Spells

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Spells are presented as they would be in the Core Rulebook. You can choose which spells to view, and in what order they'll be presented. Spells marked with an asterisk (*) are mostly or entirely taken directly from the Pathfinder SRD, and are presented here because other content on this site references them.

You can choose to sort by spell name, spell level, school, or descriptor (Sonic, Mind-Affecting, Evil, etc.) Spells are sorted according to your primary choice below. If two spells have the same school / level / whatever, they are sorted according to your secondary method.

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NameLevelSchoolDescriptor

Ray of Heat

Evocation [Fire]
Level:
Mgs 0, Sor/Wiz 0 [Fire]
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft/2 levels)
Effect:
Ray
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
Yes

As Ray of Frost, but projects a ray of searing heat that deals 1d3 points of fire damage.

Ray of Heatxxxxxxx0xxxxxxxx0xxx0EvocationFire

Dark Light

Evocation [Light]
Level:
Brd 0, Sor/Wiz 0
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
Object touched
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

As Light, but creates only dim light in a 40-foot radius. It does not provide enough illumination to allow a human to read or distinguish color. Those with low-light vision can see clearly within the radius of the light and dimly for an additional 40 feet. You can only have one Dark Light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Dark Light can be used to counter or dispel any darkness spell of equal or lower spell level.

This spell, sometimes called Darkaralome Light, is a racial secret of the darkaralome race, and is rarely taught to outsiders.

Material component: A firefly or a piece of phosphorescent moss.

Dark Lightxxx0xxxxxxxxxxxx0xxx0EvocationLight

Shower of Sparks

Evocation [Fire]
Level:
Mgs 0, Sor/Wiz 0 [Fire 0], Wtc 0
Components:
V,S
Casting Time:
1 standard action
Range:
Touch (see text)
Area:
A 6-inch radius burst centered 6 inches from your pointed finger
Duration:
Instantaneous
Saving Throw:
Reflex half, Fortitude negates (object)
Spell Resistance:
Yes, Yes (object)

This spell momentarily creates a small globe of rapidly moving sparks of flame. You may make a touch attack to hit a creature with the globe for 1d3 points of fire damage, however, this is not a classic "touch" spell; if you fail the attack roll, you were not able to catch your target in the triggered globe. You cannot "hold the charge".

The sparks may be used to set unattended, nonmagical paper, dry leaves, cloth, parchment, thin wood, or similar combustable materials aflame. Magical or attended objects receive a save to negate damage.

This spell is sometimes known as Globe of Sparks.

Shower of Sparksxxxxxxx0xxxxxxxx0xx00EvocationFire

Absorb

Transmutation
Level:
Alc 3, Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Personal
Target:
Object held (see below)
Duration:
See below
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)

This spell allows any item you're holding to be absorbed into your body. The item must be less than 20% your weight. Two of its dimensions (width, heighth and depth) must be no greater than ½ your height, with the remaining dimension less than twice your height. The item remains absorbed until you decide to harmlessly expell it (a standard action).

After one hour, whenever you take damage of any sort, you have to make a will save vs. DC 6. But for each hour the item remains absorbed beyond the first, you gain a cumulative -2 penalty to this roll. (After three hours, the penalty is -4, and after seven it is -12, for example.) If a save is failed, or if you fall unconcious, the item is forcefully expelled. This causes you to suffer 2d4 damage.

You radiate faint transmutation magic while holding the item. A successful dispel magic cast on you causes the item to be forcefully expelled.

You may absorb multiple items (through extra uses of this spell), so long as the combined mass of the items does not exceed 20% of your weight.

Material component: A dry sponge.

Absorb3xxxxxxxxxxxxxxx3xxx3Transmutation 

Alax's DandeLions

Conjuration (Creation)
Level:
Drd 5, Rgr 4, Sor/Wiz 5
Components:
V,S,DF,M
Casting Time:
1 hour
Range:
Touch
Targets:
3 dried dandelions
Duration:
1 day/level (D)
Saving Throw:
None
Spell Resistance:
No

This defensive spell enchants 1d3 dried dandelions and turns them into 2-3 foot long DandeLions, two feet high at the shoulder. Though they have a feline appearance, most DandeLions behave like beloved dogs towards their caster. They even have the same hit dice, attacks, and other statistics of a small dog.

The DandeLions obey you, never checking morale, to the point of death. They can accept simple one-to-three word commands in a language you choose at casting, such as "Attack him", "Guard the door", or "Heel".

A DandeLion crumbles into the ash of the original dried dandelion when destroyed, dismissed, dispelled, or if the distance between it and you becomes greater than 100 feet. You may only have one set of DandeLions active at one time; successive castings yield no new creatures until the first ones no longer exist.

DandeLions have movement equal to their caster at full health. Unless told to be quiet, they periodically emit little lion-like roars. DandeLions have low-light vision, and are immune to mind-affecting spells, but can be affected by spells that affect animals or plants. Otherwise, their stats are equal to a normal dog's.

The generic name of this spell is Druid's DandeLions.

Material component: Three dried dandelions, and green or yellow gemstones with a combined worth of at least 2500 gp.

Alax's DandeLionsxxxxx5xxxxx4xxxx5xxx4, 5Conjuration (Creation) 

Chase

Conjuration (Teleportation)
Level:
Psy 7, Sor/Wiz 7, Wtc 7
Components:
V
Casting Time:
1 standard action
Range:
Personal and touch
Target:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
No and Will negates (object)
Spell Resistance:
No and Yes (object)

This spell works against teleportations as mundane as Dimension Door and as exotic as a Dryad's ability to teleport to her home tree.

You must stand within five feet of the last position of the teleporter while casting the spell. It fails under three conditions. First, it cannot track someone who teleported away more than five rounds ago. Second, it cannot be used to follow someone who has teleported to another plane or dimension (such as with Plane Shift, Ethereal Jaunt, Shadow Walk, or Maze). Finally, the teleporter to be chased may make a will save vs. a DC of 15 + the teleportation spell's level (power level + 2 if psionic, 0 if the teleportation was a supernatural ability, -5 if it was an extraordinary ability) + your intelligence modifier + 5 if the teleportation went awry and the teleporter ended up somewhere he didn't intend. If this save is successful, then the teleporter did not leave enough cross-dimentional ruptures for Chase to track. The teleporter may voluntarily fail this save if he is aware that someone will be tracking him and he wishes the other to follow.

You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

If the spell is successful, then you (and any other targets) are instantly teleported, in a manner similar to Teleport, by rolling d% on the table below. There is no limit to how far away you can teleport.

Rounds Ago Mishap Similar Area Off Target On Target
1 01 02-03 04-100
2 01 02-03 04-06 07-100
3 01-02 03-06 07-12 13-100
4 01-04 05-12 13-24 25-100
5 01-08 09-24 25-48 49-100

On Target: You appear where the previous teleporter ended up.

Off Target: You appear safely a random distance away, and in a random direction, from where the previous teleporter ended up. Distance off target is 100% - d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that's visually or thematically similar to where the previous teleporter ended up. Generally, you appear in the closest similar place on the same plane. If no such area exists within 100 miles per your caster level, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. Each time Mishap comes up, the characters take more damage and must reroll.

Chasexxxxxxxxxxxxx7xx7xx77Conjuration (Teleportation) 

Doctor's Doom

Necromancy [Disease, Evil]
Level:
Clr/Ora 5, Sor/Wiz 6
Duration:
By disease (see below)
Saving Throw:
Fortitude, will negates (see below)
Spell Resistance:
Yes

As Contagion, but with an added effect. If healed through the magical, spell-like or supernatural actions of another person, the unlucky person who cures the affliction must make a fortitude save (vs. this spell) or contract the same illness himself! Note that if the target heals himself through magic of any sort, he can catch the secondary infection himself.

The original target may make a fortitude save avoid the initial disease. If successful, the target must also make a will save, or else the next person who magically cures him of anything in the next 1d3 weeks may contract the disease, as above.

