- Lantern Light
 - Evocation [Good, Light]
 - Level: Cleric 1, paladin 1, sorcerer/ wizard 1, vassal of Bahamut 1
 - Components: S, Abstinence
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Effect: Ray
 - Duration: 1 round/level
 - Saving Throw: None
 - Spell Resistance: Yes
 - Rays of holy light flash from your eyes.
 - You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target. The target takes 1d6 points of damage from each ray.
 - Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.
 - Darklight
 - Evocation [Darkness]
 - Level: Asn 2, Sor/Wiz 1
 - Components: V, S
 - Casting Time: 1 action
 - Range: Touch
 - Target: One creature or
 - object touched
 - Duration: 1 minute/level
 - Saving Throw: None
 - Spell Resistance: No
 - The caster makes one creature or object radiate special darkness called darklight in a 5-foot-radius
 - sphere. This spell is most useful in a large, naturally dark area. Within the darklight sphere, creatures that
 - can normally see in the light can see, even though there is no light. Only creatures and objects in the
 - sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers
 - can naturally see in the dark. Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn’t have darkvision), nor can it be seen by them. A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.
 - The darklight spell’s sphere is invisible in normal light and does not function in magical darkness.
 - DAWN BURST
 - Evocation [Light]
 - Level: Sorcerer/wizard 1
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: 10-ft.-radius burst
 - Duration: 1 round/level (D)
 - Saving Throw: Reflex partial
 - Spell Resistance: Yes
 - A globe of brilliant radiance erupts silently, as though the light of dawn had arisen.
 - All creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures. (Invisible creatures are still considered to have concealment.)
 - In addition, undead and creatures within the area that have light sensitivity or light blindness take ld6 points of damage, +1 point of damage per caster level (maximum +5). A successful Reflex save halves this damage.
 - JET OF STEAM
 - Evocation [Water]
 - Level: Sorcerer/wizard 1, wu jen 1 (water)
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Area: 30-ft. line
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.
 - You release a powerful jet of superheated steam that deals ld4 points of fire damage per caster level (maximum 5d4) to each creature within its area. The jet begins at your fingertips.
 - The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.
 - Bonerattle
 - Evocation [Sonic]
 - Level: Brd 1, Bone Collector 1, Sor/Wiz 1
 - Components: V, S, M/DF
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Target: One creature with bones
 - Duration: Instantaneous
 - Saving Throw: Fortitude half
 - Spell Resistance: Yes
 - This spell creates a deep resonating vibration that damages bone. It does not affect creatures that do not have true bones (such as elementals, incorporeal creatures, most golems, oozes, plants, or purely ectoplasmic creatures) or that are under the effect of spells that alter their bones (such as stone bones, or a polymorph spell to turn into a boneless creature), but does affect creatures with exoskeletons instead of humanlike bones (such as vermin). The spell deals 1d4 points of damage per caster level (maximum 5d4).
 - Arcane Material Component: A tiny bell carved from a bone.
 - Guiding Light
 - Evocation [Light]
 - Level: Clr 1, Sor/Wiz 1
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Targets: Creatures in a 5-ft.-radius burst
 - Duration: 1 min./level (D)
 - Saving Throw: None
 - Spell Resistance: Yes
 - Light shines over the affected area, illuminating all targets within it. The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area.
 - Spellcasters in battle sometimes use this spell to designate targets for archers.
 - Light of Lunia
 - Evocation [Good, Light]
 - Level: Cleric 1, sorcerer/wizard 1
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. +10 ft./level)
 - Target: You and creature(s) touched with ray (up to 2); see text
 - Duration: 10 min./level (D) or until used up; see text
 - Saving Throw: None
 - Spell Resistance: Yes
 - You begin to glow with the light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia.
 - Silvery radiance emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet.
 - Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You can make a single ranged touch attack that deals 1d6 points of damage with a range of 30 feet. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round (if you can make multiple attacks in a round) or on a subsequent round. Firing the second ray quenches your radiance, and the spell ends.
 - DISTRACTING SHADOWS
 - Evocation [Darkness]
 - Level: Bard 1, sorcerer/wizard 1
 - Components: V, M
 - Casting Time: 1 standard action
 - Range: Touch
 - Target: Object touched
 - Duration: 24 hours (D)
 - Saving Throw: None
 - Spell Resistance: No
 - This spell causes an object to radiate distracting shadows in a 10-foot-radius spread. Casual scrutiny of an affected area doesn’t reveal anything out of the ordinary; however, cracks, crannies, corners, hidden traps, and secret entrances or exits within the area become harder to spot.
 - Creatures within the area or looking into it are subliminally confused by the distracting shadows, and take a –5 penalty on all Spot and Search checks. However, the shadows do not provide sufficient concealment for a creature to make a Hide check.
 - Distracting shadows counters or dispels any light or darkness spell of equal or lower level.
 - Distracting shadows can be made permanent with a permanency spell (minimum caster level 10th; cost 1,000 XP).
 - Special: A character with any Mark of Shadow dragonmark, or with the Favored in House feat (Phiarlan or Thuranni),can cast this spell to fill a 20-foot-radius spread.
 - Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
 - Darkbolt
 - Evocation [Darkness, Evil]
 - Level: Clr 2, Darkness 2, Sor/Wiz 2
 - Components: V, S
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Target: One creature
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: Yes
 - The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).
 - Half the damage is cold, and the other has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.
 - FIREBURST
 - Evocation [Fire]
 - Level: Sorcerer/wizard 2, warmage 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: 5 ft.
 - Effect: Burst of fire extending 5 ft. from you
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).
 - Material Component: A bit of sulfur.
 - LUMINOUS SWARM
 - Evocation [Force]
 - Level: Sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Target: One creature
 - Duration: 5 rounds
 - Saving Throw: Reflex partial
 - Spell Resistance: Yes
 - A swarm of shimmering motes streams from your fingers and engulfs your target.
 - You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision. If the target relies on sight, all its attacks have a 20% miss chance while the motes last. The motes also deal ld6 points of damage each round. The target can attempt a Reflex save each round to avoid the damage.
