Name | ||||||||||||||
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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 | ||||||||||||||
Mace of Odo | ||||||||||||||
Magic of Faerun | ||||||||||||||
Arc 3, Clr 3 | ||||||||||||||
General | ||||||||||||||
Force effect damages target or absorbs spell. |
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Maddening Scream | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V | ||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||
Target: Living creature touched | ||||||||||||||
Subject has -4 AC, no shield, Reflex save on 20 only. |
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This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed* each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield. |
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Maddening Whispers | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
You induce confusion and madness in targets. |
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Maelstrom | ||||||||||||||
SPC | ||||||||||||||
Arc 8, Blackwater 8, Drd 8, Ocean 8 | ||||||||||||||
General | ||||||||||||||
Waterspout sucks in and damages creatures. |
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Mage Armor | ||||||||||||||
Conjuration (Creation) [Force] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - No | Beguiler 1, Force 1, Sor/Wiz 1, Spell 1 | V, S, F | ||||||||||||
1 hour/level (D) | Touch | 6 hours | ||||||||||||
Target: Creature touched | ||||||||||||||
Gives subject +4 armor bonus. |
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An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. |
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Greater Mage Armor | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Field of force provides a +6 armor bonus. |
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Mass Mage Armor | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
6 hours | ||||||||||||||
As mage armor, but affects one creature/level. |
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Mage Burr | ||||||||||||||
CS | ||||||||||||||
Brd 1, HB 1, Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
Double arcane spell failure chance for target's armor. |
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Mage Hand | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
None - No | Arc 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||
Concentration | Close | General | ||||||||||||
Target: One nonmagical, unattended object weighing up to 5 lb. | ||||||||||||||
5-pound telekinesis. |
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You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range. |
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Greater Mage Hand | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 1 | ||||||||||||||
General | ||||||||||||||
As mage hand, but medium range and 40 lb. |
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Mage's Disjunction | ||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||
Will negates (object) - No | Magic 9, Sor/Wiz 9, Spell 9 | V | ||||||||||||
Instant | Close | General | ||||||||||||
Area: All magical effects and magic items within a 40-ft.-radius burst | ||||||||||||||
Dispels magic, disenchants magic items. |
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All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creatures possession uses its own Will save bonus or its possessors Will save bonus, whichever is higher. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.) Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. |
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Mage's Faithful Hound | ||||||||||||||
Conjuration (Creation) | 1 standard action | SRD | ||||||||||||
None - No | Halfling 5, Sor/Wiz 5 | V, S, M | ||||||||||||
1 day | Close | 6 hours | ||||||||||||
Effect: Phantom watchdog | ||||||||||||||
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions. If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. The dog is considered ready to bite intruders, so it delivers its first bite on the intruders turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends. |
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Mage's Lucubration | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
- | Wiz 6 | V, S | ||||||||||||
Instant | Personal | Prohibited | ||||||||||||
Target: You | ||||||||||||||
Wizard only. Recalls spell of 5th level or lower. |
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You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion. If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available. |
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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 Private Sanctum | ||||||||||||||
Abjuration | 10 minutes | SRD | ||||||||||||
None - No | Sor/Wiz 5 | V, S, M | ||||||||||||
1 day (D) | Close | 24 hours | ||||||||||||
Area: 30-ft. cube/level (S) | ||||||||||||||
Prevents anyone from viewing or scrying* an area for 24 hours. |
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This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area. Mage's private sanctum can be made permanent with a permanency spell. |
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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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Magecraft (F) | ||||||||||||||
Ebberon | ||||||||||||||
Sor/Wiz 1 | ||||||||||||||
12 hours | ||||||||||||||
+5 competence bonus on one Craft check. |
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Magic Aura | ||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||
None; see text - No | Brd 1, HB 1, Hoard 1, Magic 1, Sor/Wiz 1 | V, S, F | ||||||||||||
1 day/level (D) | Touch | 24 hours | ||||||||||||
Target: One touched object weighing up to 5 lb./level | ||||||||||||||
Alters objects magic aura. |
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You alter an items aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the objects actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted items own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura. |
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Magic Circle against Chaos | ||||||||||||||
