Pages: | 29 of 100 |
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Description | Ahreth's starting spellbook |
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School | Casting Time | Source Book | ||||||||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||||||||
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Expensive Focus | ||||||||||||||||||||||||||||||||
Expensive Material | ||||||||||||||||||||||||||||||||
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Description | ||||||||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||||||||
Acid Splash | ||||||||||||||||||||||||||||||||
Conjuration (Creation) [Acid] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Duskblade 0, Sor/Wiz 0, Wmg 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Effect: One missile of acid | ||||||||||||||||||||||||||||||||
Orb deals 1d3 acid damage. |
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You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. |
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Arcane Mark | ||||||||||||||||||||||||||||||||
Universal | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | HB 1, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Permanent | 0 ft. | General | ||||||||||||||||||||||||||||||
Effect: One personal rune or mark, all of which must fit within 1 sq. ft. | ||||||||||||||||||||||||||||||||
Inscribes a personal rune (visible or invisible). |
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This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). |
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Dancing Lights | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Arc 0, Beguiler 0, Brd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
1 min. (D) | Medium | General | ||||||||||||||||||||||||||||||
Effect: Up to four lights, all within a 10-ft.-radius area | ||||||||||||||||||||||||||||||||
Creates torches or other lights. |
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Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. Dancing lights can be made permanent with a permanency spell. |
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Daze | ||||||||||||||||||||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates - Yes | Arc 0, Beguiler 0, Brd 0, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, M | ||||||||||||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||||||||||||
Target: One humanoid creature of 4 HD or less | ||||||||||||||||||||||||||||||||
Humanoid creature of 4 HD or less loses next action. |
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This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. |
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Detect Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Concentration, up to 1 min./level (D) | 60 ft. | General | ||||||||||||||||||||||||||||||
Area: Cone-shaped emanation | ||||||||||||||||||||||||||||||||
Detects spells and magic items within 60 ft. |
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You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An auras power depends on a spells functioning spell level or an items caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. |
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Detect Poison | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | APeace 0, Arc 0, Asn 1, Blg 0, BVal 1, ChamGwyn 1, Clr 0, Drd 0, Hlr 0, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | 5 minutes | ||||||||||||||||||||||||||||||
Target or Area: One creature, one object, or a 5-ft. cube | ||||||||||||||||||||||||||||||||
Detects poison in one creature or object. |
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You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
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Disrupt Undead | ||||||||||||||||||||||||||||||||
Necromancy [Positive] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - Yes | Arc 0, Duskblade 0, Glory 1, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||||||||
Deals 1d6 damage to one undead. |
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You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. |
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Electric Jolt | ||||||||||||||||||||||||||||||||
SPC | ||||||||||||||||||||||||||||||||
Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||||||||
Ray deals 1d3 electricity damage. |
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Flare | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Fortitude negates - Yes | Arc 0, Blg 0, Brd 0, Drd 0, Duskblade 0, Shu 0, Sor/Wiz 0, Wuj 0 | V | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Effect: Burst of light | ||||||||||||||||||||||||||||||||
This cantrip creates a burst of light*. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. |
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Ghost Sound | ||||||||||||||||||||||||||||||||
Illusion (Figment) | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will disbelief (if interacted with) - No | Adp 0, Arc 0, Asn 1, Beguiler 0, Blg 0, Brd 0, Duskblade 0, Hoard 1, Shu 0, Slayer of Domiel 1, Sor/Wiz 0, Wuj 0 | V, S, M | ||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||
Effect: Illusory sounds | ||||||||||||||||||||||||||||||||
Figment sounds. |
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Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sounds basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. |
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Light | ||||||||||||||||||||||||||||||||
Evocation [Light] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Adp 0, APeace 0, Arc 0, Artificer 1, Brd 0, Clr 0, Drd 0, HB 1, Hlr 0, Shu 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, M/DF | ||||||||||||||||||||||||||||||
10 min./level (D) | Touch | 1 hour | ||||||||||||||||||||||||||||||
Target: Object touched | ||||||||||||||||||||||||||||||||
Object shines like a torch. |
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This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. |
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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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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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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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No Light | ||||||||||||||||||||||||||||||||
Book of Vile Darkness | ||||||||||||||||||||||||||||||||
Arc 0, Brd 1, Clr 0, Sor/Wiz 0 | ||||||||||||||||||||||||||||||||
5 minutes | ||||||||||||||||||||||||||||||||
Prevents normal light from illuminating. |
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Open/Close | ||||||||||||||||||||||||||||||||