 - If a subject under the effects of luminous swarm is targeted by fever dream (page 104), the two spells interact to create a greater effect. See the fever dream spell for details.
 - SHADOW SHROUD
 - Evocation [Darkness]
 - Level: Cleric 2, sorcerer/wizard 2
 - Components: V
 - Casting Time: 1 immediate action
 - Range: Personal
 - Target: You
 - Duration: 1 round/level (D)
 - A thin membrane of darkness coats your body.
 - This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability.
 - You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness.
 - As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.
 - Leomund’s Tiny Igloo
 - Evocation [Cold]
 - Level: Sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: 5 ft.
 - Effect: 5-ft.-radius sphere, with 1-in.- thick wall/level centered on your location
 - Duration: 2 hours/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - You create a small domed snow house with a single entrance passage. Up to one Large or three Medium or twelve Small creatures can fit into the igloo with you; they can freely pass into and out of the hut without harming it.
 - The temperature inside the igloo is magically warm, at exactly 50° F, and the walls do not melt. The igloo has two features that help arctic survival: a sleeping platform and a lamp. The snow sleeping platform takes advantage of the warm air trapped below the low roof, generated by body heat and a stone lamp. The magical smokeless lamp provides heat for comfort and for cooking.
 - The igloo also provides protection against the elements, such as wind, snow, and hail. The igloo withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
 - The loose-packed snow of the igloo has a hardness of 0, and 3 hp per inch of thickness.
 - Material Component: A small dollop of seal fat or caribou fat.
 - Numbing Sphere
 - Evocation [Cold]
 - Level: Druid 2, sorcerer/wizard 2
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: 5-ft.-diameter sphere
 - Duration: 1 round/level
 - Saving Throw: Reflex negates
 - Spell Resistance: Yes
 - A sphere of intense cold energy rolls in whichever direction you point and damages those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 1d6 points of cold damage as well as 1d4 points of Dexterity damage to that creature, though a successful Reflex save negates both the cold damage and Dexterity damage. A numbing sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. It instantly freezes water it encounters in 5-foot-cube sections, creating chunks of ice in large bodies of water.
 - The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely remains at rest. The sphere can be destroyed by attacks directed against it. It has 10 hit points and damage reduction 5/–.
 - The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by extreme cold. It cannot push aside unwilling creatures or batter down large obstacles. A numbing sphere winks out if it exceeds the spell’s range.
 - Arcane Material Component: A bit of sponge and a drop of water.
 - MOLTEN STRIKE
 - Evocation [Fire]
 - Level: Sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 5-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Reflex negates
 - Spell Resistance: Yes
 - You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and flames. The explosion deals 2d6 points of fire damage to every creature within the area. In addition, any creature that fails its Reflex save catches fire (see page 304 of the Dungeon Master’s Guide) and takes an additional 1d6 points of fire damage each round until it douses the fire by succeeding on a DC 15 Reflex save.
 - Material Component: A stone marble.
 - BLADE OF PAIN AND FEAR
 - Evocation
 - Level: Assassin 2, blackguard 1, cleric 2, Deathbound 2, sorcerer/wizard 2
 - Components: V, S, DF
 - Casting Time: 1 standard action
 - Range: 0 ft.
 - Effect: Swordlike column of gnashing teeth
 - Duration: 1 min./level (D)
 - Saving Throw: Will partial
 - Spell Resistance: Yes
 - A 3-foot-long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor. You make melee touch attacks with this blade of pain and fear. The blade deals 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage.
 - A creature that you successfully deal damage to must also make a saving throw or become frightened.
 - Bigby’s Slapping Hand
 - Evocation [Force]
 - Level: Sor/Wiz 2
 - Components: V, S, F
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: One Tiny hand
 - Duration: Instantaneous
 - Saving Throw: None (see text)
 - Spell Resistance: Yes
 - Bigby’s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear. The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square.
 - The spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check.
 - Focus: A leather glove.
 - Veil of Shadow
 - Evocation [Darkness]
 - Level: Asn 2, Blk 2, Clr 2, Sor/Wiz 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Personal
 - Target: You
 - Duration: 1 min./level
 - Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is active even if the attacker has darkvision.
 - This spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher.
 - See invisibility does not counter the veil of shadow’s concealment effect, but a true seeing spell does.
 - Light of Mercuria
 - Evocation [Good, Light]
 - Level: Cleric 2, sorcerer/wizard 2
 - Components: V, S
 - As light of Lunia, except that you glow with the golden light of Mercuria, the second layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 2d6 points of damage against undead and evil outsiders.
 - CITY LIGHTS
 - Evocation [Light]
 - Level: City 2, sorcerer/wizard 2
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: 60 ft.
 - Area: 60-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial
 - Spell Resistance: Yes
 - You temporarily absorb all nearby artificial light and release it as a flare.
 - Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 round if they fail a Fortitude save; regardless of the saving throws success, all creatures in the area are dazzled for 1 minute. Afterward, the lights return to normal. Sightless creatures are unaffected.
 - The spell only functions if at least four active artificial light sources (torches, lanterns, light spells, and so forth) are within 60 feet of the caster.
 - The spell’s name refers to its most common use (in well-lit city streets), but it can function in any area with sufficient lighting.
 - City lights counters or dispels any darkness spell of equal or lower level, such as darkness.
 - Material Component: A pinch of tinder.
 - LOCAL TREMOR
 - Evocation [Earth]
 - Level: Cleric 2, druid 2, sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Area: 30-ft. line
 - Duration: 1 minute/level or until expended; see text
 - Saving Throw: Reflex negates
 - Spell Resistance: No
 - The earth around your feet begins to ripple, and a directed shock wave of tectonic force is released that shoots through the ground.
 - Immediately upon completion of the casting of this spell and as often as once per round thereafter, you can cause the ground to shake along a 30-foot line. You can produce a number of these tremors equal to your caster level (maximum five).
 - The tremors begin at your location and extend in the direction you indicate; any creature caught standing within the area must make a Reflex save or fall prone. A spellcaster caught standing on one of these squares must make a Concentration check (DC 20 + spell level) or lose any spell that was being attempted.
