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D&D 3.5 - Spell Comp.. PDF

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Supplement ™ ISBN 10: 0-7869-3702-5 ISBN 13: 978-0-7869-3702-8 Visit our website at www.wizards.com/dnd Sug. Retail: U.S. $39.95 CAN $54.95 885987200 Printed in the U.S.A. Spel Compendium.indd 1 10/12/05 3:22:11 PM ™ EAN 620_88958_Chp0.indd 1 9/30/05 2:47:34 PM C R E D I T S D E S I G N E R S C O V E R A R T I S T MATTHEW SERNETT, JEFF GRUBB, VICTOR MORAY AND NYSSA BAUGHER MIKE MCARTOR C O V E R P H O T O G R A P H E R D E V E L O P M E N T T E A M N. ERIC HEATH MIKE DONAIS, STEPHEN SCHUBERT, I N T E R I O R A R T I S T S ROB WATKINS STEVEN BELLEDIN, MITCH COTIE, E D I T O R S CHRIS DIEN, WAYNE ENGLAND, MICHELE CARTER, KIM MOHAN, JASON ENGLE, CARL FRANK, BRIAN HAGAN, CHRIS THOMASSON FRED HOOPER, RALPH HORSLEY, JEREMY JARVIS, DAVID MARTIN, E D I T I N G M A N A G E R JIM NELSON, WILLIAM O’CONNOR, KIM MOHAN LUCIO PARRILLO, MICHAEL PHILLIPPI, ERIC POLAK, WAYNE REYNOLDS, RON SPEARS, D E S I G N M A N A G E R JOEL THOMAS, FRANZ VOHWINKEL CHRISTOPHER PERKINS G R A P H I C D E S I G N E R D E V E L O P M E N T M A N A G E R DEE BARNETT JESSE DECKER G R A P H I C P R O D U C T I O N S E N I O R A R T D I R E C T O R R P G S P E C I A L I S T STACY LONGSTREET ANGELIKA LOKOTZ D I R E C T O R O F R P G R & D I M A G E T E C H N I C I A N BILL SLAVICSEK TRAVIS ADAMS A R T D I R E C T O R D & D P R O D U C T I O N M A N A G E R S STACY LONGSTREET JOSH FISCHER, RANDALL CREWS Much of the material in this book was taken from or derived from other sources. For a list of all these sources, see page 285. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form with- out written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Hasbro UK Ltd Wizards of the Coast, Inc. Caswell Way P.O. Box 707 Newport, Gwent NP9 0YH Renton, WA 98057-0707 GREAT BRITAIN +1-800-324-6496 Please keep this address for your records 620-88598720-001 EN 9 8 7 6 5 4 3 2 1 ISBN: 0-7869-3702-5 First Printing: December 2005 ISBN-13: 978-0-7869-3702-8 DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Spell Compendium, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2005 Wizards of the Coast, Inc. . Visit our website at www.wizards.com/dnd Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Chapter 2: Spell Lists . . . . . . . . . . . . . . . . . . . . . 245 Chapter 1: Spell Descriptions . . . . . . . . . . . . . . .5 Appendix: Domain Spells . . . . . . . . . . . . . . . . 271 pqqqqqqqqqqqqqqqqqqqqrs their clerics. You can assign the domains to deities as you see Introduction fi t, or leave the domains as options for generalist clerics who Pockets full of bat guano, incomprehensible speech, and don’t devote themselves to a particular deity. twisted hands making bizarre gestures—it sounds crazy, but in the DUNGEONS & DRAGONS game, these are the earmarks of INTRODUCING SPELLS power, for they are the signs of spellcasting. Spells and spell- The simplest way to introduce the spells in this book to your casters form a cornerstone of fantasy, and Spell Compendium character or your campaign is to have a character choose them builds on that cornerstone by presenting over a thousand and cast them in play. You can assume that spellcasters always spells in one place. possessed the ability to cast the spells but they simply hadn’t This introduction describes the features of this book and been cast in the presence of the PCs before. Alternatively, how to use them. After reading it, open this book to any page; spells might be discovered in lost books of lore or newly cre- you’ll fi nd something magical on every one. ated by a PC or NPC. Wands, scrolls, and other magic items also present great ways to introduce the spells you want your character to cast or you want to see cast by your players’ PCs. USING THIS BOOK Whichever way you choose to introduce Spell Compendium This book puts over a thousand spells at your fi ngertips. That spells, don’t hesitate or wait for the perfect moment; the best fact might be a little intimidating, but Spell Compendium is way to get the most from this or any rules supplement is to easy to use. It works just like Chapter 11: Spells in