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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||||||
Effect | ||||||||||||||||||||||||||||||||||||
Expensive Focus | ||||||||||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||||||||||
XP Cost | ||||||||||||||||||||||||||||||||||||
Description | ||||||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||||||
Ability Rip | ||||||||||||||||||||||||||||||||||||
SK | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||||||
Rips a supernatural ability from one creature and transfer it to another. |
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Amber Sarcophagus (M) | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Trap target in stasis sphere w/ hardness 5 and 10 hp/caster level. |
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Animate Breath | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Your breath weapon becomes an elemental. |
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Antimagic Aura | ||||||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Antimagic field that affects one creature. |
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Antimagic Ray (M) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Target loses all magical powers. |
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Greater Arcane Sight | ||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
- | Beguiler 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||||||||||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||||||
As arcane sight, but also reveals magic effects on creatures and objects. |
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This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.) If you look at a specific creature within 120 feet of you, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. This spell cannot be made permanent with a permanency spell. |
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Arrow of Bone (M) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Creates a killer missile or thrown weapon, or deals 3d6 +1 (max +20) damage on successful save. |
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Avasculate | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Deathbound 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Reduce foe to half hp and stun foe for 1 round by purging blood vessels. |
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Awaken Undead (XP) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Deathbound 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Grant sentience to otherwise mindless undead. |
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Banishment | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | APeace 6, Arc 6, Balance 6, Clr 6, Exorcism 6, Portal 6, Retribution 6, Shu 6, Sor/Wiz 7 | V, S, F | ||||||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||||||
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Banishes 2 HD/level of extraplanar creatures. |
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A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spells chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the targets spell resistance (if any), the saving throw DC increases by 2. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4). |
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Barghest's Feast (M) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Destroy target corpse, potentially preventing its return to life. |
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Bite of the Werebear | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 6, Drd 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You become enhanced such as that of a brown bear. |
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Body of War | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You change into warforged titan, gain some abilities. |
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Brilliant Aura | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 8, Clr 8, Drd 8, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Allies' weapons become brilliant energy, ignoring armor. |
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Call Kolyarut (XP) | ||||||||||||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
A kolyarut aids you in punishing an oath-breaker. |
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Changestones (F) | ||||||||||||||||||||||||||||||||||||
Underdark | ||||||||||||||||||||||||||||||||||||
Arc 7, Drd 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Prepared stones become liths. |
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Control Undead | ||||||||||||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | Arc 7, Blg 7, Necro 7, Sor/Wiz 7, Undeath 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 min./level | Close | 30 minutes | ||||||||||||||||||||||||||||||||||
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Undead don't attack you while under your command. |
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This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. |
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Control Weather | ||||||||||||||||||||||||||||||||||||
Transmutation | 10 minutes; see text | SRD | ||||||||||||||||||||||||||||||||||
None - No | Air 7, APeace 7, Arc 7, Blg 7, Clr 7, Cold 7, Drd 7, Shu 6, Sor/Wiz 7, Storm 7, Summer 7, Weather 7, Winter 7, Wuj 6 | V, S | ||||||||||||||||||||||||||||||||||
4d12 hours; see text | 2 miles | General | ||||||||||||||||||||||||||||||||||
Area: 2-mile-radius circle, centered on you; see text | ||||||||||||||||||||||||||||||||||||
Changes weather in local area. |
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You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weatherwhere lightning strikes, for example, or the exact path of a tornado. 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). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. |
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Crown of Despair | ||||||||||||||||||||||||||||||||||||
