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Transmutation (divine)

By: TFW on May 31st, 2012  |  syntax: None  |  size: 88.92 KB  |  hits: 46  |  expires: Never
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  1. No Light
  2. Transmutation
  3. Level: Brd 1, Clr 0, Sor/Wiz 0
  4. Components: V, S
  5. Casting Time: 1 action
  6. Range: Close (25 ft. + 5 ft./2 levels)
  7. Area: 20-ft.-radius spread
  8. Duration: 1 minute/level
  9. Saving Throw: None
  10. Spell Resistance: No
  11. The caster creates an area of darkness.
  12. 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.
  13.  
  14. Eyes of the Avoral
  15. Transmutation
  16. Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
  17. Components: S
  18. Casting Time: 1 standard action
  19. Range: Touch
  20. Target: One creature
  21. Duration: 10 minutes/level
  22. Saving Throw: Will negates (harmless)
  23. Spell Resistance: Yes (harmless)
  24. The subject gains an avoral’s sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
  25.  
  26. Spider Hand
  27. Transmutation
  28. Level: Clr 1, Drd 1
  29. Components: V, S
  30. Casting Time: 1 action
  31. Range: Personal
  32. Target: Caster’s hand
  33. Duration: Concentration (up to 1
  34. minute/level)
  35. The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls. The caster can see through its eyes, and it can travel up to 20 feet per level away from him. If the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage. If the caster directs the spider to return to his arm (a move equivalent action), then lets the spell end, he takes no damage.
  36.  
  37. Fortify Cold Creatures
  38. Transmutation [Cold]
  39. Level: Cleric 1
  40. Components: V, S, DF
  41. Casting Time: 1 standard action
  42. Range: Close (25 ft. + 5 ft./2 levels)
  43. Area: One creature/level, no two of which can be more than 30 ft. apart
  44. Duration: 1 round/level
  45. Saving Throw: None
  46. Spell Resistance: No
  47. Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws against fire effects.
  48.  
  49. Spittle Spray
  50. Transmutation
  51. Level: Clr 1
  52. Components: V, S
  53. Casting Time: 1 action
  54. Range: Personal
  55. Target: You
  56. Duration: 1 round/level
  57. You can spit out to close range (25 ft. + 5 ft./2 levels). If you have a poison bite attack, this spell allows you to spit your poison out to this range. You make a ranged touch attack to hit your foe, and if you succeed, the target must make a saving throw against your poison as if it had been bitten.
  58. This spell is normally used by the yuan-ti and has no significant effect if used with normal spittle.
  59.  
  60. Anarchic Water
  61. Transmutation [Chaotic]
  62. Level: Cleric 1
  63. Components: V, S, M
  64. Casting Time: 1 minute
  65. Range: Touch
  66. Target: Flask of water touched
  67. Duration: Instantaneous
  68. Saving Throw: Will negates (object)
  69. Spell Resistance: Yes (object)
  70. This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water (see page 75).
  71. Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
  72.  
  73. Axiomatic Water
  74. Transmutation [Lawful]
  75. Level: Cleric 1, paladin 1
  76. Components: V, S, M
  77. Casting Time: 1 minute
  78. Range: Touch
  79. Target: Flask of water touched
  80. Duration: Instantaneous
  81. Saving Throw: Will negates (object)
  82. Spell Resistance: Yes (object)
  83. This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water (see page 76).
  84. Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
  85.  
  86. Spider Legs
  87. Transmutation
  88. Level: Clr 2
  89. Components: V, S, F
  90. Casting Time: 1 action
  91. Range: Personal
  92. Target: Caster
  93. Duration: 1 minute/level
  94. The caster grows four long spider legs from the sides of her torso. She can use these legs to move at a speed of 30 feet, no matter what the caster’s normal speed is, as long as she carries less than her maximum load. The caster can also use the extra legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with her hands completely free. The caster has a climb speed of 15 feet.
  95. A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.
  96.  
  97. IRON SILENCE
  98. Transmutation
  99. Level: Assassin 2, bard 2, cleric 2
  100. Components: V, S, DF
  101. Casting Time: 1 standard action
  102. Range: Touch
  103. Target: One suit of armor touched per three levels
  104. Duration: 1 hour/level (D)
  105. Saving Throw: Will negates (harmless, object)
  106. Spell Resistance: Yes (harmless, object)
  107. While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks. Only wearers proficient in the armor’s use get this benefit when wearing the affected armor. The armor check penalty still applies to other skill checks as normal.
  108.  
  109. BRAMBLES
  110. Transmutation
  111. Level: Cleric 2, druid 2
  112. Components: V, S, M
  113. Casting Time: 1 standard action
  114. Range: Touch
  115. Target: Wooden weapon touched
  116. Duration: 1 round/level
  117. Saving Throw: None
  118. Spell Resistance: No
  119. Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.
  120. Material Component: A small thorn.
  121.  
  122. CURSE OF ILL FORTUNE
  123. Transmutation
  124. Level: Blackguard 2, cleric 2
  125. Components: V, S, DF
  126. Casting Time: 1 standard action
  127. Range: Medium (100 ft. +10 ft./level)
  128. Target: One living creature
  129. Duration: 1 min./level
  130. Saving Throw: Will negates
  131. Spell Resistance: Yes
  132. You place a temporary curse upon the subject, giving her a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.
  133.  
  134. DIVINE PRESENCE
  135. Transmutation
  136. Level: Blackguard 2, cleric 2, druid 2, paladin 2
  137. Components: V, S
  138. Casting Time: 1 standard action
  139. Range: Personal
  140. Target: You
  141. Duration: 10 minutes/level (D)
  142. Your back straightens, your eyes flash, and your aura pulses with divine might.
  143. You channel a tiny spark of the divine, granting yourself nearly inhuman presence. You gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity. When making such checks against individuals who have one alignment component opposed to yours (chaos/law or good/evil), this bonus becomes +10. When making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15.
  144.  
  145. MASTER CAVALIER
  146. Transmutation
  147. Level: Blackguard 2, cleric 2, paladin 2
  148. Components: V, S
  149. Casting Time: 1 standard action
  150. Range: Personal
  151. Target: You
  152. Duration: 10 minutes/level (D)
  153. When you utter the final words of this spell, your muscles and equilibrium shift dramatically, making you feel more at home in the saddle than you do on your own feet.
  154. Upon casting this spell, you gain a +10 bonus on all Ride checks. If you have special mount or similar class ability, your bonus on Ride checks increases to +20 while you are mounted on your special mount.
  155. If you cast master cavalier along with phantom charge (see below) and war-mount (page 129), the three spells have a synergistic effect. By shunting a tiny amount of its physical form into the plane from which it normally comes, your mount gains the ability to walk on liquids or even on empty air. This adjustment grants it a fly speed equal to its normal land-based movement rate, with average maneuverability. This effect lasts until either master cavalier or war-mount expires.
  156.  
  157. SUBSTITUTE DOMAIN
  158. Transmutation
  159. Level: Cleric 2
  160. Components: V, S, DF
  161. Casting Time: 10 minutes
  162. Range: Personal
  163. Target: You
  164. Duration: 1 day/level (D)
  165. The power of your deity courses through you, re-placing what you once knew with different ideas and abilities. Upon casting substitute domain, you can swap one of your current domains for another that your deity offers. You gain the granted power of the new domain, as well as access to any of its spells that you can cast—though you must still prepare the spells normally. While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.
  166. For example, Saera, a cleric of Pelor, normally has access to the Strength and Sun domains. She casts substitute domain. on herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants—namely Healing. While she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain.
  167.  
  168. Brumal Stiffening
  169. Transmutation [Cold]
  170. Level: Cleric 2, druid 2, sorcerer/wizard 2
  171. Components: V, S
  172. Casting Time: 1 standard action
  173. Range: Close (25 ft. + 5 ft./2 levels)
  174. Target: One weapon
  175. Duration: 1 round/level
  176. Saving Throw: Reflex negates
  177. Spell Resistance: Yes
  178. 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.
  179.  
  180. Frost Weapon
  181. Transmutation
  182. Level: Cleric 2, druid 2, sorcerer/wizard 2
  183. Components: V, S, M
  184. Casting Time: 1 standard action
  185. Range: Touch
  186. Area: Weapon touched
  187. Duration: 1 round/level
  188. Saving Throw: Will negates (harmless, object)
  189. Spell Resistance: No
  190. 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.
  191. Material Component: A drop of water.
  192.  
