Acid Arrow
Level: 2
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three=20 levels
Saving Throw: None=20
Spell Description: 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.

Acid Fog Conjuration (Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
Effect: Fog spreads in 20-ft. =radius, 20 ft.=20 high
Duration: 1 =round/level=20
Saving Throw: None
Spell Resistance: No

Acid fog creates a billowing mass of misty vapors similar to =that=20 produced by a solid fog spell. In addition to slowing creatures =down and=20 obscuring sight, this spell=92s vapors are highly acidic. Each =round on your=20 turn, starting when you cast the spell, the fog deals 2d6 points =of acid=20 damage to each creature and object within it.

Arcane Material Component: A pinch of dried, powdered =peas=20 combined with powdered animal hoof. Acid Splash Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Effect: One missile of acid =
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on =a=20 ranged touch attack to hit your target. The orb deals 1d3 points =of acid=20 damage. Aid Enchantment (Compulsion) =[Mind-Affecting]
Level: Clr 2, Good 2, Luck 2 =
Components: V, S, DF
Casting Time: 1 standard action =
Range: Touch
Target: Living creature touched =
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Aid grants the target a +1 morale bonus on attack rolls and =saves=20 against fear effects, plus temporary hit points equal to 1d8 + =caster=20 level (to a maximum of 1d8+10 temporary hit points at caster level = 10th). Air Walk Transmutation [Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action =
Range: Touch
Target: Creature (Gargantuan or smaller) = touched
Duration: 10=20 min./level
Saving Throw: =None=20
Spell Resistance: Yes =(harmless)

The subject can tread on air as if walking on solid ground. =Moving=20 upward is similar to walking up a hill. The maximum upward or =downward=20 angle possible is 45 degrees, at a rate equal to one-half the air =walker=92s=20 normal speed.

A strong wind (21+ mph) can push the subject along or hold it =back. At=20 the end of its turn each round, the wind blows the air walker 5 =feet for=20 each 5 miles per hour of wind speed. The creature may be subject =to=20 additional penalties in exceptionally strong or turbulent winds, =such as=20 loss of control over movement or physical damage from being =buffeted=20 about.

Should the spell duration expire while the subject is still =aloft, the=20 magic fails slowly. The subject floats downward 60 feet per round =for 1d6=20 rounds. If it reaches the ground in that amount of time, it lands =safely.=20 If not, it falls the rest of the distance, taking 1d6 points of =damage per=20 10 feet of fall. Since dispelling a spell effectively ends it, the =subject=20 also descends in this way if the air walk spell is dispelled, but =not if=20 it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be =ridden=20 through the air. You can train a mount to move with the aid of air =walk=20 (counts as a trick; see Handle=20 Animal skill) with one week of work and a DC 25 Handle Animal=20 check. Alarm Abjuration =
Level:=20 Brd 1, Rgr 1, Sor/Wiz 1 =
Components:=20 V, S, F/DF
Casting Time: 1 =standard=20 action
Range: Close (25 ft. =+ 5 ft./2=20 levels)
Area: 20-ft.-radius =emanation=20 centered on a point in space
Duration: 2 hours/level (D) =
Saving Throw: None
Spell Resistance: No

Alarm sounds a mental or audible alarm each time a creature of =Tiny or=20 larger size enters the warded area or touches it. A creature that =speaks=20 the password (determined by you at the time of casting) does not =set off=20 the alarm. You decide at the time of casting whether the alarm =will be=20 mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) =so long=20 as you remain within 1 mile of the warded area. You note a single =mental=20 =93ping=94 that awakens you from normal sleep but does not =otherwise disturb=20 concentration. A silence spell has no effect on a mental =alarm.

Audible Alarm: An audible alarm produces the sound of a =hand=20 bell, and anyone within 60 feet of the warded area can hear it =clearly.=20 Reduce the distance by 10 feet for each interposing closed door =and by 20=20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as =180=20 feet away. The sound lasts for 1 round. Creatures within a silence =spell=20 cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Arcane Focus: A tiny bell and a piece of very fine =silver=20 wire Align Weapon Transmutation [see text]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action =
Range: Touch
Target: Weapon touched or fifty =projectiles (all=20 of which must be in contact with each other at the time of =casting)=20
Duration: 1 min./level =
Saving Throw: Will negates (harmless,=20 object)
Spell Resistance: =Yes=20 (harmless, object)

Align weapon makes a weapon good, evil, lawful, or chaotic, as =you=20 choose. A weapon that is aligned can bypass the damage=20 reduction of certain creatures. This spell has no effect on a =weapon=20 that already has an alignment.

You can=92t cast this spell on a natural weapon, such as an =unarmed=20 strike.

When you make a weapon good, evil, lawful, or chaotic, align =weapon is=20 a good, evil, lawful, or chaotic spell, respectively. Alter Self Transmutation
Level: Brd 2, Sor/Wiz 2
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.=20 The new form must be within one size category of your normal size. =The=20 maximum HD of an assumed form is equal to your caster level, to a =maximum=20 of 5 HD at 5th level. You can change into a member of your own =kind or=20 even into yourself.

You retain your own ability scores. Your class and level, hit =points,=20 alignment, base attack bonus, and base save bonuses all remain the =same.=20 You retain all supernatural and spell-like special attacks and =qualities=20 of your normal form, except for those requiring a body part that =the new=20 form does not have (such as a mouth for a breath weapon or eyes =for a gaze=20 attack).

You keep all extraordinary special attacks and qualities =derived from=20 class levels, but you lose any from your normal form that are not =derived=20 from class levels.

If the new form is capable of speech, you can communicate =normally. You=20 retain any spellcasting ability you had in your original form, but =the new=20 form must be able to speak intelligibly (that is, speak a =language) to use=20 verbal components and must have limbs capable of fine manipulation =to use=20 somatic or material components.

You acquire the physical qualities of the new form while =retaining your=20 own mind. Physical qualities include natural size, mundane =movement=20 capabilities (such as burrowing, climbing, walking, swimming, and =flight=20 with wings, to a maximum speed of 120 feet for flying or 60 feet =for=20 nonflying movement), natural armor bonus, natural weapons (such as =claws,=20 bite, and so on), racial skill bonuses, racial bonus feats, and =any gross=20 physical qualities (presence or absence of wings, number of =extremities,=20 and so forth). A body with extra limbs does not allow you to make =more=20 attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special =qualities=20 not noted above under physical qualities, such as darkvision, =low-light=20 vision, blindsense, blindsight, fast healing, regeneration, scent, =and so=20 forth.

