- No Light
- Transmutation
- Level: Brd 1, Clr 0, Sor/Wiz 0
- Components: V, S
- Casting Time: 1 action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: 20-ft.-radius spread
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: No
- The caster creates an area of darkness.
- Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.
- Eyes of the Avoral
- Transmutation
- Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
- Components: S
- Casting Time: 1 standard action
- Range: Touch
- Target: One creature
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject gains an avoral’s sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
- Spider Hand
- Transmutation
- Level: Clr 1, Drd 1
- Components: V, S
- Casting Time: 1 action
- Range: Personal
- Target: Caster’s hand
- Duration: Concentration (up to 1
- minute/level)
- 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.
- Fortify Cold Creatures
- Transmutation [Cold]
- Level: Cleric 1
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Area: One creature/level, no two of which can be more than 30 ft. apart
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws against fire effects.
- Spittle Spray
- Transmutation
- Level: Clr 1
- Components: V, S
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 1 round/level
- 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.
- This spell is normally used by the yuan-ti and has no significant effect if used with normal spittle.
- Anarchic Water
- Transmutation [Chaotic]
- Level: Cleric 1
- Components: V, S, M
- Casting Time: 1 minute
- Range: Touch
- Target: Flask of water touched
- Duration: Instantaneous
- Saving Throw: Will negates (object)
- Spell Resistance: Yes (object)
- This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water (see page 75).
- Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
- Axiomatic Water
- Transmutation [Lawful]
- Level: Cleric 1, paladin 1
- Components: V, S, M
- Casting Time: 1 minute
- Range: Touch
- Target: Flask of water touched
- Duration: Instantaneous
- Saving Throw: Will negates (object)
- Spell Resistance: Yes (object)
- This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water (see page 76).
- Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
- Spider Legs
- Transmutation
- Level: Clr 2
- Components: V, S, F
- Casting Time: 1 action
- Range: Personal
- Target: Caster
- Duration: 1 minute/level
- 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.
- A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.
- IRON SILENCE
- Transmutation
- Level: Assassin 2, bard 2, cleric 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: One suit of armor touched per three levels
- Duration: 1 hour/level (D)
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- 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.
- BRAMBLES
- Transmutation
- Level: Cleric 2, druid 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Wooden weapon touched
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- 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.
- Material Component: A small thorn.
- CURSE OF ILL FORTUNE
- Transmutation
- Level: Blackguard 2, cleric 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. +10 ft./level)
- Target: One living creature
- Duration: 1 min./level
- Saving Throw: Will negates
- Spell Resistance: Yes
- 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.
- DIVINE PRESENCE
- Transmutation
- Level: Blackguard 2, cleric 2, druid 2, paladin 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D)
- Your back straightens, your eyes flash, and your aura pulses with divine might.
- 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.
- MASTER CAVALIER
- Transmutation
- Level: Blackguard 2, cleric 2, paladin 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 minutes/level (D)
- 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.
- 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.
- 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.
- SUBSTITUTE DOMAIN
- Transmutation
- Level: Cleric 2
- Components: V, S, DF
- Casting Time: 10 minutes
- Range: Personal
- Target: You
- Duration: 1 day/level (D)
- 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.
- 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.
- Brumal Stiffening
- Transmutation [Cold]
- Level: Cleric 2, druid 2, sorcerer/wizard 2
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One weapon
- Duration: 1 round/level
- Saving Throw: Reflex negates
- Spell Resistance: Yes
- The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.
- Frost Weapon
- Transmutation
- Level: Cleric 2, druid 2, sorcerer/wizard 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Area: Weapon touched
- Duration: 1 round/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: No
- You imbue a weapon with icy cold, granting it a power similar to the frost special ability. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. If cast on a bow, crossbow, or sling, the spell bestows the cold energy upon the weapon’s ammunition. This ability stacks with the frost special ability, but not with itself.
- Material Component: A drop of water.
- Ghost Touch Armor
- Transmutation [Ectomancy]
- Level: Bone Collector 2, Clr 2, Sor/Wiz 2
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Armor of creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The subject’s armor gains the ghost touch property.
- Material Component: A shield made of resin.
- Stone Bones
- Transmutation
- Level: Clr 2, Sor/Wiz 2
- Components: V, S, F
- Casting Time: 1 action
- Range: Touch
- Target: Corporeal undead creature touched
- Duration: 10 minutes/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- You cause the skeleton of the target to become thicker and as strong as stone. This gives the target a +3 natural armor bonus to AC.
- The spell has no effect on creatures that have no skeleton but works normally on creatures that have exoskeletons (such as insects).
- Another version of the spell is rumored to exist that works on living creatures, but causes wracking pains because of the radical alteration of its skeleton. This version has fallen out of use because few creatures willingly subject themselves to it (although it might be used by sadistic followers of Orcus).
- Focus: A miniature skull carved of granite.
- RESOUNDING VOICE
- Transmutation [Sonic]
- Level: Bard 2, cleric 2
- Components: S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level (D)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes
- 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.
- Resounding voice counters and dispels silence and is also countered and dispelled by silence.