 - You need not produce a tremor immediately upon finishing the casting of this spell. You can perform other actions, even the casting of other spells, between producing new tremors. Calling up a new tremor in any round after the spell has been cast requires a standard action (as you refocus your concentration on the spell).
 - SCIMITAR OF SAND
 - Evocation [Earth]
 - Level: Druid 2, sorcerer/wizard 2
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: 0 ft.
 - Effect: Scimitar of grinding sand
 - Duration: 1 min./level (D)
 - Saving Throw: Fortitude partial
 - Spell Resistance: Yes
 - A curved, 3-foot-long blade of sand springs forth from your hand, screaming and churning like a caged sandstorm. Attacks with a scimitar of sand are melee touch attacks. The blade deals 1d6 points of damage, +1 point per two caster levels (maximum +10). The blade is not solid, so your Strength modifier does not apply to the damage. You can use a scimitar of sand without penalty even if you lack proficiency with a normal scimitar.
 - In addition to being dealt damage, a creature struck by your weapon must succeed on a Fortitude save or become dehydrated.
 - Arcane Material Component: A pinch of sand, salt, and iron filings.
 - BLOOD WIND
 - Evocation
 - Level: Clr 2, Sor/Wiz 2
 - Components: V, S
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 caster levels)
 - Target: A single creature with Intelligence of 4 or higher
 - Duration: 1 round/level (D)
 - Saving Throw: Will negates (harmless)
 - Spell Resistance: Yes (harmless)
 - The subject may take a full attack action to use one of its natural weapons as if it were a thrown weapon with a 20-foot range increment. The subject may do so every round while the spell is in effect. The subject gestures with the natural weapon as if making a melee attack. The effect of this attack always emanates from the subject’s location.
 - The attack does not get a flanking bonus or help a combatant get one. The subject uses its highest melee attack bonus, and deals damage normally if it hits. All normal modifiers to ranged combat apply. If the subject has more than one natural weapon, it may choose which weapon to use during each round the spell is in effect.
 - PRESSURE SPHERE
 - Evocation [Water]
 - Level: Blackwater 2, druid 2, sorcerer/wizard 2
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 20-ft.-radius spread
 - Duration: Instantaneous
 - Saving Throw: Fortitude half
 - Spell Resistance: Yes
 - This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches. This pressure deals 4d6 points of damage (Fortitude save for half).
 - The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep. The spell must be centered at or below the surface of the water.
 - Dread Word
 - Evocation [Evil]
 - Level: Demonologist 3, Sor/Wiz 3
 - Components: V
 - Casting Time: 1 action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Target: One creature of good alignment
 - Duration: Instantaneous
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - The caster speaks a single unique word of pure malevolence—a powerful utterance from the Dark Speech (see Chapter 2). The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word.
 - To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).
 - Stars of Arvandor
 - Evocation [Force, Good]
 - Level: Cleric 4, druid 4, ranger 4, sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: Up to one creature or object
 - per round
 - Duration: 1 minute/level (D)
 - Saving Throw: None
 - Spell Resistance: Yes
 - You create one tiny, twinkling star per level (maximum 10 stars). These minute starbursts orbit your head like ioun stones. As a free action, you can launch one star per round at a target your designate within range. Alternatively, as a standard action, you may launch up to three stars per round at one or more targets within range. Each star requires its own ranged touch attack roll.
 - A nonevil target takes 1d8 points of damage, half of which is nonlethal (round down). Evil targets take 1d8 points of lethal damage instead. The stars are magical force, so they ignore incorporeality.
 - Vile Lance
 - Evocation [Evil]
 - Level: Blk 4, Clr 3, Mortal Hunter 3, Sor/Wiz 3
 - Components: V, S, M/DF
 - Casting Time: 1 action
 - Range: Touch
 - Effect: One shortspear
 - Duration: 10 minutes/level
 - Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency.
 - The caster can throw it, but if he does, the spell ends after the ranged attack is resolved.
 - The vile lance is treated in all ways like a +2 shortspear, except that the damage dealt is vile damage.
 - Arcane Material Component: A bone fragment of a good-aligned creature.
 - RESONATING BOLT
 - Evocation [Sonic]
 - Level: Bard 4, sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 60 ft.
 - Area: 60-ft. line
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage
 - per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.
 - If the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.
 - GHOST LANTERN
 - Evocation [Light]
 - Level: Sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Touch
 - Target: Object touched
 - Duration: 10 minutes/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - The object begins to glow with a phosphorescent white light. Your companions' faces are illuminated, but they cast no shadows on the surrounding walls.
 - Ghost lantern causes an object to glow like a torch, shedding bright illumination in a 20-foot radius (and shadowy illumination for an additional 20 feet) from the point you touch. Unlike normal light spells, this light is only visible to you and a number of specifically designated creatures equal to one per three caster levels (maximum five). These creatures must be within 10 feet of you when you cast the spell but can later move as far apart as they want.
 - No others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal. Effectively, this spell allows you and your chosen companions to see in the dark.
 - Material Component: A bit of phosphorescent fungus.
 - Crack Ice
 - Evocation [Force]
 - Level: Sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area or Target: 10-ft.-radius/level spread; or one ice creature
 - Duration: Instantaneous
 - Saving Throw: Fortitude half (see text)
 - Spell Resistance: Yes (creature only)
 - You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen ponds, or damages an icy creature. The ice broken covers a 10-foot radius per caster level, and a 1-foot depth per level. Ice thicker than the spell’s depth is cracked and weakened, but not broken all the way through. Weakened ice is treated as one category thinner than it really is (see Table 1–2, page 11).
 - Creatures dropped from a bridge, through lake or river ice, or off a glacier or iceberg take normal falling and cold water damage. Creatures on a glacier will have a crevasse open under them equal to the depth of the spell.
 - Targeted against an ice creature of any weight (such as an ice golem, winterspawn, or entombed), crack ice deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.
 - Material Component: A hammer carved from salt crystal (50 gp).
