Spells

Twinkle

Spells are presented as they are in the Player's Handbook. You can choose which spells to view, and in what order they'll be presented.

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
Evocation [Fire]
Level:
Sor/Wiz 0
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.

All or part of this spell is open game content, as described here.

Ray of Heat0xxxxx0EvocationFire
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 a weaker light that only helps those with low-light vision. It provides enough light to render darkvision useless, but not enough to allow a human to read or distinguish color.

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.

All or part of this spell is open game content, as described here.

Dark Light00xxxx0EvocationLight
Evocation [Fire]
Level:
Sor/Wiz 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.

All or part of this spell is open game content, as described here.

Shower of Sparks0xxxxx0EvocationFire
Transmutation
Level:
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. Items absorbed via the psion power Ooze Mimicry do not count against this limit.

Material component: A dry sponge.

All or part of this spell is open game content, as described here.

Absorb3xxxxx3Transmutation 
Conjuration (Creation)
Level:
Drd 5, Rgr 4, Sor/Wiz 5
Components:
V,S,DF,M,XP
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, 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-lightvision, 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.

Alax Krynhoth, a half-elven Druid/Wizard, created this spell in his youth to defend his grove from natural predators, using his grove's magic to keep them around permanently.

Material component: Three dried dandelions.

XP Cost: 500 XP

All or part of this spell is open game content, as described here.

Alax's DandeLions5xx54x4, 5Conjuration (Creation) 
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft/2 levels)
Target:
One sexually mature human, demi-human, or humanoid
Duration:
1 round/level
Saving Throw:
Will negates
Spell Resistance:
Yes

Unlike other Bigby spells, this does not actually create a visible hand.

The subject of the spell is stunned and falls prone, unable to do anything but wriggle and moan softly. (Falling prone may have other consequences, such as winged flyers plummeting to the ground and swimmers starting to drown.) Eunuchs and targets wearing Belts of Chastity or similar magic items are unaffected by this spell.

Bigby never released this spell to the general public, but a copy was given to a friend, who gave the copy to another friend, and so on. Even so, it is the least-known of Bigby's large collection of Hand spells, and Bigby would prefer to keep it that way.

Material component: A wooden stick at least 9 and a half inches long.

All or part of this spell is open game content, as described here.

Bigby's Naughty Hand3xxxxx3Enchantment (Compulsion)Mind-Affecting
Conjuration (Teleportation)
Level:
Sor/Wiz 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 AgoMishap Similar AreaOff TargetOn 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.

All or part of this spell is open game content, as described here.

Chase7xxxxx7Conjuration (Teleportation) 
Necromancy [Evil]
Level:
Clr 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".

All or part of this spell is open game content, as described here.

Doctor's Doom6x5xxx5, 6NecromancyEvil
Abjuration
Level:
Clr 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: Alax Krynhoth, 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. Qoro, a wizard outside the area of effect, sees Alax'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 Alax for wounds, and it never even flickers. Later, Alax 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 (must be 13th level or higher, costs 2,500 XP). 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.

All or part of this spell is open game content, as described here.

Remove Magic6x8xxx6, 8Abjuration 
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 for the rest of that round. You have a -4 penalty too all die rolls for that round, and -2 the next.

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.

This spell was created by Lord Urik of Aldeemah (not to be confused with the Lord Urik of ancient times that the Urik River in the Reems is named for).

All or part of this spell is open game content, as described here.

Lord Urik's Howl43xxxx3, 4Enchantment (Compulsion)Mind-Affecting, Sonic
Transmutation
Level:
Brd 1, Sor/Wiz 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 may move objects 10' + 5'/level, to a maximum of 50'. 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.

Qoro, an ale loving wizard, mainly used this spell to filcher his favorite brew when low on funds.

All or part of this spell is open game content, as described here.

Qoro's Ale Fetcher11xxxx1Transmutation 
Conjuration (Creation)
Level:
Sor/Wiz 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.

Qoro mainly developed this spell to amuse his favorite niece when she was a toddler.

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

All or part of this spell is open game content, as described here.

Qoro's Bubbles2xxxxx2Conjuration (Creation) 
Evocation
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 1d8/level points damage, maximum 25d8. 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 amount 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 (not including shields, invisibility, darkness, blur or displacement) from the latest target, 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.

This spell was the result of Qoro's experimentation with the fundamentals of wild magic. Therefore, some versions of this spell have the [Wild] descriptor.

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.

All or part of this spell is open game content, as described here.

Qoro's Dastardly Dynamics of Doom9xxxxx9Evocation 
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 one-quarter concealment (a 10% 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.

Qoro hates gnats, and takes delight in killing them in interesting ways. He developed this spell to put their carcasses to good use. Druids later adapted the spell for their own use.

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

All or part of this spell is open game content, as described here.

Qoro's Swarm of Gnats2xx2xx2Conjuration (Creation)Light
Abjuration
Level:
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.