You do not gain any supernatural special attacks, special =qualities, or=20 spell-like abilities of the new form. Your creature type and =subtype (if=20 any) remain the same regardless of your new form. You cannot take =the form=20 of any creature with a template, even if that template doesn=92t =change the=20 creature type or subtype.

You can freely designate the new form=92s minor physical =qualities (such=20 as hair color, hair texture, and skin color) within the normal =ranges for=20 a creature of that kind. The new form=92s significant physical =qualities=20 (such as height, weight, and gender) are also under your control, =but they=20 must fall within the norms for the new form=92s kind. You are =effectively=20 disguised as an average member of the new form=92s race. If you =use this=20 spell to create a disguise, you get a +10 bonus on your Disguise=20 check.

When the change occurs, your equipment, if any, either remains =worn or=20 held by the new form (if it is capable of wearing or holding the =item), or=20 melds into the new form and becomes nonfunctional. When you revert =to your=20 true form, any objects previously melded into the new form =reappear in the=20 same location on your body they previously occupied and are once =again=20 functional. Any new items you wore in the assumed form and can=92t =wear in=20 your normal form fall off and land at your feet; any that you =could wear=20 in either form or carry in a body part common to both forms at the =time of=20 reversion are still held in the same way. Any part of the body or =piece of=20 equipment that is separated from the whole reverts to its true =form. Analyze Dweomer Divination =
Level:=20 Brd 6, Sor/Wiz 6 =
Components: V, S,=20 F
Casting Time: 1 standard=20 action
Range: Close (25 ft. =+ 5 ft./2=20 levels)
Targets: One object =or=20 creature per caster level =
Duration: 1=20 round/level (D)
Saving =Throw: None or=20 Will negates; see text
Spell=20 Resistance: No

You discern all spells and magical properties present in a =number of=20 creatures or objects. Each round, you may examine a single =creature or=20 object that you can see as a free action. In the case of a magic =item, you=20 learn its functions, how to activate its functions (if =appropriate), and=20 how many charges are left (if it uses charges). In the case of an =object=20 or creature with active spells cast upon it, you learn each spell, =its=20 effect, and its caster level.

An attended object may attempt a Will save to resist this =effect if its=20 holder so desires. If the save succeeds, you learn nothing about =the=20 object except what you can discern by looking at it. An object =that makes=20 its save cannot be affected by any other analyze dweomer spells =for 24=20 hours.

Analyze dweomer does not function when used on an artifact.

Focus: A tiny lens of ruby or sapphire set in a small =golden=20 loop. The gemstone must be worth at least 1,500 gp. Animal Growth Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5 =
Components: V, S
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
Targets: Up to one animal =(Gargantuan or=20 smaller) per two levels, no two of which can be more than 30 ft.=20 apart
Duration: 1 =min./level=20
Saving Throw: Fortitude =negates
Spell Resistance: Yes

A number of animals grow to twice their normal size and eight =times=20 their normal weight. This alteration changes each animal=92s size =category=20 to the next largest, grants it a +8 size bonus to Strength and a =+4 size=20 bonus to Constitution (and thus an extra 2 hit points per HD), and =imposes=20 a =962 size penalty to Dexterity. The creature=92s existing =natural armor=20 bonus increases by 2. The size change also affects the animal=92s =modifier=20 to AC and attack rolls and its base damage. The animal=92s space =and reach=20 change as appropriate to the new size, but its speed does not =change.

The spell also grants each subject damage=20 reduction 10/magic and a +4 resistance bonus on saving throws. =If=20 insufficient room is available for the desired growth, the =creature=20 attains the maximum possible size and may make a Strength check =(using its=20 increased Strength) to burst any enclosures in the process. If it =fails,=20 it is constrained without harm by the materials enclosing it=97 =the spell=20 cannot be used to crush a creature by increasing its size.

All equipment worn or carried by an animal is similarly =enlarged by the=20 spell, though this change has no effect on the magical properties =of any=20 such equipment.

Any enlarged item that leaves the enlarged creature=92s =possession=20 instantly returns to its normal size.

The spell gives no means of command or influence over the =enlarged=20 animals.

Multiple magical effects that increase size do not stack. Animal Messenger Enchantment (Compulsion) =[Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Target: One Tiny animal =
Duration: One day/level
Saving Throw: None; see text =
Spell Resistance: Yes

You compel a Tiny animal to go to a spot you designate. The =most common=20 use for this spell is to get an animal to carry a message to your =allies.=20 The animal cannot be one tamed or trained by someone else, =including such=20 creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you =call the=20 animal to you. It advances and awaits your bidding. You can =mentally=20 impress on the animal a certain place well known to you or an =obvious=20 landmark. The directions must be simple, because the animal =depends on=20 your knowledge and can=92t find a destination on its own. You can =attach=20 some small item or note to the messenger. The animal then goes to =the=20 designated location and waits there until the duration of the =spell=20 expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to =approach=20 it and remove any scroll or token it carries. The intended =recipient gains=20 no special ability to communicate with the animal or read any =attached=20 message (if it=92s written in a language he or she doesn=92t know, =for=20 example).

Material Component: A morsel of food the animal =likes. Animal Shapes Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: Up to one willing =creature per=20 level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text =
Spell Resistance: Yes (harmless)

You transform up to one willing creature per caster level into =an=20 animal of your choice; the spell has no effect on unwilling =creatures. Use=20 the alternate=20 form special ability to determine each target=92s new =abilities. All=20 creatures must take the same kind of animal form. Recipients =remain in the=20 animal form until the spell expires or until you dismiss it for =all=20 recipients. In addition, an individual subject may choose to =resume its=20 normal form as a full-round action; doing so ends the spell for =that=20 subject alone. The maximum HD of an assumed form is equal to the =subject=92s=20 HD or your caster level, whichever is lower, to a maximum of 20 HD =at 20th=20 level. Animal Trance Enchantment (Compulsion) [Mind-Affecting,=20 Sonic]
Level: Brd 2, Drd =2=20
Components: V, S
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: Animals or magical beasts =with=20 Intelligence 1 or 2 =
Duration:=20 Concentration
Saving Throw: =Will=20 negates; see text
Spell =Resistance:=20 Yes

Your swaying motions and music (or singing, or chanting) compel =animals=20 and magical beasts to do nothing but watch you. Only a creature =with an=20 Intelligence score of 1 or 2 can be fascinated=20 by this spell. Roll 2d6 to determine the total number of HD worth =of=20 creatures that you fascinate. The closest targets are selected =first until=20 no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack =or guard=20 is allowed a saving throw; an animal not trained to attack or =guard is=20 not. Animate Dead Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4 =
Components: V, S, M
Casting Time: 1 standard action =
Range: Touch
Targets: One or more corpses =touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead=20 creatures into undead skeletons or zombies that follow your spoken = commands.

