- Extract Drug
 - Conjuration (Creation)
 - Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
 - Components: V, S, F
 - Casting Time: 1 minute
 - Range: Touch
 - Effect: One dose of a drug
 - Duration: Permanent
 - The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the drug’s effects. The type of drug extracted depends on the substance used.
 - Material Extracted Drug Effect on Focus
 - Metal Baccaran Metal’s hardness drops by 1.
 - Stone Vodare Stone’s hardness drops by 1.
 - Water Sannish Water becomes brackish and foul.
 - Air Mordayn Foul odor fills the vapor area (up to 50-ft. radius) for 1 hour.
 - Wood Mushroom Wood takes on powder a permanent foul odor
 - There may be other drugs that can be extracted with rarer substances, at the DM’s discretion.
 - Focus: 15 lb. or 1 cubic foot of the material in question.
 - Nether Trail
 - Conjuration (Creation)
 - Level: Sor/Wiz 1
 - Components: S, M
 - Casting Time: 1 action
 - Range: Touch
 - Effect: A trail 20 ft. long/level
 - Duration: 10 minutes/level
 - Saving Throw: Will negates
 - Spell Resistance: No
 - The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lower
 - Planes. The caster can sprinkle this powder in a trail on the ground. Evil outsiders who come within 10 feet of any portion of this trail and fail their saving throws follow the trail as if affected by a compulsion effect. Compelled fiends will follow a nether trail even into danger. For example, the trail could lead to a trap, a holy spell effect, or even a prison cell. If the danger is obvious, such as a blade barrier, the compelled creatures get another saving throw to resist.
 - A compelled creature only follows the trail to its end. So, if the trail leads to the edge of a cliff, the fiend goes to the edge of the cliff and no farther.
 - If a creature encounters the trail in the middle, it instinctively senses which direction is forward and which is backward. When the evil outsider reaches the end of the trail, the compulsion effect ends, and the creature cannot be affected by this particular nether trail again.
 - The trail can be obscured and destroyed by anyone who can see invisible objects. It takes a standard
 - action to destroy 10 feet of trail, but an evil outsider must make its saving throw first.
 - Material Component: A urine-soaked holy symbol, which crumbles into the powder that creates the nether trail.
 - LESSER ORB OF ACID
 - Conjuration (Creation) [Acid]
 - Level: Sorcerer/wizard 1, warmage 1
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One
 - orb of acid
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.
 - For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
 - LESSER ORB OF COLD
 - Conjuration (Creation) [Cold]
 - Level: Sorcerer/wizard 1, warmage 1
 - Effect: One orb of cold
 - This spell functions like lesser orb of acid, except that it deals cold damage.
 - LESSER ORB OF ELECTRICITY
 - Conjuration (Creation) [Electricity]
 - Level: Sorcerer/wizard 1, warmage 1
 - Effect: One orb of electricity
 - This spell functions like lesser orb of acid, except that it deals electricity damage.
 - LESSER ORB OF FIRE
 - Conjuration (Creation) [Fire]
 - Level: Sorcerer/wizard 1, warmage 1
 - Effect: One orb of fire
 - This spell functions like lesser orb of acid, except it deals fire damage.
 - LESSER ORB OF SOUND
 - Conjuration (Creation) [Sonic]
 - Level: Sorcerer/wizard 1, warmage 1
 - Effect: One orb of sonic energy
 - This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.
 - RESINOUS TAR
 - Conjuration (Creation)
 - Level: Bard 1, sorcerer/wizard 1
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area or Target: One object or 10-ft. square
 - Duration: 1 round/level (D)
 - Saving Throw: See text
 - Spell Resistance: No
 - A sticky layer of black liquid coats your target.
 - The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength check to stand up.
 - The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use.
 - A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a -5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
 - Resinous tar counters and dispels grease (and vice versa).
 - Material Component: A drop of honey, molasses, or pine resin.
 - SUMMON COMPONENT
 - Conjuration (Summoning)
 - Level: Bard 1, sorcerer/wizard 1
 - Components: S
 - Casting Time: 1 swift action
 - Range: 0 ft.
 - Effect: Noncostly material component for a single spell
 - Duration: 1 round
 - Saving Throw: None
 - Spell Resistance: No
 - You cup your hand and the object you desire appears in your palm.
 - You conjure the material component or components for a single spell that you can cast. No component you summon can be worth more than a single gold piece, and it can't be a magic item. Summoned components disappear when the spell duration expires, if they were not consumed in casting the spell.
 - Glaze Lock
 - Conjuration (Creation) [Cold]
 - Level: Sorcerer/wizard 1
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Touch
 - Target: Lock touched
 - Duration: 10 min./level; see text
 - Saving Throw: None
 - Spell Resistance: No
 - You jam a locking mechanism with ice, raising its Open Lock DC by 10 and the lock’s hardness by 5. Fire attacks against the lock deal double damage. In cold or lower temperature bands, this spell lasts 1 hour per level.
 - Create Ectoplasm
 - Conjuration (Creation) [Ectomancy]
 - Level: Clr 1, Sor/Wiz 1
 - Components: V, S
 - Casting Time: 1 action
 - Range: Touch
 - Effect: 1 lb. of raw ectoplasm/level
 - Duration: 10 minutes/level
 - Saving Throw: None
 - Spell Resistance: No
 - You create raw ectoplasm. The ectoplasm forms from your hands, eyes, or mouth, and may be pale gray, light blue, light green, or pale yellow. You may create sticky or slippery ectoplasm. The ectoplasm does not vanish until the spell duration has expired, but if the spell is dispelled and the ectoplasm has been in existence for more than 10 minutes, it vanishes instantly.
 - SUMMON UNDEAD I
 - Conjuration (Summoning) [Evil]
 - Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1
 - Components: V, S, F/DF
 - Casting Time: 1 round
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One summoned creature
 - Duration: 1 round/level
 - Saving Throw: None
 - Spell Resistance: No
 - This spell functions like summon monster I, except that you summon an undead creature.
 - Summon undead I conjures one of the creatures from the 1st-level list in the Summon Undead table below. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.
 - Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.
 - Summon Undead
 - 1st Level
 - Human warrior skeleton, Kobold zombie
 - 2nd Level
 - Owlbear skeleton, Bugbear zombie
 - 3rd Level
 - Ghoul, Troll skeleton, Ogre zombie
 - 4th Level
 - Allip, Ghast, Wyvern zombie
 - 5th Level
 - Mummy, Shadow, Vampire spawn, Wight
 - Benign Transposition
 - Conjuration (Teleportation)
 - Level: Sor/Wiz 1
 - Components: V
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: Two willing creatures of up to Large size
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - Two target creatures, of which you may be one, instantly swap positions. Both targets must be within range. Objects carried by the target creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
 - Mordenkainen’s Buzzing Bee
 - Conjuration (Creation)
 - Level: Sor/Wiz 1
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: A phantom bee
 - Duration: 1 min./level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - This spell causes a small but extremely loud bee to appear. It buzzes around the head of a creature you designate. (The creature must be within range, and you must be touching or be able to see the creature. Once you designate a creature, the bee stays with it; you cannot designate another creature.)