the Player’s put it into play right away. Handbook. When selecting spells for your character, simply open and place Spell Compendium next to your Player’s Handbook OTHER SPELLCASTING CLASSES and use both books’ spell lists for your character’s class to make Spell Compendium deals exclusively with spells used by the your spell selections. Use the same spellcasting rules presented classes and prestige classes introduced in the Player’s Handbook in the Player’s Handbook when casting spells from Spell Com- and Dungeon Master’s Guide, but even if you’re playing a different pendium, and look to Chapter 10 of the Player’s Handbook for spellcasting class, you can still use this book. The advice below explanations of elements of the spell’s descriptions. should help you decide how to adopt spells for your character. Spell Compendium presents spells slightly differently from If the spellcasting class or prestige class you’re playing isn’t the Player’s Handbook format. mentioned here, fi nd a similar class and follow its advice. Also, Descriptive Passages: The fi rst thing you’re likely to note many new classes and prestige classes reference the spell lists is a descriptive passage in italics. This serves much the same of existing classes. If your spellcaster uses the spell list of a purpose as the italicized descriptions of monsters in the Monster character class mentioned in Chapter 2, your character gains Manual: It lets you know what the spell looks like, sounds like, access to all the spells presented for that class. or feels like to cast. The text in this section presents the spell When deciding if other classes should have spells added to from the spellcaster’s view and describes what its typically like their spell lists, consider the advice below. to cast the spell. The descriptive passages shouldn’t be consid- Demonologist (Book of Vile Darkness): The demonologist’s ered to be binding rules. A grand gesture indicated by a spell’s spell list is intentionally narrow. Carefully consider the conse- descriptive passage is unnecessary if you use the Still Spell feat quences of expanding the list. If you chose to expand the spell to cast it, and even though a descriptive passage describes you list, the spells you select should emphasize the demonologist’s casting a spell on another creature, it might be possible to cast focus on demons and demonic abilities. the spell on yourself, depending on the spell’s target entry and Disciple of Thrym (Frostburn): The disciple of Thrym’s the rules for spellcasting in the Player’s Handbook. spell list is intentionally narrow. Carefully consider the con- References to Other Books: When Spell Compendium sequences of expanding the list. If you choose to add spells mentions a spell, monster, or some other rule element from to the disciple of Thrym’s spell list, add cold spells. one of the three core rulebooks, that mention is frequently Fatemaker (Planar Handbook): The fatemaker’s spell list is accompanied by an abbreviation (PH, DMG, MM) and a page intentionally narrow. Carefully consider the consequences number in parentheses, so you can fi nd the necessary infor- of expanding the list. If you choose to expand the spell list, mation quickly. On occasion, a spell in this book mentions the spells you add should focus on personal empowerment as or makes use of material from a D&D supplement, such as opposed to defense or smiting foes from afar. Complete Arcane or Planar Handbook. Those mentions are Healer (Miniatures Handbook): Add spells concerned with accompanied by parenthetical cross-references as well. healing, providing protections, removing affliction, and Deities for Domains: The domains presented in this book providing for needs. In particular, add higher-level versions do not include lists of deities that provide these domains to of spells the healer can already cast, such as mass restoration. 