Dragon 331 | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
All creatures that see you must save or be paralyzed. |
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Delayed Blast Fireball | ||||||||||||||||||||||||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Reflex half - Yes | Sor/Wiz 7, Wmg 7, Wuj 7 | V, S, M | ||||||||||||||||||||||||||||||||||
5 rounds or less; see text | Long | General | ||||||||||||||||||||||||||||||||||
Area: 20-ft.-radius spread | ||||||||||||||||||||||||||||||||||||
1d6/level fire damage; you can postpone blast for 5 rounds. |
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This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 20d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. |
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Greater Dispelling Screen | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Drow 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
30 minutes | ||||||||||||||||||||||||||||||||||||
As dispelling screen, except that the maximum caster level bonus on the dispel check is +20. |
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Dragon Ally (XP) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Dragon 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
As dragon ally, lesser, but up to 18 HD. |
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Eladrin Form | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You become an incorporeal globe. |
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Elemental Body | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||||||
You take on the qualities of a type of elemental. |
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Emerald Flame Fist | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You can transfer a burning aura to a subject dealing 3d6 +1/level (max +20) fire damage per round. |
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Energy Ebb | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Give subject one negative level/round for 1 round/level. |
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Energy Immunity | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 6, Clr 6, Drd 6, Sor/Wiz 7, Wuj 7 | ||||||||||||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||||||||||||
Subject is immune to damage from one kind of energy. |
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Energy Transformation Field (M) (XP) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Area absorbs magic energy to power a predetermined spell. |
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Ethereal Jaunt | ||||||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
- | APeace 7, Arc 7, Beguiler 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Personal | 30 minutes | ||||||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||||||
You become ethereal for 1 round/level. |
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You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ephemeral creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. |
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Evil Glare | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Paralyze creature with your glare. |
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Exaction | ||||||||||||||||||||||||||||||||||||
Dragon 336 | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Make a sacrifice to gain bonuses when trying to compel service from a creature in a planar binding. |
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Expeditious Excavation (M) (F) | ||||||||||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Clear pathway of loose stone, sand, gravel, or other lightweight rubble into a tunnel. |
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Eye of the Beholder | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Your eye gains random beholder ray. |
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Fey Ring (XP) | ||||||||||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||||||||||
Arc 7, Brd 6, Clr 7, Drd 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Call a Fey creature that may or may not help you. |
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Fiendish Clarity | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Demonic 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||||||||||
You see in even magical darkness, see invisible up to 60 feet, and can detect good. |
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Finger of Death | ||||||||||||||||||||||||||||||||||||
Necromancy [Death] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Fortitude partial - Yes | Arc 6, Blg 6, Drd 8, Sor/Wiz 7, Wmg 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||||||||||||
Kills one subject. |
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You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25). The subject might die from damage even if it succeeds on its saving throw. |
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Mass Flesh to Salt | ||||||||||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||||||||||
Arc 7, Drd 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Turns several creatures into statues of salt. |
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Forcecage (M) | ||||||||||||||||||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - No | Craft 8, Force 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
2 hours/level (D) | Close | General | ||||||||||||||||||||||||||||||||||
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube) | ||||||||||||||||||||||||||||||||||||
Materials: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell. | ||||||||||||||||||||||||||||||||||||
Cube or cage of force imprisons all inside. |
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This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation. Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides. |
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Ghost Trap | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||||||
Incorporeal creatures turn corporeal. |