 - INVOKE THE CERULEAN SIGN
 - Evocation
 - Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorcerer/wizard 3
 - Components: S
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Area: Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range
 - Duration: Instantaneous
 - Saving Throw: Fortitude negates
 - Spell Resistance: No
 - The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.
 - While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.
 - When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it fl ashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first.
 - Aberration Hit Dice Effect
 - Up to caster level +10 None
 - Up to caster level +5 Sickened
 - Up to caster level Nauseated
 - Up to caster level –5 Dazed
 - Up to caster level –10 Stunned
 - Each effect lasts for 1 round.
 - None: The aberration suffers no ill effect, even if it fails the saving throw.
 - Sickened: The aberration takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
 - Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.
 - Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.
 - Stunned: The aberration drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.
 - Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.
 - Light of Venya
 - Evocation [Good, Light]
 - Level: Cleric 3, sorcerer/wizard 3
 - Components: V, S
 - As light of Lunia, except that you glow with the pearly light of Venya, the third layer of the Seven Mounting Heavens of Celestia. Your light rays deal 1d6 points of damage, or 3d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 3d6 points of damage to a living, non-evil creature.
 - BODY BLAZE
 - Evocation [Fire]
 - Level: Sorcerer/wizard 3
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Personal; see text
 - Target: You
 - Duration: 1 round/level (D)
 - You are surrounded in flame, which does not harm you or your equipment.
 - When you move, you leave a vertical trail of flame in your wake.
 - The sheet of flame left behind you is up to 20 feet high, 2 inches wide, and lengthens as you move, exactly following the path you take across a horizontal surface—you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface.
 - The blazing wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. If you pass through a square more than once, the damage dealt by the wall to creatures moving through that square does not increase. You take no damage from your own blazing wall.
 - If you overrun a creature or otherwise manage to pass through its square, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that section goes out.
 - Material Component: A small piece of phosphorus.
 - STORM MOTE
 - Evocation [Air, Earth]
 - Level: Druid 3, sorcerer/wizard 3
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Cylinder (5-ft. radius, 10 ft. high)
 - Duration: 1 round/level
 - Saving Throw: Fortitude half
 - Spell Resistance: Yes
 - You create a whirling vortex of sand. It flies at speed of 60 feet per round (perfect maneuverability), and you can concentrate on controlling its every movement or specify a simple program. Directing the vortex’s movement is a move action, while changing its programmed movement is a standard action. If you don’t move or program the vortex, it merely stays at rest, spinning and howling. The vortex dissipates if it exceeds the spell’s range.
 - If a storm mote enters a space with a creature, it stops moving for the round and deals 2d8 points of damage to the creature. A successful Fortitude save reduces damage by half.
 - Those outside the vortex have concealment against those inside.
 - The vortex extinguishes all non-magical flame.
 - Arcane Material Component: A pinch of sand.
 - HAILSTONES
 - Evocation [Cold]
 - Level: Sor/Wiz 3
 - Components: V, S, M
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: One frigid globe/five levels
 - Duration: Instantaneous
 - Saving Throw: See text
 - Spell Resistance: Yes
 - You create frigid globes that strike your enemies. You must succeed on a ranged touch attack roll to hit. The hailstone deals 5d6 points of cold damage (Reflex save half). If you create extra frigid globes (at 10th level or higher, to a maximum of four globes at 20th level), all globes must be aimed at enemies that are all within 30 feet of each other.
 - Material Component: A handful of crystal globes.
 - SONOROUS HUM
 - Evocation [Sonic]
 - Level: Brd 2, Clr 3, Sor/Wiz 3
 - Components: V, S
 - Casting Time: 1 action
 - Range: Personal
 - Target: You
 - Duration: 1 minute/level (D)
 - After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration.
 - If the spell maintained by the sonorous hum has a shorter duration than that of this spell, the maintained spell expires as it normally would and you gain no further benefits from this casting of sonorous hum.
 - The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect).
 - You may end the sonorous hum as a free action.
 - For example, you could cast this spell, then cast detect thoughts, and this spell maintains the concentration on detect thoughts while you cast discern lies and maintain concentration on that spell yourself. You control all aspects of both spells, so you could change the orientation of the detect thoughts effect and select a different target for your discern lies spell in the same round.
 - SOUND LANCE
 - Evocation [Sonic]
 - Level: Clr 3, Sor/Wiz 3
 - Components: V, S
 - Casting Time: 1 action
 - Range: Medium (100 ft. + 10 ft./level)
 - Target: One creature or object
 - Duration: Instantaneous
 - Saving Throw: Fortitude half
 - Spell Resistance: Yes
 - Sound lance causes a projectile of intense sonic energy sound to leap unerringly from you to a target within range. The sound does 1d6 points of sonic damage per caster level, to a maximum of 10d6. The sound lance strikes unerringly, unless the target has total cover or total concealment.
 - A sound lance cannot penetrate the area of a silence spell.
 - FAVORABLE WIND
 - Evocation [Air]
 - Level: Druid 3, sorcerer/wizard 3
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 60 ft.
 - Area: Cone-shaped emanation
 - Duration: 10 min./level (D)
 - Saving Throw: Fortitude negates
 - Spell Resistance: No
 - This spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay. The wind force is strong, with a speed of about 30 mph. It begins where you stand and blows directly away from you; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails.
 - Tiny or smaller creatures in the path of the wind are knocked prone, or if flying are blown back 1d6×10 feet.
 - Small creatures are checked and cannot make headway against the wind. Small airborne creatures are instead blown back 1d6×5 feet.
 - Medium and larger creatures can move normally within the effect.
 - A favorable wind can’t push a creature beyond the limit of its range.
 - Any creature, regardless of size, takes a –2 penalty on ranged attacks and on Listen checks in the area of a favorable wind.
 - The wind automatically extinguishes candles, torches, and similar unprotected flames.
 - In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do.
 - It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby.
 - Damning Darkness
 - Evocation [Darkness, Evil]
 - Level: Clr 4, Darkness 4, Sor/Wiz 4
 - Components: V, M/DF
 - Casting Time: 1 action
 - Range: Touch
 - Target: Object touched
 - Duration: 10 minutes/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of darkness is a 20-foot
 - radius, and the object that serves as the spell’s target can be shrouded to block the darkness (and thus the damaging effect). Damning darkness counters or dispels any light spell of equal or lower level.
 - Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
 - Mirror Sending
 - Evocation
 - Level: Mortal Hunter 3, Sor/Wiz 4
 - Components: V, S, F
 - Casting Time: See text
 - Range: See text
 - Target: One living creature
 - Duration: Instantaneous
 - Saving Throw: None
 - Spell Resistance: Yes
 - The caster sends her image through a mirror into another mirror or mirrored surface that the chosen target looks into. The caster casts the spell, then stares into her mirror until the target sees his reflection in another mirror, or until the caster tires and gives up. The caster can see the subject and his surroundings in her mirror whenever the subject looks at his mirror. From the subject’s perspective,
 - the caster appears to be staring out of the mirror, replacing the subject’s own reflection or appearing
 - right behind him (caster’s choice). The caster can have her image say up to one word per caster level before it disappears, if she chooses. The image remains for only 1 round. Subjects not expecting a mirror sending can be greatly unnerved by this spell.
 - Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
 - Dancing Web
 - Evocation [Good]
 - Level: Cleric 5, druid 5, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 20-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half; see text
 - Spell Resistance: Yes
 - This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to effective Dexterity; the entangled target can move at half speed but can’t run or charge. An entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell. This spell affects only
 - creatures—objects are unharmed.
 - Arcane Material Component: A bit of spider’s web.
 - Radiant Shield
 - Evocation [Electricity, Good]
 - Level: Sorcerer/wizard 4, Wrath 4
 - Components: V, S, Abstinence
 - Casting Time: 1 standard action
 - Range: Personal
 - Target: You
 - Duration: 1 round/level (D)
 - A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee. The radiance also protects you from electricity attacks.
 - Any creature striking you with a natural or handheld weapons deals normal damage but also takes 1d6 points of electricity damage + 1 point per caster level (the creature’s spell resistance applies).
 - You take only half damage from electricity-based attacks. If an electricity based attack allows a Reflex save for half damage, you take no damage on a successful save.
 - The radiance is as bright as a light spell, casting bright light in a 10-foot radius and shadowy illumination to 20 feet.
 - Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.
 - Celestial Brilliance
 - Evocation [Good, Light]
 - Level: Cleric 4, Glory 4, sorcerer/wizard 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Touch
 - Target: Object touched
 - Duration: 1 day/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet.
 - Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light.
 - Celestial brilliance brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.
 - DEFENESTRATING SPHERE
 - Evocation [Air]
 - Level: Sorcerer/wizard 4
 - Components: V, S, F
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: 2-ft.-radius sphere
 - Duration: 1 round/level (D)
 - Saving Throw: Fortitude partial; see text
 - Spell Resistance: Yes
 - A cloudy gray sphere of whirling air and howling wind flies to attack your enemies and hurl them to the sky. As a move action, you can make the sphere travel up to 30 feet per round and strike the creature or object you indicate as a ranged touch attack.
 - Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal.
 - If some obstacle prevents the target creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.
 - The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.
 - Focus: A gray pearl worth at least 100 gp.
 - BLISTERING RADIANCE
 - Evocation [Fire, Light]
 - Level: Cleric 5, sorcerer/wizard 4
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 50-ft.-radius spread
 - Duration: 1 round/level
 - Saving Throw: None and Fortitude partial; see text
 - Spell Resistance: Yes
 - A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering sphere. All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude save for half). Like fireball, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.
 - Blistering radiance counters or dispels any darkness spell of equal or lower level.
 - Material Component: A bit of tinder and a small lens.
 - INCENDIARY SURGE
 - Evocation [Fire]
 - Level: Sorcerer/wizard 4
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 30 ft.
 - Area: Cone-shaped burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - No sooner has the blast of fire burst forth from your hands than you feel it building within you again.
 - This spell deals ld6 points of fire damage per caster level (maximum 10d6) to all creatures in the area.
 - If you cast incendiary surge again before the end of your next turn, the second casting deals ld8 points of damage per caster level (maximum 10d8), and you gain a +2 bonus on any caster level checks made to overcome spell resistance with that casting of the spell.
 - Wall of Coldfire
 - Evocation [Cold]
 - Level: Druid 5, sorcerer/wizard 4
 - Components: V, S, Coldfire
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Opaque sheet of coldfire up to 20 ft. long/level or a ring of coldfire with a radius of up to 5 ft. per two levels; either form 20 ft. high
 - Duration: Concentration + 1 round/level
 - Saving Throw: None
 - Spell Resistance: Yes
 - An immobile, opaque curtain of frosty coldfire springs into existence.
 - One side of the wall, selected by you, sends forth waves of cold, dealing 2d4 points of cold damage to creatures within 10 feet and 1d4 points of cold damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of frostburn damage +1 point of frostburn damage per caster level (maximum +20) to any creature passing through it. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
 - The opaqueness of the coldfire grants concealment (20% miss chance) against attacks made from the opposite side of the wall. If any 5-foot length of wall takes 20 points of fire damage or more in 1 round, that length goes out. (Do not divide fire damage by 4, as for normal objects.)
 - Wall of coldfire can be made permanent with a permanency spell. A permanent wall of coldfire that is extinguished by fire damage becomes inactive for 10 minutes, then reforms at normal strength.
 - Coldfire Component: Three ounces of coldfire.
 - EARLY TWILIGHT
 - Evocation [Darkness]
 - Level: Cleric 4, hexblade 4, sorcerer/wizard 4
 - Components: V, M/DF
 - Casting Time: 1 round
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 80-ft.-radius cylinder, 40 ft. high
 - Duration: 10 minutes/level (D)
 - Saving Throw: None
 - Spell Resistance: No
 - Early twilight suppresses light in its area, even casting a shadow over daylight. This effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness). It does not stack with other magical darkness effects.
 - Unlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination but not other light spells.
 - Arcane Material Component: A black veil.
