- No Light
- Transmutation
- Level: Brd 1, Clr 0, Sor/Wiz 0
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: 20-ft.-radius spread
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: No
- The caster creates an area of darkness.
- Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.
- Slash Tongue
- Transmutation [Evil]
- Level: Clr 0, Sor/Wiz 0
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One living creature with a
- tongue
- Duration: 1 round
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The subject’s tongue gets a thin cut. The subject takes 1 point of damage and takes a –1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.
- REPAIR MINOR DAMAGE
- Transmutation
- Level: Sorcerer/wizard 0
- As repair light damage, except you repair 1 point of damage to a construct.
- Preserve Ectoplasm
- Transmutation [Ectomancy]
- Level: Sor/Wiz 0
- Components: V, S, M
- Casting Time: 1 action
- Range: 10 ft.
- Target: 1 cu. ft./level of ectoplasm
- Duration: Instantaneous
- Saving Throw: Will negates (object)
- Spell Resistance: Yes (object)
- As purify food and drink, but affecting only ectoplasm.
- Material Component: A small loop of gold wire.
- Eyes of the Avoral
- Transmutation
- Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
- Components: S
- Casting Time: 1 standard action
- Range: Touch
- Target: One creature
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject gains an avoral’s sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
- Tongue Tendrils
- Transmutation [Evil]
- Level: Sor/Wiz 1
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 hour/level or until
- discharged
- The caster’s tongue becomes a powerful tendril that she may spit up to 30 feet away. This tendril wraps
- around a target, lashing it to something if possible. The tendril makes a grapple attack using the caster’s melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20. If the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object. Each tendril has AC 14, 10 hit points, and a break DC of 24. The caster may create up to one such tendril for every four caster levels, spitting each one as a standard action.
- At the end of the spell’s duration, the tendrils become bloody bits of organic matter.
- Material Component: A serpent’s tongue.
- Bestow Wound
- Transmutation
- Level: Sor/Wiz 1
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Living creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster’s wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage, as if a cure spell had been cast on her.
- Material Component: A small eye agate worth at least 10 gp.
- Cheat
- Transmutation [Evil]
- Level: Brd 1, Wiz/Sor 1
- Components: V, S, F
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 minute/level or until used
- Saving Throw: None
- Spell Resistance: No
- At one point during the duration of this spell, the caster can alter the probability of a game of chance. This spell can only affect nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a roll is made to determine the outcome of the game, the caster may force a reroll of the outcome and take the better of the two rolls.
- For example, Darkon is playing a game called dragonscales, which he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Darkon, under the effect of a cheat spell, can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself ). To even an astute observer, it appears that the caster is just lucky.
- Focus: A pair of dice made from human bones.
- REPAIR LIGHT DAMAGE
- Transmutation
- Level: Sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Construct touched
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
- LOW-LIGHT VISION
- Transmutation
- Level: Assassin 1, ranger 1, sorcerer/wizard 1
- Components: V, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The target retains the ability to distinguish color and detail under these conditions.
- Arcane Material Component: A small candle.
- FIST OF STONE
- Transmutation [Earth]
- Level: Sorcerer/wizard 1, warmage 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute
- You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and crushing items. In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty (or –2 penalty if you have the Multiattack feat; see page 304 of the Monster Manual) as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus
- (+6 or higher).
- Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally
- be while under the spell’s effect.
- Material Component: A pebble inscribed with a stylized fist design.
- EXPEDITIOUS RETREAT, SWIFT
- Transmutation
- Level: Bard 1, sorcerer/wizard 1
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- This spell functions like expeditious retreat (see page 228 of the Player’s Handbook), except as noted above.
- ACCELERATED MOVEMENT
- Transmutation
- Level: Bard 1, ranger 1, sorcerer/wizard 1
- Components: V, S, M
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- While this spell is in effect, you can move at your normal speed when using Balance, Climb, or Move
- Silently without taking any penalty on your check. This spell does not affect the penalty for using these skills while running or charging.
- Material Component: A dead cockroach.
- SNUFF THE LIGHT
- Transmutation
- Level: Assassin 1, bard 1, sorcerer/wizard 1
- Components: S
- Casting Time: 1 swift action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One nonmagical light source
- Duration: Instantaneous or 1 round/level
- Saving Throw: None
- Spell Resistance: No
- With a gesture, the light goes out.
- Snuff the light extinguishes a single nonmagical light source, such as a candle, torch, or lantern. Against alchemical light sources, such as sunrods, you suppress the light for 1 round per caster level.
- SPIDER FORM, LESSER
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 1
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Your arms and legs wither away as eight spindly spider legs burst through your flesh. As the transformation finish, your skin hardens into a dark exoskeleton.
- You take on the form and abilities of a Medium fiendish monstrous spider (MM 289). You are treated as having the spider’s Hit Dice (2) for the purpose of adjudicating the special abilities gained from the fiendish template. You gain 5 temporary hit points, which disappear at the end of the spell’s duration. See page 59 for details of the polymorph subschool.
- Float
- Transmutation
- Level: Sorcerer/wizard 1
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Target: One Large or smaller creature or object
- Duration: 1 min./level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The target gains buoyancy and can float on water for the duration of the spell. It cannot swim below the surface of the water. Creatures that must breathe water can still do so, but cannot swim under the surface. If the target is underwater at the time this spell is cast, it rises toward the surface at a speed of 30 feet.
- Material Component: An ice cube dropped into water.
- Snowdrift
- Transmutation
- Level: Druid 1, sorcerer/wizard 1
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Snow touched, up to 10 cu. ft. +1 cu. ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You can form existing snow into any shape that suits your purpose. For example, you can make a snowbank for concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks. Snowdrift also permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow. Snow cannot be made into weapons with this spell, and snowdrift does not affect solid ice in any form.
- Arcane Material Component: A pinch of white flour.
- Slide
- Transmutation
- Level: Sor/Wiz 1
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- You slide the subject creature along the ground a distance of 5 feet in any direction.
- (If the creature is flying or otherwise not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object. (If you attempt to slide the subject into such a space, the spell automatically ends.) You can slide the subject fast enough to clear small gaps in the ground, such as narrow pits.
- You cannot slide the subject up or down, but you can slide it over the edge of a cliff or the like.
- This movement does not provoke attacks of opportunity.
- GHOSTLY RELOAD
- Transmutation
- Level: Sorcerer/wizard 1
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Touch
- Target: Hand, light, or heavy crossbow
- Duration: 1 hour or until
- expended; see text
- Saving Throw: No
- Spell Resistance: No
- Shimmering ghostly hands pull your crossbow’s string back into the catch as you prepare to fire another bolt. After the wielder shoots a projectile from the crossbow affected by this spell, the magic immediately cocks the crossbow so that the weapon can be loaded again.
- Ghostly reload pulls the string of a hand crossbow or light crossbow into place once per caster level (maximum ten times at caster level 10th) and the string of a heavy crossbow into place once per two caster levels (maximum five times at caster level 10th). Cumulative castings of ghostly reload do not stack.
- This spell allows the crossbow’s wielder to fire a light crossbow or heavy crossbow as a standard action and move in the same round.
- If the character benefits from a high base attack bonus, the crossbow can be fired multiple times as a full attack, but only if ghostly reload can be applied to each attack in that round.
- Focus: A crossbow.
- MIGHTY WALLOP
- Transmutation
- Level: Sorcerer/wizard 1
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Touch
- Target: One bludgeoning melee weapon
- Duration: 1 minute/level
- Saving Throw: None (object)
- Spell Resistance: No (object)
- The head of the weapon you touch is suddenly encased in a filmy halo that only you can see, extending out from the weapon to a distance of several inches.
- Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon. For a Small weapon, find the weapon’s damage value on the table below and adjust it to the value in the right-hand column for the duration of the spell.
- Original Damage Adjusted Damage
- 1 1d2
- 1d2 1d3
- 1d3 1d4
- 1d4 1d6
- 1d6 1d8
- 1d8 1d10
- 1d10 1d12
- For a Medium or larger weapon, refer to Table 2–2: Increasing Damage by Weapon Size (DMG 28).
- Focus: A melee weapon.
- LOW-LIGHT VISION
- Transmutation
- Level: Asn 1, Rgr 1, Sor/Wiz 1
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- You give the subject creature lowlight vision.
- Arcane Material Component: A small candle.
- SPELL FLOWER
- Transmutation
- Level: Clr 1, Sor/Wiz 1
- Components: V, S
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 1 round/level
- You are able to hold the charge on one touch spell per forelimb of your body as long as you don’t use that limb to cast other spells or touch anything with it. Each touch spell you cast resides in a different forelimb. For the duration of this spell, any touch spells you cast are only discharged if you cast another spell with that forelimb or touch something with that forelimb.
- For example, a human sorcerer casts this spell, then casts chill touch and holds the charge in his left hand, then casts shocking grasp and holds the charge in his right hand. Because of the spell flower, he can hold the charge on both of these spells at the same time. If he cast another spell with a somatic component (which requires the use of one of his hands), he immediately loses one of his held touch spells (his choice), but if the spell he casts is also a touch spell, he may immediately hold the charge in the available hand. If he chooses to attack with a touch spell, it works normally.
- Since he has multiple limbs that are considered armed, he may make an off-hand attack with the other touch spell in the same round (with the normal penalties for fighting with two weapons).
- A marilith spellcaster could do the same as the sorcerer in the previous example, except that she could hold the charge on up to six touch spells. She could also use any of her spell-like or supernatural abilities, since those do not interfere with holding the charge.
- If the spell flower ends, the most recent touch spell cast remains as a held charge and all other held spells dissipate.
- QUICKSWIM
- Transmutation
- Level: Bard 1, druid 1, ranger 1, Seafolk 1, sorcerer/wizard 1
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D)
- This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus. It has no effect on other modes of movement, such as land speed, burrow, climb, or fly. If you do not have a swim speed, you gain no benefit from this spell.
- Arcane Material Component: A scale from any fish.
- WAVE BLESSING
- Transmutation [Water]
- Level: Sorcerer/wizard 1
- Components: V
- Casting Time: 1 immediate action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: One Medium or smaller object or creature/level, no two of which can be more than 30 ft. apart
- Duration: 10 min./level
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- On the seas, there is always the danger of falling overboard, especially to those wearing armor or who simply cannot swim.
- The affected targets do not go under the water if they fail a Swim check for any reason, including being tied up, unconscious, or heavily loaded. However, the targets can still be dragged under by the actions of other creatures.
- You can cast this spell with an instant utterance. Casting this spell is an immediate action. You can even cast this spell when it isn’t your turn.
- Wave blessing counters and dispels sink.
- WHIRLING BLADE
- Transmutation
- Level: Bard 2, sorcerer/wizard 2, warmage 2
- Components: V, S, F
- Casting Time: 1 standard action
- Range: 60 ft.
- Effect: 60-ft. line
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell’s range.