Abjuration [Lawful] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - No; see text | Arc 3, Clr 3, Law 3, Pal 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF | ||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from chaos spell, and no nonlawful summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonlawful called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from chaos and vice versa. |
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Magic Circle against Evil | ||||||||||||||
Abjuration [Good] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - No; see text | APeace 3, Arc 3, ChamGwyn 3, Clr 3, Dem 2, Exorcism 2, Good 3, KotC 3, Pal 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 | V, S, M/DF | ||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa. |
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Magic Circle against Good | ||||||||||||||
Abjuration [Evil] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - No; see text | Arc 3, Asn 3, Clr 3, Dem 2, Evil 3, MH 2, Sor/Wiz 3, Wuj 3 | V, S, M/DF | ||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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All creatures within the area gain the effects of a protection from good spell, and no nonevil summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from good), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from good and vice versa. |
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Magic Circle against Law | ||||||||||||||
Abjuration [Chaotic] | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - No; see text | Arc 3, Chaos 3, Clr 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF | ||||||||||||
10 min./level | Touch | 4 hours | ||||||||||||
Area: 10-ft.-radius emanation from touched creature | ||||||||||||||
As protection spells, but 10-ft. radius and 10 min./level. |
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This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature. All creatures within the area gain the effects of a protection from law spell, and no nonchaotic summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonchaotic called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from law and vice versa. |
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Magic Fang | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 1, Bestial 1, Dragon 1, Drd 1, Rgr 1, Scalykind 1 | V, S, DF | ||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||
Target: Living creature touched | ||||||||||||||
One natural weapon of subject creature gets +1 on attack and damage rolls. |
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Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.) Magic fang can be made permanent with a permanency spell. |
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Greater Magic Fang | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 3, Bestial 3, Dragon 3, Drd 3, Rgr 3, Scalykind 3 | V, S, DF | ||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||
Target: One living creature | ||||||||||||||
One natural weapon of subject creature gets +1/three levels on attack and damage rolls (max +5). |
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This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively, you may imbue all of the creatures natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. |
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Superior Magic Fang | ||||||||||||||
SPC | ||||||||||||||
Arc 4, Drd 4, Rgr 4 | ||||||||||||||
General | ||||||||||||||
Your natural weapons gain +1 enhancement bonus per four levels. |
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Magic Jar (F) | ||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||
Will negates; see text - Yes | Sin-E 6, Sor/Wiz 5 | V, S, F | ||||||||||||
1 hour/level or until you return to your body | Medium | General | ||||||||||||
Target: One creature | ||||||||||||||
Focus: A gem or crystal worth at least 100 gp. | ||||||||||||||
Enables possession of another creature. |
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By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location. |
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Magic Miasma | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 9 | ||||||||||||||
General | ||||||||||||||
Solid fog reduces caster level by -4 and spell DCs by -2. |
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Magic Missile | ||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||
None - Yes | Force 2, Sor/Wiz 1, Wmg 1, Wuj 1 | V, S | ||||||||||||
Instant | Medium | General | ||||||||||||
Targets: Up to five creatures, no two of which can be more than 15 ft. apart | ||||||||||||||
1d4+1 damage; +1 missile per two levels above 1st (max 5). |
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A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. |
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Magic Mouth (M) | ||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||
Will negates (object) - Yes (object) | Brd 1, EmBarachiel 1, Sor/Wiz 2 | V, S, M | ||||||||||||
Permanent until discharged | Close | 24 hours | ||||||||||||
Target: One creature or object | ||||||||||||||
Materials: A small bit of honeycomb and jade dust worth 10 gp. | ||||||||||||||
Speaks once when triggered. |
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This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic mouth can be made permanent with a permanency spell. |
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Magic Stone | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Arc 1, Artificer 1, Clr 1, Drd 1, Earth 1, Halfling 1, HotD 1, Shu 1 | V, S, DF | ||||||||||||
30 minutes or until discharged | Touch | 5 minutes | ||||||||||||
Targets: Up to three pebbles touched | ||||||||||||||
Three stones gain +1 on attack, deal 1d6 +1 damage. |
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You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spells enhancement bonus), or 2d6+2 points against undead. |
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Magic Vestment | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | APeace 3, Arc 3, Artificer 1, Clr 3, Halfling 3, KotC 3, Nobility 3, Strength 3, War 3 | V, S, DF | ||||||||||||
1 hour/level | Touch | 6 hours | ||||||||||||
Target: Armor or shield touched | ||||||||||||||
Armor or shield gains +1 enhancement per four levels. |
