Attune Form - Transmutation
Components: V, S, M
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).
Arcane Material Component: A bit of stone or earth from your home plane.
Call of Stone - Transmutation
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Fortitude partial
Spell Resistance: Yes
A beam of sickly gray energy strikes the target of this spell.
He acquires an ashen tone to his skin.
With each passing moment, the grayish tone becomes deeper in color as the target transforms into a stone statue.
This spell slowly transforms a creature into an inanimate stone statue.
The target must make a Fortitude save each round for the duration of spell at the start of its turn or take a cumulative 10-foot penalty to speed and a -2 penalty to Dexterity.
If the target's speed drops to 0 feet, it cannot move.
If the target fails four or more saves, it permanently transforms into a statue as if affected by flesh to stone.
Any effect or spell that reverses flesh to stone also cures this condition.
Caustic Mire - Conjuration (Creation)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
A foul sludge seeps out of the ground, coating the area before you.
You cover the ground in an acidic slime, roughly the consistency of thick mud.
The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement.
In addition, each square entered deals 1d6 points of acid damage to the creature moving.
A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.
The fumes rising out of caustic mire are flammable.
Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).
Dimension Door - Conjuration (Teleportation)
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction, such as "900 feet straight downward", or "upward to the northwest, 45-degree angle, 1,200 feet". After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
Enervation - Necromancy
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.
You must make a ranged touch attack to hit.
If the attack succeeds, the subject gains 1d4 negative levels.
If the subject has at least as many negative levels as HD, it dies.
Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level.
Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).
Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.
Evard's Black Tentacles - Conjuration (Creation)
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long.
These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water.
They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles.
Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19.
Thus, its grapple check modifier is equal to your caster level +8.
The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage.
The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles.
Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.
Ice Storm - Evocation [Cold]
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.
Minor Creation - Conjuration (Creation)
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a nonmagical, unattended object of nonliving, vegetable matter—linen clothes, a hemp rope, a wooden ladder, and so forth.
The volume of the item created cannot exceed 1 cubic foot per caster level.
You must succeed on an appropriate skill check to make a complex item, such as Craft (bowmaking) check to make straight arrow shafts.
Attempting to use any created object as a material component causes the spell to fail.
Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation—a bit of twisted hemp to create rope, and so forth.
Orb of Acid - Conjuration (Creation) [Acid]
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
A creature struck by the orb takes damage and becomes sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.
Otiluke's Resilient Sphere - Evocation [Force]
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.
The sphere contains its subject for the spell's duration.
The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell.
These effects destroy the sphere without harm to the subject.
Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.
Polymorph - Transmutation
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form (see the Monster Manual for more information).
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.
Material Component: An empty cocoon.
Solid Fog - Conjuration (Creation)
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls.
The vapors prevent effective ranged weapon attacks (except for magic rays and the like).
A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6.
A creature can't take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell.
A permanent solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
Stoneskin - Abjuration
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction). Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
Summon Monster IV - 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 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Monster | Alignment |
---|
Archon, lantern | LG |
Celestial giant owl | LG |
Celestial giant eagle | CG |
Celestial lion | CG |
Mephit (any) | N |
Fiendish dire wolf | LE |
Fiendish giant wasp | LE |
Fiendish giant praying mantis | NE |
Fiendish shark, Large 1 | NE |
Yeth hound | NE |
Fiendish monstrous spider, Large | CE |
Fiendish snake, Huge viper | CE |
Howler | CE |
1 may be summoned only into an aquatic or watery environment |