- You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attack rolls, a whirling
- blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
- No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
- Focus: A slashing melee weapon that the caster hurls.
- Graz’zt’s Long Grasp
- Transmutation [Evil]
- Level: Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 10 minutes/level
- The caster causes one of her hands to detach from her arm. She can control the hand by thought alone as a free action. It can fly at a speed of 20 feet (perfect maneuverability).
- On casting the spell, the caster takes 2d4 points of damage, but she is healed by the same amount when the hand returns to her arm (unless it is destroyed or otherwise prevented from reaching her arm before the end of the spell). The damage heals normally. As long as the spell lasts, the floating hand can deliver any spell with a range of touch that the caster can cast. The spell gives the caster a +2 bonus on her melee touch attack with the disembodied hand, which functions as if it were attached to her. The hand can flank targets as a creature can.
- The hand can punch opponents (as a normal unarmed attack with a +2 attack bonus), or it can grasp things and move them (with the caster’s normal Strength). The hand can make grapple attacks, but it is considered Tiny.
- If the hand goes beyond the spell’s range, if the caster can no longer see it, or if she is not directing it, the hand attempts to return to her on its own, reattaching to the end of the wrist.
- The hand has improved evasion (half damage on a failed Reflex save and no damage on a successful save), the caster’s save bonuses, and AC 22.
- The caster’s Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity. The hand has 2d4 hit points, the same number that the caster lost in creating it.
- SWIM
- Transmutation [Water]
- Level: Druid 2, sorcerer/wizard 2, wu jen 2 (water)
- Components: V, S, M
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: 10 min./ level (D)
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- This spell gives the recipient a swim speed like any aquatic creature (though not the ability
- to breathe water or hold one’s breath beyond normal limits). So long as the creature isn’t carrying more than a light load, it can swim at its normal speed without making Swim checks. It also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though it still takes
- the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line.
- If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.
- Material Component: A goldfish scale.
- BOILING BLOOD
- Transmutation [Fire]
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One living creature
- Duration: 1 round + 1 round/3 levels
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- Your target's skin begins to redden as his blood starts to boil within his veins.
- The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage. For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage
- each round. A successful Fortitude save reduces the duration of the spell to 1 round.
- If you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect. In any round in which the subject takes damage from the spell, he is also sickened. This extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs for the rest of the duration of the latter spell.
- Creatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids.
- CRYSTALLINE MEMORIES
- Transmutation (Mind-Affecting)
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 swift action
- Range: 60 ft.
- Target: One living creature with Intelligence 3 or higher
- Duration: See text
- Saving Throw: Will negates
- Spell Resistance: Yes
- With a hideous cracking noise, a shard of crystal bursts through your subject's skull, flying into your waiting hand.
- After casting this spell, you must study the target for 3 consecutive rounds, concentrating each round on the effect. This is treated as concentrating on a spell (PH176), and if you are interrupted, the spell is lost. Once the study is complete, the target's current surface thoughts (as detect thoughts) congeal into a solid shard of crystal. This crystal then erupts from the target's head (dealing 2d8 points of damage and 2 points of Intelligence damage) and flies to your hand. Once you have the crystal, you (and only you) can use a full-round action to look into it and view the memories it contains. The crystal remains for 24 hours or until the memories have been viewed once.
- Energize Potion
- Transmutation
- Level: Cleric 3, druid 3, sorcerer/wizard 2, Wrath 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: 10-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.
- The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the spell’s burst radius.
- Material Component: A magic potion.
- REPAIR MODERATE DAMAGE
- Transmutation
- Level: Sorcerer/wizard 2
- As repair light damage, except you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.
- EARTHEN GRASP
- Transmutation [Earth]
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Animated earthen arm
- Duration: 2 rounds/level
- Saving Throw: None
- Spell Resistance: Yes
- You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise out of only earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).
- Treated the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength score of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on). The arm doesn’t move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square, provoking attacks of opportunity as normal. If the arm can target multiple creatures, the caster chooses one. If the caster is unable to choose a target, the arm
- attacks a random creature within reach (possibly including the caster’s allies). Each round that it successfully pins a target, the hand deals 1d6 points of lethal damage (plus its Strength modifier).
- The earthen arm has AC 15, hardness 4, and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.
- Material Component: A miniature hand sculpted from clay.
- WRAITHSTRIKE
- Transmutation
- Level: Assassin 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- When you cast this spell, your melee weapons or natural weapons become ghostly and nearly transparent for a brief time. While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks
- SONIC WEAPON
- Transmutation [Sonic]
- Level: Bard 2, sorcerer/wizard 2
- Components: V
- Casting Time: 1 standard action
- Range: Touch
- Target: Weapon touched
- Duration: 1 minute/level (D)
- This spell temporarily sheathes a weapon in sonic energy. While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack.
- The sonic energy does not harm the weapon’s wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
- SWIFT FLY
- Transmutation
- Level: Bard 2, druid 3, sorcerer/wizard 2
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- This spell functions like fly (see page 232 of the Player’s Handbook), except as noted above.
- BODY OF THE SUN
- Transmutation [Fire]
- Level: Druid 2, sorcerer/wizard 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 5 ft.
- Area: 5-ft.-radius emanation
- centered on you
- Duration: 1 round/level
- By drawing on the power of the sun, you cause your body to emanate fire. This fire extends 5 feet in all directions from your body, illuminating the area and inflicting 1d4+1 points of fire damage (Reflex save for half) to any creature it touches except you.
- SCENT
- Transmutation
- Level: Druid 2, ranger 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 min./level
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
- The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
- When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.
- A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry’s odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
- Arcane material Components: A sprinkle of mustard and pepper, and a drop of sweat.
- (Monster Manual, page 314)
- HEART OF AIR
- Transmutation [Air]
- Level: Druid 2, sorcerer/wizard 2, wu jen 2 (air)
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D) or until expended
- You feel light as a feather, as if the slightest breeze might knock you about.
- This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity. You gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.
- Furthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.
- If heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
- Earthbind
- Transmutation
- Level: Drd 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One creature
- Duration: 1 minute/level (D)
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- You hamper the subject creature’s ability to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.
- If the target makes a successful Fortitude save, its fly speed (including any new effect granted during the spell’s duration) is reduced by 10 feet per caster level (maximum reduction 100 feet at 10th level). This reduction can’t bring the creature’s fly speed down to less than 10 feet.
- Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).
- Scale Weakening
- Transmutation
- Level: Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: 10 minutes/level (D)
- Saving Throw: None
- Spell Resistance: Yes
- A dull gray ray projects from your hand. You must succeed on a ranged touch attack to strike a target. The target’s natural armor bonus is reduced by 4 points, +1 point per two caster levels above 3rd (maximum reduction 10 points at 15th level). This spell can’t reduce a creature’s natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).
- Material Component: A shed snakeskin.
- Brumal Stiffening
- Transmutation [Cold]
- Level: Cleric 2, druid 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One weapon
- Duration: 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Yes
- The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.
- Frost Weapon
- Transmutation
- Level: Cleric 2, druid 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Area: Weapon touched
- Duration: 1 round/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: No
- You imbue a weapon with icy cold, granting it a power similar to the frost special ability. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. If cast on a bow, crossbow, or sling, the spell bestows the cold energy upon the weapon’s ammunition. This ability stacks with the frost special ability, but not with itself.
- Material Component: A drop of water.
- SPEAKING STONES
- Transmutation
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Two normal objects touched, weighing up to 1 lb. each
- Duration: 24 hours or until discharged; see text
- Saving Throw: None
- Spell Resistance: No
- This spell allows you to fashion a magical link between two stones (or any other mundane, non-magical objects weighing up to 1 pound each). This link allows each stone to pass a single message to the other, no matter how great the distance between them after the spell is first cast.
- Once the stones are transmuted with this spell, a creature holding one stone can send a message of no more than twenty-five words as a standard action. The message instantly sounds from the other stone, loud enough to be heard by anyone within 5 feet of it. The spell ends after each stone passes one message to its twin, or the spell’s duration elapses, whichever occurs first.
- Messages are not transmitted across planar boundaries. If the bearer of one speaking stone attempts to pass a message while the other stone is on another plane, the message rebounds and plays back on the original stone. This playback counts as that stone’s single message transmission.
- No object can have more than one speaking stones spell cast upon it. A second speaking stones cast upon the same object ends the first spell.
- Special: A character with any Mark of Scribing dragonmark, or with the Favored in House feat (Sivis), can send a message of up to 100 words through any object upon which she has cast this spell.
- SUFFER THE FLESH
- Transmutation
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round
- You can draw upon your physical endurance to increase the power of your spells. You voluntarily deal Constitution damage to yourself when you cast this spell. For each 2 points of damage dealt, your caster level increases by 1.
- You cannot take more Constitution damage than your caster level (maximum 10 points for a +5 caster level increase).
- Your maximum and current hit points drop appropriately for your lower Constitution score. A creature that has no Constitution score, or that has immunity to Constitution damage, cannot cast this spell.
- Material Component: A ruby worth 250 gp.
- Ghost Touch Armor
- Transmutation [Ectomancy]
- Level: Bone Collector 2, Clr 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Armor of creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject’s armor gains the ghost touch property.
- Material Component: A shield made of resin.
- Stone Bones
- Transmutation
- Level: Clr 2, Sor/Wiz 2
- Components: V, S, F
- Casting Time: 1 action
- Range: Touch
- Target: Corporeal undead creature touched
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You cause the skeleton of the target to become thicker and as strong as stone. This gives the target a +3 natural armor bonus to AC.
- The spell has no effect on creatures that have no skeleton but works normally on creatures that have exoskeletons (such as insects).
- Another version of the spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton. This version has fallen out of use because few creatures willingly subject themselves to it (although it might be used by sadistic followers of Orcus).
- Focus: A miniature skull carved of granite.
- Greater Slide
- Transmutation
- Level: Sor/Wiz 2
- Range: Medium (100 ft. + 10 ft./level)
- This spell functions like slide, except that you can slide the subject creature 20 feet in a straight line.
- Snake’s Swiftness
- Transmutation
- Level: Drd 1, Sor/Wiz 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject may immediately make one melee or ranged attack, even if it has already taken its action for the round.
- Taking this action doesn’t affect the subject’s normal place in the initiative order.
- This is a single attack and follows the standard rules for attacking.
- This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
- Arcane Material Component: A few scales from a snake.
- Undeniable Gravity
- Transmutation
- Level: Brd 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Target: One flying creature
- Duration: 1 min./level
- Saving Throw: Will negates
- Spell Resistance: Yes
- A flying creature, which can be a creature that can fly by means of the fly spell or some similar magical effect, is grounded. If this spell is cast on a creature currently flying, that creature descends at a speed of 60 feet per round but does not fall (and thus is not subject to falling damage). The creature can still use its fly speed to move horizontally or down, but not up. Once it is on the ground, the subject can no longer use its fly speed.
- This spell does not affect incorporeal creatures.