The disease is not transferred if a curing attempt fails. Also, a wish, limited wish or miracle can be worded to prevent the disease transfer. Your DM may devise other safe curing methods, or disallow the ones presented here.

Spell resistance applies to every situation where a saving throw is called for.

The target radiates faint necromantic magic while "contagious".

Doctor's Doomxxxx5xxxxxxxxxxx6xxx5, 6NecromancyDisease, Evil

Remove Magic

Abjuration
Level:
Clr/Ora 8, Sor/Wiz 6
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Touch
Area:
A 10-foot emanation centered on the point you specify
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

This spell siphons all of the magical energy in in the area of effect. When the duration ends, the magic returns. The magically-drained emanation is fixed with relation to the planet or plane it is cast on; it cannot be cast on an object (as Light can) so that it can be moved about.

Any spell, spell-like ability, or supernatural ability triggered by someone or something in the area of effect, or that creates a non-instantaneous effect within the area, automatically fails with no saving throw or spell resistance roll allowed. However, permanent effects, previously-existing effects, or effects that are created outside the area of effect can affect targets within the area of remove magic.

Example: A druid is inside the area of a remove magic spell when a zombie attacks him. He attempts to assume the form of a bear, but his supernatural shapechanging powers are rendered useless by the lack of magic. A wizard outside the area of effect sees the druid's problem and is able to cast a volley of magic missiles at the zombie, killing it. He brings his torch with its continual flame into the affected area to check the druid for wounds, and it never even flickers. Later, the druid attempts to create a wall of thorns, but accidently tries to create part of the wall within the remove magic area, so the spell fails.

The arcane version of the spell can accept permanency. Artifacts and creatures of demigod status or higher ignore the effects of this spell. An Antimagic Field or another Remove Magic spell that overlaps the area of an existing Remove Magic spell causes no extra effect in the overlapping area.

Arcane material component: A vyord crystal with a SR of at least 25. You must overcome the gem's SR to cast the spell.

Remove Magicxxxx8xxxxxxxxxxx6xxx6, 8Abjuration 

Lord Urik's Howl

Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level:
Brd 3, Sor/Wiz 4
Components:
V
Casting Time:
1 standard action
Range:
Personal
Targets:
Chosen creatures within 50 ft. of you
Duration:
1 round/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes

When completed, this spell gives you a huge lungful of air, which you use to scream a seemingly unending battle cry. This cry can affect up to 14 creatures, boosting the morale of some and filling others with dread.

You are given seven negative points and seven positive points to distribute. You may give a target in range no more than two points. This represents the effect of the cry on the chosen subject. Each positive point bestows a +1 morale bonus on their attack rolls and saving throws, and each negative point bestows a -1 morale penalty to the same rolls. These points stack with each other, but not with other morale bonuses or penalties, not even those from another howl spell. You may choose yourself as a recipient of points.

Once a round, as a swift action, you may change the recipients of up to three points. You can redistribute more at the cost of a move action. All points need not be expended each round. New recipients must be within 50 ft. of you.

Targets that move more than 50 ft. from you lose any bonus/penalty from points they carry. If they come back into range, their points become active again. You may reassign points away from them while they are out of range.

The spell ends after the duration expires, if you are silenced by a gas attack, magical silence, etc, or when you decide to end it by closing your mouth. Furthermore, your body may not be able to handle the howl. You may continue the scream for 5 rounds, plus or minus your constitution modifier (this includes the round you first cast the spell). On the next round and every round thereafter, you must make a constitution check (DC 15, increasing by 2 every round). Failure means that you have come to the edge of suffocation, forcing you to end the spell and take 1d6 nonlethal damage, leaving you gasping for air and sickened for a number of rounds equal to the amount of non-lethal damage taken.

Points have no effect on deaf creatures. Unwilling recipients may make a will save for each point as it is assigned to them. Such points have no effect on the target, though they still count towards the two-point limit. They may be reassigned to different creatures, or even the same creature again. Points that fail due to spell resistance are wasted and cannot be reassigned, though they do not count towards the two-point limit.

The generic name of this spell is The Howl of Battle.

Lord Urik's Howlxxx3xxxxxxxxxxxx4xxx3, 4Enchantment (Compulsion)Mind-Affecting, Sonic

Qoro's Ale Fetcher

Transmutation
Level:
Brd 1, Mgs 1, Psy 1, Sor/Wiz 1, Spr 1, Sum/USm 1
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft/2 levels)
Targets:
1d4 + 1 nonmagical, unattended objects, each weighing no more than 5 lbs per 2 levels (minimum 5 lbs, maximum 50 lbs)
Duration:
1 hour (D)
Saving Throw:
None
Spell Resistance:
No

This spell allows you to affect unattended objects as if you were using mage hand, but you can propel objects up to your full move speed as a move action, provided you don't move the object past the range of the spell. Furthermore, you may affect up to 1d4 + 1 objects before the duration ends (letting go of an object and then targeting it again is considering affecting two objects). The variable number is determined when the spell is cast, and you automatically know what it is. The spell ends when all "hands" are cast, or when the duration expires. You radiate slight transmutation magic until then.

The generic name of this spell is Mage's Fetcher.

Qoro's Ale Fetcherxxx1xxx1xxxxx1x1111x1Transmutation 

Qoro's Bubbles

Conjuration (Creation)
Level:
Mgs 2, Occ 2, Shm 2, Spr 2, Sor/Wiz 2, Wtc 2
Components:
V,S,F,M
Casting Time:
1 standard action
Range:
Touch
Effect:
Bubbles that spread (See text)
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No

Cast on an open container of soapy water, this spell makes the water continuously bubble forth little (1 inch diameter) nearly indestrucable soap bubbles.

The bubbles act as an obscuring mist spell and have the same weakness to fire and wind, but bubbles burned away can be replaced in the next round, if the pot is still bubbling. Cold-based magic will pop the bubbles as fire magic does.

In the first round, the bubbles spread 10 feet around the container. In the second round, they increase to a 20-foot spread. The bubbles never reach higher than 20 feet, but each round thereafter, the bubbles continue to spread another 10 feet away from the bucket. There must be at least 1 cup of water for every round the spell produces bubbles. If there is not enough water, the spell will end early.

When the spell ends, the bubble stream will stop, and all of the bubbles will lose their indestructability and pop within the next round. A successful dispel magic cast on the bubbling container will have the same effect.

The generic name of this spell is Magic Bubbles.

Focus: The container. Material component: The soapy water within it.

Qoro's Bubblesxxxxxxx2xx2xxx222xx22Conjuration (Creation) 

Qoro's Dastardly Dynamics of Doom

Evocation [Acid, Cold, Electricity, Fire, Sonic]
Level:
Sor/Wiz 9
Components:
V,S,M
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft/level)
Targets:
Any number of living creatures (see below)
Duration:
Instantaneous
Saving Throw:
Reflex half
Spell Resistance:
Yes

This spell creates a bolt of rippling red energy that strikes one creature in range and zaps it for 3d6 points of acid, cold, electricity, fire and sonic damage (for a total of 15d6 damage). Then, the spell targets every creature within 25 feet and sends more bolts of energy flying from the orignal target and striking them for the same amounts and types of damage. Creatures within 25 feet of the new targets are targeted and zapped, rebounding endlessly until no more eligible targets are within range. Ineligible targets include creatures already hit, you, those touching you when you cast the spell, constructs, creatures with 50% or greater concealment from the latest target (not including shields, invisibility, darkness, blur or displacement), creatures outside the spell range, and creatures farther than 75 feet from any previous target.

Incorporeal creatures and those who make their spell resistance check may be targeted, but they take no damage, and the spell does not rebound from them.

The generic name of this spell is Elemental Dynamics or Dastardly Dynamics of Doom.