3 CONTENTS & INTRODUCTION Maho-Tsukai (Oriental Adventures): The maho-tsukai’s and Monster Manual. Other books might increase your spell list is intentionally narrow. Carefully consider the enjoyment of this product, most notably Complete Arcane and consequences of expanding the list. When adding spells to Complete Divine, but they are not strictly necessary. the maho-tsukai’s spell list, add mainly spells with the evil descriptor. SWIFT AND IMMEDIATE ACTIONS Mortal Hunter (Book of Vile Darkness): The mortal Some spells in this book have a casting time of “1 swift action” hunters’s spell list is intentionally narrow. Carefully consider or “1 immediate action.” These action types, not described in the consequences of expanding the list. Examine the assassin, the core rulebooks, are defi ned and explained below. blackguard, and ranger spells in this book for likely additions Swift Action: A swift action consumes a very small to the mortal hunter’s spell list. amount of time, but represents a larger expenditure of effort Prime Underdark Guide (Underdark): The prime Under- and energy than a free action. You can perform one swift dark guide’s spell list is intentionally narrow. Carefully action per turn without affecting your ability to perform consider the consequences of expanding the list. When other actions. In that regard, a swift action is like a free adding to the spell list, look for spells that emphasize survival action. However, you can perform only a single swift action and exploration. per turn, regardless of what other actions you take. You can Spellthief (Complete Adventurer): The spellthief can learn take a swift action any time you would normally be allowed sorcerer/wizard spells from several specifi c schools. Thus, to take a free action. spells in this book from those schools are available to a Casting a quickened spell is a swift action (instead of a free spellthief to learn. action, as stated in the Quicken Spell feat description in the Shaman (Oriental Adventures): Shamans have a spell list Player’s Handbook). that is a blend of druid and cleric, but they should not get Casting a spell with a casting time of 1 swift action does all the spells clerics and druids do. Examine the spell lists of not provoke attacks of opportunity. both those classes for good choices. Also, consider using the Immediate Action: Much like a swift action, an imme- cleric domains presented in this book as shaman domains. diate action consumes a very small amount of time, but Shugenja (Complete Divine): Add spells with strong represents a larger expenditure of effort and energy than a elemental or weather themes. The druid spell list is a good free action. However, unlike a swift action, an immediate place to look. action can be performed at any time—even if it’s not your Sohei (Oriental Adventures): The sohei spell list is inten- turn. Casting feather fall is an immediate action (instead of tionally narrow. Carefully consider the consequences of a free action, as stated in the spell description in the Player’s expanding the list. If you choose to do so, add spells that Handbook), since the spell can be cast at any time. deal with personal protection and martial ability. Using an immediate action on your turn is the same as Warmage (Miniatures Handbook): Expanding the warmage using a swift action, and counts as your swift action for spell list isn’t recommended. The warmage has a limited list that turn. You cannot use another immediate action or a of spells to balance its power and adding spells might tip that swift action until after your next turn if you have used an balance. If you’d like to add to the list anyway, try replacing immediate action when it is not currently your turn. You access to spells rather than simply giving the warmage a wider also cannot use an immediate action if you are currently range of spells to choose from. Of course, when a warmage fl at-footed. gains the advanced learning class feature, the evocation spells Magic Items: Activating a spell completion item, activat- in this book offer many options. ing a spell trigger item, or drinking a potion is a standard Wu Jen (Complete Arcane): Add spells with element (except action even if the spell from which the scroll, potion, or air), wood, and metal themes. item is made can be cast as a swift action. In other words, it takes a standard action to drink a potion of quick march(page WHAT YOU NEED TO PLAY 164), even though casting the spell itself requires only a Spell Compendium makes use of