The undead can follow you, or they can remain in an area and =attack any=20 creature (or just a specific kind of creature) entering the place. =They=20 remain animated until they are destroyed. (A destroyed skeleton or =zombie=20 can=92t be animated again.)

Regardless of the type of undead you create with this spell, =you can=92t=20 create more HD of undead than twice your caster level with a =single=20 casting of animate dead. (The desecrate spell doubles this =limit)

The undead you create remain under your control indefinitely. =No matter=20 how many times you use this spell, however, you can control only 4 =HD=20 worth of undead creatures per caster level. If you exceed this =number, all=20 the newly created creatures fall under your control, and any =excess undead=20 from previous castings become uncontrolled. (You choose which =creatures=20 are released.) If you are a cleric, any undead you might command =by virtue=20 of your power to command or rebuke undead do not count toward the=20 limit.

Skeletons: A skeleton can be created only from a mostly =intact=20 corpse or skeleton. The corpse must have bones. If a skeleton is =made from=20 a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly =intact=20 corpse. The corpse must be that of a creature with a true =anatomy.

Material Component: You must place a black onyx gem =worth at=20 least 25 gp per Hit Die of the undead into the mouth or eye socket =of each=20 corpse you intend to animate. The magic of the spell turns these =gems into=20 worthless, burned-out shells. Animate Objects Transmutation
Level: Brd 6, Chaos 6, Clr 6 =
Components: V, S
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
Targets: One Small object per =caster level;=20 see text
Duration: 1=20 round/level
Saving Throw: =None=20
Spell Resistance: No

You imbue inanimate objects with mobility and a semblance of =life. Each=20 such animated object then immediately attacks whomever or whatever =you=20 initially designate.

An animated object can be of any nonmagical material. You may =animate=20 one Small or smaller object or an equivalent number of larger =objects per=20 caster level. A Medium object counts as two Small or smaller =objects, a=20 Large object as four, a Huge object as eight, a Gargantuan object =as=20 sixteen, and a Colossal object as thirty-two. You can change the=20 designated target or targets as a move action, as if directing an =active=20 spell.

This spell cannot animate objects carried or worn by a =creature.

Animate objects can be made permanent with a permanency =spell. Animate Plants Transmutation
Level: Drd 7, Plant 7
Components: V
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: One Large plant per three =caster=20 levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; =see=20 text
Saving Throw: =None
Spell Resistance: No

You imbue inanimate plants with mobility and a semblance of =life. Each=20 animated plant then immediately attacks whomever or whatever you =initially=20 designate as though it were an animated object of the appropriate =size=20 category. You may animate one Large or smaller plant, or an =equivalent=20 number of larger plants, per three caster levels. A Huge plant =counts as=20 two Large or smaller plants, a Gargantuan plant as four, and a =Colossal=20 plant as eight. You can change the designated target or targets as =a move=20 action, as if directing an active spell.

Use the statistics for animated objects, except that plants =smaller=20 than Large usually don=92t have hardness.

Animate plants cannot affect plant creatures, nor does it =affect=20 nonliving vegetable material.

Entangle: Alternatively, you may imbue all plants within =range=20 with a degree of mobility, which allows them to entwine around =creatures=20 in the area. This usage of the spell duplicates the effect of an =entangle=20 spell. Spell resistance does not keep creatures from being entangled.=20 This effect lasts 1 hour per caster level.

Animate Rope
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
Target: One ropelike object, =length up to 50=20 ft. + 5 ft./level; see text =
Duration:=20 1 round/level
Saving Throw: = None
Spell Resistance: =No

You can animate a nonliving ropelike object. The maximum length =assumes=20 a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of=20 thickness, and increase it by 50% for each reduction of the =rope=92s=20 diameter by half.

The possible commands are =93coil=94 (form a neat, coiled =stack), =93coil and=20 knot,=94 =93loop,=94 =93loop and knot,=94 =93tie and knot,=94 and =the opposites of all=20 of the above (=93uncoil,=94 and so forth). You can give one =command each round=20 as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot =of it=97it=20 does not snake outward=97so it must be thrown near the intended =target.=20 Doing so requires a successful ranged touch attack roll (range =increment=20 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, =AC 10,=20 and requires a DC 23 Strength check to burst it. The rope does not =deal=20 damage, but it can be used as a trip line or to cause a single =opponent=20 that fails a Reflex saving throw to become entangled.=20 A creature capable of spellcasting that is bound by this spell =must make a=20 DC 15 Concentration=20 check to cast a spell. An entangled creature can slip free with a =DC 20 Escape=20 Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use=20 Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a =creature. Antilife Shell Abjuration =
Level:=20 Animal 6, Clr 6, Drd 6 =
Components: V,=20 S, DF
Casting Time: 1 =round=20
Range: 10 ft.
Area: 10-ft.-radius emanation, centered =on=20 you
Duration: 10 min./level = (D)
Saving Throw: =None
Spell Resistance: Yes

You bring into being a mobile, hemispherical energy field that =prevents=20 the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, =giants,=20 humanoids, magical beasts, monstrous humanoids, oozes, plants, and =vermin,=20 but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. =Forcing an=20 abjuration barrier against creatures that the spell keeps at bay =collapses=20 the barrier. Antimagic Field Abjuration =
Level:=20 Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action =
Range: 10 ft.
Area: 10-ft.-radius emanation, centered =on=20 you
Duration: 10 min./level = (D)
Saving Throw: =None
Spell Resistance: See text

An invisible=20 barrier surrounds you and moves with you. The space within this =barrier is=20 impervious to most magical effects, including spells, spell-like=20 abilities, and supernatural abilities. Likewise, it prevents the=20 functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used =within,=20 brought into, or cast into the area, but does not dispel it. Time =spent=20 within an antimagic field counts against the suppressed spell=92s=20 duration.

Summoned creatures of any type and incorporeal=20 undead wink out if they enter an antimagic field. They reappear in =the=20 same spot once the field goes away. Time spent winked out counts =normally=20 against the duration of the conjuration that is maintaining the =creature.=20 If you cast antimagic field in an area occupied by a summoned =creature=20 that has spell resistance, you must make a caster level check =(1d20 +=20 caster level) against the creature=92s spell resistance to make it =wink out.=20 (The effects of instantaneous conjurations are not affected by an=20 antimagic field because the conjuration itself is no longer in =effect,=20 only its result.)