  193. Ghost Touch Armor
  194. Transmutation [Ectomancy]
  195. Level: Bone Collector 2, Clr 2, Sor/Wiz 2
  196. Components: V, S, M
  197. Casting Time: 1 action
  198. Range: Touch
  199. Target: Armor of creature touched
  200. Duration: 1 minute/level
  201. Saving Throw: Will negates (harmless)
  202. Spell Resistance: Yes (harmless)
  203. The subject’s armor gains the ghost touch property.
  204. Material Component: A shield made of resin.
  205.  
  206. Stone Bones
  207. Transmutation
  208. Level: Clr 2, Sor/Wiz 2
  209. Components: V, S, F
  210. Casting Time: 1 action
  211. Range: Touch
  212. Target: Corporeal undead creature touched
  213. Duration: 10 minutes/level
  214. Saving Throw: Will negates (harmless)
  215. Spell Resistance: Yes (harmless)
  216. 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.
  217. The spell has no effect on creatures that have no skeleton but works normally on creatures that have exoskeletons (such as insects).
  218. 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).
  219. Focus: A miniature skull carved of granite.
  220.  
  221. RESOUNDING VOICE
  222. Transmutation [Sonic]
  223. Level: Bard 2, cleric 2
  224. Components: S
  225. Casting Time: 1 standard action
  226. Range: Touch
  227. Target: Creature touched
  228. Duration: 1 minute/level (D)
  229. Saving Throw: Will negates (harmless)
  230. Spell Resistance: Yes
  231. The subject becomes supernaturally loud, and his voice carries over long distances. A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level. Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all.
  232. Resounding voice counters and dispels silence and is also countered and dispelled by silence.
  233.  
  234. Quick March
  235. Transmutation
  236. Level: Clr 2, Pal 2
  237. Components: V, S, DF
  238. Casting Time: 1 standard action
  239. Range: Medium (100 ft. + 10 ft./level)
  240. Targets: Allies in a 20-ft.-radius burst
  241. Duration: 1 round
  242. Saving Throw: Will negates (harmless)
  243. Spell Resistance: Yes (harmless)
  244. Quick march increases your allies’ base land speed by 30 feet. (This adjustment is considered an enhancement bonus.)
  245. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases a creature’s speed, this spell affects maximum jumping distance.
  246.  
  247. STONE FIST
  248. Transmutation
  249. Level: Cleric 2, paladin 2
  250. Components: V, S, DF
  251. Casting Time: 1 standard action
  252. Range: Personal
  253. Target: You
  254. Duration: 1 round/level (D)
  255. Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds. While this spell is in effect, your unarmed attacks do not provoke attacks of opportunity, and they deal lethal bludgeoning damage. The damage that your unarmed attacks deal increases as well, according to your size as given on the table below.
  256. Size                  Unarmed Damage
  257. Fine                  1d3
  258. Diminutive            1d4
  259. Tiny                  1d6
  260. Small                 1d8
  261. Medium                2d6
  262. Large                 3d6
  263. Huge                  4d6
  264. Gargantuan            6d6
  265. Colossal              8d6
  266. If your unarmed strike already deals more damage than the indicated amount, you always use the higher value. In addition, if you are a dwarf or a goliath under the effects of this spell, your unarmed attacks overcome damage reduction as if they were cold iron weapons.
  267.  
  268. FINS TO FEET
  269. Transmutation
  270. Level: Clr 2, Sor/Wiz 2
  271. Components: V, S
  272. Casting Time: 1 minute
  273. Range: Touch
  274. Target: Creature touched
  275. Duration: 1 hour/level
  276. Saving Throw: Fortitude negates (harmless)
  277. Spell Resistance: Yes (harmless)
  278. 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.
  279. 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.
  280. The creature loses any natural attacks based on its tail or tentacles.
  281.  
  282. FOX’S CUNNING
  283. Transmutation
  284. Level: Brd 2, Clr 2, Sor/Wiz 2
  285. Components: V, S, M/DF
  286. Casting Time: 1 action
  287. Range: Touch
  288. Target: Creature touched
  289. Duration: 1 hour/level
  290. Saving Throw: Will negates (harmless)
  291. Spell Resistance: Yes (harmless)
  292. 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.
  293. Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
  294.  
  295. RAPID BURROWING
  296. Transmutation
  297. Level: Clr 2, Drd 1, Rgr 2, Sor/Wiz 2
  298. Components: V, S, F/DF
  299. Casting Time: 1 action
  300. Range: Touch
  301. Target: Creature touched
  302. Duration: 1 minute/level
  303. Saving Throw: Fortitude negates (harmless)
  304. Spell Resistance: Yes (harmless)
  305. 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.
  306.  
  307. WINGS OF THE SEA
  308. Transmutation
  309. Level: Clr 2, Drd 1, Rgr 1, Sor/Wiz 2
  310. Components: S, M
  311. Casting Time: 1 action
  312. Range: Touch
  313. Target: You or person touched
  314. Duration: 1 minute/level
  315. Saving Throw: Fortitude negates (harmless)
  316. Spell Resistance: Yes (harmless)
  317. 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.
  318. Material Component: A drop of water.
  319.  
  320. LEGION'S MAGIC WEAPON
  321. Transmutation
  322. Level: Cleric 2, paladin 2, sorcerer/wizard 2
  323. Components: V, S, DF
  324. Casting Time: 1 standard action
  325. Range: Close (25 ft. + 5 ft./2 levels)
  326. Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
  327. Duration: 1 round/level
  328. Saving Throw: Will negates (harmless, object)
  329. Spell Resistance: Yes (harmless, object)
  330. 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.
  331.  
  332. BRIAR WEB
  333. Transmutation
  334. Level: Cleric 3, druid 2, ranger 2
  335. Components: V, S, DF
  336. Casting Time: 1 standard action
  337. Range: Medium (100 ft. + 10 ft./level)
  338. Area: Plants in a 20-ft.-radius spread
  339. Duration: 1 minute/level
  340. Saving Throw: Reflex negates; see text
  341. Spell Resistance: No
  342. This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.
  343. Creatures that make their save against this spell are unaffected other than having to move at half speed within the area of affect. If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt to break free from the thorns, or continue to act normally.
  344. A creature that fails its save but stands perfectly still is entangled (–2 attack, –4 Dexterity), but experiences no other effect and takes no damage. Anyone entangled in this way loses the entangled condition if they leave the area of the spell.
  345. Each round in which a creature remains in the area, it may spend a full round action extricating themselves from the thorns. Doing so allows for a new saving throw. If successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell. Successfully
  346. breaking free in this way is the only thing a character can do that does not cause thorn damage to the character. A failed attempt to break free deals the normal 2d6 thorn piercing damage.
  347. Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns. A creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell.
  348. The plants provide cover. A creature 5 feet away has cover. Creatures separated by 20 or more feet of briar webs have total cover.
  349.  
  350. Energize Potion
  351. Transmutation
  352. Level: Cleric 3, druid 3, sorcerer/wizard 2, Wrath 2
  353. Components: V, S, M
  354. Casting Time: 1 standard action
  355. Range: Close (25 ft. + 5 ft./2 levels)
  356. Effect: 10-ft.-radius burst
  357. Duration: Instantaneous
  358. Saving Throw: Reflex half
  359. Spell Resistance: Yes
  360. 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.
  361. 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.
  362. Material Component: A magic potion.
  363.  
  364. SPIKES
  365. Transmutation
  366. Level: Cleric 3, druid 3
  367. Components: V, S, M
  368. Casting Time: 1 standard action
  369. Range: Touch
  370. Target: Wooden weapon touched
  371. Duration: 1 hour/level
  372. Saving Throw: None
  373. Spell Resistance: No
  374. As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.
  375.  
  376. VISAGE OF THE DEITY, LESSER
  377. Transmutation [Evil, Good]
  378. Level: Blackguard 4, cleric 3, paladin 4
  379. Components: V, S, DF
  380. Casting Time: 1 standard action
  381. Range: Personal
  382. Target: You
  383. Duration: 1 round/level
  384. When you cast this spell, your body changes into a form more like your deity’s (in a very limited fashion, of course). You gain a +4 enhancement bonus to your Charisma score. You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good; cold and fire if you are evil.
  385.  
  386. DEIFIC BASTION
  387. Transmutation
  388. Level: Blackguard 3, cleric 3, paladin 3
  389. Components: V, S, DF
  390. Casting Time: 1 standard action
  391. Range: Touch
  392. Target: Shield or heavy armor touched
  393. Duration: 1 round/level
  394. Saving Throw: Fortitude negates (harmless, object)
  395. Spell Resistance: Yes (harmless, object)
  396. Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.