the information in the three swift action. D&D core books—Player’s Handbook, Dungeon Master’s Guide, pqqqqqqqqqqqqqqqqqqqqrs SOURCES vised for this book, you should strongly consider updating your This book includes spells from many sources, including Dragon character or campaign to the new version. The simplest way to magazine, web articles previously published on the Wizards of do this is simply offer a “mulligan” to any character who needs the Coast website, and supplements such as Complete Arcane tweaking. It’s pretty easy to note that a spell has a different dura- and Manual of the Planes. Most of the spells are presented tion or that another class can now cast the spell. with little change, but some material has been revised to v.3.5 Most of the changes we made to previously published mate- based on feedback from thousands of D&D players comparing rial we made to create an improved version of that material—to and debating the strengths and weaknesses of spells at gaming help out spells that were formerly suboptimal choices, to adjust conventions, on message boards, on email lists, and over the spells that were simply too good, or take whatever steps the counters of their friendly local gaming stores. We hope you like D&D 3.5 revision made necessary. Of course, if you’re play- the changes we made to some of these spells. ing with older material and it’s working fine in your game, you If you have been playing with a spell we’ve picked up and re- shouldn’t feel compelled to change. It’s your game, after all. pqqqqqqqqqqqqqqqqqqqqrs 4 620_88958_Chp0.indd 4 9/30/05 2:47:44 PM INTRODUCTION he spells herein are presented in alphabetical order Caligarde’s claw force claw (with the exception of those whose names begin chamber ethereal chamber with “greater,” “lesser,” “mass,” “superior,” “swift,” chameleon camoufl age or “fi nal”; see Order of Presentation, PH 181). For claws of the beast claws of the bear explanation of spell terminology, see Chapter 10 climb climb walls of the Player’s Handbook. curse of petty failing curse of ill fortune curse of petty failing, legion’s mass curse of ill fortune Darsson’s potion quick potion deafening breath i ncorporated into RENAMED SPELLS breath weapon The following spells were renamed before their inclusion admixture in this book. If you look for a particular spell in this chapter Dhulark’s glassstrike glass strike and don’t fi nd it, check this list to see if the spell has a new Eilistraee’s grace grace name. Elminster’s effulgent epuration effulgent epuration Elminster’s evasion instant refuge Previous Name Present Name favor of Ilmater favor of the martyr Aganazzar’s scorcher scorch force ram battering ram air bubble deep breath force whip sonic whip Alamanther’s return replicate casting frost fi ngers frost breath analyze opponent know opponent fugue of Tvash-Prull fugue assay resistance assay spell resistance gate seal seal portal Auril’s fl owers ice fl owers Ghorus Toth’s metal melt metal melt Azuth’s exalted triad triadspell great shout i ncorporated Azuth’s spell shield mass spell resistance into greater shout Balagarn’s iron horn ironthunder horn green oath plant body bane bow foebane Grimwald’s greymantle graymantle Barlen’s crabwalk crabwalk guided arrow guided shot Bigby’s slapping hand slapping hand hand of Torm hand of the faithful bridge of sound dark way harmony inspirational boost 5 620_88958_Chp1.indd 5 10/3/05 11:14:21 AM Illus. by D. Martin Horizikaul’s boom sonic blast Otiluke’s dispelling screen dispelling screen Horizikaul’s cough sonic snap Otiluke’s greater dispelling screen greater dispelling screen Horizikaul’s versatile vibration sonic rumble Presper’s moonbow moonbow Igedrazaar’s miasma malevolent miasma Rary’s interplanar telepathic bond interplanar telepathic bond improved alarm greater alarm recall spirit revenance ironguard, greater ironguard remedy moderate wounds vigor Kaupaer’s skittish nerves nerveskitter righteous fury T he version of this spell Kelemvor’s grace life’s grace from the Minatures Khelben’s suspended silence suspended silence Handbook has been Laeral’s cutting hand cutting hand renamed rhino’s rush Laogzed’s breath nauseating breath rogue wave tidal surge