A normal creature can enter the area, as can normal missiles.=20 Furthermore, while a magic sword does not function magically =within the=20 area, it is still a sword (and a masterwork sword at that). The =spell has=20 no effect on golems and other constructs that are imbued with =magic during=20 their creation process and are thereafter self-supporting (unless =they=20 have been summoned, in which case they are treated like any other =summoned=20 creatures). Elementals, corporeal undead, and outsiders are =likewise=20 unaffected unless summoned. These creatures=92 spell-like or =supernatural=20 abilities, however, may be temporarily nullified by the field. =Dispel=20 magic does not remove the field.

Two or more antimagic fields sharing any of the same space have =no=20 effect on each other. Certain spells, such as wall of force, =prismatic=20 sphere, and prismatic wall, remain unaffected by antimagic field =(see the=20 individual spell descriptions). Artifacts and deities are =unaffected by=20 mortal magic such as this.

Should a creature be larger than the area enclosed by the =barrier, any=20 part of it that lies outside the barrier is unaffected by the =field.

Arcane Material Component: A pinch of powdered iron or =iron=20 filings. Antipathy Enchantment (Compulsion) =[Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 =levels)=20
Target: One location (up to a =10-ft.=20 cube/level) or one object =
Duration: 2=20 hours/level (D)
Saving =Throw: Will=20 partial
Spell Resistance: =Yes

You cause an object or location to emanate magical vibrations =that=20 repel either a specific kind of intelligent creature or creatures =of a=20 particular alignment, as defined by you. The kind of creature to =be=20 affected must be named specifically. A creature subtype is not =specific=20 enough. Likewise, the specific alignment to be repelled must be =named.

Creatures of the designated kind or alignment feel an =overpowering urge=20 to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning =it and=20 never willingly returning to it while the spell is in effect. A =creature=20 that makes a successful saving throw can stay in the area or touch =the=20 item but feels uncomfortable doing so. This distracting discomfort =reduces=20 the creature=92s Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Arcane Material Component: A lump of alum soaked in =vinegar. Antiplant Shell Abjuration =
Level:=20 Drd 4
Components: V, S, =DF=20
Casting Time: 1 standard =action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered =on=20 you
Duration: 10 min./level = (D)
Saving Throw: =None
Spell Resistance: Yes

The antiplant shell spell creates an invisible,=20 mobile barrier that keeps all creatures within the shell protected =from=20 attacks by plant creatures or animated plants. As with many =abjuration=20 spells, forcing the barrier against creatures that the spell keeps =at bay=20 strains and collapses the field. Arcane Eye Divination (Scrying)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You create an invisible=20 magical sensor that sends you visual information. You can create =the=20 arcane eye at any point you can see, but it can then travel =outside your=20 line of sight without hindrance. An arcane eye travels at 30 feet =per=20 round (300 feet per minute) if viewing an area ahead as a human =would=20 (primarily looking at the floor) or 10 feet per round (100 feet =per=20 minute) if examining the ceiling and walls as well as the floor =ahead. It=20 sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. =Solid=20 barriers block its passage, but it can pass through a hole or =space as=20 small as 1 inch in diameter. The eye can=92t enter another plane =of=20 existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not =concentrate,=20 the eye is inert until you again concentrate.

Material Component: A bit of bat fur. Arcane Lock Abjuration =
Level:=20 Sor/Wiz 2
Components: V, S, =M=20
Casting Time: 1 standard =action
Range: Touch
Target: The door, chest, or portal =touched, up to=20 30 sq. ft./level in size =
Duration:=20 Permanent
Saving Throw: =None=20
Spell Resistance: No

An arcane lock spell cast upon a door, chest, or portal =magically locks=20 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=20 breaking in or with a successful dispel magic or knock spell. Add =10 to=20 the normal DC to break open a door or portal affected by this =spell. (A=20 knock spell does not remove an arcane lock; it only suppresses the =effect=20 for 10 minutes.)

Material Component: Gold dust worth 25 gp. Arcane Mark Universal =
Level:=20 Sor/Wiz 0
Components: V, =S=20
Casting Time: 1 standard =action
Range: 0 ft.
Effect: One personal rune or mark, all =of which=20 must fit within 1 sq. ft. =
Duration:=20 Permanent
Saving Throw: =None=20
Spell Resistance: No

This spell allows you to inscribe your personal rune or mark, =which can=20 consist of no more than six characters. The writing can be visible =or invisible.=20 An arcane mark spell enables you to etch the rune upon any =substance=20 without harm to the material upon which it is placed. If an =invisible mark=20 is made, a detect magic spell causes it to glow and be visible, =though not=20 necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of =eyes=20 likewise allows the user to see an invisible arcane mark. A read =magic=20 spell reveals the words, if any. The mark cannot be dispelled, but =it can=20 be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear =gradually=20 causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant =summons=20 on the same object (see that spell description for details). Arcane Sight Divination =
Level:=20 Sor/Wiz 3
Components: V, =S=20
Casting Time: 1 standard =action
Range: Personal
Target: You
Duration: 1 min./level (D)

This spell makes your eyes glow blue and allows you to see =magical=20 auras within 120 feet of you. The effect is similar to that of a =detect=20 magic spell, but arcane sight does not require concentration and =discerns=20 aura location and power more quickly.

You know the location and power of all magical auras within =your sight.=20 An aura=92s power depends on a spell=92s functioning level or an =item=92s caster=20 level, as noted in the description of the detect magic spell. If =the items=20 or creatures bearing the auras are in line of sight, you can make =Spellcraft=20 skill checks to determine the school of magic involved in each. =(Make one=20 check per aura; DC 15 + spell level, or 15 + one-half caster level =for a=20 nonspell effect.)

If you concentrate on a specific creature within 120 feet of =you as a=20 standard action, you can determine whether it has any spellcasting =or=20 spell-like abilities, whether these are arcane or divine =(spell-like=20 abilities register as arcane), and the strength of the most =powerful spell=20 or spell-like ability the creature currently has available for =use.

Arcane sight can be made permanent with a permanency spell. Arcane Sight, Greater Divination =
Level:=20 Sor/Wiz 7

This spell functions like arcane=20 sight, except that you automatically know which spells or =magical=20 effects are active upon any individual or object you see.