Material component: A rubber ball as big as your fist. The ball must be thrown in the general direction of the first target, transforming into the rippling energy bolt as it's released.

Qoro's Dastardly Dynamics of Doomxxxxxxxxxxxxxxxx9xxx9EvocationAcid, Cold, Electricity, Fire, Sonic

Qoro's Swarm of Gnats

Conjuration (Creation) [Light]
Level:
Drd 2, Sor/Wiz 2
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft/level)
Targets:
All corporeal creatures in a 10' spread
Duration:
1 round/level (D)
Saving Throw:
Reflex negates
Spell Resistance:
Yes

This spell creates a magical, glowing swarm of gnats that swarm around the targets. The swarm seems to bite and irritate the victim, though no actual damage takes place. The gnats cause the target to be outlined, as if by faerie fire, negating concealment due to invisibility, displacement, blur, non-magical darkness and similar effects. The confusing swarm hinders the target's vision, causing his opponents to gain concealment (a 20% miss chance).

The swarm can be beaten off as a full-round action, ending the effects. If the target is interrupted (such as by an attack), the swarm remains in full effect.

The generic name of this spell is Swarm of Gnats.

Arcane material component: A handful of gnats, dead or alive.

Qoro's Swarm of Gnatsxxxxx2xxxxxxxxxx2xxx2Conjuration (Creation)Light

Qoro's Vermin Repellant

Abjuration
Level:
Alc 4, Drd 4, Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
One creature
Duration:
Up to 10 minutes/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

This spell creates a magical, glowing swarm of gnats that appear around the target. The gnats fill a 5-foot emanation around the target, and seek to kill vermin. There are 2 gnats for every caster level you possess.

Mindless, non-magical vermin (mosquitoes, fleas, etc.) will not enter the emanation. A vermin who willingly enters the emanation is attacked by as many gnats as it has hit dice, each gnat dealing 1d4 damage. If a vermin exits and re-enters the emanation, a new set of gnats will attack it. If the vermin are in a swarm themselves (having the swarm subtype), every gnat converges on it, dealing 1d6 damage apiece. However, if you force the barrier against a vermin, the gnats will not attack it as long as it remains inside.

If the target of the spell is a vermin, it is unaffected by the swarm.

The spell ends when the duration expires, you dismiss it, or after all the gnats have attacked.

The generic name of this spell is Vermin Repellant.

Material component: A gnat (or head of a gnat), impaled on a small shaft of wood.

Qoro's Vermin Repellant4xxxx4xxxxxxxxxx4xxx4Abjuration 

Smoke Snake

Conjuration (Creation) [Fire]
Level:
Shm 6, Sor/Wiz 6, Spr 6, Wtc 6
Components:
V,S,M
Casting Time:
1 standard action
Range:
10 ft.
Target:
One fire source
Duration:
2d6 rounds
Saving Throw:
None
Spell Resistance:
Yes

This spell conjures a long snake made of smoke, with its base in the fire it was conjured from. The fire must cast light 40 feet away or have a base at least a foot in diameter.

It is 25 feet long, incorporeal, and has 2d8 hit points. For other stats not listed here, assume that the snake has the stats of a huge viper.

Once per round, as a free action, you can command the snake to strike any person it can reach, provided that the target has less than one-half cover. It lays coiled about its fire until commanded, at which point it strikes and retreats with incredible speed, disallowing attacks of opportunity. The snake, being made of smoke, has the ability to ignore armor as if they wasn't there. Magical bonuses from armor are not ignored, and force-based armor effects and ghost touch armors are never ignored. If the snake hits, it causes 1d4 points of fire damage from the searing heat and injects a weak viper poison into the target (no secondary damage).

The spell ends prematurely if the target fire runs out.

Material component: An obsidian stone, which must be cast into the target fire.

Smoke Snakexxxxxxxxxxxxxx666xx66Conjuration (Creation)Fire

Teleportational Track

Divination [Mind-Affecting]
Level:
Mgs 5, Occ 5, Psy 5, Sor/Wiz 5 [Void], Sum 4, USm 5, Wtc 5
Components:
V,S
Casting Time:
1 standard action
Range:
Personal
Target:
The site where 1 creature teleported from not more than 4 rounds ago
Duration:
1 minute/level
Saving Throw:
Will negates (see below)
Spell Resistance:
No

You must stand within five feet of the last position of the teleporter while casting the spell. It fails under three conditions. First, it cannot track someone who teleported away more than four rounds ago. Second, it cannot be used to track someone who has teleported to another plane or dimension (such as with Plane Shift, Ethereal Jaunt, Shadow Walk, or Maze), as the magical energies of planeshifting erase stray thoughts too quickly. Finally, the teleporter to be tracked may make a will save (vs. this spell). If this save is successful, then the teleporter did not leave enough stray thoughts for Teleportational Track to detect. The teleporter may voluntarily fail this save if he is aware that someone will be tracking him and he wishes the other to have this info.

If the spell is successful, then you may be granted some amount of info that the teleporter used to determine his or her destination. No information is granted if the teleportation was supernatural or extraordinary. If the spell was of 4th level or lower, enough information is granted to duplicate the spell exactly. Otherwise, use the table below. For example, if the teleporter was very familiar with the area and he teleported away 2 rounds ago, you are granted enough info to qualify as "seen casually".

  Rounds Ago
Teleporter's Info 1 2 3 4
Very familiar Studied carefully Seen casually Viewed once Description
Studied carefully Seen casually Viewed once Description No info gained
Seen casually Viewed once Description No info gained No info gained
Viewed once Description No info gained No info gained No info gained
Description No info gained No info gained No info gained No info gained

Any information gained through this spell fades after 1 minute/level of the caster.

Note that this spell only allows you to go where the teleporter intended; if the teleportation went awry, you won't gain info about where he or she actually ended up.

Teleportational Trackxxxxxxx5xx5xx5xx54554, 5DivinationMind-Affecting

Time's Arrow

Transmutation
Level:
Mgs 2, Occ 2, Sor/Wiz 2
Components:
V,S,F,M
Casting Time:
1 standard action
Range:
Touch
Target:
The arrow or bolt touched
Duration:
10 minutes/level (D)
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)

This spell enchants an arrow or bolt (referred to as "missile" from here on out) so that it freezes in time and space. The spellcaster places it in the position she wants it as a part of the spell. The missile may be magical.

The missile remains frozen in place until something passes in front of it, something touches the arrow, a moderate wind (21mph+) blows upon it, or the spell duration ends. At that point, the missile moves suddenly as if it was just fired. If a creature is in the line of fire, he is considered flat-footed. Use your base attack modifier to resolve the attack. Two missiles enchanted with time's arrow cannot be placed within ten feet of each other; if a second missile is placed too close, that spell fails and the first missile is triggered.

Focus: The missile. Material component: Sand from an hourglass.

Time's Arrowxxxxxxx2xx2xxxxx2xxx2Transmutation 

Unbelievability

Transmutation
Level:
Sor/Wiz 5
Components:
V,S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level (D)
Saving Throw:
Will Negates
Spell Resistance:
Yes

The creature touched becomes less credible to people they encounter, gaining a -20 penalty to Bluff checks made to convince others of the truth of their words, even when they're speaking the truth. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.

The target under the effect of glibness or similar effect must succeed at a caster level check (1d20 + caster level) against a DC of 15 + your caster level. On success, the effects cancel each other out.

Unbelievability counters and dispels Credibility.

Unbelievabilityxxxxxxxxxxxxxxxx5xxx5Transmutation 

Credibility

Transmutation
Level:
Sor/Wiz 5
Components:
V,S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level (D)
Saving Throw:
Will Negates (harmless)
Spell Resistance:
Yes (harmless)

The creature touched becomes more credible to people they encounter, gaining a +20 bonus on Bluff checks made to convince others of the truth of their words. This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo. This bonus does not stack with the bonus provided by glibness.