  397. You must either be holding a shield or wearing heavy armor to cast this spell. The shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below. This enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash.
  398. The enhancement bonus of the armor or shield is +2 if your caster level is 9th-llth, +3 if it's 12th-14th level, +4 if it's 15th-16th, and +5 if it's 18th or higher.
  399. Deity                                Added Ability
  400. Bahamut                              Cold resistance 5
  401. Boccob                               Spell resistance 13
  402. Corellon Larethian                   Arrow deflection
  403. Ehlonna                              Cold resistance 5
  404. Erythnul                             Damage reduction 2/magic
  405. Fharlanghn                           50% fortification (half of critical hits are negated)
  406. Garl Glittergold                     Spell resistance 13
  407. Gruumsh                              Arrow deflection
  408. Heironeous                           Electricity resistance 5
  409. Hextor                               Damage reduction 2/magic
  410. Kord                                 Damage reduction 2/magic
  411. Kurtulmak                            Shadow and silent moves
  412. Lolth                                50% fortification (half of critical hits are negated)
  413. Moradin                              Arrow deflection
  414. Nerull                               50% fortification (half of critical hits are negated)
  415. Obad-Hai                             Shadow and silent moves
  416. Olidammara                           Shadow and silent moves
  417. Pelor                                Fire resistance 5
  418. St. Cuthbert                         Damage reduction 2/magic
  419. Tiamat                               Fire resistance 5
  420. Vecna                                Cold resistance 5
  421. Wee Jas                              Spell resistance 13
  422. Yondalla                             Shadow and silent moves
  423.  
  424. FOOTSTEPS OF THE DIVINE
  425. Transmutation
  426. Level: Cleric 3
  427. Components: V, S, DF
  428. Casting Time: 1 standard action
  429. Range: Personal
  430. Target: You
  431. Duration: 1 round/level (D)
  432. Your body twists and reshapes itself, allowing you brief freedom from the confines of a wholly humanoid shape.
  433. Upon casting this spell, you briefly acquire a new movement mode and speed, as given on the table below. Unlike most deity-variable spells, footsteps of the divine does not limit you to the option offered by your own deity; you are free to choose any option presented on the table. If you choose an option offered by a deity other than your own, however, the spell duration is halved. You can choose only one option per casting.
  434. Deity                            Movement Mode                                        Speed
  435. Bahamut                          Fly                                                  60 ft. (poor)
  436. Boccob                           Fly                                                  40 ft. (perfect)
  437. Corellon Larethian               —                                                    +40 ft.
  438. Ehlonna                          Climb                                                30 ft.
  439. Erythnul                         —                                                    +40 ft.
  440. Fharlanghn                       —                                                    +50 ft.
  441. Garl Glittergold                 Burrow                                               20 ft.
  442. Gruumsh                          Burrow                                               20 ft.
  443. Heironeous                       —                                                    +40 ft.
  444. Hextor                           —                                                    +40 ft.
  445. Kord                             Climb                                                30 ft.
  446. Kurtulmak                        Burrow                                               20 ft.
  447. Lolth                            Climb                                                30 ft.
  448. Moradin                          Burrow                                               20 ft.
  449. Nerull                           Fly                                                  50 ft. (average)
  450. Obad-Hai                         —                                                    +40 ft.
  451. Olidammara                       Climb                                                30 ft.
  452. Pelor                            Fly                                                  50 ft. (average)
  453. St. Cuthbert                     —                                                    +40 ft.
  454. Tiamat                           Fly                                                  60 ft. (poor)
  455. Vecna                            Fly                                                  40 ft. (perfect)
  456. Wee Jas                          Burrow                                               20 ft.
  457. Yondalla                         Climb                                                30 ft.
  458. Your assumption of a new movement mode, if any, imposes certain physical changes on you. For instance, if footsteps of the divine grants you flight, you grow wings; if it grants you a burrow speed, you grow heavy digging claws; and so forth. A"—" entry indicates that you gain no new movement type, but your base speed increases by the amount indicated. At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. Doing so adds an additional +10 feet to your speed per round remaining in the spell's duration. However, this effect lasts for only a single round, after which the spell ends.
  459.  
  460. Aura of Cold, Lesser
  461. Transmutation [Cold]
  462. Level: Cleric 3, druid 3, paladin 4, ranger 4
  463. Components: V, S, DF
  464. Casting Time: 1 standard action
  465. Range: 5 ft.
  466. Area: 5-ft.-radius spherical emanation, centered on you
  467. Duration: 1 round/level (D)
  468. Saving Throw: None
  469. Spell Resistance: Yes
  470. You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.
  471.  
  472. Binding Snow
  473. Transmutation [Cold]
  474. Level: Cleric 3, druid 3, paladin 3, ranger 3
  475. Components: V, S, DF, Frostfell
  476. Casting Time: 1 standard action
  477. Range: Medium (100 ft. + 10 ft./level)
  478. Area: One 10-ft. square/level
  479. Duration: 1 hour/level (D)
  480. Saving Throw: Reflex negates
  481. Spell Resistance: Yes
  482. This spell must be cast on a snow field.  That snow field instantly freezes, impeding movement through the area. A creature caught within the area can move only at half its normal speed. By making a DC 20 Strength check or a DC 25 Escape Artist check, the creature can move at its normal speed for that round. A creature that succeeds on a Reflex save is not impeded.
  483.  
  484. Control Snow and Ice
  485. Transmutation
  486. Level: Cleric 3
  487. Components: V, S, DF
  488. Casting Time: 1 standard action
  489. Range: Long (400 ft. + 40 ft./level)
  490. Area: Ice and snow in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
  491. Duration: 10 min./level (D)
  492. Saving Throw: None
  493. Spell Resistance: No
  494. Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.
  495. Lower Snow and Ice: This causes snow and ice to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The snow and ice is lowered within a squarish depression whose sides are up to 10 feet long per caster level. In extremely large and deep snow and ice fields, such as a glacier, the spell creates a crevasse that sweeps creatures downward (without dealing damage), rendering them unable to leave by normal movement for the duration of the spell. They can climb out of a crevasse, as normal with a DC 18 Climb check. When cast on ice elementals and other ice-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.
  496. Raise Snow and Ice: This causes snow and ice to rise in height, just as the lower snow and ice version causes it to lower. Creatures and objects on top of the snow or ice are raised along with the top level of snow.
  497. For either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.
  498.  
  499. Ice Shape
  500. Transmutation [Cold]
  501. Level: Cleric 3, druid 3, sorcerer/wizard 5
  502. Components: V, S, M/DF
  503. Casting Time: 1 standard action
  504. Range: Touch
  505. Area: Ice touched, up to 10 cu. ft. + 1 cu. ft./level
  506. Duration: Instantaneous
  507. Saving Throw: None
  508. Spell Resistance: No
  509. 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.
  510. 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.
  511.  
  512. Meld into Ice
  513. Transmutation
  514. Level: Cleric 3, druid 3
  515. Components: V, S, DF
  516. Casting Time: 1 standard action
  517. Range: Personal
  518. Target: You
  519. Duration: 10 min./level
  520. Meld into ice enables you to meld your body and possessions into a single block of ice. The ice must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice. If either condition is violated, the spell fails and is wasted.
  521. While in the ice, you remain in contact, however tenuous, with the face of the ice through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the ice. Nothing that goes on outside the ice can be seen, but you can still hear what happens around you. Minor physical damage to the ice does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The ice’s complete destruction (by damage or thawing) expels you and slays you instantly unless you make a DC 18 Fortitude save.
  522. Any time before the duration expires, you can step out of the ice through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
  523. The following spells harm you if cast upon the ice that you are occupying: ice to flesh expels you and deals you 5d6 points of damage. Ice shape deals you 3d6 points of damage but does not expel you. Thaw expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, pass through ice expels you without damage.
  524.  
  525. Forced Incorporeality
  526. Transmutation [Ectomancy]
  527. Level: Clr 3, Sor/Wiz 3
  528. Components: V, S
  529. Casting Time: 1 action
  530. Range: Medium (100 ft. + 10 ft./level)
  531. Target: One ghost or naturally incorporeal undead
  532. Duration: 1 round/level
  533. Saving Throw: Will negates
  534. Spell Resistance: Yes
  535. The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of the spell.
  536. Forced incorporeality counters and dispels forced manifestation.
  537.  
