Reif N. Stahl
Character Name
Wizard 7
Class Level
Human Kent Wayson
Race Player
Transmuter
banned schools: Enchantment Illusion
 
Spellbook
Lvl DC Total per Day Specialist Bonus
0 13 5 4 1 --
1 14 6 4 1 1
2 15 5 3 1 1
3 16 4 2 1 1
4 17 3 1 1 1
5 18 -- -- 1 --
6 19 -- -- 1 --
Lv Spell / School Comp CT Range Target Duration Save SR DC Source
 
0 Acid Splash
Conjuration (Creation) [Acid]
V, S s.a. Close One missile of acid Instantaneous None No 14 PHB
0 Arcane Mark
Universal
V, S s.a. 0 ft. One personal rune or mark, all of which must fit within 1 sq. ft. Permanent None No 14 PHB
0 Dancing Lights
Evocation [Light]
V, S s.a. Medium Up to 4 lights, all within 10-ft. radius 1 minute (D) None No 14 PHB
0 Detect Poison
Divination
V, S s.a. Close One creature, one object, or a 5-ft. cube Instantaneous None No 14 PHB
0 Detect Magic
Divination
V, S s.a. 60 ft. Cone-shaped emanation Concentration, up to 1 min./level (D) None No 14 PHB
0 Disrupt Undead
Necromancy
V, S s.a. Close Ray Instantaneous None Yes 14 PHB
0 Flare
Evocation [Light]
V s.a. Close Burst of Light Instantaneous Fortitude negates Yes 14 PHB
0 Light
Evocation [Light]
V, M/DF s.a. Touch Object touched 10 min/level (D) None No 14 PHB
0 Mage Hand
Transmutation
V, S s.a. Close One nonmagical, unattended object weighing up to 5 lb. Concentration None No 14 PHB
0 Mending
Transmutation
V, S s.a. 10 ft. One object of up to 1 lb. Instantaneous Will negates (h o) Yesh o 14 PHB
0 Message
Transmutation
V, S, F s.a. Medium One creature/level 10 min./level None No 14 PHB
0 Open/Close
Transmutation
V, S, F s.a. Close Object weighing up to 30 lb. or portal that can be opened or closed Instantaneous Will negateso Yeso 14 PHB
0 Prestidigitation
Universal
V, S s.a. 10 ft. See text 1 hour See text No 14 PHB
0 Ray of Frost
Evocation [Cold]
V, S s.a. Close Ray Instantaneous None Yes 14 PHB
0 Read Magic
Divination
V, S, F s.a. Personal You 10 min/level n/a n/a 14 PHB
0 Resistance
Abjuration
V, S, MD/F s.a. Touch Creature touched 1 minute Will negates h Yesh 14 PHB
0 Touch of Fatigue
Necromancy
V, S, M s.a. Touch Creature touched 1 round/level Fortitude negates Yes 14 PHB
 
  Close 25 ft. + 5 ft./2 levels   s.a. 1 standard action
  Medium 100 ft. + 10 ft./level   h harmless
  Long 400 ft. + 40 ft./level   o object
        swift 1 swift action
 
 
Lv Spell / School Comp CT Range Target Duration Save SR DC Source
 
1 Alarm
Transmutation
V, S, F/DF 1 s.a. Close 20-ft. radius centered on a point in space. 2 hrs./level (D) None No 15 PHB
  Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental "ping" that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
 
1 Backbiter
Necromancy
V,S,F s.a. Close One Weapon 1 rd/lvl or until discharged Will negates; see text Yes 15 SC
  You case this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made.
The wielder gets no warning or knowledge of the spell's effect on his weapon, and although he makes the attack, the self-dealt damage can't be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.
Magic weapons targeted by this spell receive a Will save. An item in a creature's possession uses its own Will save bonus or its wielder's bonus, whichever is higher.
 
1 Burning Hands
Evocation [Fire]
V,S s.a. 15 ft. Cone-shaped burst Instantaneous Reflex half Yes 15 PHB
  A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
 
1 Chill Touch
Necromancy
V,S s.a. Touch Creature/s touched (up to one/lvl) Instantaneous Fortitude partial or Will negates; see text Yes 15 PHB
  A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
 
1 Comprehend Languages
Divination
V,S,M/DF s.a. Personal You 10 min./level     15 PHB
  You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt.
 