- Quick March
- Transmutation
- Level: Clr 2, Pal 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Targets: Allies in a 20-ft.-radius burst
- Duration: 1 round
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- Quick march increases your allies’ base land speed by 30 feet. (This adjustment is considered an enhancement bonus.)
- 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.
- STONE FIST
- Transmutation
- Level: Cleric 2, paladin 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- 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.
- Size Unarmed Damage
- Fine 1d3
- Diminutive 1d4
- Tiny 1d6
- Small 1d8
- Medium 2d6
- Large 3d6
- Huge 4d6
- Gargantuan 6d6
- Colossal 8d6
- 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.
- FINS TO FEET
- Transmutation
- Level: Clr 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 minute
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess but gain a land speed instead.
- Transformed Medium-size creatures have a land speed of 30 feet, Small and smaller creatures have a land speed of 20 feet, and Large and larger creatures have a land speed of 40 feet. This is a common spell among merfolk, naga, and tritons.
- The creature loses any natural attacks based on its tail or tentacles.
- FOX’S CUNNING
- Transmutation
- Level: Brd 2, Clr 2, Sor/Wiz 2
- Components: V, S, M/DF
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The transmuted creature becomes smarter. The spell grants an enhancement bonus to Intelligence of 1d4+1 points, adding the usual benefits to Intelligence-related skills. Wizards who receive fox’s cunning do not gain extra spells, but the save DCs for their spells increase.
- Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
- RAPID BURROWING
- Transmutation
- Level: Clr 2, Drd 1, Rgr 2, Sor/Wiz 2
- Components: V, S, F/DF
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell increases the touched creature’s burrow speed by 20 feet. It has no effect on other modes of movement, nor does it allow the subject to burrow if it cannot already do so or the ability to burrow through stone if it cannot already do so.
- WINGS OF THE SEA
- Transmutation
- Level: Clr 2, Drd 1, Rgr 1, Sor/Wiz 2
- Components: S, M
- Casting Time: 1 action
- Range: Touch
- Target: You or person touched
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.
- Material Component: A drop of water.
- LEGION'S MAGIC WEAPON
- Transmutation
- Level: Cleric 2, paladin 2, sorcerer/wizard 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
- Duration: 1 round/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- This spell functions like magic weapon (see page 251 of the Player’s Handbook), except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition.
- BRIAR WEB
- Transmutation
- Level: Cleric 3, druid 2, ranger 2
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: Plants in a 20-ft.-radius spread
- Duration: 1 minute/level
- Saving Throw: Reflex negates; see text
- Spell Resistance: No
- This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area.
- 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.
- 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.
- 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
- 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.
- 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.
- The plants provide cover. A creature 5 feet away has cover. Creatures separated by 20 or more feet of briar webs have total cover.
- Energize Potion
- Transmutation
- Level: Cleric 3, druid 3, sorcerer/wizard 2, Wrath 2
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: 10-ft.-radius burst
- Duration: Instantaneous
- Saving Throw: Reflex half
- Spell Resistance: Yes
- This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast.
- The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the spell’s burst radius.
- Material Component: A magic potion.
- SPIKES
- Transmutation
- Level: Cleric 3, druid 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Wooden weapon touched
- Duration: 1 hour/level
- Saving Throw: None
- Spell Resistance: No
- As brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled.
- VISAGE OF THE DEITY, LESSER
- Transmutation [Evil, Good]
- Level: Blackguard 4, cleric 3, paladin 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- 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.
- DEIFIC BASTION
- Transmutation
- Level: Blackguard 3, cleric 3, paladin 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Shield or heavy armor touched
- Duration: 1 round/level
- Saving Throw: Fortitude negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- Calling upon your patron for protection, you imbue your defenses with an unnatural resilience.
- 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.
- 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.
- Deity Added Ability
- Bahamut Cold resistance 5
- Boccob Spell resistance 13
- Corellon Larethian Arrow deflection
- Ehlonna Cold resistance 5
- Erythnul Damage reduction 2/magic
- Fharlanghn 50% fortification (half of critical hits are negated)
- Garl Glittergold Spell resistance 13
- Gruumsh Arrow deflection
- Heironeous Electricity resistance 5
- Hextor Damage reduction 2/magic
- Kord Damage reduction 2/magic
- Kurtulmak Shadow and silent moves
- Lolth 50% fortification (half of critical hits are negated)
- Moradin Arrow deflection
- Nerull 50% fortification (half of critical hits are negated)
- Obad-Hai Shadow and silent moves
- Olidammara Shadow and silent moves
- Pelor Fire resistance 5
- St. Cuthbert Damage reduction 2/magic
- Tiamat Fire resistance 5
- Vecna Cold resistance 5
- Wee Jas Spell resistance 13
- Yondalla Shadow and silent moves
- FOOTSTEPS OF THE DIVINE
- Transmutation
- Level: Cleric 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Your body twists and reshapes itself, allowing you brief freedom from the confines of a wholly humanoid shape.
- 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.
- Deity Movement Mode Speed
- Bahamut Fly 60 ft. (poor)
- Boccob Fly 40 ft. (perfect)
- Corellon Larethian — +40 ft.