Greater arcane sight doesn=92t let you identify magic =items.

Unlike arcane sight, this spell cannot be made permanent with a = permanency spell. Astral Projection Necromancy =
Level:=20 Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting Time: 30 minutes
Range: Touch
Targets: You plus one additional willing =creature=20 touched per two caster levels
Duration: See text
Saving Throw: None
Spell Resistance: Yes

By freeing your spirit from your physical body, this spell =allows you=20 to project an astral body onto another plane altogether.

You can bring the astral forms of other willing creatures with =you,=20 provided that these subjects are linked in a circle with you at =the time=20 of the casting. These fellow travelers are dependent upon you and =must=20 accompany you at all times. If something happens to you during the = journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving =your=20 physical body behind on the Material Plane in a state of suspended = animation. The spell projects an astral copy of you and all you =wear or=20 carry onto the Astral Plane. Since the Astral Plane touches upon =other=20 planes, you can travel astrally to any of these other planes as =you will.=20 To enter one, you leave the Astral Plane, forming a new physical =body (and=20 equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is =connected at all=20 times to your physical body by a silvery cord. If the cord is =broken, you=20 are killed, astrally and physically. Luckily, very few things can =destroy=20 a silver cord. When a second body is formed on a different plane, =the incorporeal=20 silvery cord remains invisibly attached to the new body. If the =second=20 body or the astral form is slain, the cord simply returns to your =body=20 where it rests on the Material Plane, thereby reviving it from its =state=20 of suspended animation. Although astral projections are able to =function=20 on the Astral Plane, their actions affect only creatures existing =on the=20 Astral Plane; a physical body must be materialized on other =planes.

You and your companions may travel through the Astral Plane=20 indefinitely. Your bodies simply wait behind in a state of =suspended=20 animation until you choose to return your spirits to them. The =spell lasts=20 until you desire to end it, or until it is terminated by some =outside=20 means, such as dispel magic cast upon either the physical body or =the=20 astral form, the breaking of the silver cord, or the destruction =of your=20 body back on the Material Plane (which kills you).

Material Component: A jacinth worth at least 1,000 gp, =plus a=20 silver bar worth 5 gp for each person to be affected. Atonement Abjuration =
Level:=20 Clr 5, Drd 5
Components: V, =S, M, F,=20 DF, XP
Casting Time: 1 =hour=20
Range: Touch
Target: Living creature touched =
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell removes the burden of evil acts or misdeeds from the = subject. The creature seeking atonement must be truly repentant =and=20 desirous of setting right its misdeeds. If the atoning creature =committed=20 the evil act unwittingly or under some form of compulsion, =atonement=20 operates normally at no cost to you. However, in the case of a =creature=20 atoning for deliberate misdeeds and acts of a knowing and willful =nature,=20 you must intercede with your deity (requiring you to expend 500 =XP) in=20 order to expunge the subject=92s burden. Many casters first assign =a subject=20 of this sort a quest (see geas/quest) or similar penance to =determine=20 whether the creature is truly contrite before casting the =atonement spell=20 on its behalf.

Atonement may be cast for one of several purposes, depending on =the=20 version selected.

Reverse Magical Alignment Change: If a creature has had =its=20 alignment magically changed, atonement returns its alignment to =its=20 original status at no cost in experience points.

Restore Class: A paladin who has lost her class features =due to=20 committing an evil act may have her paladinhood restored to her by =this=20 spell.

Restore Cleric or Druid Spell Powers: A cleric or druid =who has=20 lost the ability to cast spells by incurring the anger of his or =her deity=20 may regain that ability by seeking atonement from another cleric =of the=20 same deity or another druid. If the transgression was intentional, =the=20 casting cleric loses 500 XP for his intercession. If the =transgression was=20 unintentional, he does not lose XP.

Redemption or Temptation: You may cast this spell upon a = creature of an opposing alignment in order to offer it a chance to =change=20 its alignment to match yours. The prospective subject must be =present for=20 the entire casting process. Upon completion of the spell, the =subject=20 freely chooses whether it retains its original alignment or =acquiesces to=20 your offer and changes to your alignment. No duress, compulsion, =or=20 magical influence can force the subject to take advantage of the=20 opportunity offered if it is unwilling to abandon its old =alignment. This=20 use of the spell does not work on outsiders or any creature =incapable of=20 changing its alignment naturally.

Though the spell description refers to evil acts, atonement can =also be=20 used on any creature that has performed acts against its =alignment,=20 whether those acts are evil, good, chaotic, or lawful.

Note: Normally, changing alignment is up to the player. =This use=20 of atonement simply offers a believable way for a character to =change his=20 or her alignment drastically, suddenly, and definitively.

Material Component: Burning incense.

Focus: In addition to your holy symbol or normal divine =focus,=20 you need a set of prayer beads (or other prayer device, such as a =prayer=20 wheel or prayer book) worth at least 500 gp.

XP Cost: When cast for the benefit of a creature whose =guilt was=20 the result of deliberate acts, the cost to you is 500 XP per =casting (see=20 above). Augury Divination =
Level:=20 Clr 2
Components: V, S, M, =F=20
Casting Time: 1 minute =
Range: Personal
Target: You
Duration: Instantaneous

An augury can tell you whether a particular action will bring =good or=20 bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% =per caster=20 level, to a maximum of 90%; this roll is made secretly. A question =may be=20 so straightforward that a successful result is automatic, or so =vague as=20 to have no chance of success. If the augury succeeds, you get one =of four=20 results:

If the spell fails, you get the =93nothing=94 result. A cleric =who gets the=20 =93nothing=94 result has no way to tell whether it was the =consequence of a=20 failed or successful augury.

The augury can see into the future only about half an hour, so =anything=20 that might happen after that does not affect the result. Thus, the =result=20 might not take into account the long-term consequences of a =contemplated=20 action. All auguries cast by the same person about the same topic =use the=20 same dice result as the first casting.

Material Component: Incense worth at least 25 gp.

Focus: A set of marked sticks, bones, or similar tokens =of at=20 least 25 gp value. Awaken Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched =
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a tree or animal to humanlike sentience. To succeed, =you=20 must make a Will save (DC 10 + the animal=92s current HD, or the =HD the tree=20 will have once awakened).

The awakened animal or tree is friendly toward you. You have no =special=20 empathy or connection with a creature you awaken, although it =serves you=20 in specific tasks or endeavors if you communicate your desires to =it.