Leomund’s hidden lodge hidden lodge Shelgarn’s persistent blade persistent blade manifest, mass mass make manifest Simbul’s skeletal deliquescence corporeal instability Mestil’s acid breath acid breath Simbul’s spell sequencer spell matrix Mestil’s acid sheath acid sheath Simbul’s spell trigger greater spell matrix minor refl ection ray defl ection Simbul’s spell matrix lesser spell matrix minor servitor awaken construct Simbul’s synostodweomer synostodweomer monstrous regeneration greater vigor Snilloc’s snowball swarm snowball swarm Mordenkainen’s buzzing bee buzzing bee teleport, mass incorporated into teleport Mordenkainen’s force missiles force missiles Tenser’s fl oating disk, greater greater fl oating disk Mystra’s miasma magic miasma Tirumel’s energy spheres energy spheres Nchaser’s glowing orb glowing orb Tvash-Prull’s bonefi ddle bonefi ddle Nybor’s gentle reminder rebuke undeniable gravity earthbind Nybor’s mild admonishment greater rebuke Vaeraun’s nightshield nightshield Nybor’s stern reproof rebuke, fi nal Zajimarn’s avalanche obedient avalanche Nybor’s wrathful castigation wrathful castigation Zajimarn’s ice claw prison ice claw SPELL DESCRIPTIONS weapon cannot be detected with even As you complete the spell’s intricate gestures, ABSORB WEAPON a careful search, although detect magic you detect a slight buzz at the edge of your Transmutation reveals the presence of a magical aura. hearing. Your body feels warmer, and a Level: Assassin 2 The only evidence of its presence is feeling of security fi lls you. Components: V, S a faint blotch on your skin shaped Casting Time: 1 standard action vaguely like the weapon. Spells and spell-like effects that target Range: Touch When you touch the spot (an action you are absorbed, their energy stored Effect: One touched weapon not in equivalent to drawing a weapon), or to power spells of your own. Absorption another creature’s possession when the spell duration expires, the absorbs only ranged spells that have Duration: 1 hour/level (D) weapon appears in your hand and you as a target. Touch spells, effect Saving Throw: Will negates (object); the spell ends. If you attack with the spells, and area spells that affect you see text weapon in the same round that you cannot be absorbed. Spell Resistance: Yes (object) retrieve it from its hiding place, you Once the spell is cast, you can absorb can attempt a Bluff check to feint in 1d4+6 spell levels (rolled secretly by The weapon you hold in your hand begins combat as a free action, and you gain the DM). The level of each spell you to fade from existence as you complete the a +4 bonus on the Bluff check. An absorb is subtracted from the total. If a spell. With the last words of the spell it intelligent magic weapon gets a saving spell is only partially absorbed (because disappears completely. At the same moment, throw against this spell, but other its level exceeds the number of levels a weapon-shaped red blotch appears on weapons do not. remaining to be absorbed), divide the your arm. number of spell levels left unabsorbed by the original spell level. For spells You can harmlessly absorb a weapon ABSORPTION that deal damage, use the result to you are touching (even a poisoned Abjuration determine what fraction of the damage one) into your arm, as long as it is not Level: Sorcerer/wizard 9 you take. For spells that create effects, in another creature’s possession. The Components: V, S use the result as a percentage chance weapon must be a light weapon for Casting Time: 1 standard action to be affected. you at the time you cast the spell. The Range: Personal For example, you have three spell absorbed weapon cannot be felt under Target: You levels of absorption remaining and are the skin and doesn’t restrict your range Duration: Until expended or 10 struck by dominate person cast as a 5th- of motion in any way. An absorbed minutes/level 6 620_88958_Chp1.indd 6 10/3/05 11:14:24 AM CHAPTER # SPELL DESCRIPTIONS level spell. Absorption absorbs three manages to gain control over them. Casting Time: 1 standard action levels of the spell, resulting in a 40% You do not need to concentrate to Range: Personal chance (2/5) that you will be affected maintain