1 Detect Undead
Divination
V, S, M/DF s.a. 60 ft. Cone-shaped emanation Concentration, up to 1 min./level (D) None No 15 PHB
  You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
  • 1st Round: Presence or absence of undead auras.
  • 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
  • 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.  Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power (see table below).
HD Strength Duration of Lingering Aura
1 or lower Faint 1d6 rounds
2-4 Moderate 1d6 minutes
5-10 Strong 1d6x10 minutes
11 or higher Overwhelming 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: A bit of earth from a grave.
 
1 Enlarge Person
Transmutation
V, S, M 1 round Close One humanoid creature 1 min./level (D) Fortitude negates Yes 15 PHB
 
1 Expeditious Retreat
Transmutation
V, S s.a. Personal You 1 min./level (D)     15 PHB
  This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
 
1 Expeditious Retreat, Swift
Transmutation
V swift Personal You 1 round n/a n/a 15 PHB
  This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
 
1 Feather Fall
Transmutation
V 1 free action Close One Medium or smaller object or creature/level, no two of which are more than 20 feet apart. Until landing or 1 rd./level Will negatesh or Will negates (Object) Yes (object) 15 PHB
  The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
 
1 Grease
Conjuration (Creation)
V,S,M s.a. Close One object or a 10-ft. square 1 rd./level (D) See text No 15 PHB
  A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
 
1 Identify
Divination
V, S, M/DF 1 hour Touch One touched object Instantaneous None No 15 PHB
  The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
 
1 Mage Armor
Conjuration (Creation) [Force]
V, S, F s.a. Touch Creature Touched 1 hour/level (D) Will negatesh No 16 PHB
 
1 Magic Missile
Evocation [Force]
V, S s.a. Medium Up to five creatures, no two of which can be more than 15 ft. apart Instantaneous None Yes 15 PHB
 
1 Magic Weapon
Transmutation
V,S,DF 1 s.a. Touch Weapon touched 2 min./level Will negatesh,o Yesh,o 15 PHB
  Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.) You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
 
1 Obscuring Mist
Conjuration (Creation)
V,S s.a. 20 ft. Cloud spreads in a 20-ft. radius from you, 20 ft. high 1 min./level None No 15 PHB
  A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
 
1 Protection from Evil
Abjuration [Good]
V,S,M/DF s.a. Touch Creature touched 1 min./level (D) Will negatesh No; see text 15 PHB
  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned evil creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
 
1 Protection from Law
Abjuration [Chaos]
V,S,M/DF s.a. Touch Creature touched 1 min./level (D) Will negatesh No; see text 15 PHB
  This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from lawful effect. If the protection from lawful effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned lawful creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
 
1 Ray of Enfeeblement
Necromancy
V, S s.a. Close Ray 1 min/level None Yes 15 PHB
 
1 Shield
Abjuration [Force]
V, S s.a. Personal You 1 min./level (D) n/a n/a 15 PHB
 
1 Sunstroke
Necromancy
V, S s.a. Close One living creature Instantaneous Fortitude partial; see text No 15 SS
  You cause a living creature to experience the effects of heatstroke. The target takes 2d6 points of nonlethal damage. If the target fails a fortitude save, it immediately becomes fatigued, or exhausted if already fatigued. Since the spell causes heatstroke, the damage and fatigue can only be healed after that condition is treated properly (see p. 13).
  • The target must cool off by reaching shade, surviving until after nightfall, getting doused in water, being targeted by endure elements, or the equivalent.
  • Once the target is cooled, or reaches a cooler environment (a temperature of 90 degrees or lower), he responds normally to healing that recovers nonlethal damage.
  • When the target recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end.
 
1 Unseen Servant
Conjuration
V, S, M s.a. Close One invisible, mindless, shapeless servant 1 hour/lvl None No 15 PHB
  An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.
 
