination)

Range: 10’ + 5’ per level Demonologist Level 4

Duration: 1 turn + 1 turn per level Casting Time: 5

Area of Effect: 1 person Saving Throw: Neg

The caster is able to gain control over any person – save vs magic. The person affected will be under the total control of the caster.

Domination

(Enchantment/Charm)

Range: 10 yds./level Sorcery Level 5

Duration: Special Casting Time: 5

Area of Effect: 1 person Saving Throw: Neg.

The domination spell enables the caster to control the actions of any person until the spell is ended by the subject's Intelligence (see the charm person spell). Elves and half-elves resist this enchantment as they do all charm-type spells. When the spell is cast, the subject must roll a saving throw vs. spell at a penalty of -2, but Wisdom adjustments apply. Failure means the wizard has established a telepathic link with the subject's mind. If a common language is shared, the wizard can generally force the subject to perform as the wizard desires, within the limits of the subject's body structure and Strength. Note that the caster does not receive direct sensory input from the subject.

Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, there is no limit to the range at which it can be exercised, as long as the caster and subject are on the same plane.

A protection from evil spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but it cannot prevent the establishment of domination.

Drawmij's Instant Summons

(Conjuration/Summoning)

Range: Infinite + special Sorcery Level 7

Duration: Instantaneous Casting Time: 1

Area of Effect: 1 small object Saving Throw: None

When this spell is cast, the wizard teleports some desired item from virtually any location directly to his hand. The single object can be no longer in any dimension than a sword, can have no more weight than a shield (about eight pounds), and must be nonliving.

To prepare this spell, the wizard must hold a gem of not less than 5,000 gp value in his hand and utter all but the final word of the conjuration. At some point in the future, he must crush the gem and utter the final word. The desired item is then transported instantly into the spellcaster's right or left hand, as he desires.

The item must have been previously touched during the initial incantation and specifically named; only that particular item is summoned by the spell. During the initial incantation, the gem becomes magically inscribed with the name of the item to be summoned. The inscription is invisible and unreadable, except by means of a read magic spell, to all but the wizard who cast the summons.

If the item is in the possession of another creature, the spell does not work, and the caster knows who the possessor is and roughly where he, she, or it is located when the summons is cast. Items can be summoned from other planes of existence, but only if such items are not in the possession (not necessarily the physical grasp) of another creature. For each level of experience above the 14th, the wizard is able to summon a desired item from one plane farther removed from the plane he is in at the time the spell is cast (one plane away at 14th level, two planes away at 15th, etc.). Thus, a wizard of 16th level could cast the spell even if the desired item was on the second layer of one of the Outer Planes, but at 14th level the wizard would be able to summon

Drawmij's Instant Summons (continued)

(Conjuration/Summoning)

the item only if it were no farther than one of the Inner Planes, the Ethereal Plane, or the Astral Plane (see the Planescape Campaign Setting boxed set). Note that special wards or barriers, or factors that block the teleport or plane shift spells, may also block the operation of this spell. Objects in Leomund's secret chest cannot be recovered by using this spell.

Note: If the item is wizard marked, it can be summoned from anywhere on the same plane unless special local conditions apply. Furthermore, the details of the location of the item are more specific, and the item is more easily traceable with other types of scrying magic.

Dream

(Invocation, Illusion/Phantasm)

Reversible

Range: Touch Sorcery Level 5

Duration: Special Casting Time: 1 turn

Area of Effect: 1 creature Saving Throw: None

The dream spell enables the caster, or a messenger touched by the caster, to send messages to others in the form of dreams. At the beginning of the spell, the caster must name the recipient or identify him by some title that leaves no doubt as to his identity.

As the caster completes the spell, the person sending the spell falls into a deep trancelike sleep, and instantaneously projects his mind to the recipient. The sender then enters the recipient's dream and delivers the message unless the recipient is magically protected. If the recipient is awake, the message sender can choose to remain in the trancelike sleep. If the sender is disturbed during this time, the spell is immediately cancelled and the sender comes out of the trance. The whereabouts and current activities of the recipient cannot be learned through this spell.

The sender is unaware of his own surroundings or the activities around him while he is in his trance. He is totally defenseless, both physically and mentally (i.e., he always fails any saving throw) while in the trance.

Once the recipient's dreams are entered, the sender can deliver a message of any length, which the recipient remembers perfectly upon waking. The communication is one-way; the recipient cannot ask questions or offer information, nor can the sender gain any information by observing the dreams of the recipient. Once the message is delivered, the sender's mind returns instantly to his body. The duration of the spell is the time required for the sender to enter the recipient's dream and deliver the message.

The reverse of this spell, nightmare, enables the caster to send a hideous and unsettling vision to the recipient, who is allowed a saving throw vs. spell to avoid the effect. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the recipient fatigued and unable to regain spells for the next day. A dispel evil spell cast upon the recipient stuns the caster of the nightmare for one turn per level of the cleric countering this evil sending.

Duo-Dimension

(Alteration)

Range: 0 Sorcery Level 7

Duration: 3 rds. + 1 rd./level Casting Time: 7

Area of Effect: The caster Saving Throw: None

A duo-dimension spell causes the caster to have only two dimensions, height and width, with no depth. He is thus invisible when turned sideways. This invisibility can be detected only by means of a true seeing spell or similar methods. In addition, the duo-dimensional wizard can pass through the thinnest of spaces as long as these have the proper height--going through the space between a door and its frame is a simple matter. The wizard can perform all actions normally. He can turn and become invisible, move in this state, and appear again next round and cast a spell, disappearing on the following round.

Note that when turned, the wizard cannot be affected by any form of attack, but when visible, he is subject to double the amount of damage normal for an attack form; for example, a dagger thrust would inflict 2d4 points of damage if it struck a duo-dimensional wizard. Furthermore, the wizard has a portion of his existence in the Astral Plane when the spell is in effect, and he is subject to possible notice by creatures there. If noticed, it is 25% probable that the wizard is pulled entirely into the Astral Plane by any attack from an astral creature. Such an attack (and any subsequent attack received on the Astral Plane) inflicts normal damage.

 

Dust Devil

(Conjuration/Summoning)

Range: 30 yds. Priest Level 2

Duration: 2 rds./level Casting Time: 2 rds.

Area of Effect: 5 x 4 ft. cone Saving Throw: None

This spell enables a priest to conjure up a weak air elemental--a dust devil of AC 4, 2 HD, MV 180 feet per round, one attack for 1d4 points of damage--which can be hit by normal weapons. The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top. It moves as directed by the priest, but dissipates if it is ever separated from the caster by more than 30 yards. Its winds are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin. The dust devil can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster (though it cannot damage or disperse such a cloud). If skimming along the ground in an area of loose dust, sand, or ash, the dust devil picks up those particles and disperses them in a 10-foot-diameter cloud centered on itself. The cloud obscures normal vision, and creatures caught within are blinded while inside and for one round after they emerge. A spellcaster caught in the dust devil or its cloud while casting must make a saving throw vs. spell to keep his concentration, or the spell is ruined. Any creature native to the Elemental Plane of Air--even another dust devil--can disperse a dust devil with a single hit.

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