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Greater Glacial Ward (M) | ||||||||||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Area around you provides SR 25 against fi re spells and effects. |
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Grasping Hand | ||||||||||||||||||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - Yes | Sor/Wiz 7, Strength 7, Tyranny 7 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||||||||||||||||
Effect: 10-ft. hand | ||||||||||||||||||||||||||||||||||||
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round. Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hands Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples. Directing the spell to a new target is a move action. The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does. Clerics who cast this spell name it for their deities. |
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Hide from Dragons | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Asn 4, Brd 5, Hoard 4, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Dragons can't perceive one subject/two levels. |
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Hiss of Sleep | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You induce comatose slumber in targets. |
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Mass Hold Person | ||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates; see text - Yes | Beguiler 7, Sor/Wiz 7 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D); see text | Medium | General | ||||||||||||||||||||||||||||||||||
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
As hold person, but all within 30 ft. |
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The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. |
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Ice Castle (F) | ||||||||||||||||||||||||||||||||||||
Frostburn | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Creates castle of snow and ice with an array of magical effects. |
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Ice Claw | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Ice Claw Prison | ||||||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Ice claw grapples and deals normal and cold damage. |
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Insanity | ||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature. |
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Instant Summons (M) | ||||||||||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - No | Rune 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
Permanent until discharged | See text | General | ||||||||||||||||||||||||||||||||||
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less | ||||||||||||||||||||||||||||||||||||
Materials: A sapphire worth at least 1,000 gp. | ||||||||||||||||||||||||||||||||||||
Prepared object appears in your hand. |
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You call some nonliving item from virtually any location directly to your hand. First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way. If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs. The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you. The item can be summoned from another plane, but only if no other creature has claimed ownership of it. |
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Mass Invisibility | ||||||||||||||||||||||||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates (harmless) or Will negates (harmless, object) - Yes (harmless) or Yes (harmless, object) | Arc 7, Beguiler 7, Shu 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 min./level (D) | Long | 30 minutes | ||||||||||||||||||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 180 ft. apart | ||||||||||||||||||||||||||||||||||||
As invisibility, but affects all in range. |
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This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.) |
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Ironguard (F) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Subject becomes immune to both magical and mundane metal. |
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Kiss of the Vampire (M) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead. |
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Limited Wish (XP) | ||||||||||||||||||||||||||||||||||||
Universal | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None; see text - Yes | Sin-E 7, Sor/Wiz 7, Spell 7, Wuj 7 | V, S, XP | ||||||||||||||||||||||||||||||||||
See text | See text | General | ||||||||||||||||||||||||||||||||||
Target; Effect; or Area: See text | ||||||||||||||||||||||||||||||||||||
XP Cost: 300 XP or more (see above). | ||||||||||||||||||||||||||||||||||||
Alters reality within spell limits. |
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A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you. Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school. Duplicate any other spell of 4th level or lower, even if its of a prohibited school. Undo the harmful effects of many spells, such as geas/quest or insanity. Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw. A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component. |
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Mage's Magnificent Mansion (F) | ||||||||||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - No | Community 8, Feast 7, Sor/Wiz 7, Trade 7 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
2 hours/level (D) | Close | 6 hours | ||||||||||||||||||||||||||||||||||
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S) | ||||||||||||||||||||||||||||||||||||
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp). | ||||||||||||||||||||||||||||||||||||
Door leads to extradimensional mansion. |
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You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you desire to the limit of the spells effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. |
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Mage's Sword (F) | ||||||||||||||||||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - Yes | Sor/Wiz 7, Wmg 7 | V, S, F | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||||||