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You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. |
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Magic Weapon | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Arc 1, Artificer 1, Blk 1, ChamGwyn 1, Clr 1, Duskblade 1, Dwarf 1, HB 1, HotD 1, KotC 1, Metal 1, Pal 1, Shu 1, Sor/Wiz 1, War 1, Wuj 1 | V, S, DF | ||||||||||||
1 min./level | Touch | 5 minutes | ||||||||||||
Target: Weapon touched | ||||||||||||||
Weapon gains +1 bonus. |
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Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapons +1 bonus on attack rolls.) You cant cas't this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. |
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Greater Magic Weapon | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Arc 4, Artificer 3, Clr 4, Duskblade 3, Dwarf 4, HB 3, KotC 4, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF | ||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) | ||||||||||||||
+1 bonus/four levels (max +5). |
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This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) |
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Greater Legion's Magic Weapon | ||||||||||||||
MoE | ||||||||||||||
Arc 6, Clr 6, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Allies' weapons gain +2 or greater enhancement bonus. |
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Legion's Magic Weapon | ||||||||||||||
MoE | ||||||||||||||
Arc 2, Clr 2, Pal 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Allies' weapons gain +1 enhancement bonus. |
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Magma Burst | ||||||||||||||
BoEM | ||||||||||||||
Arc 9, Drd 9, Sor/Wiz 9 | ||||||||||||||
General | ||||||||||||||
Creates an area of lava, dealing 20d6 fire damage/round. |
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Magnetic Pulse | ||||||||||||||
Far Corners of the World | ||||||||||||||
Arc 4, Drd 4, Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Magnetic forces cause 5d6 or 3d6 damage and trip attacks. |
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Magnetism | ||||||||||||||
Complete Arcane | ||||||||||||||
Wuj 3 | ||||||||||||||
General | ||||||||||||||
Pull a steel item to you each round. |
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Mailed Might of The Magelords | ||||||||||||||
LostEmpiresOfFaerun | ||||||||||||||
Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Field of force around subject grants +8 armor bonus, immunity to 2nd level or lower force spells, and DR 5/magic. |
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Major Creation | ||||||||||||||
Conjuration (Creation) | 10 minutes | SRD | ||||||||||||
None - No | Adp 5, Arc 5, Artifice 6, Artificer 5, Craft 7, Creation 5, Sor/Wiz 5, Wuj 5 | V, S, M | ||||||||||||
See text | Close | General | ||||||||||||
Effect: Unattended, nonmagical object of matter, up to 1 cu. ft./level | ||||||||||||||
As minor creation, plus stone and metal. |
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You create a non-magical, unattended object of nonliving, vegetable, stone, crystal, metal, or the like matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Attempting to use any created object as a material component causes the spell to fail.
Rare metals include adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item. |
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Major Image | ||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||
Will disbelief (if interacted with) - No | Arc 3, Beguiler 3, Brd 3, Shu 3, Sor/Wiz 3, Wuj 3 | V, S, F | ||||||||||||
Concentration + 3 rounds | Long | General | ||||||||||||
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) | ||||||||||||||
As silent image, plus sound, smell and thermal effects. |
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This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately. |
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Make Manifest | ||||||||||||||
SPC | ||||||||||||||
Arc 4, Clr 4, Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Force a creature in coterminous/coexistent plane to appear on your plane. |
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Mass Make Manifest | ||||||||||||||
SPC | ||||||||||||||
Arc 6, Clr 6, Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
As the Make Manifest spell except multiple targets. |
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Make Whole | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | APeace 2, Arc 2, Balance 1, Clr 2, Shu 2 | V, S | ||||||||||||
Instant | Close | 6 hours | ||||||||||||
Target: One object of up to 10 cu. ft./ level | ||||||||||||||
Repairs an object. |
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This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs). |
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Malevolent Miasma | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Cloud of fog deals 1d4 nonlethal damage/level. |
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Manifest Dragon Heritage | ||||||||||||||
RotDrg | ||||||||||||||
Sor 5 | ||||||||||||||
General | ||||||||||||||
Conjures a wyvern. |
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Greater Manifest Dragon Heritage | ||||||||||||||
RotDrg | ||||||||||||||
Sor 8 | ||||||||||||||
General | ||||||||||||||
Conjures a dragon turtle. |
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Manifestation Of The Deity | ||||||||||||||
CS | ||||||||||||||
Arc 2, Clr 2 | ||||||||||||||
General | ||||||||||||||
Create illusion of your deity, rendering enemies shaken for 1 round. |
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Mantle of Chaos | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Clr 3 | ||||||||||||||
1 hour | ||||||||||||||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
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Mantle of Egregious Might (F) | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
1 hour | ||||||||||||||
Grant +4 luck bonus to AC, Attacks, saves, and ability scores. |
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Mantle of Evil | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Blk 3, Clr 3 | ||||||||||||||