 - PARBOIL
 - Evocation [Fire]
 - Level: Cleric 5, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: 20-ft.-radius spread
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial; see text
 - Spell Resistance: Yes
 - You flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fire damage and 2d4 points of Intelligence damage.
 - Creatures that make successful Fortitude
 - saves take half fire damage and no Intelligence damage.
 - Arcane Material Component: Water and a pinch of sulfur.
 - SEARING EXPOSURE
 - Evocation [Fire, Light]
 - Level: Druid 4, sorcerer/wizard 4
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Target: One living creature
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial; see text
 - Spell Resistance: Yes
 - You expose the target to the effect of hours of exposure to severe heat and the desert sun in only a moment. The subject must make a Fortitude saving throw or take 1d4 points of nonlethal damage per caster level (maximum 15d4). Nonlethal damage that exceeds the subject’s hit points is considered lethal damage. In addition, the subject is dazzled (as if by sun glare), dehydrated, and sunburned (see Chapter 1). Protection from heat and exposure (such as keep cool salve or a hydration suit; see Chapter 4) helps mitigate these effects, providing the target with a +4 bonus on the Fortitude save. A creature wearing heavy clothing or armor takes a –4 penalty on the Fortitude saving throw, but is not sunburned. Those that succeed on their Fortitude saves take half damage, are dehydrated, and are dazzled for 1d4+1 rounds.
 - Arcane Material Component: A shard of thick glass.
 - Emerald Burst
 - Evocation [Good]
 - Level: Sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: 20-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - You infuse an emerald with magical power and it flies toward your enemies.
 - The gemstone explodes on impact, releasing a coruscating pulse of green light. Neutral creatures within the burst are dazed for 1 round. Evil creatures within the burst are stunned for 1d4 rounds. Good creatures within the burst are unaffected.
 - Material Component: Emerald worth at least 1,000 gp.
 - SWORD OF DECEPTION
 - Evocation
 - Level: Sorcerer/wizard 5, wu jen 5
 - Components: V, S, F
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./
 - level)
 - Effect: Pale green blade of force
 - Duration: 1 round/level (D)
 - Saving Throw: None
 - Spell Resistance: Yes
 - You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter.
 - Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from your direction, and so it can’t be used to flank along with your regular attack, but it could flank along with your allies.
 - The blade attacks with a base attack bonus equal to your caster level, dealing 1d4 points of damage per hit and threatening a critical hit on a roll of 19–20. In addition, each successful hit provides a –1 penalty on the target’s next saving throw roll (–2 on a successful critical hit). This penalty is cumulative (to a maximum of –5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.
 - Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. On any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell).
 - If an attacked creature has spell resistance, make a caster level check the first time the sword attacks. If successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled. If it goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.
 - Focus: A miniature replica of a sword and a set of loaded dice.
 - FIREBURST, GREATER
 - Evocation [Fire]
 - Level: Sorcerer/wizard 5, warmage 5
 - Effect: Burst of fire extending 10 ft.
 - from you
 - This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.
 - PRISMATIC RAY
 - Evocation
 - Level: Sorcerer/wizard 5, warmage 5
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Ray
 - Duration: Instantaneous
 - Saving Throw: See text
 - Spell Resistance: Yes
 - A single beam of brilliantly colored light shoots from your outstretched hand. On a successful ranged touch attack, creatures with 6 Hit Dice or fewer are blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect (see the accompanying table).
 - Prismatic Ray
 - 1d6 Color of Beam Effect
 - 1 Red 20 points fire damage (Reflex half)
 - 2 Orange 40 points acid damage (Reflex half)
 - 3 Yellow 80 points electricity damage (Reflex half)
 - 4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead)
 - 5 Blue Turned to stone (Fortitude negates)
 - 6 Indigo Insane, as insanity spell (Will negates)
 - FIRE SHIELD, MASS
 - Evocation [Fire or Cold]
 - Level: Sorcerer/wizard 5, warmage 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Targets: One or more allied creatures, no two of which can be more than 30 ft. apart
 - Duration: 1 round/level (D)
 - Save: Will negates (harmless)
 - Spell Resistance: Yes (harmless)
 - This spell functions like fire shield (see page 230 of the Player’s Handbook), except as noted above.
 - Fire Shield, Legion’s
 - Evocation [Fire or Cold]
 - Level: Sor/Wiz 5, Wmg 5
 - Components: V, S, M
 - Range: Medium (100 ft. + 10 ft./level)
 - Targets: Allied creatures in a 20-ft.-radius burst
 - This spell functions like fire shield, except as noted above.
 - DRAGON BREATH
 - Evocation [Good or Evil]
 - Level: Cleric 5, sorcerer/wizard 5
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Personal
 - Target: You
 - Duration: 1 round/level
 - You gain the ability to breathe a gout of energy that mimics a dragon’s breath as a standard action. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again.
 - When you cast dragon breath, you choose one true dragon whose breath you’re emulating.
 - If you choose a chromatic dragon, then dragon breath gains the evil descriptor. If you choose a metallic
 - dragon, then dragon breath gains the good descriptor.
 - Dragon Breath Saving Throw
 - Black 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8) Reflex half
 - Blue 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8) Reflex half
 - Green 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8) Reflex half
 - Red 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8) Reflex half
 - White 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8) Reflex half
 - Brass 15-ft. cone of sleep; lasts 1d6 rounds Will negates
 - Bronze 30-ft. line of electricity; 1d8/2 caster levels (maximum 10d8) Reflex half
 - Copper 15-ft. cone of slow; lasts 1d6 rounds Will negates
 - Gold 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8) Reflex half
 - Silver 15-ft. cone of paralysis; lasts 1d6 rounds Fort negates
 - CHANNELED SOUND BLAST
 - Evocation (Sonic)
 - Level: Bard 5, sorcerer/wizard 5
 - Components: V, S
 - Casting Time: See text
 - Range: See text
 - Area: Cone-shaped burst
 - Duration: Instantaneous
 - Saving Throw: Fortitude half
 - Spell Resistance: Yes
 - You channel energy into the shimmering waves of sound spell, causing them to tremble and quake with power. When you have poured enough energy into the spell, you send a thunderous blast into your foes.