control over the demons. You Target: You normally. If affected, any saving throw can dismiss them singly or in groups Duration: 1 round/level (D) the spell allows you still applies. Like- at any time. wise, if you’re struck by disintegrate cast You crush the fi re ants between your fi ngers as a 6th-level spell with four levels of and rub the smashed mixture over your ACCELERATED absorption remaining, two levels of the exposed fl esh. The smashed ants liquefy, spell remain, and you take only 33% MOVEMENT and the liquid covers your body in a thick, (1/3) of the damage you would normally Transmutation translucent sheath. take from the spell. Level: Bard 1, ranger 1, sorcerer/ You can use captured spell energy wizard 1 You enclose yourself in a fl uid sheath to cast any spell you know or have Components: S, M of acid that does not harm you. You can prepared, but spells so cast don’t disap- Casting Time: 1 swift action breathe normally and cast spells while pear from your list of prepared spells Range: Personal the acid sheath is present. Any creature or count against the number of spells Target: You striking you deals normal damage, but you can normally cast per day (so you Duration: 1 round/level (D) at the same time the attacker takes 2 so must keep a running total of spell points of acid damage per caster level levels absorbed and used). The levels An azure glow surrounds you as you com- (maximum 30 points). Reach weapons, of spell energy you have stored must plete the motions that unleash the spell. You such as longspears, do not endanger be equal to or greater than the level of immediately feel lighter of foot. their users in this way. The acid sheath the spell you want to cast, and you must does not protect you against other have at hand (and expend) any material While this spell is in effect, you can attack forms, such as fi re. components required for the spell. move at your normal speed when using If you are in a grapple, other crea- Balance, Climb, Hide, Move Silently, tures in the grapple takes acid damage and Tumble without taking any penalty once per round at the beginning of ABYSSAL ARMY on your check. This spell does not their turn. Conjuration (Summoning) affect the penalty for using these skills Any spell you cast with the acid de- [Chaotic, Evil] while running or charging. scriptor while the sheath surrounds Level: Cleric 9, sorcerer/wizard 9 Material Component: A dead cock- you deals an extra 1 point of damage Components: V, S roach. per die. Casting Time: 10 minutes Material Component: A handful of fi re Range: Medium (100 ft. + 10 ft./level) ants (alive or dead). Effect: Two or more summoned ACID BREATH Focus: A glass sculpture of a human- creatures, no two of which are Conjuration (Creation) [Acid] oid (worth 50 gp). more than 30 ft. apart Level: Sorcerer/wizard 3 Duration: 10 minutes/level (D) Components: V, S, M Saving Throw: None Casting Time: 1 standard action ACID STORM Spell Resistance: No Range: 15 ft. Conjuration (Creation) [Acid] Area: Cone-shaped burst Level: Sorcerer/wizard 6 You complete the spell and a hot fog rises Duration: Instantaneous Components: V, S, M from the ground, coiling round you. Step- Saving Throw: Refl ex half Casting Time: 1 standard action ping out of the billowing steam comes a Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level) handful of squat, blubbery demons. Other, Area: Cylinder (20-ft. radius, greater silhouettes loom behind them, You pop the fi re ants into your mouth and 20 ft. high) answering your call. exhale quickly. The ants distill into drops of Duration: Instantaneous pure acid in midair, spattering against your Saving Throw: Refl ex half This spell summons a pack of demons foes and leaving smoking holes. Spell Resistance: No from the Infi nite Layers of the Abyss to serve you. You breathe forth a cone of acidic A dark green cloud whirls into being before When the spell is complete, 2d4 droplets. The cone deals 1d6 points of unleashing a shower of foul-smelling, dretches (MM 42) appear. Ten minutes acid damage per caster level (maximum yellow-green rain. later, 1d4 babau demons (MM 40) appear. 