  538. Forced Manifestation
  539. Transmutation [Ectomancy]
  540. Level: Clr 3, Bone Collector 3, Sor/Wiz 3
  541. Components: V, S
  542. Casting Time: 1 action
  543. Range: Medium (100 ft. + 10 ft./level)
  544. Target: One ghost or naturally incorporeal undead
  545. Duration: 1 round/level
  546. Saving Throw: Will negates
  547. Spell Resistance: Yes
  548. The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.
  549. Forced manifestation counters and dispels forced incorporeality.
  550.  
  551. Attune Form
  552. Transmutation
  553. Level: Cleric 3, druid 3, sorcerer/wizard 4
  554. Components: V, S, M/DF
  555. Casting Time: 1 standard action
  556. Range: Touch
  557. Target: One or more living creatures touched
  558. Duration: 2 hours/level (see text)
  559. Saving Throw: None
  560. Spell Resistance: No
  561. 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.
  562. Material Component: A bit of stone or earth from your home plane.
  563.  
  564. Devil Blight
  565. Transmutation
  566. Level: Cleric 3, sorcerer/wizard 3
  567. Components: V, S, DF
  568. Casting Time: 1 standard action
  569. Range: Close (25 ft. + 5 ft./2 levels)
  570. Target: Living creature
  571. Duration: Instantaneous or 1d6 rounds; see text
  572. Saving Throw: None or Will partial; see text
  573. Spell Resistance: Yes and no; see text
  574. 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.
  575. 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.
  576.  
  577. Hamatula Barbs
  578. Transmutation
  579. Level: Cleric 3, sorcerer/wizard 3
  580. Components: V, S, M/DF
  581. Casting Time: 1 standard action
  582. Range: Touch
  583. Target: Creature touched
  584. Duration: 10 min./level
  585. Saving Throw: Fortitude negates (harmless)
  586. Spell Resistance: Yes (harmless)
  587. 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.
  588. 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.
  589. Material Component: A thorn.
  590.  
  591. CONTROL SAND
  592. Transmutation
  593. Level: Cleric 3, druid 3
  594. Components: V, S, DF
  595. Casting Time: 1 standard action
  596. Range: Long (400 ft. + 40 ft./level)
  597. Area: Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S)
  598. Duration: 10 min./level (D)
  599. Saving Throw: None; see text
  600. Spell Resistance: No
  601. Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the caster can reduce one horizontal dimension by half and double the other horizontal dimension.
  602. Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
  603. When cast on earth elementals, dust paraelementals, and other earth- or dust-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
  604. Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
  605.  
  606. SOUL OF THE WASTE
  607. Transmutation [Earth]
  608. Level: Cleric 3, druid 3
  609. Components: V, S, DF
  610. Casting Time: 1 standard action
  611. Range: Personal
  612. Target: You
  613. Duration: 10 min./level (D)
  614. You meld your body and possessions into an accumulation of sand, dust, ash, or even loose earth. The area must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the sand. While in the sand, you remain aware of the passage of time, can cast spells on yourself, and can still hear on the surface above you, but you cannot see or communicate.
  615. Since the substance you inhabit is an accumulation of many particles, it is difficult to damage the material (and you). If some creature were to shovel or otherwise remove sufficient sand from the area so that you no longer fit within it, you are expelled and take 5d6 points of damage. Any time before the duration expires, you can step out of the sand (or become physical while still partially or wholly within the sand). If the spell’s duration expires or the effect is dispelled before you voluntarily exit, you are violently expelled and take 5d6 points of damage.
  616. The following spells affect you if cast upon the sand you are occupying: Control sand and move earth merely move you along with their effects. Transmute sand to glass or transmute sand to stone expels you and slays you instantly unless you make a DC 18 Fortitude save, in which case you are expelled and take 5d6 points of damage.
  617.  
  618. AIR BREATHING
  619. Transmutation
  620. Level: Clr 3, Drd 3, Sor/Wiz 3
  621. Components: S, M/DF
  622. Casting Time: 1 action
  623. Range: Touch
  624. Target: Living creatures touched
  625. Duration: 2 hours/level (see text)
  626. Saving Throw: Will negates (harmless)
  627. Spell Resistance: Yes (harmless)
  628. The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch.
  629. The spell does not make creatures unable to breathe water.
  630. Air breathing dispels and counters water breathing.
  631. Arcane Material Component: A short reed or piece of straw.
  632.  
  633. BLINDSIGHT
  634. Transmutation
  635. Level: Clr 3, Drd 2, Sor/Wiz 2
  636. Components: V, S
  637. Casting Time: 1 action
  638. Range: Touch
  639. Target: Creature touched
  640. Duration: 1 minute/level
  641. Saving Throw: Will negates (harmless)
  642. Spell Resistance: Yes (harmless)
  643. 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.)
  644.  
  645. FUSE ARMS
  646. Transmutation
  647. Level: Clr 3, Sor/Wiz 3
  648. Components: V, S
  649. Casting Time: 1 action
  650. Range: Touch
  651. Target: Creature with at least four arms or tentacles touched
  652. Duration: 10 minutes/level
  653. Saving Throw: Fortitude negates (harmless)
  654. Spell Resistance: Yes (harmless)
  655. 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).
  656. 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).
  657. The loss of limbs reduces the number of attacks available to the subject.
  658.  
  659. GIRALLON’S BLESSING
  660. Transmutation
  661. Level: Clr 3, Sor/Wiz 3
  662. Components: V, S, M
  663. Casting Time: 1 action
  664. Range: Touch
  665. Target: Creature touched
  666. Duration: 10 minutes/level
  667. Saving Throw: Fortitude negates (harmless)
  668. Spell Resistance: Yes (harmless)
  669. You give the subject one additional pair of arms for every four caster levels.
  670. 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).
  671. 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.
  672. 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.
  673. For instance, a subject could wield a greatsword while using a shield.
  674. Material Component: A few strands of girallon hair.
  675.  
  676. SACRED ITEM
  677. Transmutation [Good]
  678. Level: Cleric 4, paladin 4
  679. Components: V, S, DF
  680. Casting Time: 1 full round
  681. Range: Touch
  682. Target: Object touched
  683. Duration: Permanent until discharged
  684. Saving Throw: Will negates
  685. Spell Resistance: Yes (object)
  686. Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, then subsides.
  687. You imbue a touched object with latent positive energy. If the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a flash of light, dealing ld4 points of positive energy damage per caster level (maximum 10d4) to that creature.
  688. If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for ld4 minutes. On a successful save, the creature is merely shaken for the same length of time.
  689. If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for ld4 rounds, superimposed over its body, revealing its true nature to all witnesses.
  690. Sacred item counters and dispels profane item.
  691.  
  692. WEAPON OF THE DEITY
  693. Transmutation
  694. Level: Blackguard 4, cleric 4, paladin 4
  695. Components: V, DF
  696. Casting Time: 1 standard action
  697. Range: 0 ft.
  698. Target: One weapon you hold
  699. Duration: 1 round/level
  700. You must be using your deity’s favored weapon to cast this spell. You may use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.
  701. When you reach 9th caster level, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.
  702. The list below includes deities from the core pantheon only, along with the five alignment components. If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate special property of the same power level as those listed here.
  703. Favored  Deity             Weapons
  704. Bahamut                    +1 frost heavy pick
  705. Boccob                     +1 spell storing quarterstaff
  706. Corellon Larethian         +1 keen longsword
  707. Ehlonna                    +1 frost longsword
  708. Erythnul                   +1 mighty cleaving morningstar
  709. Fharlanghn                 +1 defending quarterstaff
  710. Garl Glittergold           +1 throwing battleaxe
  711. Gruumsh                    +1 returning shortspear
  712. Heironeous                 +1 shock longsword
  713. Hextor                     +1 mighty cleaving heavy flail
  714. Kord                       +1 mighty cleaving greatsword
  715. Kurtulmak                  +1 shock shortspear
  716. Lolth                      +1 keen whip
  717. Moradin                    +1 throwing warhammer
  718. Nerull                     +1 keen scythe
  719. Obad-Hai                   +1 defending quarterstaff
  720. Olidammara                 +1 keen rapier
  721. Pelor                      +1 flaming heavy mace
  722. St. Cuthbert               +1 mighty cleaving heavy mace
  723. Vecna                      +1 frost dagger
  724. Wee Jas                    dagger of venom
  725. Tiamat                     +1 flaming heavy pick
  726. Yondalla                   +1 defending short sword
  727.  