- Material Component: A wing torn from a fly.
- Belker Claws
- Transmutation [Air]
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature or creatures
- touched (up to one/level)
- Duration: 1 round per three levels
- Saving Throw: Fortitude half
- Spell Resistance: Yes
- This spell transforms one of your hands into a smoky claw like that of a belker. With a successful touch attack, you fill a living target’s lungs with smoke. The smoke inside the victim solidifies into miniature claws and begins to rip at the surrounding organs, dealing 3d4 points of damage.
- A successful Fortitude save halves the damage dealt. For every three caster levels, the smoke lasts for another round (to a maximum of 4 rounds at 12th level), dealing another 3d4 points of damage.
- You can use this melee touch attack once per round for every three caster levels, up to a maximum of four times at 12th level.
- Material Component: A small vial of smoke.
- STEAL SIZE
- Transmutation
- Level: Sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One humanoid creature larger than you
- Duration: 1 minute/level (D)
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- You throw the powdered iron toward your target, and the creature shrinks before your eyes—just as you simultaneously grow larger.
- You eclipse, balance, or minimize the size advantage of another creature.
- A target that fails a Fortitude save shrinks by one size category, halving its height, length, and width and dividing its weight by eight, as the reduce person spell, while you grow by one size category, doubling your height, length, and width and multiplying your weight by eight, as the enlarge person spell. If the spell ends for either of you, the spell ends for both of you.
- Material Component: A dash of powdered iron.
- RETURNING WEAPON
- Transmutation
- Level: Assassin 2, sorcerer/wizard 2
- Components: V
- Casting Time: 1 swift action
- Range: Touch
- Target: One thrown weapon
- Duration: 1 round/level (D)
- Saving Throw: None (harmless)
- Spell Resistance: No (harmless)
- The weapon targeted by this spell gains the ability to return to the hand of its thrower (as the returning special ability described on page 225 of the Dungeon Master’s Guide).
- BLINDSIGHT
- Transmutation
- Level: Clr 3, Drd 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell grants the subject the blindsight ability out to a range of 30 feet. (For details, see Blindsight in Chapter 3 of the DUNGEON MASTER’s Guide.)
- CLOUD WINGS
- Transmutation
- Level: Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action)
- Range: Tough
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes(harmless)
- This spell increases the subject’s fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.
- FINS TO FEET
- Transmutation
- Level: Clr 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 minute
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess but gain a land speed instead.
- Transformed Medium-size creatures have a land speed of 30 feet, Small and smaller creatures have a land speed of 20 feet, and Large and larger creatures have a land speed of 40 feet. This is a common spell among merfolk, naga, and tritons.
- The creature loses any natural attacks based on its tail or tentacles.
- FOX’S CUNNING
- Transmutation
- Level: Brd 2, Clr 2, Sor/Wiz 2
- Components: V, S, M/DF
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The transmuted creature becomes smarter. The spell grants an enhancement bonus to Intelligence of 1d4+1 points, adding the usual benefits to Intelligence-related skills. Wizards who receive fox’s cunning do not gain extra spells, but the save DCs for their spells increase.
- Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
- LION’S CHARGE
- Transmutation
- Level: Drd 1, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You provide the subject with the powerful charging ability of the lion. When the subject charges, he can make a full attack in the same round.
- Material Component: A hair from a lion’s mane.
- RAPID BURROWING
- Transmutation
- Level: Clr 2, Drd 1, Rgr 2, Sor/Wiz 2
- Components: V, S, F/DF
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes of movement, nor does it allow the subject to burrow if it cannot already do so or the ability to burrow through stone if it cannot already do so.
- SCENT
- Transmutation
- Level: Drd 2, Rgr 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You give the subject an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
- Creatures with the scent ability can identify familiar odors just as humans do familiar sights. For more details, see Scent in the introduction to the Monster Manual.
- Arcane Material Component: A sprinkle of mustard and pepper, and a drop of sweat.
- SPEAK TO ALLIES
- Transmutation [Language-Dependent]
- Level: Brd 2, Sor/Wiz 2
- Targets: Any number of allied creatures, no two of which may be more than 30 ft. apart
- As message, except as noted above and that you and the recipients don’t have to mouth the words or whisper, which means that those skilled in reading lips have no opportunity to learn the messages.
- WINGS OF THE SEA
- Transmutation
- Level: Clr 2, Drd 1, Rgr 1, Sor/Wiz 2
- Components: S, M
- Casting Time: 1 action
- Range: Touch
- Target: You or person touched
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.
- Material Component: A drop of water.
- JAWS OF THE MORAY
- Transmutation
- Level: Druid 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell grants the subject a bite attack, which deals damage as indicated below. As a primary attack, it adds the creature’s Strength modifier to damage. It can also be used as a secondary natural attack in conjunction with a manufactured weapon. Such secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon would do, but the subject takes the usual –5 penalty (or –2 with the Multi-attack feat) for the bite attack when used as a secondary natural attack.
- If the subject hits with its bite attack, it attaches itself to the foe and deals automatic bite damage each round it remains attached. It does not need to make a grapple check, and it does not provoke attacks of opportunity. An attached attacker loses its Dexterity bonus to Armor Class. It cannot use other weapons while attached, but each attack upon from the grappled foe requires a successful grapple check. Others can attack an attached creature with a weapon or grapple. To remove the attached creature through grappling, the opponent must achieve a pin against it.
- A creature with a natural bite attack can use its own bite damage, if greater, but still gains the ability to attach itself.
- Size Damage
- Fine 1d2
- Diminutive 1d3
- Tiny 1d4
- Small 1d6
- Medium 1d8
- Large 2d6
- Huge 2d8
- Gargantuan 4d6
- Colossal 4d8
- KUO-TOA SKIN
- Transmutation
- Level: Druid 1, ranger 1, sorcerer/wizard 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject’s skin, as well as clothing, armor, and other personal effects (including worn magic items), take on an oily sheen like the slippery skin of kuo-toas. For the duration of the spell, the subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise).
- Arcane Material Component: A kuo-toa scale.
- SINK
- Transmutation (Water)
- Level: Sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10. ft./level)
- Target: One living creature
- Duration: 1 min./level (D)
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The target creature loses its natural buoyancy, sinking like a stone in water or liquids of similar density (but not mud or lava). Each round, the affected creature must make a DC 25 Swim check simply to keep its head above water, or a DC 30 Swim check to move 5 feet in any direction. Failing a check by 5 or more causes the target to go underwater, and it must hold its breath or begin to drown (see Drowning on page 304 of the Dungeon Master’s Guide). Failing a check by 10 or more causes the target to sink 5 feet. A DC 25 Swim check is needed to surface by 5 feet.
- A creature under the effect of sink is adequately ballasted to walk on the bottom, if it so chooses.
- A creature with a swim speed takes a –10 ft. penalty to its swim speed (minimum 5 ft.) and sinks 5 feet every round at the end of its turn unless it succeeds on a DC 25 Swim check.
- Sink counters and dispels wave blessing.
- SWIM
- Transmutation [Water]
- Level: Druid 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: 10 min./level (D)
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- This spell gives the recipient a swim speed equal to its land speed (though not the ability to breathe water or hold its breath beyond normal limits). So long as the creature isn’t carrying more than a light load, it can swim at its normal speed without making Swim checks. It also gains a +8 competence bonus on any Swim check to perform some special action or avoid a hazard. The creature can choose to take 10 on a Swim check, even if distracted or endangered.
- It can use the run action while swimming, provided it swims in a straight line.
- If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.
- Arcane Material Component: A goldfish scale.
- TERN’S PERSISTENCE
- Transmutation
- Level: Druid 2, ranger 1, sorcerer/wizard 2
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 24 hours
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject gains the sea bird’s ability to travel great distances without undue exertion. The subject can travel overland 50% longer than normal before risking injury or fatigue. For example, a character can walk up to 12 hours overland before having to make Constitution checks to avoid fatigue, or can hustle for 90 minutes before taking nonlethal damage. The subject still can’t run for extended periods, but it can move at run speed tactically for a number of rounds equal to 1-1/2 times its Constitution score.
- Arcane Material Component: A few feathers or a pinch of guano from a tern.
- LEGION'S MAGIC WEAPON
- Transmutation
- Level: Cleric 2, paladin 2, sorcerer/wizard 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
- Duration: 1 round/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- This spell functions like magic weapon (see page 251 of the Player’s Handbook), except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition.
- Tongue Serpents
- Transmutation [Evil]
- Level: Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 hour/level or until
- discharged
- The caster’s tongue becomes a little but powerful serpent that he may spit up to 30 feet away. This serpent then makes a bite attack using the caster’s melee attack bonus and dealing damage as a Tiny viper (see the Monster Manual). The caster may create one such serpent for every four caster levels, spitting each one as a standard action.
- At the end of the spell’s duration, the serpents become bloody bits of organic matter.
- Material Component: A serpent’s tongue.
- Distilled Joy
- Transmutation
- Level: Joy 3, sorcerer/wizard 3
- Components: V, S, F
- Casting Time: 1 day
- Range: Touch
- Target: One living creature
- Duration: Permanent
- Saving Throw: Fortitude negates
- (harmless)
- Spell Resistance: Yes (harmless)
- You draw forth the material essence of joy from a creature experiencing great bliss.
- This physical manifestation of joy, called ambrosia, can be used in the creation of good magic items, as a special spell component, or as a druglike substance (with no addictive qualities). The Celestial Hebdomad, the rulers of the Seven Heavens, subsist entirely on ambrosia.
- The caster draws ambrosia from the target and contains it within a tiny receptacle, such as a vial. Ambrosia can only be drawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next. For example, distilled joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life’s masterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.
- Good spellcasters can use ambrosia in magic item creation. Each dose provides the equivalent of 2 experience points needed to create the item. A dose of ambrosia can also be used as an optional spell component (see Chapter 3).
- A living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness, and cures 1 point of damage. These positive sensations and emotions persist for 1d4+1 hours.
- Focus: A vial or similar container in which to contain the ambrosia.
- REPAIR SERIOUS DAMAGE
- Transmutation
- Level: Sorcerer/wizard 3
- As repair light damage, except you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.
- ANIMATE WEAPON
- Transmutation
- Level: Assassin 2, hexblade 2, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Weapon touched
- Duration: Concentration + 1 round
- Saving Throw: Will negates (object)
- Spell Resistance: Yes
- Your weapon leaps from your hands, suddenly capable of fighting on its own.
- A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13). Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder. However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs. Diminutive or smaller objects are unaffected by the spell.
- An animated weapon attacks the nearest enemy to the best of its ability. You can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can't be affected by this spell.
- The weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability. If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra ld6 points of fire damage on a successful hit.
- HEART OF WATER
- Transmutation [Water]
- Level: Druid 3, sorcerer/wizard 3, wu jen 3 (water)
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D) or until expended
- The crashing of waves echoes in your ears.