If a magical effect is used against the target that would detect their lies or force them to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect the target's lies or force them to speak only the truth.

Credible Aura counters and dispels Unbelievability.

Credibilityxxxxxxxxxxxxxxxx5xxx5Transmutation 

Grotto of Krynhoth

Conjuration (Teleportation) [Air, Earth]
Level:
Drd 5, Sor/Wiz 5
Components:
V,S,M
Casting Time:
1-6 rounds (see text)
Range:
Medium (100 ft. + 10 ft/level)
Area:
Up to one 10-ft cube + one 5-ft cube/level, completely continuous (S)
Duration:
2 hours/level
Saving Throw:
See text
Spell Resistance:
See text

This spell was designed to create temporary residences, but has been also used for hiding treasure and creating deadly abushes.

Initially, the spell is a full-round action. The caster mentally decides where he wants to form the grotto, and the spell begins searching the area. If the spell discovers only rock, metal or crystal, the spell creates an interdimensional space and places all of the stone into it, then replaces it with fresh air gated in from the Elemental Plane of Air (there is a 2% chance that a small 2HD elemental is sucked in with the air). This spell can never cause a cave-in or other collapse. The surrounding rock behaves as if the removed rock is still there, supporting it.

However, if the spell area contains anything other than rock, metal or crystal (such as an air pocket), and the obstruction is more than one cubic foot, the spell will inform the caster of the obstruction. The caster may then mentally reconfigure his cubes to avoid the obstruction and the spell will search again on the second round. If it finds another obstruction, the spell will go on into the third round, and so on. If an obstruction is found on the sixth round, the spell just gives up and ends.

Note that if a bag of holding or other similar object happens to get caught in the initial area of effect, it will cause destruction similar to putting a bag of holding inside a portable hole and ruin the spell.

At the end of the spell, everything returns to normal. This may be bad news for anyone still inside. Those within five feet of an exit may make a reflex save to dive out of harm's way. If this fails, or the subject is too far away, he may make a spell resistance roll and will save to avoid being sucked into the Elemental Plane of Air along with all the fresh air. Unattended objects, constructs and undead are other non-living things are immune to this effect. The final effect allows no save as the removed stone appears back in its old place. Objects and people still inside are not harmed. They are perfectly preserved, though they'll likely die of oxygen deprivation within two minutes. The rock that would have appeared in a location inhabited by a person or thing is instead shunted off to the Elemental Plane of Earth.

The generic name of this spell is Temporary Grotto.

Material Component: A lump of clay. When the spell is cast, it begins glowing red. As the duration of the spell progresses, it slowly shifts through each color of the rainbow, finally becoming a deep purple about a half-hour before the spell ends. When the spell ends, the lump melts away into nothing. If the lump is split into multiple pieces, or if it is taken more than 100 feet from any portion of the grotto, it immediately melts away and the spell suddenly ends.

Grotto of Krynhothxxxxx5xxxxxxxxxx5xxx5Conjuration (Teleportation)Air, Earth

Dominate Animal*

Enchantment (Compulsion) [Mind-Affecting]
Level:
Animal 3, Drd 3, Shm 3
Components:
V,S
Casting Time:
1 action
Range:
Close (25 ft. + 5 ft/2 levels)
Target:
One animal
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Dominate Animal*xxxx33xxxxxxxx3xxxxx3Enchantment (Compulsion)Mind-Affecting

Mass Dominate Animal

Enchantment (Compulsion) [Mind-Affecting]
Level:
Animal 7, Drd 7, Shm 7
Components:
V,S
Targets:
One creature/level within a 15 ft-radius spread.

As Dominate Animal, except it can affect multiple targets. The caster may direct the animals en masse or single out specific animals for specific orders. If one animal breaks the spell (because the caster gave a questionable order, went out of range, made its save, etc), the spell is not broken for the remaining animals.

Dominate Animal, Massxxxx77xxxxxxxx7xxxxx7Enchantment (Compulsion)Mind-Affecting

Ownership

Transmutation
Level:
Clr/Ora 7
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
1 Item (see below)
Duration:
See below
Saving Throw:
Yes (object, harmless)
Spell Resistance:
Yes (object, harmless)

This spell enchants one item touched so that it becomes invisible, immobile, and intangible to everyone except to creatures of demi-god or higher status, to the caster, and to the item's true owner. (Thieves, beware!) It remains this way until someone moves the item, at which point the spell ends. The item must be at least touched by the caster while casting the spell, and she may place it anywhere, even in open air- it will not fall. Saving attempts and spell resistance rolls may be made when the item is held by an unwilling party, or if the item itself is intelligent and unwilling.

If the item has no true owner (such as a tree in the woods, or a rock in the road), then the caster is considered the owner.

A maximum of 10 square yards can be masked by this spell, with no weight limit, as long as it is smaller than the maximum size and is one integral unit (e.g. a door with a window and two locks and hinges, a bag with 100 gp inside, but not three wagons stacked on each other, two bricks held together by an Unseen Servant, or a large block that's a part of a wall.)

This spell was originally designed to settle claims between fueding people claiming to own something the other stole. The priest would cast Ownership on the item and the rightful owner would come up and be able to take the item home.

Material Component: A hair and a toenail clipping from a baby or small child that was held upside-down for the clipping.

Ownershipxxxx7xxxxxxxxxxxxxxx7Transmutation 

Smooth Ride

Transmutation
Level:
Brd 2, Clr/Ora 2, Drd 2, Rgr 2, Pal 2
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft/level)
Target:
One non-living transportation vehicle, not to exceed 25 cubic feet/level
Duration:
1 hour/level (D)
Saving Throw:
None or Will negates (object, harmless)
Spell Resistance:
No or Yes (object, harmless)

This spell makes any vehicle ride smoothly, without regards to most types of rough terrain. Passengers and objects travelling in or on the vehicle suffer no ill effects (motion sickness, being shattered from jarring or vibration, etc). The spell is broken if the vehicle is rocked or turned over by assault, if it tries to travel over terrain impossible for the vehicle to traverse (a wagon trying to float, or a boat being dragged accross land), or if the terrain becomes incredibly rugged (a boat in a gale, or a cart climbing a recent rockslide with many potholes and large rocks). This spell will work on everything from canoes to flying carpets to elevators. It will work on vehicles pulled or powered by animals or people (rowboats, wagons, etc), but will not work where the "vehicle" is mostly or completely a living creature (saddles, howdahs, etc).

Arcane Material Component: A small, smooth, perfectly spherical ball of iron.

Smooth Ridexxx222xxxxx22xxxxxxx2Transmutation 

The Holy Heroic Blow

Evocation
Level:
Clr/Ora 4, Pal 4
Components:
V,S,DF,M
Casting Time:
1 standard action
Range:
Touch
Targets:
One willing person and a melee weapon he is holding
Duration:
Up to 3 rounds (see below)
Saving Throw:
None
Spell Resistance:
No

This spell gives the target exactly one attack, with whatever hand-held melee weapon he desires, and gives him an automatic hit that causes double the weapon's maximum critical-hit damage. (Note that doubling a 2x is 3x, doubling a 3x is 4x, and so on.) Any damage bonuses (or penalties) are also doubled. If the target of the attack is immune to critical hits or could not normally be harmed by the weapon (e.g. a werewolf being attacked with a regular crossbow bolt, or a vampiric mist being attacked by a thrown rock,) the attack still hits, but only doubles the weapon's normal damage (plus any bonuses or penalties, which are not doubled).

The target of the attack does not receive any saving throw or spell resistance check.

The magic of the spell is such that the power makes the attacker look "more real" and also overwhelms him; the target may only move at half speed and make his attack.

For the spell to work, the target must give the caster any nonliving, nonsentient item that the target owns worth 100gp or more (or else the most expensive item the target owns). It must be held by the caster until the target makes his attack, at which point it shimmers and fades away, never to be seen again, even by a wish.