  728. Alignment                  Weapon
  729. Good                       +1 frost warhammer
  730. Evil                       +1 mighty cleaving light fl ail
  731. Neutral                    +1 defending heavy mace
  732. Law                        +1 flaming longsword
  733. Chaos                      +1 shock battleaxe
  734.  
  735. Sustain
  736. Transmutation
  737. Level: Apostle of peace 4, cleric 4, Endurance 4
  738. Components: V, S, M
  739. Casting Time: 1 round
  740. Range: Touch
  741. Target: Up to one living creature
  742. touched/two levels
  743. Duration: 6 hours/level
  744. Saving Throw: None
  745. Spell Resistance: Yes (harmless)
  746. This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill effects from the deprivation.
  747. An affected creature can eat or drink normally without difficulty.
  748. When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals. The size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.
  749. Material Component: A flask of warm wine and a loaf of bread.
  750.  
  751. Remove Fatigue
  752. Transmutation
  753. Level: Apostle of peace 4, cleric 4, Pleasure 4
  754. Components: S
  755. Casting Time: 10 minutes
  756. Range: Touch
  757. Target: Up to one living creature
  758. touched per two levels
  759. Duration: Instantaneous
  760. Saving Throw: Fortitude negates (harmless)
  761. Spell Resistance: Yes (harmless)
  762. The creatures you touch gain the benefits of 8 hours of restful sleep. If a subject was fatigued, the fatigue and its penalties are removed. If a subject was exhausted, the exhaustion becomes fatigue, but the subject only needs to rest for 1 more hour to eliminate the fatigue. If a subject was already well rested, it does not need to rest or sleep during the next 24 hours. Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.
  763.  
  764. BEAST CLAWS
  765. Transmutation
  766. Level: Cleric 4, druid 3
  767. Components: V, S, M
  768. Casting Time: 1 standard action
  769. Range: Personal
  770. Target: You
  771. Duration: 1 round/level
  772. Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from Strength, with a threat range of 19–20. Attacks with your transformed hands do not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spellcasting.
  773. Material Component: The claw of a bird of prey, such as an eagle or falcon.
  774.  
  775. Fell the Greatest Foe
  776. Transmutation
  777. Level: Asn 3, Clr 4, Pal 3
  778. Components: V, S, M
  779. Casting Time: 1 standard action
  780. Range: Touch
  781. Target: Large or larger creature touched
  782. Duration: 1 round/level
  783. Saving Throw: Fortitude negates (harmless)
  784. Spell Resistance: Yes (harmless)
  785. The subject gains the ability to deal greater damage against Large or larger creatures. For every size category of an opponent bigger than Medium, the subject deals an extra 1d6 points of damage on any successful melee attack (+1d6 against a Large creature, +2d6 against Huge, +3d6 against Gargantuan, or +4d6 against Colossal).
  786. Material Component: A dragon’s claw or a giant’s fingernail.
  787.  
  788. Lower Spell Resistance
  789. Transmutation
  790. Level: Clr 4, Sor/Wiz 4
  791. Components: V, S
  792. Casting Time: 1 round
  793. Range: Close (25 ft. + 5 ft./2 levels)
  794. Target: One creature
  795. Duration: 1 minute/level
  796. Saving Throw: Fortitude negates (see text)
  797. Spell Resistance: No
  798. 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.
  799. The target of the spell takes a penalty on its saving throw equal to your caster level.
  800.  
  801. Freeze Armor
  802. Transmutation [Cold]
  803. Level: Cleric 4, druid 4
  804. Components: V, S
  805. Casting Time: 1 standard action
  806. Range: Close (25 ft. + 5 ft./2 levels)
  807. Target: Metal equipment of one creature/level
  808. Duration: 1 round/level
  809. Saving Throw: Fortitude partial; see text
  810. Spell Resistance: Yes
  811. Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobilizing and damaging the armor’s wearers.
  812. Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw (unless its own is higher).
  813. A creature wearing metal armor that fails its save is frozen in place.
  814. The spell locks the armor’s joints and seams in inches of solid ice. The frozen creature takes the damage listed below. In addition, it suffers a –6 penalty on attack rolls, a –8 penalty to effective Dexterity, and can’t move. A frozen character who attempts to cast a spell must make a Concentration check (DC 15 + level of spell being cast) or lose the spell.
  815. A creature wearing metal armor that makes its save takes half the damage listed below.
  816. A creature not wearing metal armor that fails its save takes the damage listed below if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1, 2, 3, or 4 points; see the table) each round if it is not wearing metal armor or the metal that it is carrying weighs less than one-fifth of the creature’s weight.
  817. A creature not wearing or carrying metal less than one-fifth of its weight that makes its save is entirely unaffected by freeze armor.
  818. Freeze Armor Damage
  819. Round                           Temperature               Cold Damage
  820. 1                               Cold                      1d6 points
  821. 2                               Icy                       2d6 points
  822. 3–5                             Freezing                  3d6 points
  823. 6+                              Lethal                    4d6 points
  824. Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. For example, if the damage from a freeze armor spell indicates 5 points of cold damage and the creature plunges through a wall of fire in the same round and takes 8 points of f re damage, it winds up taking no cold damage and only 3 points of fire damage.
  825.  
  826. Ghost Bane Weapon
  827. Transmutation
  828. Level: Clr 4, Sor/Wiz 4
  829. Components: V, S, DF
  830. Casting Time: 1 action
  831. Range: Touch
  832. Target: Weapon touched
  833. Duration: 1 hour/level
  834. Saving Throw: Will negates (harmless, object)
  835. Spell Resistance: Yes (harmless, object)
  836. 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.
  837. 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.
  838. Any weapon affected by this spell glows with witchlight (see the Witchlight feat).
  839.  
  840. Iron Bones
  841. Transmutation
  842. Level: Clr 4, Sor/Wiz 4
  843. As stone bones, except the target creature’s skeleton changes to iron. The creature gains a +5 natural armor bonus to AC.
  844. Focus: A miniature skull made out of iron or steel.
  845.  
  846. Undead Bane Weapon
  847. Transmutation
  848. Level: Clr 4, Ghost 3, Pal 3
  849. Components: V, S, DF
  850. Casting Time: 1 action
  851. Range: Touch
  852. Target: Weapon touched
  853. Duration: 1 hour/level
  854. Saving Throw: Will negates (harmless, object)
  855. Spell Resistance: Yes (harmless, object)
  856. You give a weapon the undead bane property in addition to any other properties it has. Against undead, 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 undead bane property. At caster level 9th (paladin level 18th) and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.
  857. 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 undead bane property after they have been fired. The weapon is considered blessed, which means it has special effects on certain creatures. Any weapon affected by this spell glows with a serene gray radiance that sheds as much light as a candle.
  858.  
  859. GHOST TOUCH WEAPON
  860. Transmutation
  861. Level: Cleric 4
  862. Components: V, S
  863. Casting Time: 1 standard action
  864. Range: Close (25 ft. + 5 ft./2 levels)
  865. Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
  866. Duration: 10 min./level
  867. Saving Throw: Will negates (harmless, object)
  868. Spell Resistance: Yes (harmless, object)
  869. Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell.) A ranged weapon affected by this spell does not bestow the ability on its ammunition.
  870. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
  871.  
  872. Balor Nimbus
  873. Transmutation
  874. Level: Cleric 4, sorcerer/wizard 4
  875. Components: V, S, M/DF
  876. Casting Time: 1 standard action
  877. Range: Personal
  878. Target: You
  879. Duration: 1 round/level
  880. Saving Throw: None
  881. Spell Resistance: No
  882. 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.
  883. Material Component: A pinch of soot.
  884.  
  885. Demon Dirge
  886. Transmutation
  887. Level: Cleric 4, sorcerer/wizard 4
  888. Components: V, S, DF
  889. Casting Time: 1 standard action
  890. Range: Close (25 ft. + 5 ft./2 levels)
  891. Target: Living creature
  892. Duration: Instantaneous or 1d4 rounds; see text
  893. Saving Throw: Fortitude negates or Fortitude partial; see text
  894. Spell Resistance: Yes and no; see text
  895. 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.
  896. 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.
  897.  
  898. Focus Touchstone Energy
  899. Transmutation
  900. Level: Cleric 4, druid 5
  901. Components: V, S
  902. Casting Time: 1 standard action
  903. Range: Touch
  904. Target: Living creature touched
  905. Duration: 1 min./level
  906. Saving Throw: None
  907. Spell Resistance: Yes (harmless)
  908. You can convert an unused usage of your higher-order planar touchstone ability into temporary hit points (see the Planar Touchstone feat, page 41).