1 hour | ||||||||||||||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
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Mantle of Good | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||
1 hour | ||||||||||||||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
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Mantle of Law | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Clr 3, Pal 3 | ||||||||||||||
1 hour | ||||||||||||||
You gain spell resistance 12 + caster level against spells with opposite alignment descriptor. |
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Mantle of the Fiery Spirit (M) (XP) | ||||||||||||||
Sandstorm | ||||||||||||||
Arc 9, Clr 9, Drd 8 | ||||||||||||||
General | ||||||||||||||
Permanently grants one creature the fire subtype. |
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Mantle of the Icy Soul (M) | ||||||||||||||
SPC | ||||||||||||||
Arc 6, Clr 6, Drd 5 | ||||||||||||||
General | ||||||||||||||
Gives subject the cold subtype. |
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Mantle of the Slime Lord | ||||||||||||||
CR | ||||||||||||||
IOTDF 7 | ||||||||||||||
General | ||||||||||||||
Nonintelligent oozes do not attack you, and you gain some ooze immunities. |
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Manyjaws | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
One set of jaws/level attacks enemies for 1d6 damage. |
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Mark of Air | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds. |
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Greater Mark of Air | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Mark of Death | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Mark of Doom | ||||||||||||||
PHBII | ||||||||||||||
Arc 3, Clr 3, Pal 2 | ||||||||||||||
General | ||||||||||||||
Subject takes 1d6 damage for each hostile action. |
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Mark of Earth | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell. |
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Greater Mark of Earth | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Mark of Fire | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell. |
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Greater Mark of Fire | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Mark of Frost | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell. |
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Greater Mark of Frost | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Mark of Justice | ||||||||||||||
Necromancy | 10 minutes | SRD | ||||||||||||
None - Yes | APeace 5, Arc 5, Clr 5, Exalted Arcanist 5, Fate 5, Pal 4, Retribution 5 | V, S, DF | ||||||||||||
Permanent; see text | Touch | General | ||||||||||||
Target: Creature touched | ||||||||||||||
Designates action that will trigger curse on subject. |
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You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated. |
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Mark of the Hunter | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Rgr 3 | ||||||||||||||
5 minutes | ||||||||||||||
Rune on creature makes it easier to track and attack. |
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Mark of the Outcast | ||||||||||||||
SPC | ||||||||||||||
Arc 2, Blk 1, Clr 2, Drd 2, Watery Death 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject takes -5 penalty on bluff and Diplomacy checks and a -2 penalty to AC. |
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Mark of the Unfaithful (F) | ||||||||||||||
CR | ||||||||||||||
Arc 7, Clr 7, Drd 7 | ||||||||||||||
12 hours | ||||||||||||||
Mark someone as an enemy of your faith. |
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Mark of Water | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
6 hours | ||||||||||||||
Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell. |
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Greater Mark of Water | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
6 hours | ||||||||||||||
See Text |
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Marked Man (F) | ||||||||||||||
Dragon 325 | ||||||||||||||
Arc 1, Asn 2, Rgr 1, Sor/Wiz 2 | ||||||||||||||
24 hours | ||||||||||||||
Helps track a subject. |
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Marked Object | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Asn 2, Rgr 1, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
You gain bonus to track a specific being. |
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Masochism | ||||||||||||||
Book of Vile Darkness | ||||||||||||||
Arc 3, Asn 3, Blk 3, Clr 3, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
For every 10 hp damage you take, you gain +1 on attacks, saves, and checks. |
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Master Air | ||||||||||||||
SPC | ||||||||||||||
Arc 2, Drd 2 | ||||||||||||||
General | ||||||||||||||
You sprout insubstantial wings and can fly. |
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Master Earth | ||||||||||||||
SPC | ||||||||||||||
Arc 7, Drd 7 | ||||||||||||||
4 hours | ||||||||||||||
Travel through the earth to any location. |
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Master's Touch | ||||||||||||||
SPC | ||||||||||||||
Brd 1, Sor/Wiz 1 | ||||||||||||||
5 minutes | ||||||||||||||
You gain proficiency in any one weapon or shield. |
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Mastery of the Sky | ||||||||||||||
RotW | ||||||||||||||
Sky 8 | ||||||||||||||
5 minutes | ||||||||||||||
Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you. |
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Maw of Chaos | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 9 | ||||||||||||||
General | ||||||||||||||
Area of energy damages creatures and disrupts concentration. |
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Maw of Stone | ||||||||||||||
SPC | ||||||||||||||
Cavern 7 | ||||||||||||||
General | ||||||||||||||
Animates natural chamber to attack enemies. |
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Maze | ||||||||||||||
Conjuration (Teleportation) | 1 standard action | SRD | ||||||||||||
None - Yes | Sor/Wiz 8 | V, S | ||||||||||||
See text | Close | General | ||||||||||||