An awakened tree has characteristics as if it were an animated =object,=20 except that it gains the plant type and its Intelligence, Wisdom, =and=20 Charisma scores are each 3d6. An awakened plant gains the ability =to move=20 its limbs, roots, vines, creepers, and so forth, and it has senses =similar=20 to a human=92s.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 =HD. Its=20 type becomes magical beast (augmented animal). An awakened animal =can=92t=20 serve as an animal companion, familiar, or special mount.

An awakened tree or animal can speak one language that you =know, plus=20 one additional language that you know per point of Intelligence =bonus (if=20 any).

XP Cost: 250 XP. Baleful Polymorph Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will =partial; see=20 text
Spell Resistance: =Yes

You change the subject into a Small or smaller animal of no =more than 1=20 HD (such as a dog, lizard, monkey, or toad). The subject takes on =all the=20 statistics and special abilities of an average member of the new =form in=20 place of its own except as follows:

With those exceptions, the target=92s normal game statistics =are replaced=20 by those of the new form. The target loses all the special =abilities it=20 has in its normal form, including its class features.

All items worn or carried by the subject fall to the ground at =its=20 feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, =if you=20 polymorphed a landbound target into a fish, or an airborne target =into a=20 toad), the subject gets a +4 bonus on the save.

If the subject remains in the new form for 24 consecutive =hours, it=20 must attempt a Will save. If this save fails, it loses its ability =to=20 understand language, as well as all other memories of its previous =form,=20 and its Hit Dice and hit points change to match an average =creature of its=20 new form. These abilities and statistics return to normal if the =effect is=20 later ended.

Incorporeal or gaseous creatures are immune to baleful =polymorph, and a=20 creature with the shapechanger subtype (such as a lycanthrope or a = doppelganger) can revert to its natural form as a standard action =(which=20 ends the spell=92s effect). Bane Enchantment (Compulsion) [Fear,=20 Mind-Affecting]
Level: Clr =1=20
Components: V, S, DF
Casting Time: 1 standard action =
Range: 50 ft.
Area: All enemies within 50 ft. =
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

Bane fills your enemies with fear and doubt. Each affected =creature=20 takes a =961 penalty on attack rolls and a =961 penalty on saving =throws=20 against fear effects.

Bane counters and dispels bless. Banishment Abjuration =
Level:=20 Clr 6, Sor/Wiz 7 =
Components: V, S,=20 F
Casting Time: 1 standard=20 action
Range: Close (25 ft. =+ 5 ft./2=20 levels)
Targets: One or =more=20 extraplanar creatures, no two of which can be more than 30 ft.=20 apart
Duration: =Instantaneous=20
Saving Throw: Will negates =
Spell Resistance: Yes

A banishment spell is a more powerful version of the dismissal=20 spell. It enables you to force extraplanar creatures out of your =home=20 plane. As many as 2 Hit Dice of creatures per caster level can be=20 banished.

You can improve the spell=92s chance of success by presenting =at least=20 one object or substance that the target hates, fears, or otherwise = opposes. For each such object or substance, you gain a +1 bonus on =your=20 caster level check to overcome the target=92s spell resistance (if =any), the=20 saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item =for the=20 purpose of the bonuses (each providing a +2 bonus on the caster =level=20 check against spell resistance and increasing the save DC by =4).

Arcane Focus: Any item that is distasteful to the =subject=20 (optional, see above). Barkskin Transmutation
Level: Drd 2, Rgr 2, Plant 2 =
Components: V, S, DF
Casting Time: 1 standard action =
Range: Touch
Target: Living creature touched =
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Barkskin toughens a creature=92s skin. The effect grants a +2 =enhancement=20 bonus to the creature=92s existing natural armor bonus. This =enhancement=20 bonus increases by 1 for every three caster levels above 3rd, to a =maximum=20 of +5 at caster level 12th.

The enhancement bonus provided by barkskin stacks with the =target=92s=20 natural armor bonus, but not with other enhancement bonuses to =natural=20 armor. A creature without natural armor has an effective natural =armor=20 bonus of +0. Bear=92s Endurance Transmutation
Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz =2
Components: V, S, DF
Casting Time: 1 standard action =
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates =(harmless)
Spell Resistance: Yes

The affected creature gains greater vitality and stamina. The =spell=20 grants the subject a +4 enhancement bonus to Constitution, which =adds the=20 usual benefits to hit points, Fortitude saves, Constitution =checks, and so=20 forth.

Hit points gained by a temporary increase in Constitution score =are not=20 temporary hit points. They go away when the subject=92s =Constitution drops=20 back to normal. They are not lost first as temporary hit points =are. Bear=92s Endurance, =Mass Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6 =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: One creature/level, no =two of which=20 can be more than 30 ft. apart

Mass bear =92s endurance works like bear=92s=20 endurance, except that it affects multiple creatures. Bestow Curse Necromancy =
Level:=20 Clr 3, Sor/Wiz 4 =
Components: V,=20 S
Casting Time: 1 standard=20 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=20 effects.

You may also invent your own curse, but it should be no more =powerful=20 than those described above.

The curse bestowed by this spell cannot be dispelled, but it =can be=20 removed with a break enchantment, limited wish, miracle, remove =curse, or=20 wish spell.

Bestow curse counters remove curse. Binding Enchantment (Compulsion) =[Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. + 5 ft./2 =levels)=20
Target: One living creature =
Duration: See text (D)
Saving Throw: Will negates; see =text
Spell Resistance: Yes

A binding spell creates a magical restraint to hold a creature. =The=20 target gets an initial saving throw only if its Hit Dice equal at =least=20 one-half your caster level.

You may have as many as six assistants help you with the spell. =For=20 each assistant who casts suggestion, your caster level for this =casting of=20 binding increases by 1. For each assistant who casts dominate =animal,=20 dominate person, or dominate monster, your caster level for this =casting=20 of binding increases by a number equal to one-third of that =assistant=92s=20 level, provided that the spell=92s target is appropriate for a =binding=20 spell. Since the assistants=92 spells are cast simply to improve =your caster=20 level for the purpose of the binding spell, saving throws and =spell=20 resistance against the assistants=92 spells are irrelevant. Your =caster=20 level determines whether the target gets an initial Will saving =throw and=20 how long the binding lasts. All binding spells are =dismissible.