10d6). Ten minutes after that, one vrock demon Material Component: A handful of fi re Acid rain deals 1d6 points of acid (MM 48) appears. Each creature has ants (alive or dead). damage per caster level (maximum maximum hit points per Hit Die. Once 15d6) to each creature in the area. these creatures appear, they serve you for Material Component: A fl ask of acid ACID SHEATH the duration of the spell. (10 gp). Conjuration (Creation) [Acid] The demons obey you explicitly and Level: Sorcerer/wizard 5 never attack you, even if someone else Components: V, S, M, F 7 620_88958_Chp1.indd 7 10/3/05 11:14:28 AM CHAPTER 1 SPELL DESCRIPTIONS When you cast this spell, you increase The transmuted creatures can breathe AID, MASS your ability to concentrate on a spell air freely. Divide the duration evenly Enchantment (Compulsion) you have already cast. You can cast this among all the creatures you touch. This [Mind-Affecting] spell while maintaining concentration spell does not make creatures unable to Level: Cleric 3 on another spell. Aiming at the target breathe water. Range: Close (25 ft. + 5 ft./2 levels) gives you a +10 circumstance bonus Arcane Material Component: A short Targets: One or more creatures, on Concentration checks you make to reed or piece of straw. no two of which are more than maintain concentration on the other 30 ft. apart spell, and its effect lasts as long as you ALARM, GREATER concentrate on the other spell (to a You hold your holy symbol aloft and cast the Abjuration maximum of 20 minutes). spell. A silvery radiance dances from your Level: Bard 2, sorcerer/wizard 2 hands, leaping over all the nearby party Components: V, S, F members and strengthening them. AIR BREATHING Duration: 4 hours/level (D) Transmutation This spell functions like aid (PH 196), Level: Cleric 3, druid 3, sorcerer/ Uttering a low chant, you ring a crystal except that it affects multiple subjects wizard 3 bell with the drumming of your fi ngernails, at a distance and each subject gains tem- Components: S, M/DF bringing into being an invisible warded porary hit points equal to 1d8 + caster Casting Time: 1 standard action area. level (to a maximum of 1d8+15). Range: Touch Target: Living creatures touched This spell functions like alarm (PH Duration: 2 hours/level; see text 197), and in addition the spell works on AIMING AT THE TARGET Saving Throw: Will negates creatures traveling through the area on Abjuration ( harmless) coterminous or coexistent planes (DMG Level: Sorcerer/wizard 2 Spell Resistance: Yes ( harmless) 150), such the Ethereal Plane and the Components: S Plane of Shadow. Casting Time: 1 immediate action Tiny bubbles form on your hands as you Focus: A bell made of carved crystal, Range: Personal complete the spell. As you touch each subject, worth at least 100 gp. Target: You its chest heaves and shudders, then begins to Duration: Concentration, up to 20 rhythmically expand and contract. minutes; see text As you intone the words of power to release this spell, you feel far more focused on the spell on which you have been concentrating. 8 Nebin surprises the trolls with acid breath 620_88958_Chp1.indd 8 10/3/05 11:14:30 AM CHAPTER 1 SPELL DESCRIPTIONS Illus. by W. Reynolds You hold your holy symbol high and speak ates a perfect duplicate of the original. ALIGN FANG old words of power. Your party’s weapons The spell copies only nonmagical text, Transmutation [see text] take on a pale blue radiance. not illustrations or magical writings Level: Druid 2, ranger 2 (such as the text of a spellbook, a spell Components: V, S, DF This spell functions like align weapon scroll, or a sepia snake sigil). If the target Casting Time: 1 standard action (PH 197), except that it affects multiple contains normal and magical writing Range: Touch weapons or projectiles at a distance. (such as a letter with explosive runes), Target: Living creature touched only the normal text is copied, leaving Duration: 1 minute/level blank space in the copied text where Saving Throw: Will negates ALLEGRO the magical writing would be expected. ( harmless) Transmutation Likewise, if the target contains text and Spell Resistance: Yes ( harmless) Level: Bard 3 illustration, only the text is copied. Components: V, S, M The spell triggers (but does not copy) You kneel beside your animal companion Casting Time: 1 swift action writing-based magic traps in the mate- and press a sprig of mistletoe against its fore- Range: 20 ft. rial being copied. head, calling upon the power of nature. Area: 20-ft.