  909. By touching a living creature and expending one of your higher-order ability uses, you grant the target 3d6 temporary hit points.
  910.  
  911. Spell Vulnerability
  912. Transmutation
  913. Level: Cleric 4, sorcerer/wizard 3
  914. Components: V, S
  915. Casting Time: 1 round
  916. Range: Close (25 ft. + 5 ft./2 levels)
  917. Target: One creature
  918. Duration: 1 min./level
  919. Saving Throw: Fortitude negates; see text
  920. Spell Resistance: No
  921. 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.
  922. The target of the spell takes a penalty on its saving throw equal to your caster level.
  923.  
  924. DUST TO DUST
  925. Transmutation
  926. Level: Cleric 4
  927. Components: V, S, DF
  928. Casting Time: 1 standard action
  929. Range: Close (25 ft. + 5 ft./2 levels)
  930. Effect: Ray
  931. Duration: Instantaneous
  932. Saving Throw: Fortitude partial; see text
  933. Spell Resistance: Yes
  934. A golden ray springs from your pointing finger. You must make a successful ranged touch attack to hit your intended target.
  935. A corpse or undead creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 10d8). Any Large or smaller creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust. The ray has no effect on objects that are not corpses; thus, the creature’s equipment is unaffected.
  936. A creature that makes a successful Fortitude takes half damage.
  937.  
  938. EARTH REAVER
  939. Transmutation [Fire]
  940. Level: Clr 4, Sor/Wiz 4
  941. Components: V, S
  942. Casting Time: 1 action
  943. Range: Medium (100 ft. + 10 ft./level)
  944. Area: 20-ft.-radius spread, +10 ft./level
  945. Duration: Instantaneous
  946. Saving Throw: None
  947. Spell Resistance: Yes
  948. 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.
  949.  
  950. EXTEND TENTACLES
  951. Transmutation
  952. Level: Clr 4, Sor/Wiz 4
  953. Components: V, M
  954. Casting Time: 1 action
  955. Range: Personal
  956. Target: You
  957. Duration: 1 round/level
  958. Originally developed by medusas,
  959. 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.
  960.  
  961. WEAPON OF ENERGY
  962. Transmutation (see text)
  963. Level: Clr 4, Sor/Wiz 4
  964. Components: V, S, DF
  965. Casting Time: 1 action
  966. Range: Person
  967. Target: One weapon
  968. Duration: 1 round/level
  969. Saving Throw: Fortitude (object, harmless)
  970. Spell Resistance: None
  971. 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.
  972. 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.
  973. 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.
  974.  
  975. Convert Wand
  976. Transmutation
  977. Level: Cleric 5
  978. Components: V, S
  979. Casting Time: 1 standard action
  980. Range: Touch
  981. Target: Wand touched
  982. Duration: 1 minute/level
  983. Saving Throw: None
  984. Spell Resistance: No
  985. This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining. At the end of the spell’s duration, the wand’s original effect is restored, and any charges that were depleted remain so. The spell level of the wand determines how powerful a healing instrument the wand becomes:
  986. Spell Level    New Wand Type
  987. 1st            Wand of cure light wounds
  988. 2nd            Wand of cure moderate wounds
  989. 3rd            Wand of cure serious wounds
  990. 4th            Wand of cure critical wounds
  991. For example, a 10th-level cleric can transform a wand of lightning bolt (3rdlevel spell) into a wand of cure serious wounds for 10 minutes.
  992.  
  993. DIVINE AGILITY
  994. Transmutation
  995. Level: Cleric 5
  996. Components: V, S
  997. Casting Time: 1 standard action
  998. Range: Touch
  999. Target: Living creature touched
  1000. Duration: 1 round/level
  1001. Saving Throw: Will negates (harmless)
  1002. Spell Resistance: No
  1003. Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat. You confer the base Reflex save bonus of a rogue of your total character level, a +4 enhancement bonus to Dexterity, and the Spring Attack feat on the target for the duration of the spell.
  1004.  
  1005. SUBVERT PLANAR ESSENCE
  1006. Transmutation
  1007. Level: Cleric 5, sorcerer/wizard 6
  1008. Components: V, S, M/DF
  1009. Casting Time: 1 standard action
  1010. Range: Medium (100 ft. + 10 ft./level)
  1011. Area: 20-ft.-radius emanation centered on a point in space
  1012. Duration: 1 round/level
  1013. Saving Throw: Fortitude negates
  1014. Spell Resistance: Yes
  1015. 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.
  1016. 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.
  1017. 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.
  1018. 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.
  1019. Material Component: A rough statuette carved from adamantine ore (100 gp).
  1020.  
  1021. SURGE OF FORTUNE
  1022. Transmutation
  1023. Level: Cleric 5
  1024. Components: V, S, DF
  1025. Casting Time: 1 standard action
  1026. Range: Personal
  1027. Target: You
  1028. Duration: 1 round/level or until discharged
  1029. The power of your deity flows through you, guiding your movements and honing your instincts.
  1030. Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.
  1031. At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power. (If you use it for an attack roll, you must still roll to confirm the critical hit normally.) Using this option instantly ends the spell.
  1032.  
  1033. Vulnerability
  1034. Transmutation
  1035. Level: Asn 4, Clr 5, Sor/Wiz 5
  1036. Components: V, S
  1037. Casting Time: 1 standard action
  1038. Range: Touch
  1039. Target: Creature touched
  1040. Duration: 1 round/level
  1041. Saving Throw: Will negates
  1042. Spell Resistance: Yes
  1043. 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.
  1044. 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.
  1045.  
  1046. Hibernal Healing
  1047. Transmutation [Cold]
  1048. Level: Cleric 5, druid 4
  1049. Components: V, S, Frostfell
  1050. Casting Time: 1 round
  1051. Range: Personal
  1052. Target: You
  1053. Duration: Instantaneous
  1054. Saving Throw: Fortitude half (harmless)
  1055. Spell Resistance: Yes (harmless)
  1056. You absorb slush, snow, and ice, channeling the cold energy stored within to cure 10 points of damage per caster level, to a maximum of 150 points at 15th level. The spell melts all slush, snow, and ice within 10 feet of the caster.
  1057.  
  1058. Pass through Ice
  1059. Transmutation
  1060. Level: Cleric 5, druid 5
  1061. Components: V, S, DF
  1062. Casting Time: 1 standard action
  1063. Range: Touch
  1064. Target: Creature touched
  1065. Duration: 1 round/level (D)
  1066. Saving Throw: Yes (harmless)
  1067. Spell Resistance: Yes (harmless)
  1068. The transmuted creature is able to pass through ice or snow as easily as water, but not through stone or frozen mud. The creature moves at a speed of 15 feet and can rise or sink into ice at a rate of 5 feet per round.
  1069. When a pass through ice spell ends, the affected creature is ejected out to the nearest ice surface. If someone dispels pass through ice or you dismiss it while a creature is still in the ice, the creatures may be trapped in the ice unless they can reach the nearest surface within a single round of movement. Creatures trapped act as if caught in an entomb spell.
  1070.  
  1071. UNDYING AURA
  1072. Transmutation
  1073. Level: Cleric 5
  1074. Components: V, S, F
  1075. Casting Time: 1 standard action
  1076. Range: Touch
  1077. Target: Living creature touched
  1078. Duration: 1 minute/level or until discharged
  1079. Saving Throw: Will partial
  1080. Spell Resistance: Yes
  1081. Undying aura wreathes the target creature in a golden shield of positive energy, granting it immunity to death effects, energy drain effects, and any negative energy effects (such as from chill touch or an inflict spell).
  1082. Any time during the spell’s duration, the target can release the power of the aura by making a melee touch attack against an undead creature. On a successful attack, the aura pulses angrily as it tears apart the negative energy sustaining the creature, dealing 1d6 points of damage per caster level (maximum 15d6) and dazing it for 1 round. A successful Will save halves the damage and negates the daze effect.
  1083. Since the spell utilizes positive energy to deal damage, incorporeal creatures do not benefit from the normal miss chance for incorporeality. Using the touch attack ends the spell’s duration.
  1084. A deathless creature (see page 275 of the EBERRON Campaign Setting) targeted by the touch attack power of this spell is instead healed of 1d6 points of damage per caster level (maximum 15d6). Some suggest that this indicates the spell was originally designed by the Aereni, and the name of the spell seems to support this claim.
  1085. Focus: A clear spar of crystal worth 500 gp.
  1086.  