Qoro hates gnats, and takes delight in killing them in interesting ways. He developed this spell to keep gnats and other types of vermin away. He originally named it Qoro's Example to the Rest of Them, but the alternate, more descriptive name stuck. Druids later adapted the spell for their own use.

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

All or part of this spell is open game content, as described here.

Qoro's Vermin Repellant4xx4xx4Abjuration 
Conjuration (Creation) [Fire]
Level:
Sor/Wiz 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.

All or part of this spell is open game content, as described here.

Smoke Snake6xxxxx6Conjuration (Creation)Fire
Divination [Mind-Affecting]
Level:
Sor/Wiz 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.

All or part of this spell is open game content, as described here.

Teleportational Track5xxxxx5DivinationMind-Affecting
Transmutation
Level:
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.

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

All or part of this spell is open game content, as described here.

Time's Arrow2xxxxx2Transmutation 
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Level:
Sor/Wiz 8
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Area:
50-foot emanating spread centered on a creature
Duration:
10 minutes/level (D)
Saving Throw:
Will Negates, Will partial
Spell Resistance:
Yes

The creature touched may make a Will save to negate the spell. Otherwise, you cause the creature (hereafter referred to as "the target") to emanate magical vibrations that cause others to view him with suspicion. Others who find themselves inside the area of effect must make a Will save (or, rather, the DM secretly rolls it for them). If they do, they still view the target suspiciously, but those who fail are outright hostile. Any statement the target makes that's not an obvious fact will be met with disbelief. Saying "the sun is bright" doesn't cause much of a stir, but a statement like "a wizard just cast some sort of spell on me" or "there are orcs hiding just behind that hill" will be utterly disbelieved.

Creatures with true sight or similar magics can detect the aura, but are still affected as if they made their save. This spell ceases to function while the target is inside a zone of truth or similar effect, but turns back on as soon as the target leaves the area. Spell resistance works to protect both the target and anyone inside the area of effect.

Note that the language-dependant and mind-affecting properties of this spell only come into play with those caught in the area of effect, and not the target.

Unbelievable Aura counters and dispels Credible Aura.

Material component: Five or more hairs from a wolf that have been soaked in a young boy's tears.

All or part of this spell is open game content, as described here.

Unbelievable Aura8xxxxx8Enchantment (Compulsion)Language-Dependant, Mind-Affecting
Enchantment (Compulsion) [Language-Dependant, Mind-Affecting]
Level:
Sor/Wiz 8
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Area:
50-foot emanating spread centered on a creature
Duration:
10 minutes/level (D)
Saving Throw:
Will Negates, Will partial
Spell Resistance:
Yes

The creature touched may make a Will save to negate the spell. Otherwise, you cause the creature (hereafter referred to as "the target") to emanate magical vibrations that cause others to view him with admiration. Others who find themselves inside the area of effect must make a Will save (or, rather, the DM secretly rolls it for them). If they do, they still view the target approvingly, but those who fail are utterly duped. Any statement the target makes that's not an obvious lie will be met with wholehearted belief. Saying "the sun is cold" doesn't cause much of a reaction, but a statement like "that man is a wizard, and he just cast some sort of spell on me" or "there aren't any orcs hiding just behind that hill" will be utterly believed.

Creatures with true sight or similar magics can detect the aura, but are still affected as if they made their save. This spell ceases to function while the target is inside a zone of truth or similar effect, but turns back on as soon as the target leaves the area. Spell resistance works to protect both the target and anyone inside the area of effect.

Note that the language-dependant and mind-affecting properties of this spell only come into play with those caught in the area of effect, and not the target.

Credible Aura counters and dispels Unbelievable Aura.

Material component: A two-pound lump of coal that's been coated in a mixture of brass and crushed diamonds originally worth 1,500 gp.

All or part of this spell is open game content, as described here.

Credible Aura8xxxxx8Enchantment (Compulsion)Language-Dependant, Mind-Affecting
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 developed by a Druid/Wizard named Alax Krynhoth, a person who eventually grew into one of his deity's most favored priests. It 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.

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.

All or part of this spell is open game content, as described here.

Grotto of Krynhoth5xx5xx5Conjuration (Teleportation)Air, Earth
Enchantment (Compulsion) [Mind-Affecting]
Level:
Drd 8
Components:
V
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, or the animal made its save, etc), the spell is not broken for the remaining animals.

This spell is also known as The Holy Word of Krynhoth. The verbal component is a single word, and it was originally obtained by Alax Krynhoth, who finagled with his deity for years before the deity finally granted the spell.

All or part of this spell is open game content, as described here.

Dominate Animal, Massxxx8xx8Enchantment (Compulsion)Mind-Affecting
Transmutation
Level:
Clr 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.

All or part of this spell is open game content, as described here.

Ownershipxx7xxx7Transmutation 
Transmutation
Level:
Brd 2, Clr 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.

All or part of this spell is open game content, as described here.

Smooth Ridex222222Transmutation 
Evocation
Level:
Clr 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.