Effect: One sword | ||||||||||||||||||||||||||||||||||||
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct. | ||||||||||||||||||||||||||||||||||||
Floating magic blade strikes opponents. |
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This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation , or a rod of cancellation affects it. The swords AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. |
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Nar Fiendbond (XP) | ||||||||||||||||||||||||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Subject gains half-fiend template. |
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Necrotic Tumor (F) | ||||||||||||||||||||||||||||||||||||
Libris | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
24 hours | ||||||||||||||||||||||||||||||||||||
Permanently control encysted subject. |
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Nybor's Joyful Voyage | ||||||||||||||||||||||||||||||||||||
Magic Books of Faerun | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||||||||||
This spell functions like teleport, except that it teleports another creature (willing or unwilling) rather than yourself, and the target location is random. |
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Mass Phantom Steed | ||||||||||||||||||||||||||||||||||||
Conjuration (Creation) | 15 minutes | ATB | ||||||||||||||||||||||||||||||||||
None - No | Brd 6, Sor/Wiz 7 | V, S | ||||||||||||||||||||||||||||||||||
1 hour/level (D) | Close | 6 hours | ||||||||||||||||||||||||||||||||||
Effect: One quasi-real, horselike creature/2 levels | ||||||||||||||||||||||||||||||||||||
Magic horses appear for 1 hour/level. |
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You conjure one Large, quasi-real, horselike creature per 2 caster levels (maximum 15 horses). Each steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 22 (-1 size, +6 natural armor, +7 Dex) and 14 hit points +2 hit points per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its riders weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (good maneuverability). |
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Phase Door | ||||||||||||||||||||||||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - No | Beguiler 7, Sor/Wiz 7, Travel 8 | V | ||||||||||||||||||||||||||||||||||
1 usage/2 levels | 0 ft. | 12 hours | ||||||||||||||||||||||||||||||||||
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels | ||||||||||||||||||||||||||||||||||||
Creates an invisible passage through wood or stone. |
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This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect. You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. Phase door can be made permanent with a permanency spell. |
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Planar Bubble | ||||||||||||||||||||||||||||||||||||
Planar Handbook | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||||||||||
Create bubble around target creature that emulates target's native planar environment. |
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Plane Shift | ||||||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | APeace 5, Arc 5, Clr 5, Sor/Wiz 7 | V, S, F | ||||||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||||||
Target: Creature touched, or up to eight willing creatures joining hands | ||||||||||||||||||||||||||||||||||||
As many as eight subjects travel to another plane. |
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You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back. |
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Power Word Blind | ||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - Yes | Arc 8, Beguiler 7, Darkness 8, Shu 8, Slime 8, Sor/Wiz 7, War 7, Wuj 7 | V | ||||||||||||||||||||||||||||||||||
See text | Close | General | ||||||||||||||||||||||||||||||||||
Target: One creature with 200 hp or less | ||||||||||||||||||||||||||||||||||||
Blinds creature with 200 hp or less. |
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You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. Hit Points, Duration 50 or less, Permanent 51-100, 1d4+1 minutes 101-200, 1d4+1 rounds |
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Prismatic Spray | ||||||||||||||||||||||||||||||||||||
Evocation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
See text - Yes | Sor/Wiz 7, Wmg 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||||||||||||
Rays hit subjects with variety of effects. |
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This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.
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Project Image (M) | ||||||||||||||||||||||||||||||||||||
Illusion (Shadow) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will disbelief (if interacted with) - No | Beguiler 7, Brd 6, Illusion 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||||||||||||||||
Effect: One shadow duplicate | ||||||||||||||||||||||||||||||||||||
Materials: A small replica of you (a doll), which costs 5 gp to create. | ||||||||||||||||||||||||||||||||||||
Illusory double can talk and cast spells. |
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You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action). You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image. Objects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends. |
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Greater Psychic Turmoil | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will partial; see text - Yes | Arc 7, Clr 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 round/level | Close | General | ||||||||||||||||||||||||||||||||||
Area: 40-ft.-radius emanation centered on a point in space | ||||||||||||||||||||||||||||||||||||
As psychic turmoil, but you gain power points as temporary hit points. |
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As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.