Target: One creature | ||||||||||||||
Traps subject in extradimensional maze. |
||||||||||||||
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesnt escape, the maze disappears after 10 minutes, forcing the subject to leave. On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell. |
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Mechanus Mind | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
30 minutes | ||||||||||||||
Reformat subject's mind to be coldly calculating. |
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Megalodon Empowerment (M) | ||||||||||||||
Stormwrack | ||||||||||||||
Arc 8, Drd 8, Seafolk 7 | ||||||||||||||
General | ||||||||||||||
Gain scent, water breathing, swim speed for 1 hour/level. |
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Meld into Ice | ||||||||||||||
Frostburn | ||||||||||||||
Arc 3, Clr 3, Drd 3 | ||||||||||||||
1 hour | ||||||||||||||
You and your gear merge with ice. |
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Meld into Stone | ||||||||||||||
Transmutation [Earth] | 1 standard action | SRD | ||||||||||||
- | APeace 3, Arc 3, Cavern 3, Clr 3, Drd 3, Shu 3 | V, S, DF | ||||||||||||
10 min./level | Personal | 4 hours | ||||||||||||
Target: You | ||||||||||||||
You and your gear merge with stone. |
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Meld into stone enables you to meld your body and possessions into a single block of stone. The stone 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 non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone 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 stones complete destruction 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 stone through the surface that you entered. If the spells 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 stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage. |
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Melt | ||||||||||||||
Complete Arcane | ||||||||||||||
Wuj 1 | ||||||||||||||
General | ||||||||||||||
Deal 2/level (max 10) damage to cold subtype creature. |
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Memory Rot | ||||||||||||||
SPC | ||||||||||||||
Arc 5, Drd 5 | ||||||||||||||
General | ||||||||||||||
Spores deal 1d6 Int drain to target, plus 1 Int/round. |
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Mending | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
Will negates (harmless, object) - Yes (harmless, object) | Adp 0, APeace 0, Arc 0, Brd 0, Clr 0, Drd 0, Hlr 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||
Instant | 10 ft. | 6 hours | ||||||||||||
Target: One object of up to 1 lb. | ||||||||||||||
Makes minor repairs on an object. |
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Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). |
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Mental Alarm | ||||||||||||||
BoEM | ||||||||||||||
Sor/Wiz 0 | ||||||||||||||
6 hours | ||||||||||||||
Mental alarm that goes off at a specific time within the duration to all subjects simultaneiously. |
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Mental Pinnacle (M) | ||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||
- | Sor/Wiz 6 | V, S, M | ||||||||||||
1 round/level | Personal | General | ||||||||||||
Target: You | ||||||||||||||
Materials: A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell). | ||||||||||||||
You gain the mental powers of a psion. |
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For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.
You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list. Any unspent power points dissipate when the spell ends. |
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Mephit Mob | ||||||||||||||
Sandstorm | ||||||||||||||
Arc 6, Brd 6, Drd 6, Thirst 7 | ||||||||||||||
1 hour | ||||||||||||||
Summons 2d6 mephits of a kind you designate. |
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Mesmerizing Glare | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Your gaze fascinates creatures. |
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Message | ||||||||||||||
Transmutation [Language-Dependent] | 1 standard action | SRD | ||||||||||||
None - No | Beguiler 0, Brd 0, EmBarachiel 1, Sor/Wiz 0, Trade 1, Wuj 0 | V, S, F | ||||||||||||
10 min./level | Medium | General | ||||||||||||
Targets: One creature/level | ||||||||||||||
Whispered conversation at distance. |
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You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the paths entire length lies within the spells range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. |
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Metal Melt | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Melts metal object without heat. |
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Metal Skin | ||||||||||||||
Complete Arcane | ||||||||||||||
Wuj 5 | ||||||||||||||
30 minutes | ||||||||||||||
Subject gains +8 natural armor bonus and a -2 Dex penalty. |
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Metamagic Item | ||||||||||||||
Ebberon | ||||||||||||||
Artificer 3 | ||||||||||||||
General | ||||||||||||||
Imbue spell trigger item with metamagic feat. |
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Metamagic Scroll | ||||||||||||||
MoE | ||||||||||||||
Artificer 1 | ||||||||||||||
General | ||||||||||||||
Imbue spell completion item with metamagic feat. |
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Meteor Swarm | ||||||||||||||
Evocation [Fire] | 1 standard action | SRD | ||||||||||||
None or Reflex half; see text - Yes | Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 | V, S | ||||||||||||
Instant | Long | General | ||||||||||||
Area: Four 40-ft.-radius spreads; see text | ||||||||||||||
Four exploding spheres each deal 6d6 fire damage. |
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Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.) |
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Miasma | ||||||||||||||
SPC | ||||||||||||||
Arc 6, Blg 7, Drd 6 | ||||||||||||||
General | ||||||||||||||
Gas fills creature's mouth, suffocating it. |
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Miasma of Entropy | ||||||||||||||
SPC | ||||||||||||||