- Ehlonna Climb 30 ft.
- Erythnul — +40 ft.
- Fharlanghn — +50 ft.
- Garl Glittergold Burrow 20 ft.
- Gruumsh Burrow 20 ft.
- Heironeous — +40 ft.
- Hextor — +40 ft.
- Kord Climb 30 ft.
- Kurtulmak Burrow 20 ft.
- Lolth Climb 30 ft.
- Moradin Burrow 20 ft.
- Nerull Fly 50 ft. (average)
- Obad-Hai — +40 ft.
- Olidammara Climb 30 ft.
- Pelor Fly 50 ft. (average)
- St. Cuthbert — +40 ft.
- Tiamat Fly 60 ft. (poor)
- Vecna Fly 40 ft. (perfect)
- Wee Jas Burrow 20 ft.
- Yondalla Climb 30 ft.
- 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.
- Aura of Cold, Lesser
- Transmutation [Cold]
- Level: Cleric 3, druid 3, paladin 4, ranger 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: 5 ft.
- Area: 5-ft.-radius spherical emanation, centered on you
- Duration: 1 round/level (D)
- Saving Throw: None
- Spell Resistance: Yes
- 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.
- Binding Snow
- Transmutation [Cold]
- Level: Cleric 3, druid 3, paladin 3, ranger 3
- Components: V, S, DF, Frostfell
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: One 10-ft. square/level
- Duration: 1 hour/level (D)
- Saving Throw: Reflex negates
- Spell Resistance: Yes
- 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.
- Control Snow and Ice
- Transmutation
- Level: Cleric 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Area: Ice and snow in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
- Duration: 10 min./level (D)
- Saving Throw: None
- Spell Resistance: No
- Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.
- 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.
- 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.
- For either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.
- Ice Shape
- Transmutation [Cold]
- Level: Cleric 3, druid 3, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Area: Ice touched, up to 10 cu. ft. + 1 cu. ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: No
- You can form an existing piece of ice into any shape that suits your purpose. For example, you can make an ice weapon, a special trapdoor, or a crude idol. Ice shape also permits you to reshape an ice door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with ice shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
- Arcane Material Component: Slush, which must be spread into roughly the desired shape of the ice object and then touched to the ice while the verbal component is uttered.
- Meld into Ice
- Transmutation
- Level: Cleric 3, druid 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level
- 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.
- 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.
- 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.
- 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.
- Forced Incorporeality
- Transmutation [Ectomancy]
- Level: Clr 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One ghost or naturally incorporeal undead
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- The target ghost is enveloped in an orange haze that forces it to be incorporeal for the duration of the spell.
- Forced incorporeality counters and dispels forced manifestation.
- Forced Manifestation
- Transmutation [Ectomancy]
- Level: Clr 3, Bone Collector 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Target: One ghost or naturally incorporeal undead
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- The target creature is enveloped in a violet haze that forces it to manifest fully for the duration of the spell.
- Forced manifestation counters and dispels forced incorporeality.
- Attune Form
- Transmutation
- Level: Cleric 3, druid 3, sorcerer/wizard 4
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: One or more living creatures touched
- Duration: 2 hours/level (see text)
- Saving Throw: None
- Spell Resistance: No
- This spell allows you to attune the affected creatures to the plane you are currently on, negating harmful and negative natural effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell.
- Material Component: A bit of stone or earth from your home plane.
- Devil Blight
- Transmutation
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Living creature
- Duration: Instantaneous or 1d6 rounds; see text
- Saving Throw: None or Will partial; see text
- Spell Resistance: Yes and no; see text
- This spell was developed by demonic spellcasters ages ago for use against their ancient foes, the devils of Baator. It deals 2d6 points of damage to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage.
- If the target creature also possesses the baatezu subtype, the spell has a much more powerful effect. The target’s mind reels, confusing it for 1d6 rounds and dealing 2d6 points of damage in each of those rounds. A successful Will save negates the confusion effect and reduces the duration to 1 round. Such creatures’ spell resistance does not apply against this effect.
- Hamatula Barbs
- Transmutation
- Level: Cleric 3, sorcerer/wizard 3
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 10 min./level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- This barbed-devil-inspired transmutation causes the subject to grow a covering of sharp barbs from its skin, equipment, or clothing, whichever is appropriate when the spell is cast.
- Any creature striking the subject with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject’s barbs. This damage does not apply to attackers using reach weapons, such as longspears. The subject itself is not harmed by its own barbs.
- Material Component: A thorn.
- CONTROL SAND
- Transmutation
- Level: Cleric 3, druid 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Long (400 ft. + 40 ft./level)
- Area: Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S)
- Duration: 10 min./level (D)
- Saving Throw: None; see text
- Spell Resistance: No
- 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.
- 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.
- 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.
- 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.
- SOUL OF THE WASTE
- Transmutation [Earth]
- Level: Cleric 3, druid 3
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 10 min./level (D)
- 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.
- 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.
- 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.