The spell ends if three rounds pass without the target making his attack, the target is killed, the target lets go of his chosen weapon, the chosen weapon is destroyed, the caster lets go of the precious object, or the precious object is destroyed. If the spell ends early, the target still can only move at half speed (and possibly make his single attack, but without the automatic hit and damage bonuses) for the rest of that round.

Material Component: The precious item.

Holy Heroic Blow, Thexxxx4xxxxxxx4xxxxxxx4Evocation 

Douse

Transmutation
Level:
Brd 2, Clr/Ora 2, Drd 2, Inq 2, Psy 2, Shm 2, Sor/Wiz 2, Wtc 2
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft/2 levels)
Target or Area:
One creature or object; or 30 ft. spread
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

Area: A rippling wave of wind (or whatever medium you happen to be casting in) rushes away from you. The wave only has one effect: all non-magical sources of light (and darkness, if any exist on your world) it touches are instantly doused. Large sources (like bonfires) are doused only if they're entirely in the area of effect. A source that is only partially in the spread flickers with the wave, but does not go out. You also treat this as an 'area' casting of Dispel Magic that affects only light- or darkness-producing spells.

Target: A burst of air (or whatever medium you happen to be casting in) rushes from you to the target. Any non-magical sources of light or darkness in the possession of the creature (or on the object) are instantly doused. You also treat this as a 'targeted' casting of Dispel Magic that affects only light- or darkness-producing spells and magic items.

In either case above, if a spell or magical item becomes affected, any light- or darkness-producing effects are supressed for 1d3 rounds. Spells stored in wands are unaffected, even if they produce light or darkness.

Fires and such that are doused by this spell can be relit normally. This spell can not be used to counterspell a light- or darkness-producing spell.

This spell was inspired by Shawn Girard's "Dispel Light", as posted to rec.games.frp.dnd.

Dousexxx2222xxxxxx22x2xx22Transmutation 

Monothotism

Divination
Level:
Brd 1, Clr/Ora 1, Inq 1, Sor/Wiz 1, Travel 1, Wtc 1
Components:
V,S,F
Casting Time:
1 standard action
Range:
Long (400ft + 40ft/level)
Area:
Circle, centered on you, with a radius of 400ft + 40ft/level
Duration:
1 minute/level (D)
Saving Throw:
None
Spell Resistance:
No

You can sense the direction in which a certain feature lies. The feature, if not a direction, must lie within the spell's area of effect. It is chosen by you at the time of the casting and depends on the type of monothot used.

  • Black, Tan or Red Monothot: Any of the four cardinal directions (north, south, east or west).
  • Crystal Monothot: Any direction (even up or down).
  • Flying Monothot: Any direction (even up or down), or any location you have visited.
  • Spellbane Monothot: Any direction (even up or down), any location you have visited, or any object, as per the Locate Object spell. (Note that the spellcaster will have to overcome the monothot's aura to cast this spell.)

Note that, if you choose a thing or location, you don't gain any knowledge as to how far away it is.

Focus: The non-fellspawn monothot.

Monothotismxxx11x1xxxxxxxxx1xx11Divination 

Monothot Misdirection

Enchantment (Compulsion) [Mind-Affecting]
Level:
Brd 1, Drd 1, Sor/Wiz 1, Wtc 1
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25ft + 5ft/2 levels)
Target:
One monothot
Duration:
1 hour/level (D)
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell causes one monothot to point in a new direction whenever someone spins it on its back. The direction is determined by the caster (north, south, east, or west), and is the verbal component. This spell affects even crystal monothots.

Monothot Misdirectionxxx1x1xxxxxxxxxx1xx11Enchantment (Compulsion)Mind-Affecting

Mass Monothot Misdirection

Enchantment (Compulsion) [Mind-Affecting]
Level:
Brd 3, Drd 2, Sor/Wiz 3, Wtc 2
Targets or Area:
One or more monothots, none of which can be more than 30 feet from each other; or a 30-foot sphere
Duration:
2 hours/level (D)

As Monothot Misdirection, but it can affect up to four monothots per caster level. All monothots will face in the same direction, which is determined by the caster and spoken as the verbal component. Valid directions are north, south, east, west, northeast, northwest, southeast, southwest, or "here" (towards the spot at which you cast the spell).

Area: The caster can choose to cast this spell as a full-round action. If he does, he need not be able to see all affected monothots (though he still needs to see the center point of the sphere he creates). However, it only affects two monothots per caster level. If there are more monothots in the sphere than the caster can affect, only those closest to the center of the sphere are affected.

Monothot Misdirection, Massxxx3x2xxxxxxxxxx3xx22, 3Enchantment (Compulsion)Mind-Affecting

Affect Vyord Crystals

Transmutation
Level:
Clr/Ora 3, Inq 4, Occ 5, Psy 3, Sor/Wiz 3, Spr 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Targets:
Any number of vyord crystals caught in a 15-foot spread
Duration:
1 round/level (D)
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)

There are two uses for this spell. You may increase the power of vyord crystals, or you may decrease it.

If you increase their power, the range of the affected vyord crystals' nullification field changes from touch to a 15-foot emanation. Metal or creatures partially in the emanation can spread the field outside of the emanation through touch, just as if they were touching a normal vyord, up to the range of the spell. This power affects both pink and blue-grey vyords, but it doesn't extend the pink's ability to grant creatures SR bonuses.

If you decrease their power, the affected vyord crystals lose their nullification field for the duration of the spell. It also removes the SR bonus granted to a creaure by a pink crystal.

Material component: A scale from a gem dragon, or a vyord crystal (you must overcome the gem's nullification field to cast the spell).

This spell can be affected by permanency.

Affect Vyord Crystalsxxxx3x4xxx3xx3x33xxx3, 4Transmutation 

Empower Vyord Crystal

Transmutation
Level:
Clr/Ora 3, Occ 5, Sor/Wiz 5
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
A single vyord crystal
Duration:
1 round/level (D)
Saving Throw:
Will negates (object, harmless)
Spell Resistance:
Yes (object, harmless)

This spell takes a normal, above-average blue-grey vyord crystal and gives it the power of a pink vyord. Its nullification field's SR doubles, and it grants one-quarter of this new SR as spell resistance to any creature that touches it.

This spell can be cast multiple times on the same crystal, but their effects do not stack. This spell has no effect on a pink vyord.

Material component: A scale from a gem dragon, or a vyord crystal (you must overcome the gem's nullification field to cast the spell).

Empower Vyord Crystalxxxx3xxxxx5xxxxx5xxx3, 5Transmutation 

Singular Invisibility

Illusion (Glamer)
Level:
APl 2, Inq 2, Mgs 2, Mes 2, Psy 2, Sor/Wiz 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Effect or Target:
Ray or a single creature
Duration:
1 minute/level (D)
Saving Throw:
None or Will negates (see text)
Spell Resistance:
No or Yes (see text)

There are two different effects for this spell. You can choose to attempt a ranged touch attack to strike a target with a ray of bright purple energy, in which case the target is denied a saving throw and spell resistance. The other method produces no visible effect, but the target can attempt a save or use its spell resistance.

If successful, the spell surrounds the target with a personal glamer that causes him to behave as if you are under the effect of an invisibility spell. The glamer is spherical, emanating out to a five-foot radius from the target, and moves with him.

If you attack the target, or if the distance between you and the target is ever less than five feet or more than the spell's range, the spell immediately ends.

Material component: An eyelash encased in a bit of gum arabic.

Singular Invisibilityxxxxxx22x2xxx2xx2xxx2Illusion (Glamer) 

Cone of Invisibility

Illusion (Glamer)
Level:
Mes 4, Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Area:
10-foot burst centered on you, plus cone (see below)
Duration:
1 minute/level (D)
Saving Throw:
Will negates (harmless) or Reflex negates (see below)
Spell Resistance:
Yes (harmless) or Yes (see below)

There are two sets of targets. The first are creatures within the 10-foot burst, who are entitled to Will saves and spell resistance to negate the harmless effect. The second are creatures caught within the cone of bright scarlet energy, who are entitled to reflex saves and spell resistance to negate the effect. A creature caught in both the burst and the cone is treated as if they were only in the cone.