  1087. FIRE IN THE BLOOD
  1088. Transmutation
  1089. Level: Cleric 5, Spite 5
  1090. Components: V, S, M
  1091. Casting Time: 1 standard action
  1092. Range: Personal
  1093. Target: You
  1094. Duration: 1 minute/level
  1095. Saving Throw: None
  1096. Spell Resistance: No
  1097. This unsettling spell enables you to make deadly weapons of your own arteries and veins. Once the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you. From then on, until the spell’s duration has elapsed, anyone who deals slashing or piercing melee damage on you is sprayed with your blood in retribution. The blood deals a cumulative 1d6 points of damage per attack upon your attacker, with no save or spell resistance applicable, up to a maximum of 5d6. Thus, the first time a foe hits you with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash. The second time that same foe strikes you, he takes 2d6 points of damage. As soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.
  1098. Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.
  1099. The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be. Each spray strikes only the one responsible for the wound.
  1100. Material Component: A drop of your own blood.
  1101.  
  1102. EARTH HAMMER
  1103. Transmutation
  1104. Level: Cleric 5, paladin 3
  1105. Components: V
  1106. Casting Time: 1 swift action
  1107. Range: Touch
  1108. Target: Weapon touched
  1109. Duration: 1 round/level
  1110. Saving Throw: Will negates (harmless, object)
  1111. Spell Resistance: Yes (harmless, object)
  1112. You infuse one melee weapon with the power of the earth.
  1113. The base damage of the weapon improves by one step (as if the weapon were one size category larger). Regardless of the weapon’s normal material and damage type, the weapon deals bludgeoning damage and overcomes damage reduction as if it were made of adamantine.
  1114. If this spell is cast on a weapon made of a different special material (such as alchemical silver), the properties of that material are replaced with those of adamantine for the duration of the spell.
  1115.  
  1116. IMPROVED BLINDSIGHT
  1117. Transmutation
  1118. Level: Clr 5, Drd 4, Sor/Wiz 4
  1119. As blindsight, except as noted above and that the blindsight granted by the spell has a 60-foot range.
  1120.  
  1121. Touch of Adamantine
  1122. Transmutation
  1123. Level: Cleric 6, druid 6, sorcerer/wizard 5
  1124. Components: V, S
  1125. Casting Time: 1 standard action
  1126. Range: Touch
  1127. Target: Weapon touched
  1128. Duration: 1 minute/level
  1129. Saving Throw: Will negates (object,
  1130. harmless)
  1131. Spell Resistance: Yes (object, harmless)
  1132. 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.
  1133. 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.
  1134. 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.
  1135. Touch of adamantine cannot be made permanent with a permanency spell.
  1136.  
  1137. Quickshift
  1138. Transmutation [Good]
  1139. Level: Cleric 6, sorcerer/wizard 6
  1140. Components: V, S, Celestial
  1141. Casting Time: 1 round
  1142. Range: Personal
  1143. Target: You
  1144. Duration: 1 round/level
  1145. For the duration of this spell, the caster’s teleport or greater teleport spelllike ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.
  1146.  
  1147. VISAGE OF THE DEITY
  1148. Transmutation [Evil, Good]
  1149. Level: Cleric 6
  1150. As lesser visage of the deity, but you take on all the qualities of a celestial or fiendish creature (see the Monster Manual for complete details):
  1151. • You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
  1152. • You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of that alignment.
  1153. • You gain darkvision to a range of 60 ft.
  1154. • You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).
  1155. • You gain damage reduction 10/magic.
  1156. • You gain spell resistance 20.
  1157. Your creature type does not change (you do not become an outsider).
  1158.  
  1159. Algid Enhancement
  1160. Transmutation [Cold]
  1161. Level: Cleric 6
  1162. Components: V, S, Coldfire
  1163. Casting Time: 1 round
  1164. Range: Close (25 ft. + 5 ft./2 levels)
  1165. Target: One cold creature/level
  1166. Duration: 24 hours
  1167. Saving Throw: None
  1168. Spell Resistance: No
  1169. You energize cold creatures with a surge of coldfire. Creatures with the cold subtype affected by this spell gain a +1 deflection bonus to AC, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus on saving throws against fire effects. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 resistance bonus on saving throws against fire effects.
  1170. This spell has no effect on creatures not of the cold subtype.
  1171. Coldfire Component: One ounce of coldfire.
  1172.  
  1173. Mantle of the Icy Soul
  1174. Transmutation
  1175. Level: Cleric 6, druid 5
  1176. Components: V, S, M, XP
  1177. Casting Time: 1 standard action
  1178. Range: Touch
  1179. Area: Creature touched
  1180. Duration: Instantaneous
  1181. Saving Throw: Will negates (harmless)
  1182. Spell Resistance: Yes (harmless)
  1183. Mantle of the icy soul permanently adds the cold subtype to the targeted creature. The skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures.
  1184. The recipient of a mantle of the icy soul gains immunity to cold, but has vulnerability to fire, which means that it takes half again as much damage (+50%) as normal from fire regardless of whether a saving throw is allowed, or if it is a success or a failure. There is no change to the creature’s Challenge Rating or effective character level. The effects of this spell can be removed by a limited wish or wish.
  1185. Material Component: A handful of ice or snow that must be pressed to the target’s body.
  1186. XP Cost: 2,000.
  1187.  
  1188. Contingent Spell Lock
  1189. Transmutation [Ectomancy]
  1190. Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6
  1191. Components: V, S, DF
  1192. Casting Time: 10 minutes
  1193. Range: Personal
  1194. Target: You
  1195. Duration: Instantaneous
  1196. 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.
  1197. 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).
  1198. The transferred spells or spell slots may be used by your ghost in the normal manner, requiring the appropriate components and so on.
  1199. 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).
  1200.  
  1201. LEGION'S GREATER MAGIC WEAPON
  1202. Transmutation
  1203. Level: Cleric 6, sorcerer/wizard 5
  1204. Components: V, S, M/DF
  1205. Casting Time: 1 standard action
  1206. Range: Close (25 ft. + 5 ft./2 levels)
  1207. Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
  1208. Duration: 1 minute/level
  1209. Saving Throw: Will negates (harmless, object)
  1210. Spell Resistance: Yes (harmless, object)
  1211. 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.
  1212.  
  1213. Tomb of Light
  1214. Transmutation [Good]
  1215. Level: Cleric 7, sorcerer/wizard 7
  1216. Components: V, S, M
  1217. Casting Time: 1 round
  1218. Range: Touch
  1219. Target: Evil extraplanar creature touched
  1220. Duration: Concentration
  1221. Saving Throw: Fortitude partial
  1222. Spell Resistance: Yes
  1223. When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil.
  1224. When you touch the target creature, it must make a Fortitude saving throw. If it succeeds, it is unaffected by the spell. If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless. The subject is aware and breathes normally, but cannot take any physical actions, even speech. It can, however, execute purely mental actions (such as using a spell-like ability). The effect is similar to hold person.
  1225. Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of nonlethal damage. If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.
  1226. Material Component: A pure crystal of clear gemstone worth at least 50 gp.
  1227.  
  1228. Bestow Greater Curse
  1229. Transmutation
  1230. Level: Brd 6, Clr 7, Demonologist 3, Sor/Wiz 8
  1231. Components: V, S
  1232. Casting Time: 1 action
  1233. Range: Touch
  1234. Target: Creature touched
  1235. Duration: Permanent
  1236. Saving Throw: Will negates
  1237. Spell Resistance: Yes
  1238. The caster places a curse on the creature touched, choosing one of the following three effects:
  1239. • One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1).
  1240. • –8 penalty on attack rolls, saving throws, ability checks, and skill checks.
  1241. • Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.
  1242. A player may invent a new curse, but it should be no more powerful than those listed above, and the Dungeon Master (DM) has final say on the curse’s effect.
  1243. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell. A miracle or wish spell removes the greater curse, and any particular greater curse can be removed if the subject performs some deed that the caster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately).
  1244. For example, the deed might be “Slay the dragon under Castle Bluecraft,” or “Climb the tallest mountain in the world.” The cursed victim can have help accomplishing the task, and in some cases another character can lift the curse (see the Curses section of Chapter 2 for guidelines).
  1245.  
  1246. Aura of Cold, Greater
  1247. Transmutation [Cold]
  1248. Level: Cleric 7, druid 7
  1249. Range: 10 ft.
  1250. Area: 10-ft.-radius spherical emanation, centered on you
  1251. This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to all creatures within 10 feet.
  1252.  