 - The bee creates an unnerving noise that disrupts the subject’s concentration. The subject takes a –10 penalty on all Move Silently and Concentration checks. (Creatures that can’t hear don’t take the penalty on Concentration checks.) If the subject attempts to cast or maintain a spell, it must make a DC 10 Concentration check even if there are no other distractions.
 - The bee has a fly speed of 180 feet (perfect).
 - It remains near the subject in spite of darkness, invisibility, polymorphing, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell’s duration expires or the subject moves out of range.
 - The bee can’t be attacked, but it can be dispelled.
 - Material Component: A dab of honey.
 - CREATE TRAP
 - Conjuration
 - Level: Sorcerer/wizard 1
 - Components: V, S, M
 - Casting Time: 1 full round
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: One trap; see text
 - Duration: 12 hours
 - Saving Throw: No
 - Spell Resistance: No
 - You throw a small gear, and when it hits the ground a trap springs up at the place you designate.
 - You create a CR 1 trap selected from the following list: basic arrow trap, fusillade of darts, scything blade trap, or spear trap (DMG 70–71). You can locate the 5-foot-by-5-foot trigger in any square of your choice within the range of this spell. Once create trap is cast, the trap is active and ready to be sprung, with every design feature installed.
 - Material Component: A miniature bronze gear.
 - STICKY FLOOR
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 1
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: 10-ft.-by-10-ft. square
 - Duration: 1 hour/level
 - Saving Throw: Reflex partial
 - Spell Resistance: No
 - For an instant, a translucent sheen that only you can see falls across the area you designate.
 - Creatures that are within or that enter the area of a sticky floor spell are immediately stuck in place and entangled. A successful Reflex save means the creature can move from its space but is still considered entangled as long as it remains in the area. A creature stuck in place can break loose by using a standard action to make a DC 15 Strength check or Escape Artist check. Each round at the beginning of your turn, any creature within the area must succeed on another Reflex save to avoid becoming stuck in place again.
 - The effect of this spell even extends through footwear, so merely removing your boots doesn’t free you from the effect. Creatures not in contact with the surface of the ground (such as flying, burrowing or incorporeal creatures) are unaffected by sticky floor.
 - Kobold sorcerers often use this spell to protect their lairs, and some theorize that they learned it from dragons.
 - Material Component: A drop of hardened tree sap, which must be eaten by the caster.
 - BLADES OF FIRE
 - Conjuration (Creation) [Fire]
 - Level: Ranger 2, sorcerer/wizard 2,warmage 2
 - Components: V
 - Casting Time: 1 swift action
 - Range: Touch
 - Targets: Up to two melee weapons you are wielding
 - Duration: 1 round
 - Saving Throw: None
 - Spell Resistance: No
 - Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents.
 - Your melee weapons each deal an extra 1d6 points of fire damage. This damage stacks with any energy damage your weapons already deal.
 - INCENDIARY SLIME
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 2
 - A slick, greasy liquid seeps from the targeted object, thoroughly coating it
 - This spell functions like grease (PH 237), but the liquid is also highly flammable .If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell's area (or subject) bursts into flame. This effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the spell's duration. A successful Reflex save halves this damage.
 - Ice Darts
 - Conjuration (Creation) [Cold]
 - Level: Bard 2, sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One or more ice darts
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - A sharp, transparent icicle shoots from your fingertip. You may fire one dart, plus one additional dart for every two levels beyond 3rd (to a maximum of five darts at 11th level). Each dart requires a ranged touch attack to hit and deals 2d4 points of damage, half of which is cold damage.
 - Obscuring Snow
 - Conjuration (Creation) [Air, Cold]
 - Level: Cleric 2, druid 2, sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Effect: Cloud spreads in 30-ft.-radius from you, 30 ft. high
 - Duration: 1 hour/level
 - Saving Throw: None
 - Spell Resistance: No
 - A swirling snow vapor arises around you, and follows you from that point on. The snow 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 strong wind (21+ mph) disperses the snow in 4 rounds. A very strong wind (31+ mph) disperses the snow in 1 round. A fireball, flame strike, or similar spell burns away the snow in the explosive or fiery spell’s area. A wall of fire burns away the snow in the area into which it deals damage.
 - This spell does not function underwater. Creatures with snowsight are immune to the effects of this spell.
 - Zone of Glacial Cold
 - Conjuration [Cold]
 - Level: Druid 2, ranger 2, sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: 20-ft. radius
 - Duration: 1 round/level
 - Saving Throw: Fortitude half
 - Spell Resistance: No
 - You create a zone of icy cold within the spell’s area, dealing 1d6 points of cold damage per round.
 - Arcane Material Component: A snowball.
 - Hail of Ectoplasm
 - Conjuration (Creation) [Ectomancy]
 - Level: Sor/Wiz 2
 - Components: V, S, M
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: 10-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - An explosion of spheres of hardened ectoplasm occurs from a point you designate. The spheres deal 1d6 points of bludgeoning damage per two caster levels (maximum 5d6) to creatures within the effect. The ectoplasm decays into nothingness after the spell takes effect.
 - Material Component: A handful of resin marbles.
 - SUMMON UNDEAD II
 - Conjuration (Summoning) [Evil]
 - Level: Blackguard 2, cleric 2, dread necromancer 2, sorcerer/wizard 2
 - Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 - This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.
 - Baleful Transposition
 - Conjuration (Teleportation)
 - Level: Sor/Wiz 2
 - Components: V
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: Two creatures of up to Large size
 - Duration: Instantaneous
 - Saving Throw: Will negates
 - Spell Resistance: Yes
 - Two target creatures, of which you may be one, instantly swap positions. The creatures must be connected by a solid object, such as the ground, a bridge, or a rope. Both targets must be within range.
 - Objects carried by the subject creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
 - If either creature succeeds on its Will save, the spell is negated.
 - GNOME BLIGHT
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: Cloud spreads in 20-ft. radius, 20 ft. high
 - Duration: 1 round/level (D)
 - Saving Throw: Fortitude negates; see text
 - Spell Resistance: Yes
 - You blow a mixture of pollen and ground mandrake root from your palm toward the targeted area. The granules are carried by a directed wind and explode into a cloud of yellow dust and seed.
 - Gnome blight creates a thick cloud of agonizingly itchy pollen similar to that created by fog cloud, except that the pollen is sickening. Living creatures in the cloud become sickened.
 - This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened individual.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
 - Creatures with sensitive olfactory senses (such as gnomes or creatures with the scent ability) take a –4 penalty on their saving throws.
 - Material Component: Flower pollen and ground mandrake root.
 - ASHSTAR
 - Conjuration (Creation) [Evil]
 - Level: Sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft. level)
 - Effect: One ashstar; see text
 - Duration: 1 round/level
 - Saving Throw: Fortitude negates
 - Spell Resistance: No
 - You create a magical construct called an ashstar. It shoots from your hand and hovers in the air anywhere within the limit of the range. Each round, you can move the ashstar anywhere within range by spending a move action to concentrate on the new position.
 - The ashstar gives off a reddish light, akin to the hazy light within a sandstorm, providing shadowy illumination in a 20-foot radius. A creature you designate within 10 feet of the ashstar that takes damage from any source must make a Fortitude saving throw. On a failed save, the damage is considered desiccation damage, and the victim becomes dehydrated.