Transmutation | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (object) - Yes (object) | Beguiler 0, Brd 0, Sor/Wiz 0, Wuj 0 | V, S, F | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Target: Object weighing up to 30 lb. or portal that can be opened or closed | ||||||||||||||||||||||||||||||||
Opens or closes small or light things. |
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You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect. |
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Prestidigitation | ||||||||||||||||||||||||||||||||
Universal | 1 standard action | SRD | ||||||||||||||||||||||||||||||
See text - No | Brd 0, HB 1, Sor/Wiz 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
1 hour | 10 ft. | General | ||||||||||||||||||||||||||||||
Target; Effect; or Area: See text | ||||||||||||||||||||||||||||||||
Performs minor tricks. |
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Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. |
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Ray of Frost | ||||||||||||||||||||||||||||||||
Evocation [Cold] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - Yes | Duskblade 0, Sor/Wiz 0, Wmg 0, Wuj 0 | V, S | ||||||||||||||||||||||||||||||
Instant | Close | General | ||||||||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||||||||
Ray deals 1d3 cold damage. |
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A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. |
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Read Magic | ||||||||||||||||||||||||||||||||
Divination | 1 standard action | SRD | ||||||||||||||||||||||||||||||
- | Adp 0, APeace 0, Arc 0, Beguiler 0, Blg 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Duskblade 0, HB 1, Hlr 0, Hoard 1, Pal 1, Rgr 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, F | ||||||||||||||||||||||||||||||
10 min./level | Personal | General | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
Read scrolls and spellbooks. |
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By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. |
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Resistance | ||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | APeace 0, Arc 0, Brd 0, ChamGwyn 1, Clr 0, Drd 0, Pal 1, Shu 0, Sor/Wiz 0, Wuj 0 | V, S, M/DF | ||||||||||||||||||||||||||||||
1 min. | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
Subject gains +1 on saving throws. |
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You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. |
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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 | ||||||||||||||||||||||||||||||||
Enlarge Person | ||||||||||||||||||||||||||||||||
Transmutation | 1 round | SRD | ||||||||||||||||||||||||||||||
Fortitude negates - Yes | Sor/Wiz 1, Strength 1, Transformation 1 | V, S, M | ||||||||||||||||||||||||||||||
1 min./level (D) | Close | 5 minutes | ||||||||||||||||||||||||||||||
Target: One humanoid creature | ||||||||||||||||||||||||||||||||
Humanoid creature doubles in size. |
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This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creatures size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the targets speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creatures possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. |
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Floating Disk | ||||||||||||||||||||||||||||||||
Evocation [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - No | Hoard 1, Sor/Wiz 1 | V, S, M | ||||||||||||||||||||||||||||||
1 hour/level | Close | 6 hours | ||||||||||||||||||||||||||||||
Effect: 3-ft.-diameter disk of force | ||||||||||||||||||||||||||||||||
Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. |
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You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and |
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Identify (M) | ||||||||||||||||||||||||||||||||
Divination | 1 hour | SRD | ||||||||||||||||||||||||||||||
None - No | Artificer 1, Brd 1, HB 1, Hoard 1, Magic 2, Oracle 1, Sor/Wiz 1 | V, S, M/DF | ||||||||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||||||||
Targets: One touched object | ||||||||||||||||||||||||||||||||
Materials: A: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. | ||||||||||||||||||||||||||||||||
Determines properties of magic item. |
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The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. |
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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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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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Protection from Evil | ||||||||||||||||||||||||||||||||
Abjuration [Good] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
Will negates (harmless) - No; see text | Adp 1, APeace 1, Arc 1, ChamGwyn 1, Clr 1, Dem 1, EmBarachiel 1, Exorcism 1, Good 1, HB 1, Hlr 1, KotC 1, Pal 1, Sor/Wiz 1, Vassal of Bahamut 1, Wuj 1 | V, S, M/DF | ||||||||||||||||||||||||||||||
1 min./level (D) | Touch | 5 minutes | ||||||||||||||||||||||||||||||
Target: Creature touched | ||||||||||||||||||||||||||||||||
+2 to AC and saves, counter mind control, hedge out elementals and outsiders. |
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This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature. |
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Ray of Enfeeblement | ||||||||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||||||||
None - Yes | Arc 1, Blg 1, Decay 2, Duskblade 1, Necro 1, Sin-E 2, Sor/Wiz 1 | V, S | ||||||||||||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||||||||
Ray deals 1d6 +1 per two levels Str penalty. |
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A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1. |
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Shield | ||||||||||||||||||||||||||||||||
Abjuration [Force] | 1 standard action | SRD | ||||||||||||||||||||||||||||||
- | Sor/Wiz 1, Wuj 1 | V, S | ||||||||||||||||||||||||||||||
1 min./level (D) | Personal | 30 minutes | ||||||||||||||||||||||||||||||
Target: You | ||||||||||||||||||||||||||||||||
Invisible disc gives +4 to AC, blocks magic missiles. |
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Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the shield spell for cover. |
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Summon Monster I | ||||||||||||||||||||||||||||||||
Conjuration (Summoning) [Varies] | 1 round | SRD | ||||||||||||||||||||||||||||||
None - No | Arc 1, Blk 1, Brd 1, Clr 1, Dem 1, KotC 1, Portal 1, Sor/Wiz 1, Summoner 1, Wuj 1 | V, S, F/DF | ||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||
Effect: One summoned creature | ||||||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an
1) May be summoned only into an aquatic or watery environment. |