Each creature affected by either the cone or the burst is surrounded by a personal glamer that causes them to treat the creatures caught in the burst as if they were under the effect of an invisibility spell (burst-affected creatures can see themselves, but not other burst-affected creatures). If any burst-affected creature moves more than 30 feet from any other burst-affected creature, or if a burst-affected creature attacks a cone-affected creature, the spell ends for all recipients. If the distance between any cone-affected creature and any burst-affected creature becomes more than the spell's range, the cone-affected creature is no longer affected by the spell.

Material component: An eyelash encased in a bit of gum arabic.

Cone of Invisibilityxxxxxxxxx4xxxxxx4xxx4Illusion (Glamer) 

Wall of Invisibility

Illusion (Glamer)
Level:
Sor/Wiz 8
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
See text
Duration:
10 minutes/level (D)
Saving Throw:
None
Spell Resistance:
No

You designate a vertical plane made up of no more than one 10-foot square per your level. This is the "wall" itself. You also choose a side of the wall. Each 10-foot square of the wall emanates out to that side, filling five 10-foot cubes in a straight line. These cubes are the "warded area." The wall is invisible, except from creatures inside the warded area, who perceive it as a transparent shimmer in the air.

Creatures looking through the wall perceive creatures in the warded area as if they were under the effect of an invisibility spell. Creatures may pass through the wall or otherwise enter and exit the warded area at will and without destroying the spell. However, if any creature in the warded area attacks a viewer, the attacker is no longer affected by that wall of invisibilty, and is therefore visible through the wall.

Material component: Ten eyelashes encased together in gum arabic.

Wall of Invisibilityxxxxxxxxxxxxxxxx8xxx8Illusion (Glamer) 

Detect Thoughts*

Divination [Mind-Affecting]
Level:
Alc 2, Brd 2, Knowledge 2, Inq 2, Sor/Wiz 2, Sum/USm 2, Wtc 2
Components:
V,S,F/DF
Casting Time:
1 standard action
Range:
60 ft
Area:
Cone-shaped keen emanation
Duration:
Concentration, up to 1 minute/level (D)
Saving Throw:
Will negates (see text)
Spell Resistance:
No

The character detects surface thoughts. The amount of information revealed depends on how long the character studies a particular area or subject:

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the mental strength of each.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents the character from reading its thoughts, and the character must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that the character can pick up.

IntelligenceMental Strength
1-2Animal
3-5Very low
6-9Low
10-11Average
12-15High
16-17Very high
18-21Genius
22-25Supra-genius
26+Deific

Note: Each round, the character can turn to detect thoughts in a new area.

Arcane Focus: A copper piece.

Detect Thoughts*2xx22x2xxxxxxxxx22222DivinationMind-Affecting

Limit Light

Transmutation
Level:
Brd 1, Clr/Ora 1, Shm 1, Sor/Wiz 1, Wtc 1
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
1 foot
Target:
A light source, which cannot be larger than 1 foot in diameter
Duration:
10 minutes/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

The affected light source works as normal, except that its light does not go farther than 10 feet. In fact, anyone outside the range of its light cannot even see the light produced.

Arcane material component: A ring of metal.

Limit Lightxxx11xxxxxxxxx1x1xx11Transmutation 

Torch Ward

Abjuration
Level:
Brd 1, Clr/Ora 1, Drd 1, Inq 1, Mgs 1, Sor/Wiz 1, Wtc 1
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Target:
One torch or flame of similar size
Duration:
10 minutes/level (D)
Saving Throw:
Will negates (object, harmless)
Spell Resistance:
Yes (object, harmless)

You change a flame so that it cannot be extinguished by normal wind, nor ignite other materials.

The affected flames continue to consume their source (lantern oil, torch, etc). However, if they grow larger than a foot in diameter, the spell becomes stretched too thin and ends early. Otherwise, the flames are unaffected by winds of less than gale force, never flickering in even a stiff wind. They cannot be used to ignite combustible material, such as explosive gas, puddles of oil, or even a scrap of paper. They still can burn flesh, however, and are vulnerable to dousing through water, suffocation, or the elimination of their fuel supply.

Arcane material component: A small sphere of glass.

Torch Wardxxx11111xxxxxxxx1xx11Abjuration 

Spark*

Evocation [Fire]
Level:
Brd 0, Clr/Ora 0, Drd 0, Mgs 0, Sor/Wiz 0 [Fire 0], Wtc 0
Components:
V or S
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Target:
One Fine object
Duration:
Instantaneous
Saving Throw:
Fortitude negates (object)
Spell Resistance:
Yes (object)

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

Spark*xxx000x0xxxxxxxx0xx00EvocationFire

Teleport*

Conjuration (Teleportation)
Level:
Travel 5, Mgs 5, Occ 5, Psy 5, Sor/Wiz 5 [Void 5], Spr 5, Sum 4, USm 5, Wtc 5
Components:
V
Casting Time:
1 standard action
Range:
Personal and touch
Targets:
You and touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw:
None and Will negates (object)
Spell Resistance:
No and Yes (object)

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity:

  • Very familiar is a place where you have been very often and where you feel at home.
  • Studied carefully is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour.
  • Seen casually is a place that you have seen more than once but with which you are not very familiar.
  • Viewed once is a place that you have seen once, possibly using magic.
  • False destination is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 100% - d% of the distance that was to be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20. Each time Mishap comes up, the characters take more damage and must reroll.

Teleport Table
Familiarity Mishap Similar Area Off Target On Target
Very familiar 01 02-03 04-100
Studied carefully 01 02-03 04-06 07-100
Seen casually 01-02 03-06 07-12 13-100
Viewed once 01-04 05-12 13-24 25-100
False destination (1d20)01-08 09-20

Note: This is identical to the original spell, except that certain parts (Teleport Table, Mishap and False destination) have been redone to adhere to the principle that rolling higher should give the player better results. Off Target has also been simplified, using d% instead of 1d10×1d10, as that latter method is complicated and skews results towards smaller numbers.

Teleport*xxxx5xx5xx5xx5x554554, 5Conjuration (Teleportation) 

Alter Winds*

Transmutation [Air]
Level:
Drd 1, Sor/Wiz 1 [Air 1, Wood 1]
Components:
V,S
Casting Time:
1 minute
Range:
Touch
Area:
Immobile 10-ft.-radius emanation
Duration:
1 hour/level
Saving Throw:
Will negates
Spell Resistance:
Yes

You subtly enhance or diminish the effects of natural winds within the spell's area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) wind effects are either increased or decreased by one step in intensity. The maximum wind force you can affect with this spell is based on your caster level, as shown on the table below. Alter winds has no effect on magical wind effects.

Spell Effects
Caster LevelWind Force
1st-3rdLight
4th-9thModerate
10th-15thStrong
16th or higherSevere
Alter Winds*xxxxx1xxxxxxxxxx1xxx1TransmutationAir

Dancing Lights*

Evocation [Light]
Level:
Sor/Wiz 0, Brd 0, Mgs 0, Shm 0, Wtc 0
Components:
V,S
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Effect:
Up to four lights, all within a 10-ft.-radius area
Duration:
1 minute (D)
Saving Throw:
None
Spell Resistance:
No

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.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Dancing Lights*xxx0xxx0xxxxxx0x0xx00EvocationLight

Darting Duplicate*

Illusion (figment)
Level:
Sor/Wiz 1, Brd 1, APl 1, Shm 1, Mgs 1, Wtc 1
Components:
V,S
Casting Time:
1 swift action
Range:
5 ft.
Effect:
Visual figment of the caster
Duration:
Instantaneous
Saving Throw:
Will negates
Spell Resistance:
Yes

An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.