Lv Spell School Comp CT Range Target Duration Save SR DC Source
 
  Close 25 ft. + 5 ft./2 levels   s.a. 1 standard action
  Medium 100 ft. + 10 ft./level   h harmless
  Long 400 ft. + 40 ft./level   o object
        swift 1 swift action
 
 
2 Blast of Force
Evocation [Force]
V, S s.a. Medium Ray Instantaneous Fortitude partial Yes 16 SC
  You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the spell were a bull rush).w
 
2 Blindness/Deafness
Necromancy
V s.a. Medium One Living Creature Permanent (D)l Fortitude negates Yes 16 PHB
 
2 Command Undead
Necromancy
V,S,M s.a. Close One Undead Creature One day/lvl Will negates; see text Yes 16 PHB
  This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," "go there," "fight," "stand still," and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.
 
2 False Life
Necromancy
V, S, M s.a. Personal You 1 hour/level     16 PHB
  You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.
 
2 Fox's Cunning
Transmutation
V, S, M s.a. Touch Creature touched 1 min./level Will negatesh Yes 16 PHB
  The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.
 
2 Glitterdust
Conjuration (Creation)
V, S, M s.a. Medium 10-ft.-radius spread 1 round/level Will negates (blinding only) No 16 PHB
  A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
 
2 Melf's Acid Arrow
Conjuration (Creation) [Acid]
V,S,M,F s.a. Long One arrow of acid 1 round + 1 round per three levels None No 16 PHB
  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.
 
2 Scorching Ray
Evocation [Fire]
V, S s.a. Close One or more rays Instantaneous None Yes 16 PHB
  You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
 
2 Spider Climb
Transmutation
V, S, M s.a. Touch Creature touched 10 min./level Will negatesh Yesh 16 PHB
  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
 
2 Ray of Weakness
Necromancy
V, S s.a. Close Ray 1 min./level None Yes 16 SC
  You must success on a ranged touch attack with the ray to strike a target. The target of the ray feels weaker and takes a -2 penalty on attack rolls. Its speed is reduced by 10 feet.
 
2 Scare
Necromancy
[Fear, Mind-Affecting]
V, S, M s.a. Medium One living creature per three levels, no two of which can be more than 30 ft. apart 1 rd./level or 1 rd; see text for cause fear Will partial Yes 16 PHB
  This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
 
2 See Invisibility
Divination
V, S, M s.a. Personal You 10 min./level (D)     16 PHB
  You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.
 
2 Spectral Hand
Necromancy
V, S s.a. Medium One spectral hand 1 min./level (D) None No 16 PHB
  A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
 
2 Web
Conjuration (Creation)
V, S, M s.a. Medium Webs in a 20-ft. radius spread 10 min./level (D) Reflex negates; see text No 16 PHB
  Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
 
 
Lv Spell School Comp CT Range Target Duration Save SR DC Source
 
  Close 25 ft. + 5 ft./2 levels   s.a. 1 standard action
  Medium 100 ft. + 10 ft./level   h harmless
  Long 400 ft. + 40 ft./level   o object
        swift 1 swift action
 
3 Dispel Magic
Abjuration
V,S s.a. Medium One caster/creature/object or 20-ft.-radius burst Instantaneous None No 17 PHB
  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.
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. If you succeed on a particular check, that spell is dispelled; if you fail, 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 30-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. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
 
3 Fireball
Evocation
V,S,M s.a. Long 20-ft.-radius spread Instantaneous Reflex (half) Yes 17 PHB
  A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
 
3 Flame Arrow
Transmutation [Fire]
V,S,M s.a. Close see text 10 min./level None No 17 PHB
  Targe: Fifty projectiles, all of which must be in contact with each other at the time of casting.
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
 
3 Fly
Transmutation
V,S,F/DF s.a. Touch Creature touched 1 min./level Will negates (harmless) Yes (harmless) 17 PHB
  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.
 