-radius burst centered on Blank paper, parchment, or a book you must be provided for the spell to write Align fang makes a creature’s natural Duration: 1 minute/level (D) upon. If the target has multiple pages, weapons good-, evil-, lawful-, or cha- Saving Throw: Fortitude negates the spell automatically turns to the otic-aligned, as you choose. A natural ( harmless) next blank page whenever necessary. weapon that is aligned can overcome Spell Resistance: Yes ( harmless) If more pages in the target exist than the damage reduction of certain crea- blank pages are available, the spell tures, usually outsiders of the opposite With a quick wiggle of your fi ngers and a copies the original until it runs out of alignment. This spell has no effect on a few arcane words, you release the feather in blank pages. At any time during the natural weapon that is already treated your hand to complete the spell. Suddenly, spell’s duration you can redirect the as being aligned, such as the claw or translucent blue motes burst outward from magic to copy from another target, copy bite attack of most demons. you and collect on yourself and your nearby onto a different blank source, or resume You can’t cast this spell on a manu- allies before fading away. a duplication that was interrupted by a factured weapon, such as a sword. shortfall of blank pages. When you cast this spell to make a Each creature within the spell’s area The spell does not translate the copied natural weapon good-, evil-, lawful-, gains a 30-foot enhancement bonus writing. If you do not understand the or chaotic-aligned, align fang is a good, to its land speed, up to a maximum original, you have no additional ability evil, lawful, or chaotic spell, respec- of double the creature’s land speed. to understand the copy. tively. Affected creatures retain these effects for the duration of the spell, even if they leave the original area. AMORPHOUS FORM ALIGN FANG, MASS Material Component: A tail feather Transmutation Transmutation [see text] from a bird of prey. Level: Assassin 3, sorcerer/wizard 3 Level: Druid 3, ranger 3 Components: S, M Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action Targets: One creature/level, no two AMANUENSIS Range: Touch of which are more than 30 ft. apart Transmutation Target: Willing corporeal creature Level: Cleric 0, sorcerer/wizard 0 touched You hold a sprig of mistletoe aloft and Components: V, S Duration: 1 minute/level (D) invoke the powers of nature. Your animal Casting Time: 1 standard action Saving Throw: Will negates allies glow pale blue at their muzzles and Range: Close (25 ft. + 5 ft./2 levels) ( harmless) paws. Target: Object or objects with Spell Resistance: Yes ( harmless) writing This spell functions like align fang, Duration: 10 minutes/level You dust your ally with gelatin and silently except that it affects multiple allies at Saving Throw: Will negates (object) evoke the spell. Immediately her bones begin a distance. Spell Resistance: Yes (object) to soften and she and her belongings slump, becoming malleable ooze. You point at the writing and then move ALIGN WEAPON, MASS your hand as though holding a stylus or Transmutation [see text] The subject and all its gear become quill. As you intone the spell, the script Level: Cleric 3 amorphous and oozelike. This new appears on a sheet of paper close at hand. Range: Close (25 ft. + 5 ft./2 levels) form is boneless and fl uid, enabling the Targets: One weapon/level, no two subject to pass through holes or narrow You cause writing from one source of which are more than 30 ft. apart openings as small as 2 inches in diam- (such as a book) to be copied into a eter. While amorphous, the subject is book, paper, or parchment. This spell immune to poison, polymorphing, and copies 250 words per minute and cre- stunning, it cannot be fl anked, and it is 9 620_88958_Chp1.indd 9 10/3/05 11:14:36 AM CHAPTER 1 SPELL DESCRIPTIONS

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