- AIR BREATHING
- Transmutation
- Level: Clr 3, Drd 3, Sor/Wiz 3
- Components: S, M/DF
- Casting Time: 1 action
- Range: Touch
- Target: Living creatures touched
- Duration: 2 hours/level (see text)
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch.
- The spell does not make creatures unable to breathe water.
- Air breathing dispels and counters water breathing.
- Arcane Material Component: A short reed or piece of straw.
- BLINDSIGHT
- Transmutation
- Level: Clr 3, Drd 2, Sor/Wiz 2
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell grants the subject the blindsight ability out to a range of 30 feet. (For details, see Blindsight in Chapter 3 of the DUNGEON MASTER’s Guide.)
- FUSE ARMS
- Transmutation
- Level: Clr 3, Sor/Wiz 3
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature with at least four arms or tentacles touched
- Duration: 10 minutes/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected).
- For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 30 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, wound end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).
- The loss of limbs reduces the number of attacks available to the subject.
- GIRALLON’S BLESSING
- Transmutation
- Level: Clr 3, Sor/Wiz 3
- Components: V, S, M
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: 10 minutes/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- You give the subject one additional pair of arms for every four caster levels.
- Each arm ends in a hand with fingers and an opposable thumb. The spell can create a maximum of five pairs of arms, but the size of the subject limits the number of pairs of additional arms it can have: one for Small, two for Medium-size, three for Large, or four for a Huge or larger creature. The creature’s original arms (if any) are its primary arms, and all others are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms).
- The new limbs can be confusing. In a stressful or demanding situation, such as combat, the subject must make a Will save (DC 19) or take a –2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Non-magical clothing or armor is destroyed by the transformation, but magic armor and clothing shifts to accommodate the new arms.
- The additional arms do not allow additional attacks or several simultaneous physical tasks. They do not increase the subject’s reach. However, they do allow the subject to use items designed for creatures with more than two arms, or to use a two-handed item and another piece of equipment.
- For instance, a subject could wield a greatsword while using a shield.
- Material Component: A few strands of girallon hair.
- SACRED ITEM
- Transmutation [Good]
- Level: Cleric 4, paladin 4
- Components: V, S, DF
- Casting Time: 1 full round
- Range: Touch
- Target: Object touched
- Duration: Permanent until discharged
- Saving Throw: Will negates
- Spell Resistance: Yes (object)
- Protective forces flow through your hands into the object you hold, suffusing it with a golden glow that shines for a moment, then subsides.
- 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.
- 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.
- 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.
- Sacred item counters and dispels profane item.
- WEAPON OF THE DEITY
- Transmutation
- Level: Blackguard 4, cleric 4, paladin 4
- Components: V, DF
- Casting Time: 1 standard action
- Range: 0 ft.
- Target: One weapon you hold
- Duration: 1 round/level
- 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.
- 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.
- 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.
- Favored Deity Weapons
- Bahamut +1 frost heavy pick
- Boccob +1 spell storing quarterstaff
- Corellon Larethian +1 keen longsword
- Ehlonna +1 frost longsword
- Erythnul +1 mighty cleaving morningstar
- Fharlanghn +1 defending quarterstaff
- Garl Glittergold +1 throwing battleaxe
- Gruumsh +1 returning shortspear
- Heironeous +1 shock longsword
- Hextor +1 mighty cleaving heavy flail
- Kord +1 mighty cleaving greatsword
- Kurtulmak +1 shock shortspear
- Lolth +1 keen whip
- Moradin +1 throwing warhammer
- Nerull +1 keen scythe
- Obad-Hai +1 defending quarterstaff
- Olidammara +1 keen rapier
- Pelor +1 flaming heavy mace
- St. Cuthbert +1 mighty cleaving heavy mace
- Vecna +1 frost dagger
- Wee Jas dagger of venom
- Tiamat +1 flaming heavy pick
- Yondalla +1 defending short sword
- Alignment Weapon
- Good +1 frost warhammer
- Evil +1 mighty cleaving light fl ail
- Neutral +1 defending heavy mace
- Law +1 flaming longsword
- Chaos +1 shock battleaxe
- Sustain
- Transmutation
- Level: Apostle of peace 4, cleric 4, Endurance 4
- Components: V, S, M
- Casting Time: 1 round
- Range: Touch
- Target: Up to one living creature
- touched/two levels
- Duration: 6 hours/level
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- 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.
- An affected creature can eat or drink normally without difficulty.
- 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.
- Material Component: A flask of warm wine and a loaf of bread.
- Remove Fatigue
- Transmutation
- Level: Apostle of peace 4, cleric 4, Pleasure 4
- Components: S
- Casting Time: 10 minutes
- Range: Touch
- Target: Up to one living creature
- touched per two levels
- Duration: Instantaneous
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- BEAST CLAWS
- Transmutation
- Level: Cleric 4, druid 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- 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.
- Material Component: The claw of a bird of prey, such as an eagle or falcon.
- Fell the Greatest Foe
- Transmutation
- Level: Asn 3, Clr 4, Pal 3
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Touch
- Target: Large or larger creature touched
- Duration: 1 round/level
- Saving Throw: Fortitude negates (harmless)
- Spell Resistance: Yes (harmless)
- 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).
