Alter Self - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form (such as humanoid or magical beast). The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same.
You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special attacks and qualities derived from class levels (such as a barbarian's rage ability), but you lose any from your normal form that are not derived from class levels (such as a dragon's frightful presence ability).
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.
You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Arcane Lock - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock spell cast upon a door, chest, or portal magically locks it.
You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.
Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes).
Material Component: Gold dust worth 25 gp.
Detect Thoughts - Divination [Mind-Affecting]
Components: V, S, AF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round:Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.
Dimension Hop - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Pale motes of light dance and swirl about your fingertips.
When you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.
You instantly teleport the subject creature a distance of 5 feet per two caster levels.
The destination must be an unoccupied space within line of sight.
Ghoul Touch - Necromancy
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates).
A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.
Glitterdust - Conjuration (Creation)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Material Component: Ground mica.
Knock - Transmutation
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. A 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot door). Each spell can undo as many as two means of preventing egress. Thus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells.
Melf's Acid Arrow - Conjuration (Creation) [Acid]
Components: V, S, M, AF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
A magical arrow of acid springs from your hand and speeds to its target.
You must succeed on a ranged touch attack to hit your target.
The arrow deals 2d4 points of acid damage with no splash damage.
For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Material Component: Powdered rhubarb leaf and an adder's stomach.
Focus: A dart.
Resist Energy - Abjuration
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Resist energy overlaps (and does not stack with) protection from energy.
If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Rope Trick - Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.
The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ("planes").
Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.
The space holds as many as eight creatures (of any size).
Creatures in the space can pull the rope up into the space, making the rope "disappear".
In that case, the rope counts as one of the eight creatures that can fit in the space.
The rope can support up to 16,000 pounds.
A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it.
Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope.
The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it.
Anything inside the extradimensional space drops out when the spell ends.
The rope can be climbed by only one person at a time.
The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.
Seeking Ray - Evocation
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: Yes
A ray of electricity springs from your hand.
It snakes around obstacles, cover, and other impediments on its way toward your target.
You create a ray that deals 4d6 points of electricity damage if it strikes your target.
While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment or total cover), and it does not take the standard penalty for firing into melee.
In addition to the damage it deals, the ray creates a link of energy between you and the subject.
If this ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with ray spells (including another casting of this one, if desired) against the subject for 1 round per caster level.
If you cast seeking ray a second time on a creature that is still linked to you from a previous casting, the duration of the new link overlaps (does not stack with) the remaining duration of the previous one.
See Invisibility - Divination
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.
Summon Monster II - Conjuration (Summoning)
Components: V, S, AF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Monster | Alignment |
---|
Celestial giant bee | LG |
Celestial giant bombardier beetle | NG |
Celestial riding dog | NG |
Celestial eagle | CG |
Lemure (devil) | LE |
Fiendish squid 1 | LE |
Fiendish wolf | LE |
Fiendish monstrous centipede, Large | NE |
Fiendish monstrous scorpion, Medium | NE |
Fiendish shark, Medium 1 | NE |
Fiendish monstrous spider, Medium | CE |
Fiendish snake, Medium viper | CE |
1 may be summoned only into an aquatic or watery environment |
Summon Swarm - Conjuration (Summoning)
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures). If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
See the Monster Manual for details of bat, rat, and spider swarms.
Arcane Material Component: A square of red cloth.
Web - Conjuration (Creation)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Web creates a many-layered mass of strong, sticky strands.
These strands trap those caught in them.
The strands are similar to spider webs but far larger and tougher.
These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears.
Creatures caught within a web become entangled among the gluey fibers.
Attacking a creature in a web won't cause you to become entangled.
Anyone in the effect's area when the spell is cast must make a Reflex save.
If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).
If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check.
Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly.
Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check.
The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover.
If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150).
The strands of a web spell are flammable.
A magic flaming sword can slash them away as easily as a hand brushes away cobwebs.
Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round.
All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell.
A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.