Regardless of the version of binding you cast, you can specify=20 triggering conditions that end the spell and release the creature =whenever=20 they occur. These triggers can be as simple or elaborate as you =desire,=20 but the condition must be reasonable and have a likelihood of =coming to=20 pass. The conditions can be based on a creature=92s name, =identity, or=20 alignment but otherwise must be based on observable actions or =qualities.=20 Intangibles such as level, class, Hit Dice, or hit points don=92t =qualify.=20 Once the spell is cast, its triggering conditions cannot be =changed.=20 Setting a release condition increases the save DC (assuming a =saving throw=20 is allowed) by 2.

If you are casting any of the first three versions of binding =(those=20 with limited durations), you may cast additional binding spells to =prolong=20 the effect, since the durations overlap. If you do so, the target =gets a=20 saving throw at the end of the first spell=92s duration, even if =your caster=20 level was high enough to disallow an initial saving throw. If the =creature=20 succeeds on this save, all the binding spells it has received are=20 broken.

The binding spell has six versions. Choose one of the following = versions when you cast the spell.

Chaining: The subject is confined by restraints that =generate an=20 antipathy spell affecting all creatures who approach the subject, =except=20 you. The duration is one year per caster level. The subject of =this form=20 of binding is confined to the spot it occupied when it received =the=20 spell.

Slumber: This version causes the subject to become =comatose for=20 as long as one year per caster level. The subject does not need to =eat or=20 drink while slumbering, nor does it age. This form of binding is =more=20 difficult to cast than chaining, making it slightly easier to =resist.=20 Reduce the spell=92s save DC by 1.

Bound Slumber: This combination of chaining and slumber =lasts=20 for as long as one month per caster level. Reduce the save DC by =2.

Hedged Prison: The subject is transported to or =otherwise=20 brought within a confined area from which it cannot wander by any =means.=20 The effect is permanent. Reduce the save DC by 3.

Metamorphosis: The subject assumes gaseous form, except =for its=20 head or face. It is held harmless in a jar or other container, =which may=20 be transparent if you so choose. The creature remains aware of its = surroundings and can speak, but it cannot leave the container, =attack, or=20 use any of its powers or abilities. The binding is permanent. The =subject=20 does not need to breathe, eat, or drink while metamorphosed, nor =does it=20 age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height =of 1 inch=20 or even less and held within some gem, jar, or similar object. The =binding=20 is permanent. The subject does not need to breathe, eat, or drink =while=20 contained, nor does it age. Reduce the save DC by 4.

You can=92t dispel a binding spell with dispel magic or a =similar effect,=20 though an antimagic field or Mage=92s disjunction affects it =normally. A=20 bound extraplanar creature cannot be sent back to its home plane =due to=20 dismissal, banishment, or a similar effect.

Components: The components for a binding spell vary =according to=20 the version of the spell, but they always include a continuous =chanting=20 utterance read from the scroll or spellbook page containing the =spell,=20 somatic gestures, and materials appropriate to the form of binding =used.=20 These components can include such items as miniature chains of =special=20 metals, soporific herbs of the rarest sort (for slumber bindings), =a bell=20 jar of the finest crystal, and the like.

In addition to the specially made props suited to the specific =type of=20 binding (cost 500 gp), the spell requires opals worth at least 500 =gp for=20 each HD of the target and a vellum depiction or carved statuette =of the=20 subject to be captured. Black Tentacles Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
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=20 long. These waving members seem to spring forth from the earth, =floor, or=20 whatever surface is underfoot=97including water. They grasp and =entwine=20 around creatures that enter the area, holding them fast and =crushing them=20 with great strength.

Every creature within the area of the spell must make a grapple =check,=20 opposed by the grapple=20 check of the tentacles. Treat the tentacles attacking a particular =target=20 as a Large creature with a base attack bonus equal to your caster =level=20 and a Strength score of 19. Thus, its grapple check modifier is =equal to=20 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=20 each round on your turn to deal 1d6+4 points of bludgeoning =damage. The=20 tentacles continue to crush the opponent until the spell ends or =the=20 opponent escapes.

Any creature that enters the area of the spell is immediately =attacked=20 by the tentacles. Even creatures who aren=92t grappling=20 with the tentacles may move through the area at only half normal=20speed.

Material Component: A piece of tentacle from a giant =octopus or=20 a giant squid. Blade Barrier Evocation [Force]
Level: Clr 6, Good 6, War 6 =
Components: V, S
Casting Time: 1 standard action =
Range: Medium (100 ft. + 10 =ft./level)=20
Effect: Wall of whirling blades up =to 20 ft.=20 long/ level, or a ringed wall of whirling blades with a radius of =up to 5=20 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex =negates; see=20 text
Spell Resistance: =Yes

An immobile, vertical curtain of whirling blades shaped of pure =force=20 springs into existence. Any creature passing through the wall =takes 1d6=20 points of damage per caster level (maximum 15d6), with a Reflex =save for=20 half damage.

If you evoke the barrier so that it appears where creatures =are, each=20 creature takes damage as if passing through the wall. Each such =creature=20 can avoid the wall (ending up on the side of its choice) and thus =take no=20 damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on =Reflex=20 saves) against attacks made through it. Blasphemy Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action =
Range: 40 ft.
Area: Nonevil creatures in a =40-ft.-radius spread=20 centered on you
Duration:=20 Instantaneous
Saving Throw: =None or=20 Will negates; see text
Spell=20 Resistance: Yes

Any nonevil creature within the area of a blasphemy spell =suffers the=20 following ill effects.
HD Effect
Equal to caster level Dazed
Up to caster level =961 Weakened, dazed
Up to caster level =965 Paralyzed,=20 weakened, dazed
Up to caster level =9610 Killed, paralyzed, weakened,=20 dazed

The effects are cumulative and concurrent.

No saving throw is allowed against these effects.

Dazed: The creature can take no actions for 1 round, =though it=20 defends itself normally.

Weakened: The creature=92s Strength score decreases by =2d6 points=20 for 2d4 rounds.

Paralyzed: The creature is paralyzed and helpless=20 for 1d10 minutes.

Killed: Living creatures die. Undead creatures are=20destroyed.

Furthermore, if you are on your home plane when you cast this =spell,=20 nonevil extraplanar creatures within the area are instantly =banished back=20 to their home planes. Creatures so banished cannot return for at =least 24=20 hours. This effect takes place regardless of whether the creatures =hear=20 the blasphemy. The banishment effect allows a Will save (at a =964 =penalty)=20 to negate.