  1253. ANIMATE SIEGE WEAPON
  1254. Transmutation
  1255. Level: Cleric 7
  1256. Components: V, S
  1257. Casting Time: 1 round
  1258. Range: Close (25 ft. + 5 ft./2 levels)
  1259. Target: One siege weapon of up to Gargantuan size
  1260. Duration: 1 round/level
  1261. Saving Throw: None
  1262. Spell Resistance: No
  1263. You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of life. (See the Size column on Table 4–1, page 67, to determine which siege weapons can be affected by this spell.) The siege weapon attacks whomever or whatever you initially designate, continuing to do so as long as the spell lasts. You can give it a new command as a free action as long as you are within range, and you can even command it to allow itself to be operated normally (in which case it gains none of the benefits of this spell).
  1264. The siege weapon can operate itself as if it were crewed by a normal complement of operators. It automatically succeeds on any checks required to operate it. It uses your caster level as its attack bonus when acting as a siege weapon.
  1265.  
  1266. MINOR SERVITOR
  1267. Transmutation
  1268. Level: Clr 7, Sor/Wiz 5
  1269. Components: V, S, M, XP
  1270. Casting Time: One day
  1271. Range: Touch
  1272. Effect: One object up to 1 cu. ft./level
  1273. Duration: Permanent (D)
  1274. Saving Throw: None (object)
  1275. Spell Resistance: Yes (object)
  1276. 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.
  1277. 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.
  1278. Material Component: A piece or handful of material of the same type as the object to be animated.
  1279. XP Cost: 250 XP per cubic foot of material affected.
  1280.  
  1281. BRILLIANT BLADE
  1282. Transmutation
  1283. Level: Cleric 8, sorcerer/wizard 6
  1284. Components: V
  1285. Casting Time: 1 standard action
  1286. Range: Close (25 ft. + 5 ft./2 levels)
  1287. Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
  1288. Duration: 1 min./level
  1289. Saving Throw: Will negates (harmless, object)
  1290. Spell Resistance: Yes (harmless, object)
  1291. 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
  1292. 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.
  1293.  
  1294. STORMRAGE
  1295. Transmutation [Electricity]
  1296. Level: Cleric 8, druid 8
  1297. Components: V, S, DF
  1298. Casting Time: 1 standard action
  1299. Range: Personal
  1300. Target: You
  1301. Duration: 1 min./level (D)
  1302. You harness the powers of wind and storm to move, protect yourself, and attack. You gain the benefits of a fly spell, and are protected from each direction as if surrounded by a wind wall spell. You are completely unaffected by natural or magical wind (such as a hurricane or gust of wind spell), easily able to hold your position and completely uninhibited by other adverse effects of extreme wind (such as having to make Concentration checks because of strong winds).
  1303. Finally, you can discharge bolts of electricity from your eyes. Your caster level is the total number of d6  that you can create with this spell (maximum 20d6). You may use them all at once or divide the dice over several rounds. For example, a 16th-level caster can fire an 8d6 bolt on one round and another 8d6 bolt on the next, fire sixteen bolts over 16 or more rounds (each doing 1d6 electricity damage), or make one large bolt that deals 16d6. Each bolt affects only one creature.
  1304. Launching a bolt is a standard action that does not provoke an attack of opportunity, has a range of 100 feet, and requires a ranged touch attack (you gain a +3 attack bonus if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal).
  1305.  
  1306. VISAGE OF THE DEITY, GREATER
  1307. Transmutation [Evil, Good]
  1308. Level: Cleric 9
  1309. As lesser visage of the deity, except that you take on the qualities of a half-celestial or half-fiend (see the Monster Manual for complete details). You do not gain the spell-like abilities of these creatures.
  1310. Your creature type changes to outsider for the duration of the spell. Unlike other outsiders, you can be brought back from the dead if you are killed in this form.
  1311. Good clerics undergo the following transformations:
  1312. • You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
  1313. • You gain +1 natural armor.
  1314. • You gain low-light vision.
  1315. • You gain resistance 10 to acid, cold, and electricity.
  1316. • You gain immunity to disease.
  1317. • You gain a +4 racial bonus on saving throws against poison.
  1318. • You gain damage reduction 10/magic.
  1319. • You gain spell resistance 25.
  1320. • You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
  1321. Evil clerics undergo the following transformations:
  1322. • You grow batlike wings that allow you to fly at your normal speed (average maneuverability).
  1323. • You gain +1 natural armor.
  1324. • You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d3 points of damage and each claw attack deals 1d3 points of damage.
  1325. • You gain darkvision out to a range of 60 feet.
  1326. • You gain immunity to poison.
  1327. • You gain resistance 10 to acid, cold, electricity, and fire.
  1328. • You gain damage reduction 10/magic.
  1329. • You gain spell resistance 25.
  1330. • You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.
  1331.  
  1332. Fimbulwinter
  1333. Transmutation [Cold]
  1334. Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9
  1335. Components: V, S, XP
  1336. Casting Time: 10 minutes (see text)
  1337. Range: 1 mile/level
  1338. Area: 1 mile/level radius, centered on you
  1339. Duration: 4d12 weeks
  1340. Saving Throw: None
  1341. Spell Resistance: No
  1342. You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.
  1343. Season                                 Possible Weather
  1344. Spring                                 Frequent snowfall, nightly frost
  1345. Summer                                 Light snow, hailstorms, cold rain, cloudy
  1346. Autumn                                 Frequent snowfall, frost
  1347. Winter                                 Frigid cold, blizzard, and constant snowfall
  1348. Daily wind and snowfall during a fimbulwinter are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, –2 in summer, +2 for a cold climate, –2 for temperate climate, and –6 for hot climate. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.
  1349. Fimbulwinter
  1350. d20 Roll               Amount of Snowfall                                         Amount of Wind
  1351. 0 or less              1d12 inches of snowfall melt                               Weak (0–10 mph)
  1352. 1–5                    No new snow                                                Weak (0–10 mph)
  1353. 6–10                   1d4–1 inches snow                                          Moderate (11+ mph)
  1354. 11–15                  1d8 inches snow or 1 inch hail                             Moderate (11+ mph)
  1355. 16–20                  1d12 inches snow                                           Strong (21+ mph)
  1356. 21–25                  2d12+4 inches snow                                         Strong (21+ mph)
  1357. 26+                    1d6+1 feet of snow                                         Very strong (31+ mph)
  1358. You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
  1359. XP Cost: 100 XP.
  1360.  
  1361. MANTLE OF THE FIERY SPIRIT
  1362. Transmutation
  1363. Level: Cleric 9, druid 8
  1364. Components: V, S, M, XP
  1365. Casting Time: 1 standard action
  1366. Range: Touch
  1367. Target: Creature touched
  1368. Duration: Instantaneous
  1369. Saving Throw: Will negates (harmless)
  1370. Spell Resistance: Yes (harmless)
  1371. Mantle of the fiery spirit permanently grants the target the fire subtype.
  1372. Material Component: A burning lump of coal and a fire opal worth 5,000 gp.
  1373. XP Cost: 2,000 XP.
  1374.  
  1375. AWAKEN CONSTRUCT
  1376. Transmutation
  1377. Level: Clr 9, Sor/Wiz 9
  1378. Components: V, S, M, XP
  1379. Casting Time: 8 hours
  1380. Range: Touch
  1381. Target: One construct
  1382. Duration: Instantaneous
  1383. Saving Throw: Will negates (harmless)
  1384. Spell Resistance: Yes (harmless)
  1385. This spell awakens a humanoid-shaped construct to humanlike sentience.
  1386. The spell does not work on constructs that are only constructs temporarily (such as objects affected by an animate objects spell). The awakened creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker.
  1387. Material Component: The brain of a humanoid that has been dead less than 8 hours.
  1388. XP Cost: 5,000 XP.
  1389.  
  1390. INCARNATE CONSTRUCT
  1391. Transmutation
  1392. Level: Clr 9, Sor/Wiz 9
  1393. Components: V, S, M, XP
  1394. Casting Time: 8 hours
  1395. Range: Touch
  1396. Target: One construct
  1397. Duration: Instantaneous
  1398. Saving Throw: Will negates (harmless)
  1399. Spell Resistance: Yes (harmless)
  1400. This spell turns a humanoid-shaped construct into a living creature. The spell does not work on constructs that are only constructs temporarily (such as objects affected by an animate objects spell). The construct gains the incarnate construct template (see Chapter 10). The incarnated creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker.
  1401. Material Component: The heart of a humanoid that has been dead less than 8 hours.
  1402. XP Cost: 5,000 XP.