- This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces. You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks; see MM 311). You also gain the ability to breathe water (as if under the effect of a water breathing spell). Finally, you gain a +5 enhancement bonus on Escape Artist checks.
- Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.
- if heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
- SHAPE OF THE HELLSPAWNED STALKER
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Rust-red fur sprouts from your skin, and your back hunches over until you stand on four clawed feet. Tendrils of black smoke curl from your fanged mouth.
- You take the form of a hell hound (MM 151). You gain 10 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
- UNICORN HORN
- Transmutation (Good)
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Effect: One horn that sprouts from your forehead
- Duration: 1 minute/level (D) or until expended
- A horn like a unicorn's sprouts from your forehead.
- When you complete this spell, you grow a single horn about as long as your forearm from your forehead. As a standard action, you can use this horn to make a single gore attack as a natural weapon. A hit from the horn deals ld8 points of piercing damage (if you are Medium) plus 1-1/2 times your Strength bonus. The horn overcomes damage reduction as if it were a magic weapon.
- Alternatively, you can use the horn in a charge attack. In this case, you deal double damage when you hit, or triple damage on a critical hit.
- As a swift action while the spell lasts, you can invoke the power of good. Doing this gives the horn a +3 enhancement bonus on attack rolls and damage rolls, allows it to overcome damage reduction as if it were good-aligned, and makes it deal an extra 3d6 points of damage against any evil-aligned creature of the following types: fey, giant, magical beast, or outsider. This effect lasts for 1 round, after which the spell's duration ends.
- If this spell is in effect when you cast unicorn blood or unicorn heart, the combined magic has an enhanced effect. See those spells for details.
- Dragon Breath
- Transmutation
- Level: Sor/Wiz 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D)
- You gain a breath weapon resembling that of a dragon.
- When you cast this spell, you choose both the shape and energy type of the breath weapon, from the following options: line (acid, electricity, or fire) or cone (acid, cold, or fire). A line is 5 feet high, 5 feet wide, and 60 feet long, while a cone is 30 feet long, 30 feet high, and 30 feet wide. Once you make the selection of shape and energy type, it is fixed for the duration of the spell.
- Using your breath weapon is a standard action. The breath weapon deals 3d6 points of damage of the chosen energy type, plus an additional 1d6 points of damage for every two levels above 5th (to a maximum of 10d6 at 19th level). Targets in the area may attempt a Reflex save for half damage.
- You can use this breath weapon up to three times during the spell’s duration (plus one additional use per two levels above 5th). After using this breath weapon, you can’t use it again for 1d4+1 rounds. (Using this breath weapon has no effect on your ability to use other breath weapons you might have, and vice versa.) You can’t have more than one dragon breath spell active at the same time.
- Even though using your breath weapon poses no danger to you, you don’t gain any resistance or immunity to the energy type of the weapon.
- Special: Sorcerers cast this spell at +1 caster level.
- Dragonskin
- Transmutation
- Level: Sor/Wiz 3
- Components: S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level
- Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select.
- You gain an enhancement bonus to your natural armor equal to +3, +1 per two levels above 5th (to a maximum of +5 at 9th level), as well as energy resistance equal to twice your caster level (maximum of 20 at 10th level) against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue),or fire (red).
- Material Component: A dragon’s scale.
- Special: Sorcerers cast this spell at +1 caster level.
- SPIDER FORM
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 3
- Your body bloats and writhes until eight massive spider legs burst through your flesh. As the transformation finishes, your skin hardens into a dark exoskeleton.
- As lesser spider form, except you take on the form and abilities of a Large fiendish monstrous spider (MM 289). You are treated as having the spider’s Hit Dice (4) for the purpose of adjudicating the special abilities gained from the fiendish template.
- Control Temperature
- Transmutation [Cold, Fire]
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S, M/DF
- Casting Time: 1 round
- Range: 20 ft./level
- Area: 20 cu. ft./level emanation, centered on you
- Duration: 1 hour/level
- Saving Throw: None
- Spell Resistance: No
- You imbue an area with cold or fire energy, reducing or raising the temperature by one temperature band per five caster levels. Effects of the new temperature on creatures and the environment are incurred immediately (see Cold Dangers, page 8 of this book, and Heat Dangers, page 303 of the Dungeon Master’s Guide).
- Arcane Material Component: A drop of mercury.
- Forced Incorporeality
- Transmutation [Ectomancy]
- Level: Clr 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One ghost or naturally incorporeal undead
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of the spell.
- Forced incorporeality counters and dispels forced manifestation.
- Forced Manifestation
- Transmutation [Ectomancy]
- Level: Clr 3, Bone Collector 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One ghost or naturally incorporeal undead
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.
- Forced manifestation counters and dispels forced incorporeality.
- ARMS OF PLENTY
- Transmutation
- Level: Sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: One creature
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- Two clawed arms grow out of the subject’s body. The arms are roughly humanoid, but are either scaly or furred and end in sharp talons. The spell transforms any clothing or armor worn by the creature to accommodate these additional arms; when the duration ends the creature’s clothing and armor return to normal.
- The arms grant the subject two primary claw attacks. A hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature’s Strength modifier. The claws cannot be used to wield weapons or manipulate objects. Since the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty. The claws count as magic weapons for the purpose of overcoming damage reduction. If both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1/2 times the subject’s Strength modifier.
- Multiple castings of arms of plenty on a creature do not stack; the duration simply resets.
- Material Component: A xill’s claw.
- UNDULANT INNARDS
- Transmutation
- Level: Sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- This spell causes a powerful transformation in the target creature.
- Outwardly, the target doesn’t appear any different. On the inside, the creature’s internal organs constantly seethe and slither about, and actively avoid being struck at by weapons. For the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks. Additionally, the target takes minimum possible damage from falls and gains a +4 enhancement bonus on all saving throws against poison, disease, and paralysis.
- Legion's Snake’s Swiftness
- Transmutation
- Level: Drd 2, Sor/Wiz 3
- Range: Medium (100 ft. + 10 ft./level)
- Targets: Allied creatures in a 20-ft.-
- radius burst
- This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range.
- Babau Slime
- Transmutation
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level
- Saving Throw: Fortitude negates (harmless) and Reflex negates; see text
- Spell Resistance: Yes (harmless)
- This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats her skin, armor, and equipment. While the slime does not harm the subject or her equipment, any other weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a Reflex save to avoid taking this damage. A creature who strikes a slime-protected subject with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a Reflex save.
- Material Component: A drop of babau slime.
- Devil Blight
- Transmutation
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Living creature
- Duration: Instantaneous or 1d6 rounds; see text
- Saving Throw: None or Will partial; see text
- Spell Resistance: Yes and no; see text
- This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the devils of Baator. It deals 2d6 points of damage to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage.
- If the target creature also possesses the baatezu subtype, the spell has a much more powerful effect. The target’s mind reels, confusing it for 1d6 rounds and dealing 2d6 points of damage in each of those rounds. A successful Will save negates the confusion effect and reduces the duration to 1 round. Such creatures’ spell resistance does not apply against this effect.
- Hamatula Barbs
- Transmutation
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 min./level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast.
- Any creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject’s barbs. This damage does not apply to attackers using reach weapons, such as longspears. The subject itself is not harmed by its own barbs.
- Material Component: A thorn.
- Spell Vulnerability
- Transmutation
- Level: Cleric 4, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 min./level
- Saving Throw: Fortitude negates; see text
- Spell Resistance: No
- This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance below 0.
- The target of the spell takes a penalty on its saving throw equal to your caster level.
- WALK THE MOUNTAIN’S PATH
- Transmutation
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You infuse the subject with the strength and power of the earth, granting it great ability to climb, jump, and maneuver through mountain pathways. While under the effect of this spell, a creature is not slowed by slopes (see page 89 of the Dungeon Master’s Guide for information on terrain effects), gains a climb speed equal to its base land speed, and gains a +10 enhancement bonus on Jump checks and Balance checks.
- Material Component: A small rock or pebble taken from the top of a mountain.
- GREATER MIGHTY WALLOP
- Transmutation
- Level: Sorcerer/wizard 3
- Duration: 1 hour/level
- As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.
- For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description. Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2–2: Increasing Damage by Weapon Size (DMG 28).
- SENSE OF THE DRAGON
- Transmutation
- Level: Sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- As you finish casting the spell on yourself, a mild ringing arises inside your head that changes pitch depending on the locations of objects and creatures around you.
- The subject gains augmented non-visual senses out to a distance of 30 feet. The subject does not need to make Spot or Listen checks to pinpoint the location of a creature within 30 feet, provided that it has line of effect to that creature.
- Any opponent the subject cannot see still has total concealment against the recipient of this spell, and the subject still has the normal miss chance when attacking foes that have concealment.
- Visibility still affects the movement of the subject, and the recipient of this spell is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
- Sense of the dragon can be made permanent with a permanency spell in regard to yourself for a cost of 1,500 XP.
- Material Component: A worn dragon scale.
- WHISPERING SAND
- Transmutation [Language-Dependent]
- Level: Druid 3, sorcerer/wizard 3
- Components: V, S, F
- Casting Time: 1 standard action
- Range: See text
- Target: One creature/level
- Duration: 10 min./level (D)
- Saving Throw: None
- Spell Resistance: No
- Sand, ash, or dust serves as a conduit for your conversation with other creatures in far-removed locales.
- You fix in your mind the identity of the creatures with whom you wish to communicate (you must know, have met, or know the name of the targets), and then speak. You know immediately which of the targets can respond, if any—if the targets possess the appropriate sandy focus (see below), or if the targets are located in areas of sand, dust, or ash, the spell functions; if not, it immediately ends. Barriers and distance are not a factor, as long as both you and the targets have the appropriate focus and are on the same plane. If contact is achieved, the sand whispers your messages back and forth for the duration of the spell, no matter your distance from each other, gleaning a message from a sound akin to wind on sand. The spell does not transcend language barriers.
- Focus: At least 1 pound of sand, dust, or ash.
- AIR BREATHING
- Transmutation
- Level: Clr 3, Drd 3, Sor/Wiz 3
- Components: S, M/DF
- Casting Time: 1 action
- Range: Touch
- Target: Living creatures touched
- Duration: 2 hours/level (see text)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch.
- The spell does not make creatures unable to breathe water.
- Air breathing dispels and counters water breathing.
- Arcane Material Component: A short reed or piece of straw.
- FUSE ARMS
- Transmutation
- Level: Clr 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature with at least four arms or tentacles touched
- Duration: 10 minutes/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected).
- For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 30 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, wound end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).
- The loss of limbs reduces the number of attacks available to the subject.
- GIRALLON’S BLESSING
- Transmutation
- Level: Clr 3, Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- You give the subject one additional pair of arms for every four caster levels.
- Each arm ends in a hand with fingers and an opposable thumb. The spell can create a maximum of five pairs of arms, but the size of the subject limits the number of pairs of additional arms it can have: one for Small, two for Medium-size, three for Large, or four for a Huge or larger creature. The creature’s original arms (if any) are its primary arms, and all others are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms).