 - An ashstar can be attacked as if it were an object. It has hardness 10 and 20 hit points
 - INKY CLOUD
 - Conjuration (Creation)
 - Level: Clr 2, Sor/Wiz 2
 - Components: V, S, M
 - Casting Time: 1 action
 - Range: 30 ft.
 - Area: Cloud that spreads underwater in a 30-ft. radius, centered on you
 - Duration: 10 minutes/level
 - Saving Throw: None
 - Spell Resistance: No
 - The inky cloud created by this spell billows out from your location. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
 - A moderate current (11+ mph) disperses the cloud in 4 rounds; a strong current (21+ mph) disperses the cloud in 1 round.
 - The spell functions only underwater.
 - Material Component: A small vial containing the ink of a squid or octopus.
 - CLOTHIER’S CLOSET
 - Conjuration (Creation)
 - Level: Bard 2, sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 10 minutes
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One or more sets of clothes
 - Duration: 1 hour/level (D); see text
 - Saving Throw: None
 - Spell Resistance: No
 - When you and your companions need to attend a gala reception at the last minute, you need not despair over your clothing. When you cast clothier’s closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod to appear between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast.
 - The conjured rod can hold a variety of separate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following: artisan’s outfit (1 gp), cleric’s vestments (5 gp), cold weather outfit (8 gp), courtier’s outfit (30 gp), entertainer’s outfit (3 gp), explorer’s outfit (10 gp), monk’s outfit (5 gp), noble’s outfit (75 gp), scholar’s outfit (5 gp), or traveler’s outfit (1 gp).
 - The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain.
 - Special: A character with any Mark of Hospitality
 - dragonmark, or with the Favored in House feat (Ghallanda), can cast this spell without the material component,
 - but the conjured clothes last only as long as the spell’s duration.
 - Material Component: A gem worth at least 100 gp.
 - DIMENSION LEAP
 - Conjuration (Teleportation)
 - Level: Bard 2, sorcerer/wizard 2
 - Components: V
 - Casting Time: 1 standard action
 - Range: 10 ft./level
 - Target: You and touched objects
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - You instantly transfer yourself from your current location to another spot within range. The distance traveled must be an increment of 10 feet (10 feet, 20 feet, 30 feet, and so on). You always arrive at exactly the spot desired, whether by simply visualizing the area or by stating direction and distance. You can bring along any objects you are touching as the spell is cast, so long as their weight doesn’t exceed your maximum load. You cannot bring along other creatures.
 - If this spell would put you in a place that is already occupied by a solid body, the spell fails.
 - Special: A character with any Mark of Passage dragonmark, or with the Favored in House feat (Orien), uses his character level rather than his caster level to determine the distance teleported.
 - Drown
 - Conjuration (Creation) [Evil]
 - Level: Sor/Wiz 3
 - Components: V
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Target: One humanoid
 - Duration: Instantaneous
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - The subject’s lungs fill with water if the subject fails a Fortitude saving throw. To avoid drowning, the subject can hold his breath (see The Drowning Rule in Chapter 3 of the DUNGEON MASTER’s Guide). The subject gains a new save (to expel the water) every 2 rounds after the first. While holding his breath with water-filled lungs, a character cannot talk or cast spells with verbal components, and he takes a –2 circumstance penalty on attack rolls, saving throws, ability checks, and skill checks.
 - BANDS OF STEEL
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Target: One creature
 - Duration: 1 round/level
 - Saving Throw: Reflex partial
 - Spell Resistance: No
 - You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creature. The victim must succeed on a Reflex save or be immobilized (helpless). If the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled).
 - A creature immobilized by the bands can attempt escape as a full-round action, either by bursting free
 - (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a full-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check. Large or larger creatures are too big to be captured or impeded by the bands.
 - Material Component: Three small silver hoops, interlocked.
 - CORPSE CANDLE
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 3, wu jen 3
 - Components: S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: Ghostly hand and candle
 - Duration: 1 min./level (D); see text
 - Saving Throw: None
 - Spell Resistance: No
 - A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire—forward or back, up or down, straight or around corners at up to 50 feet per round (no concentration required). The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings. As well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only concealment (20% miss chance) and lose their bonus on attack rolls from invisibility when they are within 5 feet of the candle. The ghostly radiance also makes immaterial creatures and items slightly material,
 - so that incorporeal creatures within 5 feet of a corpse candle have only a 30% chance to avoid damage from corporeal creatures (though all other benefits of being incorporeal are retained).
 - The hand is Diminutive, has 1 hit point per caster level, and has AC 14 + a deflection bonus equal to your
 - Charisma modifier. It makes saves as you do but is immune to spells that don’t cause damage. The spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell’s range.
 - Material Component: A piece of a corpse untreated by any kind of preservative.
 - GREATER MAGE ARMOR
 - Conjuration (Creation) [Force]
 - Level: Sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Touch
 - Target: Creature touched
 - Duration: 1 hour/level (D)
 - Saving Throw: Will negates (harmless)
 - Spell Resistance: No
 - This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.
 - Material Component: A tiny platinum shield worth 25 gp.
 - Wall of Chains
 - Conjuration (Creation)
 - Level: Sor/Wiz 3
 - Components: V, S, M
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
 - Duration: 1 minute/level
 - Saving Throw: None
 - Spell Resistance: No
 - The caster causes a flat, vertical wall of woven, spiked chains to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of chains is 1 inch thick per four caster levels. The caster can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness. Creatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains.
 - Material Component: A single link from an iron chain.
 - CAUSTIC SMOKE
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high
 - Duration: 5 rounds
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.
 - You create a bank of smoke, similar in effect to a fog cloud. In addition to obscuring sight, the cloud deals ld6 points of acid damage per round to all creatures within. Furthermore, its acrid fumes burn the eyes, imposing a - 5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.
 - If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.
 - ENGULFING TERROR
 - Conjuration (Creation)
 - Level: Druid 3, sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 full round
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One gelatinous cube
 - Duration: 1 round/level
 - Saving Throw: None
 - Spell Resistance: No
 - The air wavers and shimmers, finally coalescing into a large cube of glistening ooze.
 - Engulfing terror creates a gelatinous cube (MM 201) in a space you designate. The space must be large enough to accommodate the creature. If not, the spell automatically fails.
 - Upon appearing, the cube acts on your turn, attacking the nearest living creature each round. You have no control over it and cannot direct it. The gelatinous cube remains until it is destroyed or has no remaining targets to attack, at which point it moves away in a random direction.
 - Arctic Haze
 - Conjuration (Creation) [Cold]
 - Level: Druid 3, sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Fog spreads in a 30-ft. radius, 20 ft. high
 - Duration: 10 min./level
 - Saving Throw: Fortitude half
 - Spell Resistance: No
 - A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
 - In addition, the sharp ice particles tear the skin of those moving through the area, causing 4 points of damage per round, half of which is cold damage.
 - A strong wind (21+ mph) disperses the fog in 4 rounds; a severe wind (31+ mph) disperses the fog in 1 round. Dispersing the fog in this manner, however, causes damage to those within its area as the icy shards whip past. A strong wind causes 4 points of damage per round (half cold); a severe wind causes 8 points of damage (half cold).