Arc 4, Drd 4, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Rot all natural materials in 30-ft. cone-shaped burst. |
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Mighty Wallop | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 1 | ||||||||||||||
5 minutes | ||||||||||||||
+1 size category of bludgeoning weapon. |
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Greater Mighty Wallop | ||||||||||||||
RotDrg | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
6 hours | ||||||||||||||
+1 size category of bludgeoning weapon/four levels (maximum 5). |
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Mimicry | ||||||||||||||
CS | ||||||||||||||
Asn 1, Brd 1 | ||||||||||||||
General | ||||||||||||||
Perfectly mimic familiar sounds, voices, or accents. |
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Mind Blank | ||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 | V, S | ||||||||||||
1 day | Close | 12 hours | ||||||||||||
Target: One creature | ||||||||||||||
Subject is immune to mental/emotional magic and scrying. |
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The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. |
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Mind Bond | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 3, Pal 3 | ||||||||||||||
General | ||||||||||||||
You and your mount gain a +4 flanking bonus when flanking the same opponent; mount gains bonus on attack rolls. |
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Mind Fog | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Beguiler 5, Brd 5, Mental 5, Sor/Wiz 5 | V, S | ||||||||||||
30 minutes and 2d6 rounds; see text | Medium | 6 hours | ||||||||||||
Effect: Fog spreads in 20-ft. radius, 20 ft. high | ||||||||||||||
Subjects in fog get -10 to Wis and Will checks. |
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Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. |
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Mind Poison | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Touch attack poison that deals 1d6 temporary Wisdom damage and again one minute later. |
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Mindburn | ||||||||||||||
MoE | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Target loses a spell or infusion each round. |
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Mindfrost | ||||||||||||||
Frostburn | ||||||||||||||
Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
Deals 5d6 cold damage, 1d4 Int damage. |
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Mindless Rage | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Incite a rage in an opponent that drives them to attacking you by melee only. |
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Mindrape | ||||||||||||||
Book of Vile Darkness | ||||||||||||||
Sor/Wiz 9 | ||||||||||||||
12 hours | ||||||||||||||
You learn everything subject knows and can alter its memory or knowledge. |
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Mineralize Warrior (M) (XP) | ||||||||||||||
Underdark | ||||||||||||||
Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Grants willing subject the mineral warrior template |
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Minimus Containment (F) | ||||||||||||||
Dragon 336 | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
Bind a creature from a planar binding into a gem. |
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Minor Creation | ||||||||||||||
Conjuration (Creation) | 1 minute | SRD | ||||||||||||
None - No | Adp 4, Arc 4, Artifice 4, Artificer 4, Craft 4, Creation 4, Gnome 4, Sor/Wiz 4, Wuj 4 | V, S, M | ||||||||||||
1 hour/level (D) | 0 ft. | 6 hours | ||||||||||||
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level | ||||||||||||||
Creates one cloth or wood object. |
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You create a non-magical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Attempting to use any created object as a material component causes the spell to fail. |
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Minor Disguise | ||||||||||||||
SPC | ||||||||||||||
Brd 0 | ||||||||||||||
1 hour | ||||||||||||||
Makes slight changes to your appearance. |
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Minor Energy Ward | ||||||||||||||
Abjuration | 1 standard action | seankreynolds.com | ||||||||||||
None (harmless) - Yes (harmless) | Arc 0, Clr 0, Drd 0, Sor/Wiz 0 | V, S | ||||||||||||
1 min. | Touch | General | ||||||||||||
Target: Creature touched | ||||||||||||||
Grant 5 points of energy resistance. |
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You grant a creature limited protection against one type of energy (acid, cold, electricity, fire, sonic). When the spell absorbs 5 points of energy damage of that type, it is discharged. This spell overlaps (does not stack) with endure elements, resist energy, and protection from energy. It combines with the other spells in the same manner as protection from energy and is superceded by protection from energy (if a character is protected by this spell and protection from energy, the protection spell absorbs damage but the ward does not). |
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Minor Image | ||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||
Will disbelief (if interacted with) - No | Arc 2, Beguiler 2, Brd 2, Creation 2, Gnome 3, Illusion 2, Shu 2, Sor/Wiz 2, Wuj 2 | V, S, F | ||||||||||||
Concentration + 2 rounds | Long | 12 hours | ||||||||||||
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) | ||||||||||||||
As silent image, plus some sound. |
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This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature. The illusion includes some minor sounds but not understandable speech. You can move the image within the limits of the size of the effect. |
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Minor Servitor (XP) | ||||||||||||||
Savage Species | ||||||||||||||
Arc 7, Clr 7, Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Animated object does your bidding. |
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Minute Form | ||||||||||||||
Complete Arcane | ||||||||||||||
Wuj 8 | ||||||||||||||
General | ||||||||||||||
Reduce your size to Tiny, Diminutive, or Fine depending on your caster level. |