Any creature that threatens that square must succeed at a Will save or make an attack of opportunity against the image. The image's AC is equal to 10 + 1/2 your caster level, but as a figment, the image is unaffected by any attack.

Darting Duplicate*x1x1xxx1xxxxxx1x1xx11Illusion (figment) 

Flare*

Evocation [Light]
Level:
Sor/Wiz 0, Brd 0, Drd 0, Mgs 0
Components:
V
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Effect:
Burst of light
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes

This cantrip creates a burst of light. If you cause the light to burst 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.

Flare*xxx0x0x0xxxxxxxx0xxx0EvocationLight

Haunted Fey Aspect*

Illusion (glamer)
Level:
Sor/Wiz 0, Brd 0
Components:
S
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 round/level (D)
Saving Throw:
None
Spell Resistance:
No

You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.

Haunted Fey Aspect*xxx0xxxxxxxxxxxx0xxx0Illusion (glamer) 

Hypnotism*

Enchantment (Compulsion) [Mind-Affecting]
Level:
Sor/Wiz 1, Brd 1, Wtc 1
Components:
V,S
Casting Time:
1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Area:
Several living creatures, no two of which may be more than 30 ft. apart
Duration:
2d4 rounds (D)
Saving Throw:
Will negates
Spell Resistance:
Yes

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Hypnotism*xxx1xxxxxxxxxxxx1xx11Enchantment (Compulsion)Mind-Affecting

Produce Flame*

Evocation [Fire]
Level:
Drd 1, Fire 2, Shm 1
Components:
V,S
Casting Time:
1 standard action
Range:
0 ft.
Effect:
Flame in your palm
Duration:
1 min/level (D)
Saving Throw:
None
Spell Resistance:
Yes

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.

Produce Flame*xxxx21xxxxxxxx1xxxxx1, 2EvocationFire

Windy Escape*

Transmutation [Air]
Level:
Sor/Wiz 1, Brd 1, Drd 1, Mgs 1
Components:
V,S
Casting Time:
1 immediate action
Range:
Personal
Target:
You
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.

You cannot use windy escape against an attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of opportunity when used.

Windy Escape*xxx1x1x1xxxxxxxx1xxx1TransmutationAir

Alter Self*

Transmutation (polymorph)
Level:
Sor/Wiz 2, Alc 2, Brd 2, Mgs 2, Shm 2, Sum/USm 2, Wtc 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Personal
Target:
You
Duration:
1 min/level
Saving Throw:
None
Spell Resistance:
No

When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.

Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.

Material Component: a piece of the creature whose form you plan to assume.

Alter Self*2xx2xxx2xxxxxx2x22222Transmutation (polymorph) 

Nondetection*

Abjuration
Level:
Sor/Wiz 3 [Void 3], Alc 3, APl 3, Inq 3, Rgr 4, Sum/USm 3, Trickery 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature or object touched
Duration:
1 hour/level
Saving Throw:
Will negates (harmless, object)
Spell Resistance:
Yes (harmless, object)

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

Material component: diamond dust worth 50 gp.

Nondetection*33xx3x3xxxx4xxxx333x3, 4Abjuration 

Faerie Fire*

Evocation [Light]
Level:
Light 1, Moon 1, Drd 1
Components:
V,S,DF
Casting Time:
1 standard action
Range:
Long (400 ft. + 40 ft./level)
Targets:
Creatures and objects within a 5-ft.-radius burst
Duration:
1 min/level
Saving Throw:
None
Spell Resistance:
Yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Faerie Fire*xxxx11xxxxxxxxxxxxxx1EvocationLight

Obscure Object*

Abjuration
Level:
Sor/Wiz 2, Brd 1, Clr/Ora 3, Inq 3
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
One object touched of up to 100 lbs./level
Duration:
8 hours (D)
Saving Throw:
Will negates (object)
Spell Resistance:
Yes (object)

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

Arcane material component: Chameleon skin.

Obscure Object*xxx13x3xxxxxxxxx2xxx1, 2, 3Abjuration 

Sanctuary*

Abjuration
Level:
Clr/Ora 1, Protection 1, Inq 1
Components:
V,S,DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
No

Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.

Sanctuary*xxxx1x1xxxxxxxxxxxxx1Abjuration 

Confusion*

Enchantment (Compulsion) [Mind-Affecting]
Level:
Sor/Wiz 4, Bld 4, Brd 3, Madness 4, Trickery 4, Wtc 4
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Targets:
All creatures in a 15-ft. radius burst
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.

Confusion Effects
d%Behavior
01-25Acts normally
26-50Does nothing but babble incoherently
51-75Deals 1d8 points of damage + Str modifier to self with item in hand
76-100Attacks nearest creature other than own familiar

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Arcane material component: three nutshells.

Confusion*xx434xxxxxxxxxxx4xx43, 4Enchantment (Compulsion)Mind-Affecting

Mental Fluctuations

Enchantment (Compulsion) [Mind-Affecting]
Level:
Med 3, Mes 3, Sor/Wiz 3, Wtc 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Target:
One spellcaster
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes

This spell is designed to hamper spellcasters. It creates a slight imbalance in the target's mind, forcing her to make a concentration check (DC 15 + the level of the spell being cast) each time she casts a spell. Failure indicates that the spellcasting was botched.

Material Component: A dead monothot.

Mental Fluctuationsxxxxxxxx33xxxxxx3xx33Enchantment (Compulsion)Mind-Affecting

Fester Wound

Necromancy
Level:
Inq 2, Shm 2, Sor/Wiz 2, Wtc 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
One creature with a specific, recent wound (see below)
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes

The target of this spell is a creature who the caster saw become injured (lost at least 1 hit point) no longer than 1 round per 2 caster levels, maximum 5 rounds. The caster mentally chooses the wound and focuses the spell energy upon it, festering the wound and turning it into a critical hit. (If the wound was caused by something with no critical modifier, treat it as if the modifier was x2.) Any special effects of the implement that caused the wound are ignored.

Example: An ogre hits Tordek with its vorpal battleaxe and rolls 1d8, causing 6 points of damage. With the help of a spectral hand, Amberlei focuses on this wound and casts fester wound. The critical damage (x3) is applied, causing 12 points of new damage. The vorpal effect does not kick in, so Tordek gets to keep his head.

The caster need not be able to touch the specific wound, only the target creature. Creatures immune to criticial hits are immune to this spell. If the wound has been healed through fast healing, magic, or some other method, the spell fails (assume that wounds heal in the order they were received). Wounds that were caused by normal (rolled) critical hits and similar effects are immune to this spell. This spell cannot be used twice on the same wound.

Material component: A single, whole bone, which must be broken into two pieces as the somatic component of the spell.

Fester Woundxxxxxx2xxxxxxx2x2xx22Necromancy 

Scatterthought

Enchantment (Compulsion) [Mind-Affecting]
Level:
Brd 3, Med 3, Mes 3, Inq 2, Sor/Wiz 2, Wtc 2
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25ft + 5ft/2 levels)
Target:
One creature
Duration:
1d4+1 rounds
Saving Throw:
See below
Spell Resistance:
Yes

This spell disjoins the target's thoughts so that it becomes hard for them to think clearly. If the target makes a Will save or negates it via SR, nothing happens. If the target fails their save, they become dazed for 1 round. Each subsequent round on their turn, the target must make another Will save or become dazed for 1 round. Making one of these secondary saving throws does not end the spell, however.

Scatterthoughtxxx3xx2x33xxxxxx2xx22, 3Enchantment (Compulsion)Mind-Affecting

Globe of Choppy Water

Transmutation
Level:
Clr/Ora 4, Drd 4, Shm 4, Sor/Wiz 4, Wtc 4
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
You
Area:
20-foot emanating spread centered on you
Duration:
1 min./level (D)
Saving Throw:
See below
Spell Resistance:
See below

This spell disrupts an area of water, making it rougher and choppier. The DC for Swimming checks and other checks made by vessels or creatures in the area of effect increases by +5. Damage dealt by mundane and magical water effects and movement caused by water may increase, and attack rolls and combat maneuver checks may change.