 - Ectoplasmic Web
 - Conjuration (Creation) [Ectomancy]
 - Level: Sor/Wiz 3
 - Components: V, S, M
 - As web, except as noted below and that the strands are made of ectoplasm and therefore affect incorporeal creatures.
 - Material Component: A bit of spider web and splinters from a sphere made of resin.
 - Wall of Ectoplasm
 - Conjuration (Creation) [Ectomancy]
 - Level: Sor/Wiz 3
 - Components: V, S, M
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Anchored plane of ectoplasm, up to one 10-ft.
 - square/level, or hemisphere of ectoplasm with a
 - radius of up to 3 ft. + 1 ft./level
 - Duration: 1 minute/level
 - Saving Throw: See text
 - Spell Resistance: Yes
 - This spell creates an anchored plane of ectoplasm or a hemisphere of ectoplasm, depending upon the version selected. A wall of ectoplasm cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The ectoplasm is semisolid (not raw)—about the consistency of packed snow—and retains its shape rather than collapsing into a formless mass. Because ectoplasm is a ghost touch material, it is an impenetrable barrier to incorporeal creatures (although they may attack the wall or go around it). The ectoplasm is opaque and blocks line of effect.
 - Ectoplasm Plane: A sheet of ectoplasm appears. The wall is 1 inch thick per caster level and covers up to a 10-foot-square per caster level (so a 6th-level wizard could create a wall of ectoplasm 30 feet long and 20 feet high, a wall 60 feet long and 10 feet high, and so on). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need be anchored only on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
 - The wall is primarily defensive in nature and is used to stop pursuers from following you and the like. Each 10-foot square of wall has hardness 0 and 2 hit points per inch of thickness. Creatures can hit the wall without making an attack roll. A section of wall whose hit points drop to 0 is breached. A creature can break through the wall with a Strength check (DC 12 + caster level).
 - Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet +1 foot per caster level. Thus, a 7th-level caster can create a hemisphere 10 feet in radius. It is as hard to break through as the ectoplasm plane variation. You can create the hemisphere so that it traps one or more creatures, though these creatures get a Reflex saving throw to avoid being trapped.
 - Material Component: A cube of resin and a drop of oil.
 - SUMMON UNDEAD III
 - Conjuration (Summoning) [Evil]
 - Level: Blackguard 3, cleric 3, dread necromancer 3, sorcerer/wizard 3
 - Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 - This spell functions like summon undead I, except that you can summon one undead from the 3rd-level
 - list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the
 - 1st-level list.
 - HABOOB
 - Conjuration (Creation) [Air, Earth]
 - Level: Cleric 3, druid 3, ranger 3, Sand 3, sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft. level)
 - Effect: Abrasive dust spreads in 20-ft.
 - radius, 20 ft. high
 - Duration: 1 min./level
 - Saving Throw: None or Reflex half; see text
 - Spell Resistance: No
 - A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, non-magical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.
 - In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area.
 - Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save).
 - A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
 - Material Component: A pinch of ash, dust, or sand.
 - BRIDGE OF SOUND
 - Conjuration (Creation) [Sonic]
 - Level: Brd 2, Clr 3, Sor/Wiz 3
 - Components: V, S, DF
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One bridge of sound 5 ft. wide, 1 in. thick, and up to 10 ft./level long
 - Duration: Concentration plus 1 round/level
 - Saving Throw: None
 - Spell Resistance: Yes
 - You create a ribbon-like, weightless, unbreakable, invisible bridge of sound.
 - The bridge must be anchored to solid objects at both ends, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space.
 - Creatures can move on the bridge of sound without penalty, since it is no more slippery than a typical dungeon floor. It is only a physical barrier to solid objects and has no effect on spells, line of sight, gaze attacks, ethereal creatures, or incorporeal creatures and objects.
 - The bridge of sound can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on the bridge of sound to exceed this limit sink through the bridge as if it weren’t there.
 - A bridge of sound is temporarily negated within the area of a silence spell, causing anything on it to fall. If the silence effect ends or is dispelled before the bridge’s duration expires, the bridge is once again whole.
 - LAOGZED’S BREATH
 - Conjuration (Creation)
 - Level: Clr 3, Sor/Wiz 3
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: Cone
 - Duration: Instantaneous As stinking cloud, except as noted above and that the nauseating vapors persist for 10 rounds.
 - Wall of Deadly Chains
 - Conjuration (Creation)
 - Level: Sor/Wiz 4
 - Saving Throw: Reflex half
 - As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that strike
 - anyone within 5 feet of the wall. Those within that area take 3d6 points of damage each round.
 - Radiant Fog
 - Conjuration (Creation, Good)
 - Level: Sorcerer/wizard 4
 - Components: V, S, Abstinence
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Fog that spreads in a 20-ft.
 - radius, 20 ft. high
 - Duration: 1 minute/level
 - Saving Throw: Fortitude partial (see text)
 - Spell Resistance: Yes (see text)
 - As solid fog, but the cloud of fog shimmers with brilliant celestial radiance.
 - Creatures within the cloud must make successful Fortitude saves or be dazzled, taking a –1 penalty on attack rolls for as long as they remain in the cloud and for 1 minute afterward. Creatures with light sensitivity or otherwise susceptible to bright light are blinded if they fail their saves. Sightless creatures are not affected by the radiance.
 - Spell resistance applies to the reduced movement, melee attack and damage penalties, and dazzling or blinding effects, but not to the concealment provided or the prevention of ranged weapon attacks.
 - Abstinence Component: You must not have cast a darkness or Necromancy spell within the past 24 hours before casting this spell.
 - BLAST OF FLAME
 - Conjuration (Creation) [Fire]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: 60 ft.
 - Area: Cone-shaped burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: No
 - Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.
 - Material Component: A bit of wick soaked in oil.
 - ORB OF ACID
 - Conjuration (Creation) [Acid]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One orb of acid
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
 - A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.
 - ORB OF COLD
 - Conjuration (Creation) [Cold]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One orb of cold
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - This spell functions like orb of acid, except that it deals cold damage. In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round instead of being sickened.
 - ORB OF ELECTRICITY
 - Conjuration (Creation) [Electricity]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One orb of electricity
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - This spell functions like orb of acid, except that it deals electricity damage.
 - In addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.
 - ORB OF FIRE
 - Conjuration (Creation) [Fire]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One orb of fire
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - This spell functions like orb of acid, except that it deals fire damage. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.
 - ORB OF SOUND
 - Conjuration (Creation) [Sonic]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One orb of sonic energy
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4). In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being sickened.
 - ORB OF FORCE
 - Conjuration (Creation) [Force]
 - Level: Sorcerer/wizard 4, warmage 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: One orb of force
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6).
 - CAUSTIC MIRE
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 20-ft.-radius spread
 - Duration: 1 round/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - A foul sludge seeps out of the ground, coating the area before you.
 - You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement. In addition, each square entered deals ld6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes ld6 points of damage per round at the end of its turn.
 - The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).
 - Column of Ice
 - Conjuration (Creation) [Cold]
 - Level: Druid 3, sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One column of ice, 10-ft. radius and 5 ft./level in height
 - Duration: Permanent
 - Saving Throw: Reflex negates
 - Spell Resistance: No
 - A column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Creatures making a Reflex saving throw can choose to avoid the column. Moving or fighting atop the ice column requires a DC 10 Balance check. Those who fail fall prone and must immediately succeed on a DC 12 Reflex saving throw or slip off the column, taking commensurate falling damage.
 - Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of damage.
 - Magical Ice Column: 10 feet thick; hardness 16; hp 160; break DC 90; Climb DC 30.
 - Arcane Material Component: A 2-inch rod of ice.
 - Ice Ship
 - Conjuration [Creation]
 - Level: Sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. +5 ft./2 levels)
 - Effect: Creates ship of ice
 - Duration: 1 hour/level (D)
 - You create a ship made of ice. The vessel can take one of two forms, depending on your needs at the time. The form is chosen when the spell is cast and cannot be changed.
 - Ice Runner: This tiny, narrow ship appears with a set of stone runners that carry the ship at speeds of up to 80 mph over any level ice, such as a lake, river, or ocean pack ice. It can carry one Medium creature per caster level, and it cannot move against the prevailing winds (though it can move at right angles to the wind). Large creatures cannot fit on an ice runner. This form has 40 hit points and a hardness of 3.
 - Ice Galleon: This sailing vessel can move against the wind at a steady pace of 5 mph, or with the wind at 10 mph. It carries three Medium creatures per caster level, or one Large creature per level. This form has 60 hit points and a hardness of 5.
 - If the ship is created in an area of temperature above freezing, it immediately begins to melt, taking 1d12 points of damage per hour. Both forms begin to melt or crack slowly during the last hour of the spell regardless of temperature, and disappear into puddles or splinters of ice at the end of the spell’s duration.
 - Material Component: A small glass model of a ship worth at least 200 gp.
 - Ice Web
 - Conjuration (Creation) [Cold]
 - Level: Sorcerer/wizard 4
 - Components: V, S, Coldfire
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Webs of coldfire in a 20-ft.- radius spread
 - Duration: 10 min./level (D)
 - Saving Throw: Reflex negates; see text
 - Spell Resistance: No
 - Ice web creates a many-layered mass of strong, frigid strands of pure coldfire.
 - These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the ice web collapses upon itself and disappears. Creatures caught within the ice web become entangled in the strands. Attacking a creature in an ice web won’t cause you to become entangled.
 - Any creature moving into or through the spell’s area takes 1d6 points of frostburn damage per round.
 - In addition, 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 (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 ice 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 ice web between you and an opponent, it provides cover. If you have at least 20 feet of ice web between you, it provides total cover.
 - The strands of an ice web are immune to damage from cold. Any fire—a torch, burning oil, a flaming sword, and so forth—can melt 5 square feet of coldfire strands in 1 round. Ice web can be made permanent with a permanency spell. A permanent ice web that is damaged (but not destroyed) re-grows in 10 minutes.
 - Creatures with the cold subtype may pass unimpeded and unharmed through an ice web.
 - Coldfire Component: Two ounces of coldfire.
 - BOILING OIL
 - Conjuration (Creation) [Fire]
 - Level: Sorcerer/wizard 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 10-ft.-radius cylinder, 40 ft. high
 - Duration: 1 round and 1 round/three levels; see text
 - Saving Throw: Reflex half
 - Spell Resistance: No
 - A torrent of boiling oil rains down in the area you specify.
 - Creatures in the area take 4d6 points of scalding (fire) damage from the oil. Creatures that fail their initial saving throw take an additional 2d6 points of damage in each subsequent round of the spell’s duration (up to a maximum of 6 rounds at 18th level).
 - The oil created by this spell is not itself flammable.
 - SUMMON UNDEAD IV
 - Conjuration (Summoning) [Evil]
 - Level: Blackguard 4, cleric 4, dread necromancer 4, sorcerer/wizard 4
 - Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 - This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rdlevel list, or four undead of the same kind from a lower-level list.
 - BLOODSTAR
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: A bloodstar
 - Duration: 1 round/level
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of your range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position). The bloodstar pulses with ruby light (providing
 - illumination in a 20-foot radius). It has hardness 10 and 20 hit points. Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point of Constitution damage. Each time a victim or victims are damaged, a new save is allowed.
 - The blood appears to stream from the wound to the pulsing bloodstar.
 - Material Component: A ruby worth at least 30 gp.
 - MASS UNSEEN SERVANT
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One invisible, mindless, shapeless servant/level
 - Duration: 1 hour/level
 - Saving Throw: None
 - Spell Resistance: No
 - This spell functions as unseen servant, except that it creates multiple servants. It is most often used by arcane spellcasters to entertain large numbers of guests, or by adventuring spellcasters to gather up large treasure hoards in a short period of time.
 - Material Component: A ball of twine and wooden splinters.
 - BLAST OF SAND
 - Conjuration (Creation) [Earth]
 - Level: Druid 4, Sand 4, sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Area: Cone-shaped burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: No
 - Sand sprays from your outstretched palm with enough force to strip flesh from bone and scour surfaces. The spell deals 1d6 points of damage per caster level (maximum 10d6). Do not divide damage from sand scour by four when applying it to objects.
 - Material Component: A pinch of sand.
 - DESERT DIVERSION
 - Conjuration (Teleportation)
 - Level: Sorcerer/wizard 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Ray
 - Duration: 1 min./level
 - Saving Throw: None
 - Spell Resistance: Yes
 - A gray ray flecked with red springs from your outstretched hand. You must make a ranged touch attack to hit the target. A target struck is covered with a glittering red field that usurps some forms of planar travel.
 - Forms of travel taken over by desert diversion include dimension door, ethereal jaunt, etherealness, gate, greater teleport, plane shift, shadow walk, teleport, teleport object, teleportation circle, and similar spells and spell-like abilities. If the subject of desert diversion casts one of the above spells, he and those traveling with him (or anyone using the gate or teleportation circle) are diverted.
 - This spell can also be cast upon a gate or teleportation circle, thereafter diverting all who use the affected spell for the duration of desert diversion.
 - Subjects are diverted to a wasteland location, chosen by the caster or randomly determined. Until desert diversion ends or is dispelled, the subjects of the spell cannot use any of the above mentioned spells to travel from the area.
 - If they try, the casting simply returns them to the same spot in the middle of the waste. When the duration expires, the diversion ends, and subjects return to their point of origin.
 - WALL OF SALT
 - Conjuration (Creation) [Earth]
 - Level: Cleric 4, druid 4, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Salt wall whose area is up to
 - one 5-ft. square/level (S)
 - Duration: Instantaneous
 - Saving Throw: See text
 - Spell Resistance: No
 - This spell creates a gleaming wall of salt crystal that merges into adjoining rock surfaces. The wall can seal off a passage or breach, or be used to construct new walls. A wall of salt is 1 inch thick per caster level. You can double the wall’s area by halving its thickness.
 - The wall cannot be conjured so that it occupies the same space as a creature or another object.
 - You can form a wall of salt into nearly any shape desired. The wall need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm or as a ramp. If such a span is more than 20 feet long, the wall must be arched and buttressed, reducing the spell’s area by half. For example, a 10th-level caster could create a salt span with a surface area of five 5-foot squares. The wall can be crudely shaped to allow crenellations, battlements, and so forth, by likewise reducing the area.
