Acid Breath - Conjuration (Creation) [Acid]
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).
Material Component: A handful of fire ants (alive or dead).
Caustic Smoke - Conjuration (Creation)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high
Duration: 5 rounds
Saving Throw: Fortitude partial
Spell Resistance: No
Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.
You create a bank of smoke, similar in effect to a fog cloud.
In addition to obscuring sight, the cloud deals 1d6 points of acid damage per round to all creatures within.
Furthermore, its acrid fumes burn the eyes, imposing a -5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud).
These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.
If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.
Dispel Magic - Abjuration
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Because magic is so powerful, so too is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect. Thus, you can't use dispel magic to repair damage caused by a fireball or to turn a petrified character back to flesh. In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in its wake.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level.
For example, Mialee, at 5th level, targets dispel magic on a drow who is under the effects of haste, mage armor, and bull's strength. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18) three times, once each for the haste, mage armor, and bull's strength effects. If she succeeds on a particular check, that spell is dispelled (the drow's spell resistance doesn't help him); if she fails, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell (page 170). Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Energy Vulnerability - Abjuration
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One or more creatures within a 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Silvery tendrils erupt from your outstretched arms and strike the creatures you choose.
A lingering silvery aura engulfs them thereafter.
Energy vulnerability can affect a number of creatures with total Hit Dice equal to twice your caster level or lower.
You select which creatures are affected.
When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic).
The affected creatures gain vulnerability to that energy type (they take +50% damage from that energy, even on a successful save).
Arcane Material Component: A tiny wooden shield, which the caster snaps in half.
Fly - Transmutation
Components: V, S, AF, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.
Gaseous Form - Transmutation
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects (for example, from the mage armor spell) still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials). The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot (such as those that supply armor or natural armor bonuses).
Arcane Material Component: A bit of gauze and a wisp of smoke.
Leomund's Tiny Hut - Evocation [Force]
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on your location
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis (thus, if it's -20° outside, inside the hut it's 50°). The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispel
Junglerazer - Necromancy
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Invisible destructive energy springs silently forth from you, instantly destroying all natural plant life in the area and leaving a path of ash in its wake.
Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.
Magic Circle Against Evil - Abjuration [Good]
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.
You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.
This spell has an alternative version that you may choose when casting it.
A magic circle against evil can be focused inward rather than outward.
When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle.
The creature cannot cross the circle's boundaries.
If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap.
If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends.
The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can.
If the called creature has spell resistance, it can test the trap once a day.
If you fail to overcome its spell resistance, the creature breaks free, destroying the circle.
A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means.
You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts.
If you are successful, the anchor effect lasts as long as the magic circle does.
The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.
The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure.
Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check.
The DM makes this check secretly.
If the check fails, the diagram is ineffective.
You can take 10 (see page 65) when drawing the diagram if you are under no particular time pressure to complete the task.
This task also takes 10 full minutes.
If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell.
The anchor holds any called creatures in the magic circle for 24 hours per caster level.
A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram.
If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5.
The creature is immediately released if anything disturbs the diagram—even a straw laid across it.
However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Protection from Energy - Abjuration
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Rust Ray - Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One nonmagical ferrous object or one ferrous creature
Duration: Instantaneous
Saving Throw: None or Fortitude negates (object); see text
Spell Resistance: No
You unleash a russet ray at a metallic object. The air around you smells of hot metal.
This russet ray corrodes metal that it touches. You must succeed on a ranged touch attack with the ray to strike a target. It can effectively destroy any nonmagical iron or iron alloy object. Such objects struck by a rust ray take 2d6 points of damage +1 per two caster levels (maximum +10), ignoring hardness. You can also target a weapon being wielded or metal armor being worn. Metal armor affected by this ray takes normal damage from the spell and loses 1d4 points of Armor Class through corrosion. If an item is reduced to 0 hit points, it is destroyed. Ferrous creatures struck by the ray take the same damage as objects.
Magic items can negate the effect with a successful Fortitude saving throw.
Material Component: Rust particles or a piece of a rust monster.
Scintillating Sphere - Evocation [Electricity]
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You pinch the marble between your fingers and intone the spell. It flies from your fingers, trailing a smell of ozone, and grows into a ball of multicolored sparks that detonate in a burst of spherical lightning.
A scintillating sphere is a massive electrical discharge that deals 1d6 points of electricity damage per caster level (maximum 10d6) to every creature and unattended object within the area.
Material Component: A glass marble.
Slow - Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate.
A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).
Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.
A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple slow effects don't stack.
Slow counters and dispels haste.
Material Component: A drop of molasses.
Summon Monster III - Conjuration (Summoning) [see text for summon monster I]
Components: V, S, AF, DF
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 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 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 black bear | LG |
Celestial bison | NG |
Celestial dire badger | CG |
Celestial hippogriff | CG |
Elemental, Small (any) | N |
Fiendish ape | LE |
Fiendish dire weasel | LE |
Hell hound | LE |
Fiendish snake, constrictor | LE |
Fiendish boar | NE |
Fiendish dire bat | NE |
Fiendish monstrous centipede, Huge | NE |
Fiendish crocodile | CE |
Dretch (demon) | CE |
Fiendish snake, Large viper | CE |
Fiendish wolverine | CE |
Tongues - Divination
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.