- The new limbs can be confusing. In a stressful or demanding situation, such as combat, the subject must make a Will save (DC 19) or take a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Non-magical clothing or armor is destroyed by the transformation, but magic armor and clothing shifts to accommodate the new arms.
- The additional arms do not allow additional attacks or several simultaneous physical tasks. They do not increase the subject’s reach. However, they do allow the subject to use items designed for creatures with more than two arms, or to use a two-handed item and another piece of equipment.
- For instance, a subject could wield a greatsword while using a shield.
- Material Component: A few strands of girallon hair.
- WATER TO ACID
- Transmutation [Water]
- Level: Sorcerer/wizard 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10. ft./level)
- Area: Up to 1 cu. ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You transform a volume of water into an equal volume of acid, which deals damage to creatures that come into contact with it. You cannot transform water inside a creature’s body, but you can affect water surrounding it. Water containing more than a trace of dissolved or suspended substances can’t be affected by this spell.
- You can fill a flask with acid produced in this way and throw it as a splash weapon that deals 1d6 points of acid damage on a direct hit and 1 point of acid damage from a splash (see page 128 of the Player’s Handbook).
- Each round a creature is in contact with the acid, it takes 1d6 points of acid damage. Underwater, the acid created by this spell dissipates after 1 round/caster level.
- The acid dissolves metallic objects it contacts. It deals 1d6 points of damage per round and ignores the object’s hardness. A magic item makes a Fortitude saving throw each round for half damage.
- Material Component: A few drops of vinegar.
- Dancing Chains
- Transmutation
- Level: Demonologist 3, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One chain per level within range
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: No
- The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster’s normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).
- The caster can climb a chain she controls at normal speed without making a Climb check.
- Perfect Summons
- Transmutation [Good]
- Level: Sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 40-ft.-radius spread
- Duration: 1 hour/level
- Saving Throw: None
- Spell Resistance: No
- You create an area in which only good creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons a good version (a celestial beast rather than a fiendish one, for example) or a good equivalent (an archon rather than a formian).
- If the summoner was attempting to summon a neutral or evil creature, the good creature that appears is not bound to obey the commands of the summoner or attack his enemies. Instead, it deals with the summoner as it sees fit—possibly attacking an evil caster.
- The summoning spell cannot be dismissed, though it can be dispelled. A perfect summons spell can also be dispelled normally.
- Perfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.
- Distort Summons
- Transmutation [Evil]
- Level: Demonologist 3, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10
- ft./level)
- Area: 50-ft.-radius spread
- Duration: 1 hour/level
- The caster creates an area in which only evil creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons an evil version (a fiendish beast rather than a celestial one, for example) or an evil equivalent (a devil rather than a formian).If the summoner was attempting to summon a good or neutral creature, the evil creature that appears does not obey the commands of the summoner or attack his enemies. Instead, it attacks the summoner, and the spell
- that summoned the evil creature cannot be dismissed. A distort summons spell can be dispelled normally,
- however.
- REPAIR CRITICAL DAMAGE
- Transmutation
- Level: Sorcerer/wizard 4
- As repair light damage, except you repair 4d8 points of damage +1 point per caster level (maximum +20).
- DARKVISION, MASS
- Transmutation
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Range: 10 ft.
- Targets: The caster and all allies in a 10-ft.-radius burst, centered on the caster
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- As darkvision (see page 216 of the Player’s Handbook), except that all target creatures receive the spell’s benefits.
- Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.
- Material Component: A dried carrot or three small agates.
- ENTANGLING STAFF
- Transmutation
- Level: Druid 3, sorcerer/wizard 4
- Components: V, F
- Casting Time: 1 swift action
- Range: Touch
- Target: Quarterstaff touched
- Duration: 1 round/level (D)
- Saving Throw: Yes (harmless, object)
- Spell Resistance: Yes (harmless)
- You cause your quarterstaff to extrude writhing vines that allow you to easily grab and entrap foes.
- Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity (see Starting a Grapple, page 156 of the Player’s Handbook). This grapple attempt does not require a separate touch attack. You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff. You can attempt to grapple creatures up to one size category larger than you.
- If your grapple check succeeds, your quarterstaff’s vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish).
- You then have two choices:
- Release: You release your opponent from the grapple. Some vines remain clinging to your foe, leaving it entangled for the duration of the spell. You can attack different enemies in later rounds with the entangling staff, potentially grappling and constricting or entangling them.
- Maintain: You maintain your hold. In subsequent rounds, you deal constriction damage with a successful grapple check. You can then choose to release or maintain the hold again.
- Focus: A quarterstaff.
- ASPECT OF THE ICY HUNTER
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Thick ivory fur grows from your skin and your back hunches over until you stand on four paws. Cold, blue eyes stare out of your now-canine face.
- You take the form of a winter wolf (MM 256). You gain 20 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
- HEART OF EARTH
- Transmutation [Earth]
- Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth)
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D) or until expended
- You feel your flesh strengthen with the power of stone.
- This spell converts part of your body into elemental earth, which toughens you considerably. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp).
- Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level (or until the stoneskin's total protection is consumed), at the end of which time the spell's entire effect ends.
- If heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
- REBIRTH OF IRON
- Transmutation
- Level: Sorcerer/wizard 4, wu jen 3 (metal)
- Components: V, S
- Casting Time: 1 full round
- Range: Touch
- Target: One former metallic item, destroyed by rust
- Duration: Instantaneous
- Saving Throw: Fortitude negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- Flecks of rust melt together and lose their ruddy hue. The metal creaks as it re-forms and straightens itself.
- You instantly restore a single metal object that has been damaged or destroyed by rust. This works even if the object has been reduced to powder, such as by the rusting grasp spell. Even if the object is partly missing, such as one partially consumed by a rust monster, the spell functions as long as at least 1/4 of the object remains.
- This spell does not restore the magical properties of any magic item or construct destroyed by rust. A slain or destroyed metallic creature such as an iron golem is restored in physical form, but it remains "dead," having lost all magical qualities.
- RUSTED BLADE
- Transmutation
- Level: Assassin 3, druid 3, sorcerer/wizard 4, wu jen 4 (metal)
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: One weapon touched
- Duration: 1 round/level (D)
- Saving Throw: Will negates (object, harmless) and Fortitude negates
- Spell Resistance: Yes (object, harmless)
- Your touch corrupts the substance beneath your fingers. Where once it gleamed, it now grows dull and pitted.
- You cause a rustlike patina to temporarily cover the target weapon. (Despite its name, the spell can affect any kind of weapon regardless of material.) For the duration of the spell, any living creature damaged by the weapon must succeed on a Fortitude save or contract filth fever (DMG 292). Use the spell's normal save DC for the initial saving throw, but use filth fever's normal DC 12 for later saves. Multiple applications of the disease do not stack, but even a creature that succeeds on one or more saves must continue to save each time it takes damage from the weapon.
- Despite the change in appearance, this spell has no ill effect on the target weapon.
- Lower Spell Resistance
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (see text)
- Spell Resistance: No
- This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a target’s spell resistance below 0.
- The target of the spell takes a penalty on its saving throw equal to your caster level.
- Voice of the Dragon
- Transmutation
- Level: Brd 4, Dragon 4, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D)
- You gain a +10 enhancement bonus on your Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic.
- At any time before the spell’s duration expires, you canuse a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name (including range, duration, and other effects). Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter.
- Special: Sorcerers cast this spell at +1 caster level.
- Ghost Bane Weapon
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, S, DF
- Casting Time: 1 action
- Range: Touch
- Target: Weapon touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You give a weapon the ghost bane property in addition to any other properties it has. Against ghosts, your weapon’s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage. The spell has no effect if cast upon a weapon that already has the ghost bane property. At caster level 9th and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.
- Alternatively, you can affect up to 50 arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together, such as in the same quiver. Projectiles (but not thrown weapons) lose their ghost bane property when fired.
- Any weapon affected by this spell glows with witchlight (see the Witchlight feat).
- Iron Bones
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- As stone bones, except the target creature’s skeleton changes to iron. The creature gains a +5 natural armor bonus to AC.
- Focus: A miniature skull made out of iron or steel.
- BATTLEFIELD FORTIFICATION
- Transmutation [Earth]
- Level: Sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: See text
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You shift earth to create a shallow trench or a berm, as described on page 35. The trench or berm created is a straight line up to 5 feet long per two caster levels. A berm created by this spell is 2 squares wide.
- This spell has no effect when cast in an area of stone such as an unworked cavern floor, a flagstone floor, or a cobblestone street.
- Legion's Undeniable Gravity
- Transmutation
- Level: Brd 4, Sor/Wiz 4
- Range: Long (400 ft. + 40 ft./level)
- Targets: Creatures in a 20-ft.-radius burst
- This spell functions like undeniable gravity, except that it affects multiple creatures.
- Attune Form
- Transmutation
- Level: Cleric 3, druid 3, sorcerer/wizard 4
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: One or more living creatures touched
- Duration: 2 hours/level (see text)
- Saving Throw: None
- Spell Resistance: No
- This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell.
- Material Component: A bit of stone or earth from your home plane.
- Balor Nimbus
- Transmutation
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- Like the legendary balor, your body bursts into lurid flames. The flames do not harm you or any equipment you carry or wear. However, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
- Material Component: A pinch of soot.
- Corporeal Instability
- Transmutation
- Level: Sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Living creature touched
- Duration: 1 round/level (D)
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item.
- Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, and even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. The victim becomes blind and cannot cast spells or use magic items, and searing pain renders it incapable of attacking.
- While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature.
- Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score is reduced to 0, it falls unconscious. A conscious victim can regain its own shape by taking a standard action to attempt a new Fortitude save. Success ends the spell effect.
- Demon Dirge
- Transmutation
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Living creature
- Duration: Instantaneous or 1d4 rounds; see text
- Saving Throw: Fortitude negates or Fortitude partial; see text
- Spell Resistance: Yes and no; see text
- The baatezu’s answer to Blood War related demonic magic targeting their race, demon dirge deals 3d6 points of damage to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). A successful Fortitude save negates this damage.
- If the target creature also possesses the tanar’ri subtype, the spell has a much more powerful effect. The target’s blood seethes and churns, stunning it for 1d4 rounds and dealing 3d6 points of damage in each of those rounds. A successful Fortitude save negates the stun effect and reduces the duration to 1 round. Such creatures’ spell resistance does not apply against this effect.
- False Gravity
- Transmutation
- Level: Sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject of this spell can travel on any solid surface as though that surface possessed its own gravity.
- For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as he likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal.
- The subject of false gravity can fly by choosing a solid surface and letting himself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining his personal gravity. A character falling in this fashion loses all “downward” momentum when he changes his gravity.
- Material Component: A pair of magnets.
- Infernal Wound
- Transmutation [Evil]
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Weapon touched
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- The infernal wound spell makes a weapon inflict persistent wounds similar to those made by bearded devils and horned devils. A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the remaining duration of the spell. The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + caster’s ability modifier), a cure spell, or a heal spell.