 - The wall can be destroyed normally by a disintegrate spell or by chipping and breaking. Each 5-foot square of the wall has 3 hit points per inch and hardness 2. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + 1 per inch of thickness. Directing a constant blast of water at a wall of salt (for example, a geyser from a decanter of endless water) dissolves the mineral, dealing 10 points of damage per minute (which hardness does not reduce).
 - It is possible, but difficult, to trap mobile opponents within or under a wall of salt, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
 - Arcane Material Component: A crystal of rock salt.
 - WALL OF SAND
 - Conjuration (Creation) [Earth]
 - Level: Cleric 4, druid 4, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: Sand wall whose area is up to one 10-ft. square/level (S)
 - Duration: 1 min./level (D)
 - Saving Throw: See text
 - Spell Resistance: No
 - You cause a flat, vertical wall of churning sand to spring up. The wall is 1 inch thick per caster level and covers up to a 10-foot square area per caster level. You can double the wall’s area by halving its thickness.
 - The wall cannot be conjured so that it occupies the same space as a creature or another object.
 - No form of physical attack can harm a wall of sand directly, but each 10-foot section has 2 hit points per inch of thickness for determining whether an attack passes through it. The wall reduces damage dealt by attacks that pass through it. It essentially absorbs damage, so attacks must deal more damage than the wall has hit points to have any effect on a target on the other side of the wall of sand. Breaches in the wall close immediately after the attack that made them passes through.
 - The sand blocks line of effect for any fire spell. Creatures on the opposite side of the wall from an attack’s origin have total concealment against that attack.
 - Moving through a wall of sand requires a Strength check (DC 10 + 1 per inch of thickness). Those who fail must stop in the space from which they attempted to enter the wall. Any creature that attempts to pass through a wall of sand must also make a Fortitude save or be blinded for 1d4+1 rounds. (Creatures without eyes are not subject to this effect.) A creature passing through the roiling wall does not leave a usable breach for others. All non-magical flames are extinguished if carried through a wall of sand.
 - The spells control sand and move earth can breach and hold open a break in a wall of sand.
 - It is possible, but difficult, to trap mobile opponents within a wall of sand, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
 - A wall of sand is treated like normal sand for the duration of the spell, so it can be affected by any spell or effect that affects sand, such as transmute sand to stone or transmute sand to glass. The wall still lasts only for its normal duration, even if its consistency changes.
 - WALL OF WATER
 - Conjuration (Creation) [Water]
 - Level: Cleric 4, druid 4, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: Wall of water 1 ft. thick whose area is up to one 10-ft. square/level (S)
 - Duration: 1 round/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - You cause a vertical wall of swirling water to appear. You can double the area of the wall’s effect by halving its thickness.
 - Any creature attempting to pass through a square occupied by a wall of water must make a Swim check (DC 14 + your spellcasting ability modifier) or become trapped in the water, unable to move. A creature trapped in this fashion can attempt another Swim check each round and might drown (see Drowning, page 304 of the Dungeon Master’s Guide).
 - If you conjure the wall so that it appears where creatures are, each creature must make a Swim check or become trapped; those that succeed can choose on which side they wish to emerge from the water. Any non-magical flame is extinguished if carried through a wall of water.
 - Few forms of physical attack can harm a wall of water directly. Thrown weapons are ineffective through it, and attacks with other ranged weapons are made with a –2 penalty for every 5 feet of wall through which they must pass (in addition to normal range penalties; minimum penalty –2). A breach in the wall closes immediately after the attack that made it goes through. The water blocks line of effect for any fire spell. Creatures on one side of the wall have cover against those on the other side unless the creature making the attack is under the effect of freedom of movement.
 - If any 5-foot section of water takes 20 or more points of fire damage in a single round, that section evaporates into steamy fog that lasts for 1 minute.
 - If any 5-foot section of wall takes 20 or more points of cold damage in 1 round, that length freezes for 10 minutes. Treat a frozen section as a wall of ice instead. In either instance, do not divide damage by four, as is normal for objects.
 - Control water can open and hold open a breach in a wall of water, so long as that spell can affect enough of the wall.
 - A wall of water can be made permanent with a permanency spell.
 - Arcane Material Component: A vial of water.
 - WATCHFUL ANCESTORS
 - Conjuration (Summoning)
 - Level: Bard 4, cleric 4, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Personal
 - Target: You
 - Duration: 1 minute/level
 - You are surrounded by manifestations of the spirits of your long-dead ancestors, which provide you with protection in battle. Opponents gain no bonus from flanking you, as if you had the improved uncanny dodge ability (see the barbarian class feature on page 26 of the Player’s Handbook; use your caster level in place of barbarian levels for the purpose of determining whether a rogue can sneak attack you).
 - In addition, while this spell is in effect, you add your caster level as an insight bonus on any one Reflex save. Using this function is an immediate action and must be declared before the save is rolled. Using this ability immediately ends the spell, since the protective manifestations expend themselves to provide you with the sudden burst of insight.
 - Arcane Material Component: A shred of a burial shroud.
 - Wall of Ooze
 - Conjuration (Creation)
 - Level: Clr 5, Sor/Wiz 5
 - Components: V, S, M/DF
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
 - Duration: Concentration + 1
 - round/level
 - Saving Throw: Fortitude partial (see text)
 - Spell Resistance: No
 - The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space. A wall of ooze is 1 inch thick per four caster levels. The caster can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.
 - Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze. Only the surrounding material that the wall initially is conjured to touch—such as the floor or an adjoining wall—is immune to this damage. Furthermore, a creature that touches the wall
 - must succeed at a Fortitude saving throw or be paralyzed by the ooze. The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature’s full normal hit point total to its own.
 - Arcane Material Component: A bit of an ochre jelly or gray ooze.
 - ARC OF LIGHTNING
 - Conjuration (Creation) [Electricity]
 - Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: A line between two creatures
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: No
 - You create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.
 - Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space.
 - Arcane Material Component: Two small iron rods.
 - FREEZING FOG
 - Conjuration (Creation) [Cold]
 - Level: Sorcerer/wizard 5
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Fog spreads in 20-ft. radius, 20 ft. high
 - Duration: 1 min./level
 - Saving Throw: None
 - Spell Resistance: No
 - A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment.
 - Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The freezing fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a –2 penalty on all melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling distance by 10 feet.
 - Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more. Creatures in a freezing fog can’t take a 5-foot step.
 - A severe wind (31+ mph) disperses the cloud in 1 round. The spell does not function underwater.
 - LEOMUND’S HIDDEN LODGE
 - Conjuration (Creation)
 - Level: Bard 5, sorcerer/wizard 5
 - Components: V, S, F; see text
 - Casting Time: 10 minutes
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: 20-ft.-square structure
 - Duration: 24 hours
 - Saving Throw: None
 - Spell Resistance: No
 - As Leomund’s secure shelter (see page 247 of the Player’s Handbook), except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.
 - At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.
 - Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see the Leomund’s secure shelter description for more information).
 - SERVANT HORDE
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 5, wu jen 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: Invisible, mindless, shapeless servants
 - Duration: 1 hour/level
 - Saving Throw: None
 - Spell Resistance: No
 - This spell creates a number of unseen servants (see page 297 of the Player’s Handbook), up to a maximum of 2d6 +1 servant per level (maximum +15).