Creatures whose Hit Dice exceed your caster level are =unaffected by=20 blasphemy. Bless Enchantment (Compulsion) =[Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action =
Range: 50 ft.
Area: The caster and all allies within a =50-ft.=20 burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 =morale bonus=20 on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane. Bless Water Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched =
Duration: Instantaneous
Saving Throw: Will negates =(object)
Spell Resistance: Yes (object)

This transmutation imbues a flask (1 pint) of water with =positive=20 energy, turning it into holy water.

Material Component: 5 pounds of powdered silver (worth =25=20 gp). Bless Weapon Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 standard action =
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No

This transmutation makes a weapon strike true against evil =foes. The=20 weapon is treated as having a +1 enhancement bonus for the purpose =of=20 bypassing the damage=20 reduction of evil creatures or striking evil incorporeal=20 creatures (though the spell doesn=92t grant an actual enhancement =bonus).=20 The weapon also becomes good, which means it can bypass the damage = reduction of certain creatures. (This effect overrides and =suppresses any=20 other alignment the weapon might have.) Individual arrows or bolts =can be=20 transmuted, but affected projectile weapons (such as bows) don=92t =confer=20 the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are =automatically=20 successful, so every threat is a critical hit. This last effect =does not=20 apply to any weapon that already has a magical effect related to =critical=20 hits, such as a keen weapon or a vorpal sword. Blight Necromancy =
Level:=20 Drd 4, Sor/Wiz 5 =
Components: V, S,=20 DF
Casting Time: 1 standard = action
Range: Touch =
Duration: Instantaneous
Saving Throw: Fortitude half; see =text=20
Spell Resistance: Yes

This spell withers a single plant of any size. An affected =plant=20 creature takes 1d6 points of damage per level (maximum 15d6) and =may=20 attempt a Fortitude saving throw for half damage. A plant that =isn=92t a=20 creature doesn=92t receive a save and immediately withers and =dies.

This spell has no effect on the soil or surrounding plant =life. Blindness/Deafness Necromancy =
Level:=20 Brd 2, Clr 3, Sor/Wiz 2 =
Components:=20 V
Casting Time: 1 standard=20 action
Range: Medium (100 =ft. + 10=20 ft./level)
Target: One =living=20 creature
Duration: =Permanent=20 (D)
Saving Throw: Fortitude = negates
Spell Resistance: =Yes

You call upon the powers of unlife to render the subject blinded=20 or deafened,=20 as you choose. Blink Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action =
Range: Personal
Target: You
Duration: 1 round/level (D)

You =93blink=94 back and forth between the Material Plane and =the Ethereal=20 Plane. You look as though you=92re winking in and out of reality =very=20 quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight=20 feat doesn=92t help opponents, since you=92re ethereal and not =merely=20 invisible. If the attack is capable of striking ethereal =creatures, the=20 miss chance is only 20% (for concealment).

If the attacker can see invisible=20 creatures, the miss chance is also only 20%. (For an attacker who =can both=20 see and strike ethereal creatures, there is no miss chance.) =Likewise,=20 your own attacks have a 20% miss chance, since you sometimes go =ethereal=20 just as you are about to strike.

Any individually targeted spell has a 50% chance to fail =against you=20 while you=92re blinking unless your attacker can target invisible, =ethereal=20 creatures. Your own spells have a 20% chance to activate just as =you go=20 ethereal, in which case they typically do not affect the Material=20 Plane.

While blinking, you take only half damage from area attacks =(but full=20 damage from those that extend onto the Ethereal Plane). You strike =as an=20 invisible creature (with a +2 bonus on attack rolls), denying your =target=20 any Dexterity bonus to AC.

You take only half damage from falling, since you fall only =while you=20 are material.

While blinking, you can step through (but not see through) =solid=20 objects. For each 5 feet of solid material you walk through, there =is a=20 50% chance that you become material. If this occurs, you are =shunted off=20 to the nearest open space and take 1d6 points of damage per 5 feet =so=20 traveled. You can move at only three-quarters speed (because =movement on=20 the Ethereal Plane is at half speed, and you spend about half your =time=20 there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you =can see=20 and even attack ethereal creatures. You interact with ethereal =creatures=20 roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal,=20 and capable of moving in any direction, even up or down. As an =incorporeal=20 creature, you can move through solid objects, including living=20 creatures.

An ethereal creature can see and hear the Material Plane, but=20 everything looks gray and insubstantial. Sight and hearing on the =Material=20 Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their =effects extend=20 onto the Ethereal Plane from the Material Plane, but not vice =versa. An=20 ethereal creature can=92t attack material creatures, and spells =you cast=20 while ethereal affect only other ethereal things. Certain material = creatures or objects have attacks or effects that work on the =Ethereal=20 Plane. Treat other ethereal creatures and objects as material. Blur Illusion (Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting Time: 1 standard action =
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates =(harmless)
Spell Resistance: Yes (harmless)

The subject=92s outline appears blurred, shifting and wavering. =This=20 distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, =but a=20 true seeing spell does.

Opponents that cannot see the subject ignore the spell=92s =effect (though=20 fighting an unseen opponent carries penalties of its own). Break Enchantment Abjuration =
Level:=20 Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: Up to one creature per =level, all=20 within 30 ft. of each other =
Duration:=20 Instantaneous
Saving Throw: =See=20 text
Spell Resistance: =No

This spell frees victims from enchantments, transmutations, and =curses.=20 Break enchantment can reverse even an instantaneous effect. For =each such=20 effect, you make a caster level check (1d20 + caster level, =maximum +15)=20 against a DC of 11 + caster level of the effect. Success means =that the=20 creature is free of the spell, curse, or effect. For a cursed =magic item,=20 the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, =break=20 enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item break =enchantment=20 does not remove the curse from the item, but it does frees the =victim from=20 the item=92s effects. Bull=92s Strength Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, =Strength=20 2
Components: V, S, =M/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 becomes stronger. The spell grants a +4 enhancement =bonus=20 to Strength, adding the usual benefits to melee attack rolls, =melee damage=20 rolls, and other uses of the Strength modifier.

Arcane Material Component: A few hairs, or a pinch of =dung, from=20 a bull. Bull=92s Strength, Mass Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6 =
Range: Close (25 ft. + 5 ft./2 =levels)=20
Targets: One creature/level, no =two of which=20 can be more than 30 ft. apart

This spell functions like bull=92s=20 strength, except that it affects multiple creatures. Burning Hands Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action =
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of searing flame shoots from your fingertips. Any =creature in=20 the area of the flames takes 1d4 points of fire damage per caster =level=20 (maximum 5d4). Flammable materials burn if the flames touch them. =A=20 character can extinguish burning items as a full-round=20 action.
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