- Perinarch
- Transmutation
- Level: Druid 4, sorcerer/wizard 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Duration: 1 round/level; see text
- Saving Throw: None (object) and Reflex negates; see text
- Spell Resistance: No
- Unless controlled, the Ever-Changing Chaos of Limbo is just what the plane’s name implies: a roiling soup of energy and elements. Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control over the dangerous roil. The perinarch spell gives the caster automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature’s control) in close range. Control allows the perinarch (the name sometimes given to those who can cast the perinarch spell) to reshape the raw limbo as she desires, adding or subtracting one of the four basic elements once per round as a standard action. A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air.
- Casting this spell overlaps with the control already (potentially) established by the perinarch with a Wisdom check. Allies of the caster may give their control over to the perinarch caster contiguous with the spell being cast, if they so choose.
- Control cannot be wrested away from the caster while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom score). If the perinarch moves more than 100 feet away from the area that she controlled, the order she imposed fades away.
- A perinarch is unable to achieve any works of complexity within an area she controls. But she can mix two or three elements in a crude fashion; a few examples are provided below. The perinarch may attempt to seize control of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.
- Thick Barrier: A perinarch can “thicken” empty air with dust and rock, creating a zone around herself and her allies that outside creatures must hack or force a way through. Their speed drops to 5 feet, or 10 feet for Large or larger creatures.
- Fiery Barrier: A perinarch can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it. The field also deals 3d10 points of fire damage for each round a creature lingers within it.
- Complete Barrier: A perinarch can create a complete barrier of solid stone encircling herself and her allies, preventing access by any other than the most accomplished tunnelers. On the other hand, a perinarch can attempt to trap foes within their own bubble of solid stone.
- Touchstone Lightning
- Transmutation [Electricity]
- Level: Druid 4, sorcerer/wizard 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: One or more rays of electricity
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You can convert an unused usage of your higher-order planar touchstone ability into a ray of electricity (see the Planar Touchstone feat, page 41). This ray exhausts one use of your higher-order ability and deals 5d6 points of electricity damage to the target with a successful ranged touch attack.
- For every five levels gained above 7th, you may fire one additional ray of electricity (to a maximum of three rays at 17th level). Each ray exhausts one of your higher-order ability uses.
- AERIAL ALACRITY
- Transmutation
- Level: Sky 4, sorcerer/wizard 4
- Components: V
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- You become quicker and more maneuverable while airborne. Your fly speed increases by 30 feet, and your maneuverability when flying improves by one category, to a maximum of perfect (see page 20 of the Dungeon Master’s Guide). While airborne, you gain a +1 dodge bonus to Armor Class and on Reflex saves.
- ENDURING FLIGHT
- Transmutation
- Level: Sky 3, sorcerer/wizard 4
- Components: V
- Casting Time: 1 full round
- Range: Personal
- Target: You
- Duration: See text
- You can carry more weight aloft while flying, and your flight lasts longer than normal. You can fly at normal speed when wearing medium armor or carrying up to a medium load. If your ability to fly (whether natural or magical) has a limited duration, that duration is doubled. This spell lasts as long as you remain airborne; it ends the moment you land.
- FUSE SAND
- Transmutation [Earth]
- Level: Druid 5, sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: Up to two 10-ft. cubes per level (S)
- Duration: Instantaneous
- Saving Throw: See text
- Spell Resistance: No
- This spell causes normal sand to melt slightly and stick, forming a relatively soft and porous building material (see Dungeon Waste Terrains, page 31).
- Any creature in the sand is allowed a Reflex save to escape before the area hardens. Creatures that are unable to escape become trapped and must be broken out. A creature trapped beneath the surface begins to suffocate (see page 304 of the Dungeon Master’s Guide). The fused sand has hardness 3 and 5 hp per inch of thickness, and a break DC of 22.
- Material Component: A glass marble.
- SANDFORM
- Transmutation
- Level: Druid 4, sorcerer/wizard 4
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 min./level (D)
- This spell transforms your body, along with all equipment worn or carried, into living sand. You take the form of an ooze, and you gain immunity to poison, sleep effects, paralysis, polymorphing, and stunning for the duration of the spell. You are not subject to extra damage from critical hits or flanking. Since, unlike an ooze, you are not mindless and retain your Intelligence, Wisdom, and Charisma scores, you can still be affected by mind-affecting spells and abilities. While in sandform, you don’t experience the environmental effects of heat or dehydration, but you can still take fire or desiccation damage. You become blind, but you gain blindsight out to 60 feet. Your base attack bonus, base saves, alignment, level, class, hit points, type (and subtype), extraordinary abilities, spells, and spell-like abilities remain unchanged, but your supernatural abilities are suppressed in sandform. You can cast spells for which you have components.
- The new form can be disorienting. Any time you are in a demanding situation (such as combat), you must succeed on a DC 19 Will save or take a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes.
- While in sandform, you have a base land speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through a space two or more size categories smaller than yours takes a full-round action. You also gain a natural attack—an abrasive slam with a gritty pseudopod that grants 5 additional feet of reach. A successful hit deals bludgeoning damage according to your size:
- Caster Size Slam Damage
- Fine —
- Diminutive 1
- Tiny 1d4
- Small 1d6
- Medium 1d8
- Large 2d6
- Huge 3d6
- Gargantuan 4d6
- Colossal 5d6
- The number of times you can attack with this pseudopod each round is determined by your base attack bonus, and you apply 1-1/2 times your Strength bonus on damage as though attacking with a two-handed weapon.
- However, you cannot wield weapons while in sandform.
- In sandy terrain, you gain a burrow speed equal to your base land speed.
- You also gain a +10 circumstance bonus on all Hide checks and you have concealment.
- Upon death, you revert to your original form.
- Material Component: A handful of sand taken from an elemental with the earth subtype.
- EARTH REAVER
- Transmutation [Fire]
- Level: Clr 4, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft.-radius spread, +10 ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You point at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt, and fire. Creatures and objects within the area take 7d6 points of damage; the damage is 4d6 impact and 3d6 fire. Those that fail the saving throw are knocked prone.
- EXTEND TENTACLES
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, M
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 1 round/level
- Originally developed by medusas,
- this spell lengthens your tentacles, increasing the reach of your tentacle attacks by 5 feet. The tentacles attack as normal. This spell can also increase the length of a medusa’s snakes so they may make normal attacks with a 10-foot reach, or they may start a grapple after a successful attack as if you had the improved grab ability. If the snakes get a successful hold, they can constrict on any following round for 1d3 points of damage plus your Strength modifier with a successful grapple check.
- WEAPON OF ENERGY
- Transmutation (see text)
- Level: Clr 4, Sor/Wiz 4
- Components: V, S, DF
- Casting Time: 1 action
- Range: Person
- Target: One weapon
- Duration: 1 round/level
- Saving Throw: Fortitude (object, harmless)
- Spell Resistance: None
- You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or critical hit. The weapon can deal acid, cold, electricity, fire, or sonic damage, chosen by you at the time of casting. The weapon deals +1d6 damage of that energy type on a successful hit. On a critical hit, the weapon deals an additional +1d10 points of energy damage. If the weapon’s critical multiplier is ×3, add +2d10 points of energy damage instead, and if the multiplier is ×4, add +3d10 points of bonus energy damage.
- This spell can be cast on a weapon that already deals energy damage, but if the weapon already creates the same type of damage as the spell, the effects do not stack. For example, if cast on a +1 flaming longsword to give it additional fire damage, the spell has no effect, but it can give the weapon any of the other types of energy damage.
- This spell has a subtype that is the same as the energy created by the target weapon. For example, weapon of energy is a fire spell when used to give a weapon bonus fire damage.
- IMPROVED BLINDSIGHT
- Transmutation
- Level: Clr 5, Drd 4, Sor/Wiz 4
- As blindsight, except as noted above and that the blindsight granted by the spell has a 60-foot range.
- Touch of Adamantine
- Transmutation
- Level: Cleric 6, druid 6, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Weapon touched
- Duration: 1 minute/level
- Saving Throw: Will negates (object, harmless)
- Spell Resistance: Yes (object, harmless)
- This spell grants one weapon the properties of an adamantine weapon. The weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20. The affected weapon also has one-third more hit points than normal for the duration of the spell.
- You can’t cast this spell on a natural weapon, such as an unarmed strike. A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
- If the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell’s duration.
- Touch of adamantine cannot be made permanent with a permanency spell.
- MASS FLY
- Transmutation
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: One creature/level, no two of which can be more than 30 ft. apart
- Duration: 1 min./level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- As fly (see page 232 of the Player’s Handbook), except this spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.
- GREATER BLINK
- Transmutation
- Level: Bard 5, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- This spell functions like blink, except you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does).
- While blinking, you have no chance of interfering with your own attacks or your own spells. When moving
- through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.
- IMPROVED BLINK
- Transmutation
- Level: Bard 5, Celerity 8, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Like the 3rd-level arcane spell blink, you flicker back and forth between the Material and Ethereal planes.
- However, you are capable of controlling the timing of you blinks and therefore make better use of them. Blinking by means of this spell has several effects:
- Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help the attacker. If the attack is capable of striking invisible or incorporeal creatures, the miss chance is only 20%. An attacker who can both see and strike ethereal creatures takes no penalty. You have no chance of interfering with your own attacks.
- Individually targeted spells have a 50% chance to fail against you while blinking, unless your attacker can target invisible, ethereal creatures. You have no chance of interfering with your own spells. You take only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane).
- While blinking, you strike as an invisible creature (+2 bonus on attack rolls), denying your target any Dexterity bonus to AC. You take only half damage from falling, since you are subject to gravity only while you are on the Material Plane. You can ready an action to blink away from a specific enemy attack, physical or magical. If you do so, the attack misses automatically unless it can also affect ethereal targets.
- You move at three-quarters speed, since movement on the Ethereal Plane is at half speed and you spend about half your time there and half your time material.
- While blinking, you can step through (but not see through) solid objects. You do not risk materializing inside a solid object unless you actually end your move inside one, in which case you materialize and are shunted off to the nearest open space. You take 1d6 points of damage per 5 feet traveled in his manner.
- Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures in roughly the same way you interact with material ones (their attacks have a 50% miss chance against you, and so on).
- NIGHTSTALKER’S TRANSFORMATION
- Transmutation
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- You become a stealthy and dangerous combatant. Your mind-set changes so that you relish stealth, deception, and surprise attacks over magical assaults.
- You gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on
- Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and Move Silently checks, and
- proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability (see page 50 of the Player’s Handbook). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue’s sneak attack ability.
- You lose your spellcasting ability for the duration of the spell, including your ability to use spell
- activation or spell completion magic items, just as if the spells were no longer on your class list.
- Material Component: A potion of cat’s grace, which you drink (and whose effects are subsumed by the spell effects).
