Lv
| Spell / School |
Comp |
CT |
Range |
Target |
Duration |
Save |
SR |
DC |
Source |
|
|
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.
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|
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.
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|
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.
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|
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.
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|
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).
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|
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.
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|
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.
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|
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.
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|
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.
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|
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.
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|
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.
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|
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.
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|
Close |
25 ft. + 5 ft./2 levels |
|
s.a. |
1 standard action |
|
|
Medium |
100 ft. + 10 ft./level |
|
h |
harmless |
|
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Long |
400 ft. + 40 ft./level |
|
o |
object |
|
|
|
|
|
swift |
1 swift action |
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