Water elementals in the area of effect must make a Fortitude save or take 2d6 damage. If they exit and re-enter the area, they must make another save. You cannot use this spell offensively; forcing the barrier against a water elemental strains and collapses the spell.

Globe of Choppy Water counters and dispels Globe of Tranquil Water.

Material component: A handful of sand.

Globe of Choppy Waterxxxx44xxxxxxxx4x4xx44Transmutation 

Globe of Tranquil Water*

Abjuration
Level:
Clr/Ora 4, Drd 4, Shm 4, Sor/Wiz 4, Wtc 4
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
You
Area:
20-foot emanating spread centered on you
Duration:
1 min./level (D)
Saving Throw:
None
Spell Resistance:
No

Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. The bubble blocks all natural and magical precipitation such as rain, snow, and hail (including spells such as ice storm). This bubble also pushes out any fog or mist within the area, though it does not affect temperature and can't block natural or magical lightning.

All water in this radius counts as calm water for the purposes of Swim checks, and the bubble prevents sprays and blasts of mundane and magic water from striking with enough force to deal damage, move creatures or halt their movement, or perform any action that requires an attack roll or combat maneuver check.

Water elementals are affected by a globe of tranquil water the same way creatures of the plant type are affected by an antiplant shell.

Globe of Tranquil Water counters and dispels Globe of Choppy Water.

Material component: A glass globe.

Globe of Tranquil Water*xxxx44xxxxxxxx4x4xx44Abjuration 

Redirect Missiles

Abjuration
Level:
Shm 2, Sor/Wiz 2, Spr 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

The subject of this spell emanates a magic field out to 10 feet. Any missile that touches this inner field pauses slightly. A random creature within 20 feet of the arrow (including the target of the spell) is chosen, and the missile changes direction to hit that target. Cover is recalculated according to the direction the missile is coming from, and damage and attack modifications that depend on intimate knowledge of the target (such as a rogue's sneak attack) are eliminated. Owing to the slight pause the missile makes, the new target gains a +2 dodge bonus to her AC, even if she was the original target.

Once the spell redirects 1 missile per caster level, it is discharged.

Material component: A small curved mirror.

Redirect Missilesxxxxxxxxxxxxxx222xxx2Abjuration 

Wild Speech

Illusion (Glamer) [Language-Dependant]
Level:
Brd 3, Mes 3, Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Targets:
Creatures touched
Duration:
1 minute/level (D)
Saving Throw:
Will disbelief (see text)
Spell Resistance:
Yes (see text)

The caster chooses a language she knows as she casts the spell. The subjects of the spell, when speaking in that language, appear to speak in gibberish that strongly resembles a foreign language.

The caster can touch himself as a free action, can touch one friend as a standard action or up to six friends as a full-round action.

The subjects of the spell automatically make will disbelief checks, so they are always able to understand each other. Unwilling targets can make will saves or check SR to negate. People listening for more than a minute may make will disbelief checks if they suspect something. A person who spent a rank in Linguistics in order to read lips can make a DC 25 Perception check to read the lips of the conversants.

Material component: One chopped-up animal tongue for every creature affected.

Wild Speechxxx3xxxxx3xxxxxx3xxx3Illusion (Glamer)Language-Dependant

Wild Nondetection

Abjuration
Level:
Sor/Wiz 4 [Void 4], Alc 4, APl 4, Inq 4, Sum/USm 4, Trickery 4

As nondetection, but on a failed caster check, the diviner is given random, false information. The caster level check is made against a DC of 12 + your caster level. If you cast Wild Nondetection on yourself or an item currently in your possession, the DC is 16 + your caster level.

The information given to a failed divination is from a random location within a radius of the target of one mile per caster level. Successive divinations cast against the warded subject will default to the same random location.

Material component: Diamond dust worth 250gp.

Wild Nondetection44xx4x4xxxxxxxxx444x4Abjuration 

Prismatic Wildsphere

Abjuration
Level:
Sor/Wiz 9
Components:
V
Range:
10 feet
Effect:
A 10-ft radius sphere centered on you

This spell functions like Prismatic Wildwall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from many forms of attack. The sphere flashes in many colors of the visible spectrum.

The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.

You can pass into and out of the Prismatic Wildsphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a Prismatic Wildwall. The composition and order of the colors in the sphere are determined in the same way as Prismatic Wildwall.

Prismatic Wildsphere can be made permanent with a permanency spell.

Prismatic Wildspherexxxxxxxxxxxxxxxx9xxx9Abjuration 

Prismatic Wildwall

Abjuration
Level:
Sor/Wiz 8
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Effect:
Wall 4 ft/level wide, 2 ft/level high
Duration:
10 minutes/level (D)
Saving Throw:
See below
Spell Resistance:
See below

Prismatic Wildwall functions as Prismatic Wall, but it contains fewer colors, and they are in a different order each time. It creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from most attacks. The wall flashes with colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors possible in the wall, the order in which they normally appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wildwall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wildwall, but the caster level check must be repeated for each color present.

Prismatic Wildwall can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects. Creatures sent to another plane (Will negates).Dispel magic
Swapping Table
d20New Order
1Swap Red and Orange
2Swap Red and Yellow
3Swap Red and Green
4Swap Red and Blue
5Swap Red and Indigo
6Swap Orange and Yellow
7Swap Orange and Green
8Swap Orange and Blue
9Swap Orange and Indigo
10Swap Yellow and Green
11Swap Yellow and Blue
12Swap Yellow and Indigo
13Swap Yellow and Violet
14Swap Green and Blue
15Swap Green and Indigo
16Swap Green and Violet
17Swap Blue and Indigo
18Swap Blue and Violet
19Swap Indigo and Violet
20Reverse the order of all colors
Removal Table
d20Remove Colors
1Remove Indigo and Violet
2Remove Blue and Violet
3Remove Green and Violet
4Remove Yellow and Violet
5Remove Orange and Violet
6Remove Red and Violet
7-8Remove Violet
9-10Remove Indigo
11-12Remove Blue
13-14Remove Green
15-16Remove Yellow
17-18Remove Orange
19-20Remove Red

To determine the configuration of your wall, first roll three times on the Swapping Table, making adjustments to the order of the colors each time. Then, roll on the Removal Table to see which colors are removed. A Wildwall always has five or six colors, never the full seven.

A creature within 20 feet of the wildwall and perfect vision can tell which colors are flashing across the wall. If that creature is familiar with Prismatic Wall and makes a Spellcraft check vs. DC 18 + 1/2 your caster level + your Intelligence modifier, he can tell in which order your Prismatic Wildwall is arranged.

Prismatic Wildwallxxxxxxxxxxxxxxxx8xxx8Abjuration 

Vigilant Rest*

Abjuration
Level:
APl 3, Brd 4, Med 3, Mes 4, Occ 3, Pal 3, Psy 4, Rgr 3, Psy 4, Rgr 3, Shm 4, Spr 4, Wtc 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
creature touched
Duration:
8 hours
Saving Throw:
Will (harmless)
Spell Resistance:
Yes (harmless)

While the target of this spell is asleep, she retains some of her normal powers of perception. While she tunes out harmless sounds such as the crackling of the campfire, crickets, or light breezes, she does not take the normal +10 modifier to the DC of Perception checks she attempts while asleep.

If the target detects a threat or unexplained noise while sleeping, she can wake immediately and stand up from her sleeping position as a free action.

If the target is roused but returns to sleep during the spell's duration, she falls asleep immediately and does not count as having her sleep interrupted, even if she engaged in combat while she was awake.

Vigilant Rest*x3x4xxxx34333444xxx43, 4Abjuration