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Radiant Assault (F) | ||||||||||||||||||||||||||||||||||||
Dragon 322 | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Light burst deals nonlethal damage and dazes creatures. |
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Reality Maelstrom | ||||||||||||||||||||||||||||||||||||
MotP | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You tear a temporary hole in reality itself that sucks all loose material and living creatures into it. |
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Final Rebuke | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
As rebuke except the target must save or die. |
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Reverse Gravity | ||||||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None; see text - No | Arc 8, Drd 8, Sky 7, Sor/Wiz 7 | V, S, M/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Medium | General | ||||||||||||||||||||||||||||||||||
Area: Up to one 10-ft. cube per two levels (S) | ||||||||||||||||||||||||||||||||||||
Objects and creatures fall upward. |
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This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. |
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Righteous Glare | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Your gaze attack kills evil creatures with less than 5 HD, causes fear in others. |
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Ruby Ray of Reversal (M) | ||||||||||||||||||||||||||||||||||||
PGtF | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Ray negates magical or mundane hazards. |
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Scalding Touch | ||||||||||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level. |
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Greater Scrying | ||||||||||||||||||||||||||||||||||||
Divination (Scrying) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | APeace 7, Arc 7, Brd 6, Clr 7, Drd 7, Dream 7, Oracle 7, Planning 7, Shu 7, Sor/Wiz 7, Wuj 7 | V, S | ||||||||||||||||||||||||||||||||||
1 hour/level | See text | 6 hours | ||||||||||||||||||||||||||||||||||
Effect: Magical sensor | ||||||||||||||||||||||||||||||||||||
As scrying, but faster and longer. |
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This spell functions like scrying. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues. |
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Sequester | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None or Will negates (object) - No or Yes (object) | Sin-A 7, Sor/Wiz 7, Wealth 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 day/level (D) | Touch | 24 hours | ||||||||||||||||||||||||||||||||||
Target: One willing creature or object (up to a 2-ft. cube/level) touched | ||||||||||||||||||||||||||||||||||||
Subject is invisible to sight and scrying; renders creature comatose. |
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When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell. |
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Greater Shadow Conjuration | ||||||||||||||||||||||||||||||||||||
Illusion (Shadow) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will disbelief (if interacted with); varies; see text - Yes; see text | Shadow 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||||||||||||||||
See text | See text | General | ||||||||||||||||||||||||||||||||||
See text: See text | ||||||||||||||||||||||||||||||||||||
As shadow conjuration, but up to 6th level and 60% real. |
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This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers. |
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Shadow Trap | ||||||||||||||||||||||||||||||||||||
CR | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Bind a greater shadow to an object as its guardian. |
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Simulacrum (M) (XP) | ||||||||||||||||||||||||||||||||||||
Illusion (Shadow) | 12 hours | SRD | ||||||||||||||||||||||||||||||||||
None - No | Sin-E 8, Sor/Wiz 7 | V, S, M, XP | ||||||||||||||||||||||||||||||||||
Instant | 0 ft. | General | ||||||||||||||||||||||||||||||||||
Effect: One duplicate creature | ||||||||||||||||||||||||||||||||||||
Materials: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated must be placed inside. The spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. | ||||||||||||||||||||||||||||||||||||
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP). | ||||||||||||||||||||||||||||||||||||
Creates partially real double of a creature. |
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Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creatures levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. |
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Spell Matrix (F) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
1 hour | ||||||||||||||||||||||||||||||||||||
Stores up to two spells of 3rd level or lower to be released later. |
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Greater Spell Snare | ||||||||||||||||||||||||||||||||||||
MoE | ||||||||||||||||||||||||||||||||||||
Artificer 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Dragonshard absorbs a spell or spelllike ability of up to 6th level. |
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Spell Turning | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
- | Arc 7, Beguiler 7, Endurance 8, Luck 7, Magic 7, Meditation 7, Retribution 7, Shu 7, Sor/Wiz 7 | V, S, M/DF | ||||||||||||||||||||||||||||||||||
10 min./level or until expended | Personal | 4 hours | ||||||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||||||
Reflect 1d4+6 spell levels back at caster. |
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Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.
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Statue | ||||||||||||||||||||||||||||||||||||
Transmutation | 1 round | SRD | ||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 7, Shu 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||||||||||||||||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||||||
Subject can become a statue at will. |
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A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect. |
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Greater Stone Shape | ||||||||||||||||||||||||||||||||||||
Underdark | ||||||||||||||||||||||||||||||||||||
Arc 5, Clr 5, Drd 5, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
6 hours | ||||||||||||||||||||||||||||||||||||
Sculps 10 cu. ft. + 10 cu. ft./level of stone into any shape. |
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Greater Stunning Breath | ||||||||||||||||||||||||||||||||||||
Draconomicon | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Your breath weapon also stuns creatures for 2d4 rounds. |
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Submerge Ship | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You control ship mentally while it travels underwater. |
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Submersion Treatment | ||||||||||||||||||||||||||||||||||||
Dragon 339 | ||||||||||||||||||||||||||||||||||||
Arc 7, Drd 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
A column of water paralyzes and potentially drowns one target. |
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Summon Aspect Of Bahamut | ||||||||||||||||||||||||||||||||||||
RotDrg | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Summons an aspect of Bahamut. |
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Summon Monster VII | ||||||||||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||||||||||
None - No | Arc 7, Clr 7, Sor/Wiz 7, Summoner 7, Wuj 7 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||||||
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list (summon monster VI), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V).