- Material Component: A dragon’s claw or a giant’s fingernail.
- Lower Spell Resistance
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 minute/level
- Saving Throw: Fortitude negates (see text)
- Spell Resistance: No
- This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a target’s spell resistance below 0.
- The target of the spell takes a penalty on its saving throw equal to your caster level.
- Freeze Armor
- Transmutation [Cold]
- Level: Cleric 4, druid 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Metal equipment of one creature/level
- Duration: 1 round/level
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobilizing and damaging the armor’s wearers.
- 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).
- A creature wearing metal armor that fails its save is frozen in place.
- 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.
- A creature wearing metal armor that makes its save takes half the damage listed below.
- 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.
- A creature not wearing or carrying metal less than one-fifth of its weight that makes its save is entirely unaffected by freeze armor.
- Freeze Armor Damage
- Round Temperature Cold Damage
- 1 Cold 1d6 points
- 2 Icy 2d6 points
- 3–5 Freezing 3d6 points
- 6+ Lethal 4d6 points
- 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.
- Ghost Bane Weapon
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, S, DF
- Casting Time: 1 action
- Range: Touch
- Target: Weapon touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You give a weapon the ghost bane property in addition to any other properties it has. Against ghosts, your weapon’s enhancement bonus (if any) is 2 higher than normal and it deals an extra 2d6 points of damage. The spell has no effect if cast upon a weapon that already has the ghost bane property. At caster level 9th and higher, the weapon gains a +1 enhancement bonus if it is not already a magic weapon.
- Alternatively, you can affect up to 50 arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together, such as in the same quiver. Projectiles (but not thrown weapons) lose their ghost bane property when fired.
- Any weapon affected by this spell glows with witchlight (see the Witchlight feat).
- Iron Bones
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- As stone bones, except the target creature’s skeleton changes to iron. The creature gains a +5 natural armor bonus to AC.
- Focus: A miniature skull made out of iron or steel.
- Undead Bane Weapon
- Transmutation
- Level: Clr 4, Ghost 3, Pal 3
- Components: V, S, DF
- Casting Time: 1 action
- Range: Touch
- Target: Weapon touched
- Duration: 1 hour/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You give a weapon the 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.
- 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.
- GHOST TOUCH WEAPON
- Transmutation
- Level: Cleric 4
- Components: V, S
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
- Duration: 10 min./level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- 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.
- 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.
- Balor Nimbus
- Transmutation
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- Like the legendary balor, your body bursts into lurid flames. The flames do not harm you or any equipment you carry or wear. However, each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
- Material Component: A pinch of soot.
- Demon Dirge
- Transmutation
- Level: Cleric 4, sorcerer/wizard 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Living creature
- Duration: Instantaneous or 1d4 rounds; see text
- Saving Throw: Fortitude negates or Fortitude partial; see text
- Spell Resistance: Yes and no; see text
- The baatezu’s answer to Blood War related demonic magic targeting their race, demon dirge deals 3d6 points of damage to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). A successful Fortitude save negates this damage.
- If the target creature also possesses the tanar’ri subtype, the spell has a much more powerful effect. The target’s blood seethes and churns, stunning it for 1d4 rounds and dealing 3d6 points of damage in each of those rounds. A successful Fortitude save negates the stun effect and reduces the duration to 1 round. Such creatures’ spell resistance does not apply against this effect.
- Focus Touchstone Energy
- Transmutation
- Level: Cleric 4, druid 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 min./level
- Saving Throw: None
- Spell Resistance: Yes (harmless)
- You can convert an unused usage of your higher-order planar touchstone ability into temporary hit points (see the Planar Touchstone feat, page 41).
- By touching a living creature and expending one of your higher-order ability uses, you grant the target 3d6 temporary hit points.
- Spell Vulnerability
- Transmutation
- Level: Cleric 4, sorcerer/wizard 3
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One creature
- Duration: 1 min./level
- Saving Throw: Fortitude negates; see text
- Spell Resistance: No
- This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance below 0.
- The target of the spell takes a penalty on its saving throw equal to your caster level.
- DUST TO DUST
- Transmutation
- Level: Cleric 4
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Effect: Ray
- Duration: Instantaneous
- Saving Throw: Fortitude partial; see text
- Spell Resistance: Yes
- A golden ray springs from your pointing finger. You must make a successful ranged touch attack to hit your intended target.
- 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.
- A creature that makes a successful Fortitude takes half damage.
- EARTH REAVER
- Transmutation [Fire]
- Level: Clr 4, Sor/Wiz 4
- Components: V, S
- Casting Time: 1 action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft.-radius spread, +10 ft./level
- Duration: Instantaneous
- Saving Throw: None
- Spell Resistance: Yes
- You point at a spot on the ground, and the earth at that point erupts in a shower of rock, dirt, and fire. Creatures and objects within the area take 7d6 points of damage; the damage is 4d6 impact and 3d6 fire. Those that fail the saving throw are knocked prone.