 - This spell creates a cone of sonic energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it.
 - If you cast channeled sound burst as a swift action, it deals ld4 points of sonic damage per two levels in a 15-foot cone. If you cast the spell as a standard action, it deals ld6 points of sonic damage per level in a 30-foot cone. If you cast channeled sound burst as a full-round action, it deals ld8 points of sonic damage per level in a 30-foot cone. If you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot-radius spread and permanently deafens all creatures in the area that fail Fortitude saves.
 - Regardless of how long you spend casting this spell, it can't deal more than 10 dice of damage. When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
 - COAT OF ARMS
 - Evocation [Force]
 - Level: Sorcerer/wizard 5
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: 0 ft.
 - Effect: A ring of blades swirling around you
 - Duration: 1 minute/level (D) or until expended
 - Saving Throw: None
 - Spell Resistance: No or Yes; see text
 - A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling dance of death.
 - You surround yourself with a ring of spinning force blades. This spell creates one blade per three caster levels, up to a maximum of six blades at 18th level. You gain a shield bonus to AC equal to the number of blades that circle you. This bonus applies against incorporeal touch attacks, since it is a force effect.
 - Every round, as a move action, you can direct one of the blades to break off and strike any target within 30 feet. The blade strikes unerringly, requiring no attack roll, and deals 2d6 points of damage (even to incorporeal creatures) before disappearing. Spell resistance applies against this effect. Launching a blade in this fashion reduces your shield bonus accordingly.
 - Any creature that grapples you is automatically struck by all the blades that still encircle you, which deal damage as normal but then disappear as though you had voluntarily launched them.
 - RESOUNDING THUNDER
 - Evocation [Sonic]
 - Level: Bard 4, sorcerer/wizard 5
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Medium (100ft. + 10 ft/level)
 - Area: 20-ft.-radius spread
 - Duration: 5 rounds (D)
 - Saving Throw: Fortitude partial
 - Spell Resistance: Yes
 - Waves of sound crash continuously upon the ears of those in the area.
 - You fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area. Furthermore, any creature within or entering the area becomes deafened as long as it remains within and for 1 round thereafter. A successful Fortitude save halves the damage and negates the deafened effect.
 - The clamorous sound in the area also interferes with all sonic spells and effects. Any such spell or effect has only a 50% chance to affect a creature within the area of resounding thunder.
 - Boreal Wind
 - Evocation [Cold]
 - Level: Bard 5, cleric 5, druid 4, sorcerer/wizard 5
 - Components: V, S, DF
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Effect: Gust of wind (20 ft. wide, 20 ft. high) emanating out from you to the extreme of the range
 - Duration: 1 round + 1 round/2 levels
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - You create a strong blast of arctic air that originates from your fingertips and moves in the direction you are facing. As a stronger form of gust of wind, this boreal wind automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns. Large fires (such as bonfires, a blacksmith’s coals, or even a house fire) have a 50% chance to be extinguished by the boreal wind. Forest or grassland fires are too large to be extinguished by this spell.
 - All creatures caught in the area take 1d4 points of cold damage per caster level (maximum 15d4). A successful Fortitude saving throw negates the gust’s effects. Those that fail the save are pushed away from the caster a distance of 3 feet per caster level. Creatures that remain in the area past the first round must make an additional saving throw each round.
 - A boreal wind can do anything a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.
 - The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.
 - SHRIEKING BLAST
 - Evocation [Sonic]
 - Level: Sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 40-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial; see text
 - Spell Resistance: Yes
 - A shrieking blast is a deafening explosion of sonic power.
 - Any creature in the area is permanently deafened and takes 8d6 points of sonic damage. A successful save reduces the deafness to 1 round and reduces the damage by half.
 - Material Component: A small steel ball.
 - Fireburst, Greater
 - Evocation [Fire]
 - Level: Sor/Wiz 5, Wmg 5
 - Effect: Burst of fire extending 10 ft. from you
 - This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.
 - FLAYWIND BURST
 - Evocation [Air, Earth]
 - Level: Cleric 5, druid 5, Sand 5, sorcerer/wizard 5
 - Components: V, S, M
 - Casting Time: 1 round
 - Range: 60 ft.
 - Area: Cone-shaped burst
 - Duration: Instantaneous
 - Saving Throw: See text
 - Spell Resistance: No
 - This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A successful Reflex save halves this damage.
 - A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind’s force. A Small or smaller creature is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Small or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage. Medium creatures are knocked prone, or if flying are blown back 1d6×10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d ×5 feet. Gargantuan or larger creatures can move normally within a flaywind burst. Flaywind burst can’t move a creature beyond its range.
 - In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefly obscure vision, heel over a boat, or blow gases and vapors to the limit of its area.
 - Material Component: A pinch of sand and the wing feather of a vulture.
 - CACOPHONIC BURST
 - Evocation [Sonic]
 - Level: Brd 5, Sor/Wiz 5
 - Components: V, S
 - Casting Time: 1 action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 20-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - You cause a burst of low, discordant noise to erupt at the chosen location.
 - It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area.
 - Cacophonic burst cannot penetrate the area of a silence spell.
 - WALL OF LIMBS
 - Evocation
 - Level: Sor/Wiz 5
 - Components: V, S
 - Casting Time: 1 full round
 - Range: Medium (100 ft. + 10 ft./level)
 - Effect: Wall of whirling limbs up to 20 ft. long/caster level, or a ring of whirling limbs with a radius of up to 5 ft./two caster levels, either form 20 ft. high
 - Duration: 1 round/level (D)
 - Saving Throw: Reflex half or Reflex negates (see text)
 - Spell Resistance: Yes
 - An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs.
 - Any creature passing through the wall takes 1d6 points of bludgeoning damage per caster level (maximum 15d6), with a Reflex save for half damage.
 - If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
 - The wall of limbs provides one-half cover (+4 AC, +2 Reflex saves) against attacks made through it.