- FLAYING TENDRILS
- Transmutation [Evil]
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- A quartet of hideous, writhing tentacles sprouts from your face.
- You grow four tentacles from your face, similar to those of a mind flayer. For the duration of the spell, you can attack with one tentacle as a standard action, or all four as a full-round action. Each tentacle deals ld4 points of damage, plus your Strength modifier. When using the tentacles, you are treated as though you have the Improved Grapple feat. You can latch a tentacle onto a foe's head with a successful grapple check, and if you begin your turn with one tentacle successfully attached, you can attach the remaining three with a single check, though doing this still requires a full-round action. Your foe can escape with a single grapple check or Escape Artist check, but you gain a +2 bonus for each tentacle that is attached at the beginning of your foe's turn.
- If you begin your turn with all four tentacles attached, you can attempt to remove your foe's brain, killing him instantly The victim is entitled to a fortitude save to avoid this fate, though success indicates only that he evaded extraction; he is still grappled and must attempt to escape normally.
- You cannot use these tentacles to grapple foes more than one size category larger or smaller than you. Extracting the brain does nothing to constructs, elementals, oozes, plants, or undead, and is not instantly fatal to creatures with multiple heads.
- FORM OF THE THREEFOLD BEAST
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over on all fours. Two additional monstrous heads sprout from your shoulders, and two batlike wings stretch out to the sky.
- You take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell. You gain 30 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
- HEART OF FIRE
- Transmutation [Fire]
- Level: Druid 5, sorcerer/wizard 5, wu jen 5 (fire)
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/ level (D) or until expended
- You feel a sudden flame burning within you.
- This spell converts part of your body into elemental fire, which speeds your step and toughens your flesh. You gain a +10-foot enhancement bonus to your land speed and resistance to fire 20.
- Furthermore, while this spell is active, you can activate a fire shield effect (as the spell; fire-based protection only) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.
- If heart of fire is active on you at the same time as heart of air, heart of earth, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
- LIGHTNING LEAP
- Transmutation [Electricity]
- Level: Sorcerer/wizard 5
- Components: V
- Casting Time: 1 standard action
- Range: Personal and 60 ft.
- Target/Area: You/l0-to-60-ft. line
- Duration: Instantaneous
- Saving Throw: None and Reflex half
- Spell Resistance: No and Yes
- With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.
- You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit).
- You can't bring along other creatures except for your familiar.
- The line deals ld6 points of electricity damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.
- UNICORN BLOOD
- Transmutation (Good)
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D) or
- until expended
- The power and purity of the unicorn surge through your veins.
- While this spell lasts, you gain immunity to poison and to compulsion and charm spells or effects.
- Once while the spell lasts, you can use a swift action to bestow temporary hit points equal to your caster level (maximum 15) to another willing creature you touch. This ends the duration of unicorn blood on you, though the temporary hit points last for the remainder of the original duration of the spell. You can't use this ability on yourself.
- If you are under the effect of this spell and the unicorn horn spell at the same time, you instead bestow temporary hit points equal to twice your caster level (maximum 30).
- Draconic Might
- Transmutation
- Level: Pal 4, Sor/Wiz 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 minute/level (D)
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject of the spell gains a +5 enhancement bonus to Strength, Constitution, and Charisma.
- It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.
- Special: Sorcerers cast this spell at +1 caster level.
- Dragonsight
- Transmutation
- Level: Brd 5, Sor/Wiz 5
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level (D)
- You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense.
- You can see four times as well as a normal human in lowlight conditions and twice as well in normal light. Your darkvision has a range of 10 feet per caster level.
- Your blindsense has a range of 5 feet per caster level. You do not need to make Spot or Listen checks to notice creatures within range of your blindsense.
- None of these effects stack with any low-light vision darkvision, or blindsense you may already have.
- Focus: A dragon’s eye.
- Flight of the Dragon
- Transmutation
- Level: Sor/Wiz 5
- Components: V, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 hour/level (D)
- A pair of powerful draconic wings sprouts from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load.
- When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle). In a day of normal flight, you can cover 120 miles.
- Material Component: A dragon’s wing-claw.
- Special: Sorcerers cast this spell at +1 caster level.
- Vulnerability
- Transmutation
- Level: Asn 4, Clr 5, Sor/Wiz 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- This spell lowers the subject’s damage reduction by 5 points (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic.
- For every four caster levels beyond 11th, the subject’s damage reduction lowers by an additional 5 points: 10 at 15th and 15 at 19th.
- SPIDER FORM, GREATER
- Transmutation (Polymorph)
- Level: Sorcerer/wizard 5
- Your body inflates grotesquely as eight enormous spider legs burst through your flesh. As the transformation finishes, your skin hardens into a dark exoskeleton.
- As lesser spider form, except you take on the form and abilities of a Huge fiendish monstrous spider (MM 289). You are treated as having the spider’s Hit Dice (8) for the purpose of adjudicating the special abilities gained from the fiendish template.
- Flesh to Ice
- Transmutation
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- The subject, along with all its carried gear, turns into a mindless, inert ice sculpture. If the sculpture resulting from this spell is broken, melted, or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell.
- Material Component: Water and a drop of blood.
- Ice Shape
- Transmutation [Cold]
- Level: Cleric 3, druid 3, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Area: Ice touched, up to 10 cu. ft. + 1 cu. ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You can form an existing piece of ice into any shape that suits your purpose. For example, you can make an ice weapon, a special trapdoor, or a crude idol. Ice shape also permits you to reshape an ice door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with ice shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
- Arcane Material Component: Slush, which must be spread into roughly the desired shape of the ice object and then touched to the ice while the verbal component is uttered.
- Ice to Flesh
- Transmutation
- Level: Sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One frozen creature or a cylinder of ice from 1 ft. to 3 ft. in diameter and up to 10 ft. long
- Duration: Instantaneous
- Saving Throw: Fortitude negates (object); see text
- Spell Resistance: Yes
- This spell restores a frozen creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any frozen creature, regardless of size, can be restored.
- The spell also can convert a mass of ice into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, an ordinary ice sculpture would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of ice.
- Material Component: A cube of ice and a drop of blood.
- FLESH TO SALT
- Transmutation
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One creature
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- You call the essence of salt forth in the target, dealing 1d6 points of damage per two caster levels (maximum 10d6). If the target takes more than half of its current hit points in damage from the spell, it must make a Fortitude saving throw or its body completely crystallizes. The subject, but not its carried gear, turns into a mindless, inert statue. If a statue resulting from this spell is broken or damaged, the subject has similar damage or deformities if ever returned to its original state. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
- The transformed creature takes on the consistency of rock salt (hardness 2, 5 hp per inch of thickness). Salt statues are extremely susceptible to dissolution by water—if exposed to flooding or heavy rain, they take damage that is not reduced by hardness. A constant blast of water (for example, a geyser from a decanter of endless water) deals 10 points of damage per minute. A steady rain deals 1 point of damage per minute.
- A stone to flesh spell affects salt as if it were stone, returning an affected creature to its original state.
- Material Component: A lump of rock salt.
- TRANSMUTE SAND TO GLASS
- Transmutation [Earth]
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Up to two 10-ft. cubes/level (S)
- Duration: Permanent
- Saving Throw: See text
- Spell Resistance: No
- This spell transforms a mass of normal sand of any depth into solid glass permanently. Any creature in the sand is allowed a Reflex save to escape before the area is hardened to glass. Creatures unable to escape the area become trapped and must be broken out. A creature so caught can break free by making a Strength check to break the glass or by dealing damage to the glass. Glass has hardness 1, 1 hit point per inch of thickness, and a break DC of 12, +1 per inch of thickness. A creature partially caught in the glass takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, and is unable to move. When breaking glass, a creature takes 1d6 points of damage each time it makes a successful Strength check to break free. If broken free by others, the creature takes 1d6 points of damage from broken glass.
- A creature trapped beneath the surface of the glass may begin to suffocate (see page 304 of the Dungeon Master’s Guide).
- Arcane Material Component: A mixture of crushed glass and sand.
- TRANSMUTE SAND TO STONE
- Transmutation [Earth]
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Up to two 10-ft. cubes/level (S)
- Duration: Permanent
- Saving Throw: See text
- Spell Resistance: No
- This spell transforms a mass of sand of any depth into solid stone permanently. Any creature in the sand is allowed a Reflex save to escape before the area is hardened to stone.
- If the creature fails its save, it is entangled and can’t move. It is not considered helpless, however, and it can break out by damaging the stone. Stone has hardness 8 and 15 hit points per inch of thickness. The creature can also make a Strength check to break free. The break DC is 20, +2 per inch of thickness of the stone.
- Transmute sand to stone counters and dispels transmute stone to sand.
- Arcane Material Component: Sand, dirt, and water.
- TRANSMUTE STONE TO SAND
- Transmutation [Earth]
- Level: Druid 5, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Up to two 10-ft. cubes/level (S)
- Duration: Permanent
- Saving Throw: See text
- Spell Resistance: No
- This spell turns natural, uncut, or unworked stone of any sort into an equal volume of sand. If the spell is cast upon a boulder, for example, the boulder collapses into a heap of sand.
- Magical stone is not affected by this spell. The depth of the sand created cannot exceed 10 feet.
- If transmute stone to sand is cast upon the ceiling of a cavern or tunnel, the sand falls to the floor and scatters in a pile 5 feet deep. For example, a 10th-level caster could convert twenty 10-foot cubes into sand. Piling on the floor, this sand would cover an area of forty 10-foot squares to a depth of 5 feet. The falling sand and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.
- Castles and large stone buildings generally have immunity to this spell, since transmute stone to sand can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
- The sand remains until a successful dispel magic or transmute sand to stone spell restores its substance—though not necessarily its form.
- Arcane Material Component: Sandstone and granite.
- UNEARTHLY HEAT
- Transmutation
- Level: Sorcerer/wizard 5, Summer 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 round/level
- Saving Throw: Fortitude negates; see text
- Spell Resistance: Yes
- Your touch raises the effective body temperature of the target as though it were exposed to unearthly heat.
- Each round, the subject takes 1d6 points of lethal damage and 1d4 points of nonlethal damage.
- A creature can make a Fortitude save each round for the spell’s duration to negate the damage. A creature that takes damage from the spell is fatigued (or exhausted if it is already fatigued). Partially protected creatures can reduce the effects and make Fortitude saves to avoid damage and fatigue each round (see Protection against Heat, page 14). A creature wearing heavy clothing or armor takes a –4 penalty on its save.
- MINOR SERVITOR
- Transmutation
- Level: Clr 7, Sor/Wiz 5
- Components: V, S, M, XP
- Casting Time: One day
- Range: Touch
- Effect: One object up to 1 cu. ft./level
- Duration: Permanent (D)
- Saving Throw: None (object)
- Spell Resistance: Yes (object)
- You imbue an inanimate object with mobility and a semblance of life. The animated object is friendly toward you. You have no special empathy or connection with the object, although it serves you in specific tasks or endeavors if you communicate your desires to it. The object can be of any non-magical material, including wood, metal, stone, fabric, leather, ceramic, and glass. You can also animate masses of raw matter, such as water, a rock from a wall, or a rock on the ground, as long as the volume of material does not exceed 1 cubic foot per caster level. For each cubic foot of volume, the animated object has 1 Hit Die.