- EXTEND TENTACLES
- Transmutation
- Level: Clr 4, Sor/Wiz 4
- Components: V, M
- Casting Time: 1 action
- Range: Personal
- Target: You
- Duration: 1 round/level
- Originally developed by medusas,
- this spell lengthens your tentacles, increasing the reach of your tentacle attacks by 5 feet. The tentacles attack as normal. This spell can also increase the length of a medusa’s snakes so they may make normal attacks with a 10-foot reach, or they may start a grapple after a successful attack as if you had the improved grab ability. If the snakes get a successful hold, they can constrict on any following round for 1d3 points of damage plus your Strength modifier with a successful grapple check.
- WEAPON OF ENERGY
- Transmutation (see text)
- Level: Clr 4, Sor/Wiz 4
- Components: V, S, DF
- Casting Time: 1 action
- Range: Person
- Target: One weapon
- Duration: 1 round/level
- Saving Throw: Fortitude (object, harmless)
- Spell Resistance: None
- You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or critical hit. The weapon can deal acid, cold, electricity, fire, or sonic damage, chosen by you at the time of casting. The weapon deals +1d6 damage of that energy type on a successful hit. On a critical hit, the weapon deals an additional +1d10 points of energy damage. If the weapon’s critical multiplier is ×3, add +2d10 points of energy damage instead, and if the multiplier is ×4, add +3d10 points of bonus energy damage.
- This spell can be cast on a weapon that already deals energy damage, but if the weapon already creates the same type of damage as the spell, the effects do not stack. For example, if cast on a +1 flaming longsword to give it additional fire damage, the spell has no effect, but it can give the weapon any of the other types of energy damage.
- This spell has a subtype that is the same as the energy created by the target weapon. For example, weapon of energy is a fire spell when used to give a weapon bonus fire damage.
- Convert Wand
- Transmutation
- Level: Cleric 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Wand touched
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: No
- 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:
- Spell Level New Wand Type
- 1st Wand of cure light wounds
- 2nd Wand of cure moderate wounds
- 3rd Wand of cure serious wounds
- 4th Wand of cure critical wounds
- 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.
- DIVINE AGILITY
- Transmutation
- Level: Cleric 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 round/level
- Saving Throw: Will negates (harmless)
- Spell Resistance: No
- 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.
- SUBVERT PLANAR ESSENCE
- Transmutation
- Level: Cleric 5, sorcerer/wizard 6
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Area: 20-ft.-radius emanation centered on a point in space
- Duration: 1 round/level
- Saving Throw: Fortitude negates
- Spell Resistance: Yes
- Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them. Outsiders who fail their saves have their damage reduction and spell resistance each reduced by 10 points.
- For example, a barbed devil subject to subvert planar essence would have no damage reduction and SR 13, while a pit fiend would have damage reduction of 5/good and silver and SR 22.
- Outsiders attempt Fortitude saves and check SR when they first enter the spell’s area. If they make their save or the spell fails to overcome their SR, they’re thereafter unaffected by that casting of subvert planar essence and can enter and exit the spell area without making further saves.
- Outsiders who fail their saves or whose SR is overcome by the spell are affected as long as they remain within the spell area, and they are automatically affected if they leave and reenter the spell area.
- Material Component: A rough statuette carved from adamantine ore (100 gp).
- SURGE OF FORTUNE
- Transmutation
- Level: Cleric 5
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 round/level or until discharged
- The power of your deity flows through you, guiding your movements and honing your instincts.
- 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.
- 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.
- Vulnerability
- Transmutation
- Level: Asn 4, Clr 5, Sor/Wiz 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Saving Throw: Will negates
- Spell Resistance: Yes
- This spell lowers the subject’s damage reduction by 5 points (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic.
- For every four caster levels beyond 11th, the subject’s damage reduction lowers by an additional 5 points: 10 at 15th and 15 at 19th.
- Hibernal Healing
- Transmutation [Cold]
- Level: Cleric 5, druid 4
- Components: V, S, Frostfell
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: Instantaneous
- Saving Throw: Fortitude half (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- Pass through Ice
- Transmutation
- Level: Cleric 5, druid 5
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level (D)
- Saving Throw: Yes (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- 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.
- UNDYING AURA
- Transmutation
- Level: Cleric 5
- Components: V, S, F
- Casting Time: 1 standard action
- Range: Touch
- Target: Living creature touched
- Duration: 1 minute/level or until discharged
- Saving Throw: Will partial
- Spell Resistance: Yes
- 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).
- 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.
- 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.
- 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.
- Focus: A clear spar of crystal worth 500 gp.
- FIRE IN THE BLOOD
- Transmutation
- Level: Cleric 5, Spite 5
- Components: V, S, M
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 minute/level
- Saving Throw: None
- Spell Resistance: No
- 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.
- 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.
- 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.
- Material Component: A drop of your own blood.
- EARTH HAMMER
- Transmutation
- Level: Cleric 5, paladin 3
- Components: V
- Casting Time: 1 swift action
- Range: Touch
- Target: Weapon touched
- Duration: 1 round/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You infuse one melee weapon with the power of the earth.
- 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.
- 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.