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Miracle (XP) | ||||||||||||||
Evocation | 1 standard action | SRD | ||||||||||||
See text - Yes | APeace 9, Arc 9, Clr 9, Luck 9 | V, S, XP, text | ||||||||||||
See text | See text | General | ||||||||||||
Target; Effect; or Area: See text | ||||||||||||||
XP Cost: 5,000 XP (for some uses of the miracle spell; see above). | ||||||||||||||
Requests a deity's intercession. |
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You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things. Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains). Duplicate any other spell of 7th level or lower. Undo the harmful effects of certain spells, such as feeblemind or insanity. Have any effect whose power level is in line with the above effects. If the miracle has any of the above effects, casting it has no experience point cost. Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. In any event, a request that is out of line with the deity's (or alignments) nature is refused. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. |
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Mirage Arcana | ||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||
Will disbelief (if interacted with) - No | Arc 5, Brd 5, Shu 5, Sor/Wiz 5 | V, S | ||||||||||||
Concentration + 1 hour/level (D) | Long | General | ||||||||||||
Area: One 20-ft. cube/level (S) | ||||||||||||||
As hallucinatory terrain, plus structures. |
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You make natural terrain look, sound, and smell like some other sort of natural terrain. The spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location). |
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Mirror Image | ||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||
- | Adp 2, Arc 2, Beguiler 2, Brd 2, HB 2, Sor/Wiz 2 | V, S | ||||||||||||
1 min./level (D) | Personal; see text | 30 minutes | ||||||||||||
Target: You | ||||||||||||||
Creates decoy duplicates of you (1d4 +1 per three levels, max 8). |
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Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An images AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball). While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.) |
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Mirror Image, Greater | ||||||||||||||
PHBII | ||||||||||||||
Beguiler 4, Brd 4, Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
As mirror image*, but gain an additional image each round. |
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Mirror Move | ||||||||||||||
Spellbook Archive | ||||||||||||||
Brd 2, Sor/Wiz 2 | ||||||||||||||
5 minutes | ||||||||||||||
Use general feat that you have seen used recently. |
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Mirror Sending (F) | ||||||||||||||
Book of Vile Darkness | ||||||||||||||
MH 3, Sor/Wiz 4 | ||||||||||||||
General | ||||||||||||||
You send your image to a mirror and can see and speak through it. |
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Misdirection | ||||||||||||||
Illusion (Glamer) | 1 standard action | SRD | ||||||||||||
None or Will negates; see text - No | Asn 2, Beguiler 2, Brd 2, Slayer of Domiel 3, Sor/Wiz 2, Wuj 2 | V, S | ||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||
Target: One creature or object, up to a 10-ft. cube in size | ||||||||||||||
Misleads divinations for one creature or object. |
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By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like). |
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Miser's Envy | ||||||||||||||
SPC | ||||||||||||||
Brd 2, Sor/Wiz 3 | ||||||||||||||
General | ||||||||||||||
Subject jealously covets nearby object. |
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Mislead | ||||||||||||||
Illusion (Figment, Glamer) | 1 standard action | SRD | ||||||||||||
None or Will disbelief (if interacted with); see text - No | Arc 7, Beguiler 6, Brd 5, Illusion 6, Luck 6, Shu 7, Sor/Wiz 6, Trickery 6 | S | ||||||||||||
1 round/level (D) and concentration + 3 rounds; see text | Close | General | ||||||||||||
Target/Effect: You/one illusory double | ||||||||||||||
Turns you invisible and creates illusory double. |
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You become invisible (as invisibility, greater, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The invisibility, greater lasts for 1 round per level, regardless of concentration. |
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Misrepresent Alignment | ||||||||||||||
RE | ||||||||||||||
Arc 3, Brd 2, Clr 3, Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
Projects a false alignment for an object or creature. |
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Mnemonic Enhancer (F) | ||||||||||||||
Transmutation | 10 minutes | SRD | ||||||||||||
- | Wiz 4, Spell 4 | V, S, M, F | ||||||||||||
Instant | Personal | General | ||||||||||||
Target: You | ||||||||||||||
Focus: An ivory plaque of at least 50 gp value. | ||||||||||||||
Wizard only. Prepares extra spells or retains one just cast. |
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Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast. Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally. Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind. In either event, the spell or spells prepared or retained fade after 24 hours (if not cast). |
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Modify Memory | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 round; see text | SRD | ||||||||||||
Will negates - Yes | Asn 4, Brd 4, Mental 4 | V, S | ||||||||||||
Permanent | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
Changes 5 minutes of subjects memories. |
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You reach into the subjects mind and modify as many as 5 minutes of its memories in one of the following ways. Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells. Allow the subject to recall with perfect clarity an event it actually experienced. Change the details of an event the subject actually experienced. Implant a memory of an event the subject never experienced. Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spells range during this time, the spell is lost. A modified memory does not necessarily affect the subjects actions, particularly if it contradicts the creatures natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine. |