3 Gentle Repose
Necromancy
V,S,M/DF s.a. Touch Corpse touched 1 day/level Will negateso Yeso 17 PHB
  You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
 
3 Halt Undead
Necromancy
V,S,M s.a. Medium Up to three undead creatures, no two of which can be more than 30 ft. apart 1 rd./level Will negates; see text Yes 17 PHB
  This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Material Component: A pinch of sulfur and powdered garlic.
 
3 Haste
Transmutation
V,S,M s.a. Close One creature/level, no two of which can be more than 30 ft. apart 1 round/level Fortitude negates (harmless) Yes (harmless) 17 PHB
  The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple haste effects don't stack. Haste dispels and counters slow.
 
3 Ray of Exhaustion
Necromancy
V,S,M s.a. Close Ray 1 min/level Fortitude partial; see text Yes 17 CArc
  A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.
 
3 Resonating Bolt
Evocation
V,S s.a. 60 ft. 60-ft. line Instantaneous Relfex half Yes 17 CArc
  You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.
 
3 Shape of the Hellspawned Stalker
Transmutation
V,S swift Personal   1 round/level None No 17 CM
  You take the form of a hell hound (MM 151). You gain 10 temporary hit points, which disappear at the end of the spell's duration.
  • Retain own alignment and personality
  • Retain own hit points (plus 10)
  • Use own HD for adjudicating effects based on HD, but use the Hell Hound form for base attack bonus, base save bonuses, and all other statistics derived from hit points.
  • Retain ability to understand languages, but can not speak (MM: "Hell hounds do not speak but understand infernal").
  • Can write in a primative manner, such as drawing in the dirt with a paw.
 
3 Stinking Cloud
Conjuration (Creation)
V,S,M s.a. Medium 20-ft. radius spread 1 round/level Fortitude negates; see text No 17 CM
  Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
 
3 Vampiric Touch
Necromancy
V,S s.a. Touch Living creature touched Instantaneous/1 hour; see text None Yes 17 CM
  You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
 
 
Lv Spell School Comp CT Range Target Duration Save SR DC Source
 
  Close 25 ft. + 5 ft./2 levels   s.a. 1 standard action
  Medium 100 ft. + 10 ft./level   h harmless
  Long 400 ft. + 40 ft./level   o object
        swift 1 swift action
 
4 Darkvision, Mass
Transmutation
V,S,M s.a. 10 ft. Allies in a 10-ft. radius burst centered on you. 1 hour/level Will negatesh Yesh 19 SC
  The subjects gain the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
 
4 Dimension Door
Conjuration (Teleportation)
V s.a. Long You & touched objects/creatures Instantaneous None and Will negateso No and Yeso 19 PHB
  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. 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.
 
4 Evard's Black Tentacles
Conjuration (Creation)
V, S, M s.a. Medium   1 round/level (D) None No 19 PHB
  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.
 
4 Trollshape
Transmutation (Polymorph)
V, S swift Personal You 1 round/level (D)     19 PHB2, p. 127
  You take on the form and abilities of a troll (MM 247). You gain 30 temporary hit points, which disappear at the end of the spell's duration. See the description of the polymorph subschool on page 95 of the PHB2.
  • Retain own alignment and personality
  • Retain own hit points (plus 30)
  • Use own HD for adjudicating effects based on HD, but use the Troll form for base attack bonus, base save bonuses, and all other statistics derived from hit points.
  • Retain ability to understand languages you know. If the new form is normally capable of speech, the you retain the ability to speak languages you know.
  • Can write in the languages you understand, but only if the new form is capable of writing in some manner.

Reif as a troll:
HP: 66 (current + 30)
AC: 20 (-1 size, +2 Dex, +4 Mage Armor, +5 natural)
BAB: +4
Banrhialorg (mw 1/4 staff): +11, 1d6+6, 20/x2
2 claws +9 (1d6+6), Bite +4 (1d6+3), Rend 2d6+9
Saves: Fort +11, Ref +4, Will +2
Darkvision 90 ft., low-light vision, regeneration 5, scent
 
 
  Close 25 ft. + 5 ft./2 levels   s.a. 1 standard action
  Medium 100 ft. + 10 ft./level   h harmless
  Long 400 ft. + 40 ft./level   o object
        swift 1 swift action