Attune Form - Transmutation
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature/3 levels
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You touch the pebble against your allies' flesh and bring them into attunement with the plane.
This spell allows you to attune the affected creatures to the plane you are currently on, negating the harmful effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell (page 19).
Bestow Curse - Necromancy
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You place a curse on the subject. Choose one of the following three effects.
-6 decrease to an ability score (minimum 1).
-4 penalty on attack rolls, saves, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse's effect.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Conviction, Mass - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Allies in a 20-ft.-radius burst
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light.
This spell functions like conviction, except that it affects multiple allies at a distance.
★ Cure Serious Wounds - Conjuration (Healing)
Components:
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
Daylight - Evocation [Light]
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
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.
Glyph of Warding - Abjuration
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: No (object) and Yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object.
A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward.
Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores.
Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon).
Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.
They cannot be set according to class, Hit Dice, or level.
Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally.
Multiple glyphs cannot be cast on the same area.
However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil.
A glyph can be placed to conform to any shape up to the limitations of your total square footage.
When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.
Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't.
Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check.
Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
The DM may decide that the exact glyphs available to you depend on your deity.
He or she might also make new glyphs available according to the magical research rules in the Dungeon Master's Guide.
Note:Magic traps such as glyph of warding are hard to detect and disable.
A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it.
The DC in each case is 25 + spell level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her.
This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting).
Each creature affected can attempt a Reflex save to take half damage.
Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know.
All level-dependent features of the spell are based on your caster level at the time of casting the glyph.
If the spell has a target, it targets the intruder.
If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder.
If the spell summons creatures, they appear as close as possible to the intruder and attack.
Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.
Illusory Script - Illusion (Phantasm) [Mind-Affecting]
Components: V, S, M
Casting Time: 1 minute or longer; see text
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: One day/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You write instructions or other information on parchment, paper, or any suitable writing material.
The illusory script appears to be some form of foreign or magical writing.
Only the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw.
A successful saving throw means the creature can look away with only a mild sense of disorientation.
Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast.
The suggestion lasts only 30 minutes.
Typical suggestions include "Close the book and leave", "Forget the existence of the book", and so forth.
If successfully dispelled by dispel magic, the illusory script and its secret message disappear.
The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Material Component: A lead-based ink (cost of not less than 50 gp).
Inflict Serious Wounds - Necromancy
Components:
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
Invisibility Purge - Evocation
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.
Light of Venya - Evocation [Good, Light]
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text
This spell functions like light of Lunia, except that a softy pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders.
Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature.
Searing Light - Evocation
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light, such as a vampire, takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
Secret Page - Transmutation
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the contents of a page so that they appear to be something entirely different.
Thus, a map can be changed to become a treatise on burnishing ebony walking sticks.
The text of a spell can be changed to show a ledger page or even another spell.
Explosive runes or sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page's contents.
You are able to reveal the original contents by speaking a special word.
You can then peruse the actual page, and return it to its secret page form at will.
You can also remove the spell by double repetition of the special word.
A detect magic spell reveals dim magic on the page in question but does not reveal its true contents.
True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages.
A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o'-wisp essence.
Shield of Warding - Abjuration [Good]
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield or buckler touched
Duration: 1 minute/level
Saving Throw: Will negates (object, harmless)
Spell Resistance: No
You press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield.
The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
Summon Monster III - Conjuration (Summoning)
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.
Monster | Alignment |
---|
Celestial bison | NG |
Celestial dire badger | CG |
Celestial hippogriff | CG |
Elemental, Small (any) | N |
Guardinal, Musteval | CG |
Bariaur | CG |
Eladrin, Coure | CG |
Telepathic Bond, Lesser - Divination [Mind-Affecting]
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: You and one willing creature within 30 ft.
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher.
The bond can be established only with a willing subject.
You can communicate telepathically through the bond regardless of language.
No special power or influence is established as a result of the bond.
Once the bond is formed, it works over any distance (although not from one plane to another).
Tongues - Divination
Components: V, M, DF
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.
Vigor - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser vigor, except as noted here and that it grants fast healing 2.
Vigor, Mass Lesser - Conjuration (Healing)
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 25 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser vigor, except that it affects multiple creatures.
Domain Spells (Pick 1), DC 19Clairaudience/Clairvoyance - Divination (Scrying)
Components: V, S, DF
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Divination - Divination
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
For example, suppose the question is "Will we do well if we venture into the ruined temple of Erythnul The DM knows that a terrible troll guarding 10,000 gp and a +1 shield lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information you receive. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the treasure with it.)
The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
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.
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.