- IMPROVED BLINDSIGHT
- Transmutation
- Level: Clr 5, Drd 4, Sor/Wiz 4
- As blindsight, except as noted above and that the blindsight granted by the spell has a 60-foot range.
- Touch of Adamantine
- Transmutation
- Level: Cleric 6, druid 6, sorcerer/wizard 5
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Weapon touched
- Duration: 1 minute/level
- Saving Throw: Will negates (object,
- harmless)
- Spell Resistance: Yes (object, harmless)
- This spell grants one weapon the properties of an adamantine weapon. The weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20. The affected weapon also has one-third more hit points than normal for the duration of the spell.
- You can’t cast this spell on a natural weapon, such as an unarmed strike. A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
- If the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell’s duration.
- Touch of adamantine cannot be made permanent with a permanency spell.
- Quickshift
- Transmutation [Good]
- Level: Cleric 6, sorcerer/wizard 6
- Components: V, S, Celestial
- Casting Time: 1 round
- Range: Personal
- Target: You
- Duration: 1 round/level
- 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.
- VISAGE OF THE DEITY
- Transmutation [Evil, Good]
- Level: Cleric 6
- 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):
- • You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics).
- • 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.
- • You gain darkvision to a range of 60 ft.
- • You gain acid, cold, and electricity resistance 20 (for good clerics) or cold and fire resistance 20 (for evil clerics).
- • You gain damage reduction 10/magic.
- • You gain spell resistance 20.
- Your creature type does not change (you do not become an outsider).
- Algid Enhancement
- Transmutation [Cold]
- Level: Cleric 6
- Components: V, S, Coldfire
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One cold creature/level
- Duration: 24 hours
- Saving Throw: None
- Spell Resistance: No
- 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.
- This spell has no effect on creatures not of the cold subtype.
- Coldfire Component: One ounce of coldfire.
- Mantle of the Icy Soul
- Transmutation
- Level: Cleric 6, druid 5
- Components: V, S, M, XP
- Casting Time: 1 standard action
- Range: Touch
- Area: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- 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.
- Material Component: A handful of ice or snow that must be pressed to the target’s body.
- XP Cost: 2,000.
- Contingent Spell Lock
- Transmutation [Ectomancy]
- Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6
- Components: V, S, DF
- Casting Time: 10 minutes
- Range: Personal
- Target: You
- Duration: Instantaneous
- You transfer some of your currently prepared spells or available spell slots to a hidden part of your soul so that, if you die, when you appear on the Ethereal Plane, you have those spells or spell slots available for use (normally, dying and appearing on the Ethereal Plane causes you to lose all prepared spells and unused spell slots). You can transfer one spell per spell level that you can cast into this hidden part of your soul.
- Once you transfer the spells or spell slots in this manner, you cannot access them in any way—it is as if you had used those spell slots. The next time you choose to ready or prepare spells, you may leave those transferred spells or slots in place, or you may recover them along with your other spells or spell slots (which means they would not be available if you died).
- The transferred spells or spell slots may be used by your ghost in the normal manner, requiring the appropriate components and so on.
- If you are raised from the dead, the transferred spells become inaccessible again (although you can choose to recover them the next time you ready or prepare spells, as described above).
- LEGION'S GREATER MAGIC WEAPON
- Transmutation
- Level: Cleric 6, sorcerer/wizard 5
- Components: V, S, M/DF
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: Melee or ranged weapons held by allied creatures in a 20-ft.-radius burst
- Duration: 1 minute/level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- This spell functions like greater magic weapon (see page 251 of the Player’s Handbook), except as noted above and as follows. It only affects weapons held by allies when the spell is cast. It has no effect on ammunition.
- Tomb of Light
- Transmutation [Good]
- Level: Cleric 7, sorcerer/wizard 7
- Components: V, S, M
- Casting Time: 1 round
- Range: Touch
- Target: Evil extraplanar creature touched
- Duration: Concentration
- Saving Throw: Fortitude partial
- Spell Resistance: Yes
- 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.
- 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.
- 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.
- Material Component: A pure crystal of clear gemstone worth at least 50 gp.
- Bestow Greater Curse
- Transmutation
- Level: Brd 6, Clr 7, Demonologist 3, Sor/Wiz 8
- Components: V, S
- Casting Time: 1 action
- Range: Touch
- Target: Creature touched
- Duration: Permanent
- Saving Throw: Will negates
- Spell Resistance: Yes
- The caster places a curse on the creature touched, choosing one of the following three effects:
- • One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1).
- • –8 penalty on attack rolls, saving throws, ability checks, and skill checks.
- • Each turn, the subject has a 25% chance to act normally; otherwise, he takes no action.
- 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.
- 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).
- 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).
- Aura of Cold, Greater
- Transmutation [Cold]
- Level: Cleric 7, druid 7
- Range: 10 ft.
- Area: 10-ft.-radius spherical emanation, centered on you
- This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to all creatures within 10 feet.
- ANIMATE SIEGE WEAPON
- Transmutation
- Level: Cleric 7
- Components: V, S
- Casting Time: 1 round
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One siege weapon of up to Gargantuan size
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
- 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).
- 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.