1) May be summoned only into an aquatic or watery environment. |
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Sword of Darkness (M) | ||||||||||||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7, Wuj 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
As sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. |
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Symbol of Stunning (M) | ||||||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
Will negates - Yes | Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||||||||||||||||||
Triggered rune stuns nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of stunning causes all creatures within 60 feet of the symbol (treat as a burst) to be stunned for 1d6 rounds. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of stunning is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of stunning is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of stunning must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of stunning ineffective, unless a creature removes the covering, in which case the symbol of stunning works normally. As a default, a symbol of stunning is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of stunning cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of stunnings triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of stunning to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of stunning offensively; for instance, a touch-triggered symbol of stunning remains untriggered if an item bearing the symbol of stunning is used to touch a creature. Likewise, a symbol of stunning cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of stunning can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of stunning, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of stunning, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of stunning cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of stunning, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of stunning with a DC 19 Spellcraft check. Of course, if the symbol of stunning is set to be triggered by reading it, this will trigger the symbol. A symbol of stunning can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of stunning. Destruction of the surface where a symbol of stunning is inscribed destroys the symbol but also triggers it. Symbol of stunning can be made permanent with a permanency spell. A permanent symbol of stunning that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning. |
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Symbol of Weakness (M) | ||||||||||||||||||||||||||||||||||||
Necromancy | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 7, Clr 7, Sor/Wiz 7, Wuj 7 | V, S, M | ||||||||||||||||||||||||||||||||||
See text | 0 ft.; see text | General | ||||||||||||||||||||||||||||||||||
Effect: One symbol | ||||||||||||||||||||||||||||||||||||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. | ||||||||||||||||||||||||||||||||||||
Triggered rune weakens nearby creatures. |
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This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of weakness causes all creatures within 60 feet of the symbol (treat as a burst) to suffer crippling weakness that deals 3d6 points of strength damage. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level. Any creature that enters the area while the symbol of weakness is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of weakness is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of weakness must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of weakness ineffective, unless a creature removes the covering, in which case the symbol of weakness works normally. As a default, a symbol of weakness is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of weakness cant trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of weaknesss triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of weakness to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of weakness offensively; for instance, a touch-triggered symbol of weakness remains untriggered if an item bearing the symbol of weakness is used to touch a creature. Likewise, a symbol of weakness cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of weakness can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of weakness, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of weakness, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of weakness cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of weakness, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of weakness with a DC 19 Spellcraft check. Of course, if the symbol of weakness is set to be triggered by reading it, this will trigger the symbol. A symbol of weakness can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of weakness. Destruction of the surface where a symbol of weakness is inscribed destroys the symbol but also triggers it. Symbol of weakness can be made permanent with a permanency spell. A permanent symbol of weakness that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness. |
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Symphonic Nightmare (F) | ||||||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||||||
Arc 7, Brd 6, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Haunting music disrupts target's sleep for 1 day/level. |
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Synostodweomer | ||||||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Channel a spell into positive energy to cure 1d6/spell level. |