 - Material Component: A small stick crossbar to which many lengths of knotted thread are attached.
 - VITRIOLIC SPHERE
 - Conjuration (Creation) [Acid]
 - Level: Sorcerer/wizard 5, wu jen 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 10-ft.-radius burst
 - Duration: Instantaneous; see text
 - Saving Throw: Reflex negates and Reflex half; see text
 - Spell Resistance: No
 - You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).
 - Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.
 - Material Component: A tiny glass vial filled with aqua regia.
 - DIMENSION JUMPER
 - Conjuration (Teleportation)
 - Level: Bard 5, sorcerer/wizard 5
 - Components: V
 - Casting Time: 1 swift action
 - Range: Personal
 - Target: You and objects touched
 - Duration: 1 round/level
 - You whisk yourself from place to place with a word.
 - For the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar.
 - You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately.
 - FIRE AND BRIMSTONE
 - Conjuration (Creation) [Fire]
 - Level: Sorcerer/wizard 5, wu jen 5 (fire)
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: One creature
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.
 - The subject ignites in a burst of sulfuric fire that deals ld6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds. A successful Fortitude save halves the damage and negates the sickening.
 - Material Component: A pinch of brimstone.
 - Lesser Dragon Ally
 - Conjuration (Summoning)
 - Level: Sor/Wiz 5
 - Components: V, XP
 - Casting Time: 10 minutes
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One summoned dragon of up to 9 HD
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - This spell summons a dragon. You may ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services.
 - The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
 - Tasks requiring up to 1 minute per caster level require a payment of 100 gp per HD of the summoned dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 1,000 gp per HD.
 - Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task.
 - At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was summoned from (after reporting back to you, if appropriate and possible).
 - XP Cost: 100 XP.
 - Special: Sorcerers cast this spell at +1 caster level.
 - ACID RAIN
 - Conjuration (Creation) [Acid]
 - Level: Sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 20-ft. radius cylinder, 40 ft. high
 - Duration: 1 full round and 1 round/level; see text
 - Saving Throw: None
 - Spell Resistance: No You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.
 - The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster’s class level. Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check. Failure on the check means it cannot move in that round, and failure by 5 or more results in the creature falling prone.
 - Material Component: A flask of acid (cost 10 gp).
 - LEOMUND’S BILLET
 - Conjuration (Creation)
 - Level: Bard 5, sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./level)
 - Effect: 20-ft.-by-80-ft. structure
 - Duration: 2 hours/level
 - Saving Throw: None
 - Spell Resistance: No
 - This spell creates a simple building similar to a Leomund’s secure shelter that can be used to house up to forty troops. The billet has a latched door at each end and two shuttered windows on each long side. These doors and windows can be barred from the inside, but the billet does not provide any magical protection.
 - The billet contains forty bunks (stacked two high), two trestle tables with ten stools each, and two fireplaces with raging fires already burning and enough wood to last for one night. Twenty loaves of bread are stacked on each table, and a pot of hot gruel hangs on a hook over each fire.
 - Material Components: A rectangular chip of stone, crushed lime, iron filings, several splinters of wood, a pinch of flour, a sprinkling of water, and a sliver of dried beef.
 - SUMMON UNDEAD V
 - Conjuration (Summoning) [Evil]
 - Level: Cleric 5, dread necromancer 5, sorcerer/wizard 5
 - Effect: One or more summoned creatures, no two of which can be more
 - than 30 ft. apart
 - This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list.
 - Call Zelekhut
 - Conjuration (Calling) [Lawful]
 - Level: Cleric 5, sorcerer/wizard 5
 - Components: V, S, DF, XP
 - Casting Time: 10 minutes
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One called zelekhut
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - By casting this spell, you request the aid of a zelekhut inevitable. If you know an individual zelekhut’s name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).
 - You may ask the zelekhut to perform one duty for you. The task must be in harmony with its lawful objective, and must take no more than five days to complete. Zelekhuts hunt down those who would deny justice or seek to flee to escape punishment.
 - The inevitable does not ask for any payment for the task. After five days, or if asked to do something non-lawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.
 - XP Cost: 100 XP.
 - Precipitate Breach
 - Conjuration (Teleportation)
 - Level: Sorcerer/wizard 5
 - Components: V, M
 - Casting Time: 10 minutes
 - Range: 0 ft.
 - Effect: Planar breach; see text
 - Duration: See text
 - Saving Throw: None
 - Spell Resistance: Yes
 - You meddle with the boundaries between planes, creating instability and, finally, a minor planar breach. See Planar Breaching, page 151, for details concerning this phenomenon.
 - You have no control over the breach created. However, as opposed to a truly random breach (see page 153), when this spell is first cast in any area that doesn’t already contain a breach, a minor breach forms automatically. The breach has the size (10d10-foot radius) and onset time following casting (1d4 rounds) described for a random breach. Roll on Table 7–1: Random Planar Breaching, page 152, to determine the trait that leaks through from the breaching plane. The effect is as for a minor breach. The breach has a standard duration for a minor breach (1d6 days minus 12 hours, minimum 12 hours), after which time it fades away.
 - If you cast precipitate breach into an area that currently hosts a minor breach, you precipitate a severe breach. Reroll the size, the onset time, and the trait that leaks through from the breaching plane (which could mean that the identity of the breaching plane changes). The effect is as for a severe breach. The breach has a standard duration for a severe breach (1d6 days minus 48 hours, minimum 1 hour), after which time it fades away.
 - This spell has no effect if cast into an area currently hosting a severe or complete breach.
 - Material Component: Jade dust worth 250 gp sprinkled in the center of the effect.
 - WALL OF MAGMA
 - Conjuration (Creation) [Earth, Fire]
 - Level: Cleric 5, druid 6, sorcerer/wizard 5
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Wall of molten stone whose area is up to one 5-ft. square/level (S)
 - Duration: 1 min./level
 - Saving Throw: See text
 - Spell Resistance: Yes
 - This spell creates a wall of thick magma that glows with a dull red heat. It merges into adjoining rock
 - surfaces, melting the rock at the point of connection to form a smooth bond. The wall can seal off a passage or breach, but the intense heat causes flammable materials in contact with the wall of magma to catch fire instantly. A wall of magma is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness.
 - The wall cannot be conjured so that it occupies the same space as a creature or another object.
 - You can shape a wall of magma into sheets and curves, but the molten wall cannot form domes or unsupported horizontal surfaces more than 5 feet across. The wall need not be vertical but must rest upon a firm foundation; it must merge with and be solidly supported by existing stone. The wall cannot hold complex forms such as crenellations. It is possible (though difficult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Reflex saves.
 - The wall sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Unlike a wall of fire, both sides of a wall of magma radiate heat. Since it is molten, the wall cannot be broken as such, but an object or creature could force its way through. It costs 4 squares of movement to move through a square containing a wall of magma, but creatures of the earth subtype can pass through the wall at normal speed. A wall of magma deals 5d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to creatures passing through it, the same amount each round to any creature within it, and 2d6 points of fire damage per round for 1d3 rounds after a creature leaves the area of the wall. It deals double damage to undead and creatures with the water subtype.
 - The wall can be destroyed normally by a disintegrate
 - spell. If any 5-foot section of the wall takes 40 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal (DC 20 Strength check, +2 per inch of thickness).