 - STORM TOUCH
 - Evocation [Electricity]
 - Level: Sorcerer/wizard 5
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Touch
 - Targets: Up to one creature/level touched
 - Duration: Instantaneous
 - Saving Throw: Fortitude partial; see text
 - Spell Resistance: Yes
 - Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
 - Special: A character with any Mark of Storm dragonmark, or with the Favored in House feat (Lyrandar), deals an extra 1d6 points of electricity damage with each touch.
 - FIRES OF PURITY
 - Evocation [Fire]
 - Level: Druid 6, Purification 6, sorcerer/wizard 6
 - Components: V, S, DF
 - Casting Time: 1 standard action
 - Target: Creature touched
 - Duration: 1 round/level
 - Saving Throw: Reflex negates (harmless); see text
 - Spell Resistance: Yes (harmless); see text
 - The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.
 - With a successful melee attack, the subject deals an extra 1d6 points of fire damage +1 point per caster level (maximum +15). If the defender has spell resistance, it applies to this effect.
 - Creatures hitting the subject are susceptible to the same damage unless they attack with weapons that have exceptional reach, such as longspears.
 - Any creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire. Creatures on fire burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the spell’s DC) in subsequent rounds or douse themselves in water (see Catching on Fire, page 303 of the Dungeon Master’s Guide).
 - The target takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the target takes no damage on a successful save.
 - LINGERING FLAMES
 - Evocation [Fire]
 - Level: Sorcerer/wizard 6, wu jen 6 (fire)
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: 20-ft.-radius spread
 - Duration: 3 rounds
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - A burst of flame erupts before you, raising the temperature of the area to scorching levels.
 - This spell functions like fireball, except that the area remains filled with fire for the spell's entire duration. Any creature within or entering the area takes ld6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage.
 - Material Component: A pinch of sulfur and a length of copper wire.
 - STORM OF FIRE AND ICE
 - Evocation [Cold, Fire]
 - Level: Druid 6, sorcerer/wizard 6, wu jen 6 (fire and water)
 - Components: V, S
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: Cylinder (20-ft. radius, 40 ft. high)
 - Duration: 1 round
 - Saving Throw: Reflex half
 - Spell Resistance: Yes
 - You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.
 - A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area. The cylinder provides concealment similar to fog cloud and also applies a - 4 penalty on Listen checks made within the area. Movement costs within the area of the spell are doubled.
 - At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).
 - Entomb
 - Evocation [Cold]
 - Level: Druid 6, sorcerer/wizard 6
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Medium (100 ft. + 10 ft./level)
 - Area: One creature/level, no two of which can be more than 30 ft. apart
 - Duration: Instantaneous and 1 round/ level; see text
 - Saving Throw: Fortitude negates
 - Spell Resistance: Yes
 - An entomb spell traps living creatures in a block of ice, suffocating them. The spell entraps the targets with a thick layer of ice from head to toe. Those that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage. If the creature fails its saving throw, it is held within the ice and immediately begins to suffocate per the drowning rules (see page 304 of the Dungeon Master’s Guide). In addition, the creature takes 2d12 points of cold damage and 1 point of Constitution damage per round from contact with the ice.
 - Other than attempting to escape, creatures entombed can perform actions that only require mental or verbal activity.
 - Escaping from the ice block requires a DC 20 Strength check or the application of 20 points of fire damage.
 - Material Component: A clear gemstone with a minimum value of 500 gp.
 - Ice Rift
 - Evocation [Cold]
 - Level: Cleric 6, druid 6, sorcerer/wizard 6
 - Components: V, S, M/DF
 - Casting Time: 1 standard action
 - Range: Long (400 ft. + 40 ft./level)
 - Area: 40-ft.-radius spread (S)
 - Duration: 1 round
 - Saving Throw: See text
 - Spell Resistance: No
 - When you cast ice rift, an intense but highly localized tremor rips through the ice. The shock knocks creatures down, collapses structures, opens cracks in the ice, and more. The effect lasts for 1 round, during which time creatures on the ice can’t move or attack. A spellcaster on the ice must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The ice rift affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an ice rift spell depends on the nature of the terrain where it is cast.
 - Ice or Snow Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and burying that creature in snow. An ice rift cast on the roof of a very large ice or snow cavern could also endanger those outside the actual area but below the falling debris.
 - Edge of a Glacier: Ice rift causes a glacier’s edge to crumble, creating a landslide that travels horizontally as far as it fell vertically. An ice rift cast at the top of a 100-foot glacier would sweep debris 100 feet outward from the base of the glacier. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath rubble (see below).
 - Open Glacier: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the ice, and every creature on the ice has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
 - Frozen Water: Fissures open in the ice, and every creature on the ice hasa 25% chance to fall into the freezing water (Reflex DC 20 to avoid a fissure).
 - Characters who fall into a fissure are immediately subject to hypothermia and take 2d6 points of cold damage from the frigid water. At the end of the spell, all rents in the ice grind shut, sealing any creatures in the icy water beneath (for additional rules on characters in cold water, see Hypothermia, page 10).
 - Arcane Material Component: A bit of earth and a pinch of snow.
 - OVERWHELMING REVELATIONS
 - Evocation
 - Level: Sorcerer/wizard 6
 - Components: V, S, M
 - Casting Time: 1 standard action
 - Range: Close (25 ft. + 5 ft./2 levels)
 - Area: 20-ft.-radius burst
 - Duration: Instantaneous
 - Saving Throw: Will partial
 - Spell Resistance: Yes
 - You tap the incredible complexity of the draconic Prophecy, granting creatures in the area a burst of insight powerful enough to threaten their sanity. Creatures in the area take a –2d6 penalty to Wisdom and are confused for 1 round. A successful Will save reduces the penalty by half and negates the confusion.
 - Special: Characters with the Dragon Prophesier feat (see page 46) have immunity to the effect of this spell. Furthermore, if within the area of the spell, such a character can choose to enter prophetic favor as an immediate action. This counts as one of the character’s daily uses of prophetic favor.
 - Characters with a dragonmark take a –2 penalty on their saving throw against this spell.
 - Material Component: A scale from an adult or older dragon.