- MINOR SERVITOR
- Transmutation
- Level: Clr 7, Sor/Wiz 5
- Components: V, S, M, XP
- Casting Time: One day
- Range: Touch
- Effect: One object up to 1 cu. ft./level
- Duration: Permanent (D)
- Saving Throw: None (object)
- Spell Resistance: Yes (object)
- You imbue an inanimate object with mobility and a semblance of life. The animated object is friendly toward you. You have no special empathy or connection with the object, although it serves you in specific tasks or endeavors if you communicate your desires to it. The object can be of any non-magical material, including wood, metal, stone, fabric, leather, ceramic, and glass. You can also animate masses of raw matter, such as water, a rock from a wall, or a rock on the ground, as long as the volume of material does not exceed 1 cubic foot per caster level. For each cubic foot of volume, the animated object has 1 Hit Die.
- The object gains an Intelligence score (roll 3d6) and a Charisma score (roll 1d3) from the spell. Other statistics for animated objects are found in the Monster Manual.
- Material Component: A piece or handful of material of the same type as the object to be animated.
- XP Cost: 250 XP per cubic foot of material affected.
- BRILLIANT BLADE
- Transmutation
- Level: Cleric 8, sorcerer/wizard 6
- Components: V
- Casting Time: 1 standard action
- Range: Close (25 ft. + 5 ft./2 levels)
- Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
- Duration: 1 min./level
- Saving Throw: Will negates (harmless, object)
- Spell Resistance: Yes (harmless, object)
- You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy. A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such
- bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects. If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
- STORMRAGE
- Transmutation [Electricity]
- Level: Cleric 8, druid 8
- Components: V, S, DF
- Casting Time: 1 standard action
- Range: Personal
- Target: You
- Duration: 1 min./level (D)
- 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).
- 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.
- 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).
- VISAGE OF THE DEITY, GREATER
- Transmutation [Evil, Good]
- Level: Cleric 9
- 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.
- 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.
- Good clerics undergo the following transformations:
- • You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
- • You gain +1 natural armor.
- • You gain low-light vision.
- • You gain resistance 10 to acid, cold, and electricity.
- • You gain immunity to disease.
- • You gain a +4 racial bonus on saving throws against poison.
- • You gain damage reduction 10/magic.
- • You gain spell resistance 25.
- • You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
- Evil clerics undergo the following transformations:
- • You grow batlike wings that allow you to fly at your normal speed (average maneuverability).
- • You gain +1 natural armor.
- • 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.
- • You gain darkvision out to a range of 60 feet.
- • You gain immunity to poison.
- • You gain resistance 10 to acid, cold, electricity, and fire.
- • You gain damage reduction 10/magic.
- • You gain spell resistance 25.
- • You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.
- Fimbulwinter
- Transmutation [Cold]
- Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9
- Components: V, S, XP
- Casting Time: 10 minutes (see text)
- Range: 1 mile/level
- Area: 1 mile/level radius, centered on you
- Duration: 4d12 weeks
- Saving Throw: None
- Spell Resistance: No
- 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.
- Season Possible Weather
- Spring Frequent snowfall, nightly frost
- Summer Light snow, hailstorms, cold rain, cloudy
- Autumn Frequent snowfall, frost
- Winter Frigid cold, blizzard, and constant snowfall
- 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.
- Fimbulwinter
- d20 Roll Amount of Snowfall Amount of Wind
- 0 or less 1d12 inches of snowfall melt Weak (0–10 mph)
- 1–5 No new snow Weak (0–10 mph)
- 6–10 1d4–1 inches snow Moderate (11+ mph)
- 11–15 1d8 inches snow or 1 inch hail Moderate (11+ mph)
- 16–20 1d12 inches snow Strong (21+ mph)
- 21–25 2d12+4 inches snow Strong (21+ mph)
- 26+ 1d6+1 feet of snow Very strong (31+ mph)
- 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).
- XP Cost: 100 XP.
- MANTLE OF THE FIERY SPIRIT
- Transmutation
- Level: Cleric 9, druid 8
- Components: V, S, M, XP
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- Mantle of the fiery spirit permanently grants the target the fire subtype.
- Material Component: A burning lump of coal and a fire opal worth 5,000 gp.
- XP Cost: 2,000 XP.
- AWAKEN CONSTRUCT
- Transmutation
- Level: Clr 9, Sor/Wiz 9
- Components: V, S, M, XP
- Casting Time: 8 hours
- Range: Touch
- Target: One construct
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- This spell awakens a humanoid-shaped construct to humanlike sentience.
- 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.
- Material Component: The brain of a humanoid that has been dead less than 8 hours.
- XP Cost: 5,000 XP.
- INCARNATE CONSTRUCT
- Transmutation
- Level: Clr 9, Sor/Wiz 9
- Components: V, S, M, XP
- Casting Time: 8 hours
- Range: Touch
- Target: One construct
- Duration: Instantaneous
- Saving Throw: Will negates (harmless)
- Spell Resistance: Yes (harmless)
- 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.
- Material Component: The heart of a humanoid that has been dead less than 8 hours.
- XP Cost: 5,000 XP.