 - Do not divide cold damage by four, as normal for objects. Casting create water on the surface of a wall of magma creates a cloud of steamy fog that fills a cube with the dimensions of the length of wall affected. The fog dissipates after 10 minutes. Only the surface of the stone hardens; the wall is not cooled completely.
 - Wall of magma can be made permanent with a permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state.
 - Arcane Material Component: A small piece of pumice, obsidian, or other volcanic rock.
 - BLACKWATER TENTACLE
 - Conjuration (Creation) [Evil, Water]
 - Level: Blackwater 5, druid 5, sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: One tentacle
 - Duration: 1 round/level (D)
 - Saving Throw: Fortitude partial
 - Spell Resistance: No
 - You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. The tentacle appears at a particular point within range and can’t move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can’t make attacks of opportunity).
 - Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for cleric or druid, Intelligence for wizard, Charisma for sorcerer). The tentacle deals 2d8 + caster level (max. +20) points of damage with a successful hit. Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell.
 - The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action).
 - The tentacle has 5 hit points per caster level and an AC of 10 + your caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.
 - Material Component: Powdered squid beak and a single dried sucker from a kraken’s tentacle.
 - FAMILIAR REFUGE
 - Conjuration (Teleportation)
 - Level: Sorcerer/wizard 6
 - Components: V
 - Casting Time: 1 swift action
 - Range: Unlimited
 - Target: You or your familiar
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: No
 - You feel the bond between yourself and your familiar strengthen, and then the animal stands before you.
 - You instantly transport yourself to your familiar, or your familiar to you, as greater teleport. You can't bring any other living creatures with you.
 - MORDENKAINEN'S TRUSTED BLOODHOUND
 - Conjuration (Creation)
 - Level: Assassin 4, sorcerer/wizard 6
 - Effect: Phantom bloodhound
 - You conjure a phantom hound, that can track and bring down your prey.
 - This spell functions like Mordenkainen's faithful hound, except that the phantom bloodhound created can also track a creature as if it had the Track feat. Its Survival modifier is equal to your caster level for this purpose, but it can't use the Survival skill for any other tasks. A trusted bloodhound has a land speed equal to yours, and can move at full speed without taking a penalty on Survival checks to track.
 - A trusted bloodhound can't attack, provide a flank, or have any other effect on combat. However, as a standard action, you can instruct a trusted bloodhound to serve as a watchdog; in this role it functions identically to Mordenkainen's faithful hound, except that its attack bonus equals your caster level. You can command a trusted bloodhound to resume its tracking again as a standard action.
 - STEAL SUMMONING
 - Conjuration (Summoning)
 - Level: Sorcerer/wizard 6
 - Components: V, S
 - Casting Time: 1 immediate action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Target: One summoned creature
 - Duration: Concentration (up to
 - 1 round/level) + 1 round
 - Saving Throw: None
 - Spell Resistance: No
 - With an act of will and the utterance of arcane syllables, you steal the nascent connection being formed between summoner and minion.
 - You steal control of a creature as it is being summoned. If you succeed on a caster level check (DC 11 + the caster level of the summoned), you gain control over the target creature as if you had summoned it.
 - You must cast this spell immediately after the spell or spell-like ability that summoned the target resolves, before the creature takes even a single action.
 - If this spell's duration expires before the spell that summoned the creature ends, the target returns to its original master's control at that time. If the original master is no longer available to control it, it becomes free-willed until its original master returns.
 - TACTICAL TELEPORTATION
 - Conjuration (Teleportation)
 - Level: Sorcerer/wizard 6
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: One willing creature/3 levels
 - Duration: Instantaneous
 - Saving Throw: None and Will negates (object)
 - Spell Resistance: No and Yes (object)
 - You instantly analyze the field of battle, visualizing lines of power connecting you and your allies to tactically viable positions. With a shout, you cause those lines to pull taut. This spell instantly teleports a number of willing creatures a short distance with no chance for mishap, as greater teleport. Effectively, tactical teleportation lets you reposition a number of allies (including yourself, if you choose) around the battlefield. Each creature to be affected must be within range of you, and no creature can be transported farther away from your original position than the range allows. You must have line of sight to all the intended destinations when you cast the spell.
 - Each subject can bring along held or carried objects as long as their weight doesn't exceed the subject's maximum load. Only objects held or in use (attended) by another individual receive saving throws and spell resistance.
 - If any subject would appear in a space occupied by another creature or a solid object, that subject is unaffected by the spell, but the rest of the effect resolves normally.
 - Wall of Gears
 - Conjuration (Creation)
 - Level: Sorcerer/wizard 6
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Wall of moving gears whose area fills one 5-ft. square/2 levels; see text
 - Duration: 1 min./level
 - Saving Throw: See text
 - Spell Resistance: No
 - This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall’s surface has hardness 10 and 180 hit points.
 - Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet.
 - A successful Reflex save halves this damage.
 - MUDSLIDE
 - Conjuration (Creation) [Earth, Water]
 - Level: Druid 6, sorcerer/wizard 6
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10. ft./level)
 - Effect: 40-ft.-radius spread
 - Duration: Instantaneous
 - Saving Throw: Reflex half; see text
 - Spell Resistance: No
 - You create a landslide of mud and water, which crushes, buries, and mires those caught in its path. The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the DM’s discretion).
 - Creatures within the spell’s effect must make a Reflex save. Those who fail take 8d6 points of damage and are buried (see Avalanches on page 90 of the Dungeon Master’s Guide).
 - Those who succeed take 3d6 points of damage and are not buried. Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively.
 - A creature who escapes burial ends up on top of the mudslide, mired in deep mud.
 - After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates.
 - It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area. Underwater, the mudslide remains indefinitely, producing an area of deep muck. It costs 2 squares of movement to enter a square containing deep muck, the DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by 2.
 - Aboveground, the mud normally dries out in 2 to 3 days. A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within.
 - STORMWALK
 - Conjuration (Teleportation)
 - Level: Druid 6, sorcerer/wizard 6
 - Components: V, S, DF
 - Casting Time: 1 full round
 - Range: Touch
 - Target: You and up to one other creature for every two levels
 - Duration: Instantaneous
 - Saving Throw: None and Will negates (object)
 - Spell Resistance: No and Yes (object)
 - As teleport, save that you draw upon the power of a storm to teleport yourself and a number of others from one place to another.
 - Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast, obscuring sight of those affected—whether because of a thickening of fog, a sudden increase in the downfall of hail and sleet, or a strike of lightning. On the next round, the disturbance disappears and the characters affected by the spell are gone.
 - Though the targets of the spell disappear instantaneously once the spell is cast, they do not immediately reappear at the spell’s destination.
 - Instead, 10 minutes elapse during which a storm quickly develops in the target location. This is plainly not a natural occurrence to anyone who witnesses it, unless there is already a storm in progress.
 - Then an intensification of this storm obscures sight at the target location, and the targets of the spell reappear. The targets always appear in some place that is open to the storm—thus, they can appear on the upper parapets of a castle, but not inside the castle.
 - Though 10 minutes have passed since they disappeared, it appears to the travelers as though the transport were instantaneous. Additionally, for the 10 minutes while the targets are gone, they are treated as though they were in another plane.