The name of this spell comes from the expression "trying to raise Ruhl," meaning to try to accomplish the impossible. Ruhl, once co-capital of the Empire of Aldeemah-Ruhl, was overrun several centuries ago and was made completely uninhabitable. When used in other campaigns, this spell can be renamed for another similarly destroyed place, or renamed to "The Holy Heroic Blow" or some other pompous name.

All or part of this spell is open game content, as described here.

Summon Ruhlxx4xx44Evocation 
Transmutation
Level:
Brd 3, Clr 3, Drd 3, Sor/Wiz 3
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.

All or part of this spell is open game content, as described here.

Douse3333xx3Transmutation 
Divination
Level:
Brd 1, Clr 1, Sor/Wiz 1, Travel 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.
  • Torunish 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 torunish 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-amberleish monothot.

All or part of this spell is open game content, as described here.

Monothotism111xxx1Divination 
Enchantment (Compulsion) [Mind-Affecting]
Level:
Brd 1, Drd 1, Sor/Wiz 1
Components:
V,S
Casting Time:
1 standard action
Range:
Short (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.

All or part of this spell is open game content, as described here.

Monothot Misdirection11x1xx1Enchantment (Compulsion)Mind-Affecting
Enchantment (Compulsion) [Mind-Affecting]
Level:
Brd 3, Drd 2, Sor/Wiz 3
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.

All or part of this spell is open game content, as described here.

Monothot Misdirection, Mass33x2xx2, 3Enchantment (Compulsion)Mind-Affecting
Transmutation
Level:
Clr 3, Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Short (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. Minimum caster level: 11th. XP cost: 1,500.

All or part of this spell is open game content, as described here.

Affect Vyord Crystals3x3xxx3Transmutation 
Transmutation
Level:
Clr 3, 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).

All or part of this spell is open game content, as described here.

Empower Vyord Crystal5x3xxx3, 5Transmutation 
Illusion (Glamer)
Level:
Sor/Wiz 1
Components:
V,S,M
Casting Time:
1 standard action
Range:
Short (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 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.

All or part of this spell is open game content, as described here.

Singular Invisibility1xxxxx1Illusion (Glamer) 
Illusion (Glamer)
Level:
Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Short (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.

All or part of this spell is open game content, as described here.

Cone of Invisibility4xxxxx4Illusion (Glamer) 
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.

All or part of this spell is open game content, as described here.

Wall of Invisibility8xxxxx8Illusion (Glamer) 
Divination [Mind-Affecting]
Level:
Brd 2, Knowledge 2, Sor/Wiz 2
Components:
V,S,F/DF
Casting Time:
1 standard action
Range:
60 ft
Area:
Cone-shaped radiation
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.

All or part of this spell is open game content, as described here.

Detect Thoughts222xxx2DivinationMind-Affecting
Transmutation
Level:
Brd 1, Clr 1, Sor/Wiz 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.

All or part of this spell is open game content, as described here.

Limit Light111xxx1Transmutation 
Abjuration
Level:
Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Short (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.

All or part of this spell is open game content, as described here.

Torch Ward1111xx1Abjuration 
Abjuration
Level:
Wiz 5, Clr 5
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Touch
Targets:
Creatures touched
Duration:
1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

This spell protects the targets completely from the effects of any Jalakala spell. It affects as many creatures as the caster can touch in one round. The caster may hold the charge indefinitely, but once he discharges it on a creature, he has only the remainder of that round to choose and touch additional targets. 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.

One hour, ten minutes, and one minute before the spell expires, the targets hear the sound of bells echo within their heads.

Arcane material component: Sand from an area under a Jalakala spell.

Protection From Jalakala5x5xxx5Abjuration 
Abjuration
Level:
Brd 2, Clr 2, Drd 3, Pal 2, Sor/Wiz 2
Components:
V,S
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Target or Area:
The effects of one wild surge, or all effects of wild surges in a 30ft-radius burst
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

As Dispel Magic, but it only dispels the effects major wild surges. Instantaneous effects, such as a surge that dispels magic, or a surge that modifies the spell itself, cannot be dispelled. For example, you may dispel the illusory snakes that surged into being with a spell, but you may not dispel the surge that caused an Acid Fog to be maximized, nor a surge that delayed your Charm Person.

You must succeed at a caster level check to dispel the surge. You do not automatically succeed when you try to dispel surges you created yourself, but you may add a +2 circumstance bonus to the roll.

Of those listed in the major surge table, only the ones designated by an asterisk (*) may be dispelled, keeping in mind the restrictions above. (For example, you cannot dispel the health granted by contact with the Positive Material Plane, but you can dispel the temporary hit points.)

Read more about Wild Magic.

All or part of this spell is open game content, as described here.

Dispel Wild Surge2223x22, 3Abjuration 
Conjuration (Teleportation)
Level:
Sor/Wiz 5, Travel 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 AreaOff TargetOn 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.

All or part of this spell is open game content, as described here.

Teleport5x5xxx5Conjuration (Teleportation)