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Teleport Object | ||||||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Arc 7, Greed 7, Shu 7, Sor/Wiz 7, Wuj 7 | V | ||||||||||||||||||||||||||||||||||
Instant | Personal and touch | 4 hours | ||||||||||||||||||||||||||||||||||
Target: One touched object of up to 50 lb/level and 3 cu. ft/level | ||||||||||||||||||||||||||||||||||||
As teleport, but affects a touched object. |
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This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported. If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane. |
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Greater Teleport | ||||||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None and Will negates (object) - No and Yes (object) | Arc 8, Shu 8, Sor/Wiz 7, Travel 7, Wuj 7 | V | ||||||||||||||||||||||||||||||||||
Instant | Personal and touch | 4 hours | ||||||||||||||||||||||||||||||||||
Targets: You and touched objects or other touched willing creatures | ||||||||||||||||||||||||||||||||||||
As teleport, but no range limit and no off-target arrival. |
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This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible. |
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Mass Teleport | ||||||||||||||||||||||||||||||||||||
Magic of Faerun | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
4 hours | ||||||||||||||||||||||||||||||||||||
As teleport, but more weight and you don't have to go. |
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Monthly Temporary Soul Binding (M) | ||||||||||||||||||||||||||||||||||||
Conjuration (Teleportation) | 2 minutes | ATB | ||||||||||||||||||||||||||||||||||
Will negates (harmless, object) - No | Arc 7, Clr 7, Drd 7, Sor/Wiz 7 | V, S, M | ||||||||||||||||||||||||||||||||||
2 days/level or until discharged | Touch | General | ||||||||||||||||||||||||||||||||||
Targets: 1 Creature and 1 item | ||||||||||||||||||||||||||||||||||||
Materials: A red colored gem valued at least 1000gp | ||||||||||||||||||||||||||||||||||||
As Temporary Soul Binding, except 2 days/level. |
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As Temporary Soul Binding, except 2 days/level.
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Tomb of Light (M) | ||||||||||||||||||||||||||||||||||||
Book of Exalted Deeds | ||||||||||||||||||||||||||||||||||||
Arc 7, Clr 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Entraps and harms evil extraplanar creatures. |
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Torment | ||||||||||||||||||||||||||||||||||||
Dragon 336 | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Similar to dolor but causes greater pain. |
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Vipergout | ||||||||||||||||||||||||||||||||||||
PGtF | ||||||||||||||||||||||||||||||||||||
Scalykind 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
You spit forth celestial or fiendish vipers that attack your foes. |
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Vision (M) (XP) | ||||||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
- | Fate 7, Sor/Wiz 7 | V, S, M, XP | ||||||||||||||||||||||||||||||||||
See text | Personal | 6 hours | ||||||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||||||
Materials: Incense worth at least 250 gp. | ||||||||||||||||||||||||||||||||||||
XP Cost: 100 XP | ||||||||||||||||||||||||||||||||||||
As legend lore, but quicker and strenuous. |
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This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. |
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Vitrify | ||||||||||||||||||||||||||||||||||||
Sandstorm | ||||||||||||||||||||||||||||||||||||
Sand 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Melts sand into glass. |
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Volcanic Storm (M) | ||||||||||||||||||||||||||||||||||||
Far Corners of the World | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Wind, Rocks, and lava sweep an area. |
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Wall of Eyes | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
12 hours | ||||||||||||||||||||||||||||||||||||
Creates barrier that you can see through and that paralyzes and consumes those that touch it. |
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Waves of Exhaustion | ||||||||||||||||||||||||||||||||||||
Necromancy [Negative] | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
None - Yes | Arc 8, Blg 8, Sin-S 8, Sor/Wiz 7, Suffering 7, Wmg 7 | V, S | ||||||||||||||||||||||||||||||||||
Instant | 60 ft. | General | ||||||||||||||||||||||||||||||||||
Area: Cone-shaped burst | ||||||||||||||||||||||||||||||||||||
Several targets become exhausted. |
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Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. |
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Whirl of Fangs | ||||||||||||||||||||||||||||||||||||
SK | ||||||||||||||||||||||||||||||||||||
Arc 6, Clr 6, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
Prohibited | ||||||||||||||||||||||||||||||||||||
Passing through wall deals 12d4 damage. |
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Whirlwind of Teeth | ||||||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||||||
Bestial 7, Sor/Wiz 7 | ||||||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||||||
Creates moving 5-ft./level cylinder that deals 1d8 damage/2 levels each round. |