- The object gains an Intelligence score (roll 3d6) and a Charisma score (roll 1d3) from the spell. Other statistics for animated objects are found in the Monster Manual.
- Material Component: A piece or handful of material of the same type as the object to be animated.
- XP Cost: 250 XP per cubic foot of material affected.
- AIRY WATER
- Transmutation [Air, Water]
- Level: Seafolk 6, sorcerer/wizard 5
- Components: S, M
- Casting Time: 1 standard action
- Range: 0 ft.
- Area: 20-ft.-radius emanation
- centered on you
- Duration: 10 min./level (D)
- Saving Throw: None
- Spell Resistance: No
- This spell turns normal water (or watery solutions) into a frothy substance that is as breathable as air.
- Both air-breathing and water-breathing creatures within the area can breathe normally.
- Moving through airy water is easier than moving through normal water.
- Swimmers make a DC 10 Swim check once per round; they swim at their normal speed on a success, or half their normal speed on a failure.
- Creatures with a swim speed can simply use their swim speed without penalty. Creatures can instead use their land speed to move along the bottom at their normal speed. Creatures walking on the bottom do not pay any movement penalty for walking on sand, stone, or pebble seafloor and only pay 2 squares of movement per square of muck or mud entered (see Marine Dungeon Terrain on page 21).
- Finally, airy water negates underwater combat penalties for all melee attacks, although ranged attacks still take the normal underwater penalty.
- The spell does not filter or purify solid particles, so casting airy water on very turbid liquids, for example, would produce an area filled with dust or smoke (and impose similar penalties).
- Material Component: A small handful of alkaline salts.
- TRANSFORMATION OF THE DEEPS
- Transmutation
- Level: Blackwater 4, druid 5, sorcerer/wizard 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: One creature/3 levels
- Duration: 1 hour/level (D)
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans. This creates subtle changes in the spell’s target, whose eyes become completely black and whose flesh becomes hard and cold.
- The target of this spell gains the ability to breathe water and is rendered immune to damage from both the temperature and the pressure in extreme depths of water.
- Additionally, she gains darkvision out to 60 feet.
- Material Component: A bit of stone or mud from a deep ocean trench.
- LEGION'S GREATER MAGIC WEAPON
- Transmutation
- Level: Cleric 6, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- This spell functions like greater magic weapon (see page 251 of the Player’s Handbook), except as noted above and as follows. It only affects weapons held by allies when the spell is cast. It has no effect on ammunition.
- IMPROVED ENLARGE
- Transmutation
- Level: Sor/Wiz 5
- Range: Touch
- Duration: 10 minutes/level
- As enlarge, except as noted above.
- IMPROVED REDUCE
- Transmutation
- Level: Sor/Wiz 5
- Range: Touch
- Duration: 10 minutes/level
- As reduce, except as noted above.
- FIENDFORM
- Transmutation [Evil]
- Level: Sorcerer/wizard 6
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 min./level
- This spell functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell, regardless of size. You can assume only one form with each use of the spell, but you gain all that form’s extraordinary, spell-like,
- and supernatural abilities, and your type changes to outsider. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you staggered for 1 round per caster level.
- Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.
- BRILLIANT BLADE
- Transmutation
- Level: Cleric 8, sorcerer/wizard 6
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
- Duration: 1 min./level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy. A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such
- bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
- CLOAK OF THE SEA
- Transmutation
- Level: Druid 5, sorcerer/wizard 6
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level (D)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject retains his or her form but takes on a blue-green watery appearance. While underwater, the subject functions as if affected by blur, freedom of movement, and water breathing and doesn’t take nonlethal damage from water pressure or hypothermia for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.
- SUBVERT PLANAR ESSENCE
- Transmutation
- Level: Cleric 5, sorcerer/wizard 6
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft.-radius emanation centered on a point in space
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them. Outsiders who fail their saves have their damage reduction and spell resistance each reduced by 10 points.
- For example, a barbed devil subject to subvert planar essence would have no damage reduction and SR 13, while a pit fiend would have damage reduction of 5/good and silver and SR 22.
- Outsiders attempt Fortitude saves and check SR when they first enter the spell’s area. If they make their save or the spell fails to overcome their SR, they’re thereafter unaffected by that casting of subvert planar essence and can enter and exit the spell area without making further saves.
- Outsiders who fail their saves or whose SR is overcome by the spell are affected as long as they remain within the spell area, and they are automatically affected if they leave and reenter the spell area.
- Material Component: A rough statuette carved from adamantine ore (100 gp).
- SMOKY CONFINEMENT
- Transmutation
- Level: Sorcerer/wizard 6
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you have prepared.
- You transform the subject into smoke or gas, which is then stored inside the focus. The subject remains trapped within the focus, unaware and ageless. If the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus.
- Focus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp. The receptacle must be able to be sealed.
- Move Snow and Ice
- Transmutation [Cold, Ice]
- Level: Druid 6, sorcerer/wizard 6
- Components: V, S, M
- Casting Time: See text
- Range: Long (400 ft. + 40 ft./level)
- Area: Snow or ice in an area up to 750 ft. square and up to 10 ft. deep (S)
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- This spell moves snow and ice. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
- This spell does not violently break the surface of snow or ice. Instead, it creates wavelike crests and troughs, with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
- The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or adjusting terrain contours before a battle.
- This spell has no effect on ice creatures.
- Material Component: A mixture of snow and ice in a small bag, and an iron blade.
- Suppress Flame
- Transmutation [Cold]
- Level: Sorcerer/wizard 6
- Components: V, S, Coldfire
- Casting Time: 1 round
- Range: Medium (100 ft. + 10 ft./level)
- Area: 10-ft. cube/level (S)
- Duration: 1 hour/level
- Saving Throw: None
- Spell Resistance: No
- You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire (torches, continual flame, and so on) is reduced by half. For example, a hooded lantern within the area of a suppress flame spell clearly illuminates a 15-foot radius (instead of a 30-foot radius) and provides shadowy illumination in a 30-foot radius (instead of a 60-foot radius).
- In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die. So, a fireball cast by a 10th-level wizard would deal 10 points of fire damage to those who fail their Reflex save or 5 points of fire damage to those who make their Reflex save, rather than 10d6 points of fire damage or half that amount, respectively, outside the confines of a suppress flame spell. A caster can make a caster level check (DC 10 + the suppress flame’s caster level) to cause normal amounts of damage from fire spells. A new caster level check must be made for each spell cast.
- Coldfire Component: Ten ounces of coldfire.
- Hardening
- Transmutation
- Level: Artifice 7, artificer 6, sorcerer/wizard 6
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: One item of a volume no greater than 10 cu. ft./level (see text)
- Duration: Permanent
- Saving Throw: None
- Spell Resistance: Yes (object)
- This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more durable, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement. For example, a longsword (hardness 10) affected by a hardening spell cast by a 12th-level caster would have a new hardness of 16 for purposes of ignoring damage caused by an opponent’s successful sunder attempt.
- The sword’s hit points, attack and damage modifiers, and other factors are not affected. The hardening spell does not in any way affect the item’s resistance to other forms of transformation. Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on.
- This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the volume is reduced to 1 cubic feet per level.
- Contingent Spell Lock
- Transmutation [Ectomancy]
- Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6
- Components: V, S, DF
- Casting Time: 10 minutes
- Range: Personal
- Target: You
- Duration: Instantaneous
- You transfer some of your currently prepared spells or available spell slots to a hidden part of your soul so that, if you die, when you appear on the Ethereal Plane, you have those spells or spell slots available for use (normally, dying and appearing on the Ethereal Plane causes you to lose all prepared spells and unused spell slots). You can transfer one spell per spell level that you can cast into this hidden part of your soul.
- Once you transfer the spells or spell slots in this manner, you cannot access them in any way—it is as if you had used those spell slots. The next time you choose to ready or prepare spells, you may leave those transferred spells or slots in place, or you may recover them along with your other spells or spell slots (which means they would not be available if you died).
- The transferred spells or spell slots may be used by your ghost in the normal manner, requiring the appropriate components and so on.
- If you are raised from the dead, the transferred spells become inaccessible again (although you can choose to recover them the next time you ready or prepare spells, as described above).
- Sherem Transformation
- Transmutation
- Level: Sor/Wiz 6
- Components: V, S, M, F
- Casting Time: 1 hour
- Range: Touch
- Target: One unborn human (see text)
- Duration: Instantaneous
- Saving Throw: Will negates
- Spell Resistance: Yes
- You enhance the abilities of an unborn human child, giving the child exceptional sorcerous ability (if female) or exceptional clarity of mind (if male). Upon reaching adulthood, the child may select the Kihu-Sherem Guardian or Sherem-Lar Sorcery feats. While the spell affects an unborn child, it is targeted at the pregnant mother, who may resist the spell with a Will saving throw. If the mother is bearing multiple children, the spell randomly affects one of the unborn (in these cases, the spell is usually cast multiple times in order to affect all of them).
- If the mother is from an unbroken line of sherem-lar sorcerers at least ten generations long, a female child born of this spell may choose the Sherezem-Lar Sorcery feat. This spell is normally used on only Bazareene nobles, and most nobles consider it a crime to use the spell on anyone but a noble. Conversely, most people outside of Bazareene consider magically altering an unborn child to be a repugnant act and would never allow it.
- Focus: A flawless emerald worth at least 1,000 gp.
- Material Components: Blood from a Bazareene sorcerer of at least 6th level, an iron ring that has touched lava, and three golden spheres worth 50 gp each.
- SCALDING MUD
- Transmutation [Earth, Fire]
- Level: Druid 6, sorcerer/wizard 6
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Duration: Permanent; see text
- Saving Throw: See text
- Spell Resistance: No
- This spell functions as transmute rock to mud (see page 295 of the Player’s Handbook), except that it can be cast on sand, earth, and unworked, non-magical rock (within the normal restrictions for transmute rock to mud), and the mud created is boiling hot.
- Creatures mired in the hot mud take 5d6 points of fire damage per round, while those completely submerged in the sludge take 10d6 points of fire damage per round. Creatures atop the mud (such as those standing on straw) take 1d6 points of fire damage each round from hot steam. Damage from boiling mud continues for 1d3 rounds after exposure ceases, but this additional damage is only 1d6 points of fire damage per round.
- The transmuted material cools after a period of 1 round per caster level.
- The number of dice of damage the mud deals is halved each round after this duration expires. The transmuted rock remains as mud even after it cools. It eventually dries into soil, as per transmute rock to mud.
- Arcane Material Component: A pinch of a mixture of clay, sulfur, and water.