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Molten Strike | ||||||||||||||
HoB | ||||||||||||||
Sor/Wiz 2 | ||||||||||||||
General | ||||||||||||||
5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets. |
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Moment of Clarity | ||||||||||||||
Book of Exalted Deeds | ||||||||||||||
Arc 1, Pal 1 | ||||||||||||||
General | ||||||||||||||
Target immediately makes a new saving throw to resist a mind-affecting spell or effect. |
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Moment of Prescience | ||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||
- | Beguiler 8, Competition 8, Destiny 8, Fate 8, Luck 8, Sor/Wiz 8, Time 7 | V, S | ||||||||||||
1 hour/level or until discharged | Personal | 6 hours | ||||||||||||
Target: You | ||||||||||||||
You gain insight bonus on single attack roll, check, or save. |
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This spell grants you a powerful sixth sense in relation to yourself. Once during the spells duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesn't take an action; you can even activate it on another characters turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time. |
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Monstrous Regeneration | ||||||||||||||
Magic of Faerun | ||||||||||||||
Arc 5, Clr 5, Drd 5 | ||||||||||||||
General | ||||||||||||||
Grants the regeneration ability for 1 round/2 levels. |
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Monstrous Thrall | ||||||||||||||
SPC | ||||||||||||||
Domination 9 | ||||||||||||||
General | ||||||||||||||
As true domination, but nearly permanent and affects any creature. |
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Moon Blade | ||||||||||||||
SPC | ||||||||||||||
Arc 3, Hth 3, Moon 3 | ||||||||||||||
30 minutes | ||||||||||||||
Touch attack deals 1d8 damage +1/two levels (max +15), more to undead, plus scrambles spellcasting. |
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Moon Bolt | ||||||||||||||
SPC | ||||||||||||||
Arc 4, Clr 4, Drd 4 | ||||||||||||||
General | ||||||||||||||
1d4 Strength damage/3 levels; undead made helpless. |
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Moon Lust | ||||||||||||||
SPC | ||||||||||||||
Arc 1, Clr 1 | ||||||||||||||
General | ||||||||||||||
Subject obsesses about moon, is fascinated or dazzled. |
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Moon Path | ||||||||||||||
SPC | ||||||||||||||
Arc 5, Hth 5, Moon 5 | ||||||||||||||
30 minutes | ||||||||||||||
Grants sanctuary to 1 creature/level and bridges gaps. |
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Moonbeam | ||||||||||||||
SPC | ||||||||||||||
Arc 2, Hth 2, Moon 2 | ||||||||||||||
30 minutes | ||||||||||||||
Creates a cone of moonlight that causes lycanthropes to assume animal form, penetrates darkness spells of equal or lower level. |
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Moonbow | ||||||||||||||
SPC | ||||||||||||||
Sor/Wiz 5 | ||||||||||||||
General | ||||||||||||||
Creates 1d4 motes of light that attack enemies. |
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Moonfire | ||||||||||||||
SPC | ||||||||||||||
Arc 9, Moon 9 | ||||||||||||||
General | ||||||||||||||
Cone of moonlight deals 1d8 damage/two levels (max 10d8, magical auras glow blue for 1 round/level, illuminates as full mune, negates electricity for 1 round/level. |
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Morality Undone | ||||||||||||||
Book of Vile Darkness | ||||||||||||||
Arc 5, Brd 5, Clr 5, Corruption 4, MH 4 | ||||||||||||||
1 hour | ||||||||||||||
Subject becomes evil. |
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Mordenkainen's Capable Caravel (F) | ||||||||||||||
Stormwrack | ||||||||||||||
Sor/Wiz 8 | ||||||||||||||
General | ||||||||||||||
Creates magical ship with extradimensional staterooms. |
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Mount | ||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||
None - No | HB 1, Sor/Wiz 1 | V, S, M | ||||||||||||
2 hours/level (D) | Close | 6 hours | ||||||||||||
Effect: One mount | ||||||||||||||
Summons riding horse for 2 hours/level. |
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You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. |
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Mountain Stance | ||||||||||||||
SPC | ||||||||||||||
Arc 2, Drd 2, Sor/Wiz 2 | ||||||||||||||
5 minutes | ||||||||||||||
Subject can root itself against involuntary movement. |
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Move Earth | ||||||||||||||
Transmutation [Earth] | See text | SRD | ||||||||||||
None - No | Arc 6, Artificer 6, Drd 6, Halfling 6, Shu 6, Sor/Wiz 6, Wuj 6 | V, S, M | ||||||||||||
Instant | Long | 1 hour | ||||||||||||
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) | ||||||||||||||
Digs trenches and builds hills. |
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Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. |
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Move Snow and Ice | ||||||||||||||
Frostburn | ||||||||||||||
Arc 6, Drd 6, Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Digs trenches and builds hills in ice and snow. |
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Mudslide | ||||||||||||||
Stormwrack | ||||||||||||||
Arc 6, Drd 6, Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Landslide buries, mires creatures within a 40-ft. radius. |
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Mummify | ||||||||||||||
Sandstorm | ||||||||||||||
Arc 6, Clr 6, Drd 6, Sor/Wiz 6 | ||||||||||||||
General | ||||||||||||||
Touched living creature dies and is mummified. |
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Murderous Mist | ||||||||||||||
SPC | ||||||||||||||
Arc 4, Drd 4 | ||||||||||||||
General | ||||||||||||||
Cloud of steam deals 2d6 damage and causes blindness and inflicts 1d6/round thereafter. |
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Mystic Lash | ||||||||||||||
Magic of Faerun | ||||||||||||||
Arc 3, Clr 3 | ||||||||||||||
General | ||||||||||||||
Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning. |