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.
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|
|
|
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 |
|
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