@100001 = ~BALSHLD.spl~ @100002 = ~Fire Shield (Red)~ @100003 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @100004 = ~BALSHLD2.spl~ @100005 = ~Fire Shield (Red)~ @100006 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @100007 = ~BALTH06.spl~ @100008 = ~Magic Missile~ @100009 = ~Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.~ @100010 = ~BALTH07.spl~ @100011 = ~Greater Malison~ @100012 = ~Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.~ @100013 = ~BHAAL1A.spl~ @100014 = ~Mass Healing~ @100015 = ~Mass Healing (Necromancy) Range: Visual range of the caster Duration: Permanent Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None When using this ability, the Bhaalspawn must picture the faces of fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 2d8 + 2/level Hit Points. Other conditions suffered by the party are cured as well: fatigue, poison, disease, blindness, and deafness.~ @100016 = ~BHAAL1B.spl~ @100017 = ~Regeneration~ @100018 = ~Regeneration (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.~ @100019 = ~BHAAL2A.spl~ @100020 = ~Draw Upon Holy Might~ @100021 = ~Draw Upon Holy Might (Invocation) Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The caster Saving Throw: None The Bhaalspawn calls upon the might of blood to grant power for a short period. When does this, Strength, Constitution, and Dexterity all are raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have all abilities raised by 4.~ @100022 = ~BHAAL2B.spl~ @100023 = ~Dark Taint~ @100024 = ~Dark Taint (Necromancy) Range: 20 ft. Duration: 1 turn Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. Through this spell, the Bhaalspawn can expel the taint of their evil sire onto a victim, poisoning those who fail their Save vs. Death. The effects depend upon the caster's level and are detailed below: 7 – 9th: 2d8 + 2/round, slowed for 2 rounds, save at -2 10 – 12th: 3d8 + 3/round, slowed for 2 rounds, save at -2 13 – 14th: 4d8 + 4/round, slowed for 2 rounds, save at -2 15 – 16th: 6d8 + 5/round, slowed for 4 rounds, save at -2 17 – 21st: 8d8 + 6/round, slowed for 4 rounds, save at -4 25th+: 8d8 + 6/round, slowed for 6 rounds, save at -4, affects group of targets~ @100025 = ~BHAAL3B.spl~ @100026 = ~Hand of Murder~ @100027 = ~Hand of Murder (Necromancy) Range: 0 Duration: 1 rounds/5 levels Casting Time: 1 Area of Effect: The caster Saving Throw: None When this power is called upon by the Bhaalspawn, immediately does extra damage with each hit to target with any melee weapon wishes, whether it be fist or sword. dark energies travel through weapon to assault victim, allowing to absorb that damage as healing to self. The effects vary by level as follows: 10th – 14th: 2 rounds, 4 extra damage, 4 HP healed 15th – 19th: 3 rounds, 6 extra damage, 6 HP healed 20th – 24th: 4 rounds, 8 extra damage, 8 HP healed 25th – 29th: 5 rounds, 10 extra damage, 10 HP healed 30th+: 6 rounds, 12 extra damage, 12 HP healed~ @100028 = ~BHAAL4A.spl~ @100029 = ~Resurrection~ @100030 = ~Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.~ @100031 = ~CDDETEVL.spl~ @100032 = ~CDDETEVL.spl: spell name unknown~ @100033 = ~Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~ @100034 = ~cdhlysy2.spl~ @100035 = ~No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago.~ @100036 = ~No. The djinn here are bound by an undying geas, powerful magic that prevents us from disobeying him. Were we not under this compulsion, we would have slaughtered him as one does a bull long ago.~ @100037 = ~cdpr417.spl~ @100038 = ~Lesser Restoration~ @100039 = ~Lesser Restoration (Necromancy) Level: 4 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.~ @100040 = ~cdstaf12.spl~ @100041 = ~Lightning Bolt~ @100042 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100043 = ~cdwi917a.spl~ @100044 = ~Freedom~ @100045 = ~Freedom (Abjuration) Level: 9 Range: Special Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where was imprisoned, it will instantly free and will reappear exactly where was standing when was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.~ @100046 = ~DEMOCHM.spl~ @100047 = ~Domination~ @100048 = ~Domination (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.~ @100049 = ~DEVAHEAL.spl~ @100050 = ~Heal~ @100051 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @100052 = ~DGARCHON.spl~ @100053 = ~Shield of the Archons~ @100054 = ~Shield of the Archons (Abjuration) Level: 7 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield.~ @100055 = ~DGFAITH.spl~ @100056 = ~Armor of Faith~ @100057 = ~Armor of Faith (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of damage "absorbed" if protected by this spell.~ @100058 = ~DGRIGHT.spl~ @100059 = ~Righteous Magic~ @100060 = ~Righteous Magic (Alteration) Level: 5 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.~ @100061 = ~dw#fpplo.spl~ @100062 = ~Cure Light Wounds~ @100063 = ~Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @100064 = ~JWGLOBE.spl~ @100065 = ~Globe of Invulnerability~ @100066 = ~Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.~ @100067 = ~KELDORN.spl~ @100068 = ~Fire Shield (Blue)~ @100069 = ~Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.~ @100070 = ~MARW201.spl~ @100071 = ~Daer'Ragh's Mental Agility~ @100072 = ~This spell quickens the thought processes of the caster, actually allowing to cast spells quicker than normal.~ @100073 = ~MARW301.spl~ @100074 = ~Daer'Ragh's Physical Agility~ @100075 = ~This spell quickens the caster's reflexes, enabling faster and more effective combat.~ @100076 = ~MARW401.spl~ @100077 = ~Daer'Ragh's Aura Cleansing~ @100078 = ~The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting.~ @100079 = ~MDK2SUMM.spl~ @100080 = ~The MDK2 Spell~ @100081 = ~This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell.~ @100082 = ~MELIS02.spl~ @100083 = ~Blade Barrier~ @100084 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @100085 = ~MELIS02B.spl~ @100086 = ~Blade Barrier~ @100087 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @100088 = ~MELSTONE.spl~ @100089 = ~Stoneskin~ @100090 = ~Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.~ @100091 = ~ohbbclt4.spl~ @100092 = ~Slayer Change~ @100093 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100094 = ~ohbcalll.spl~ @100095 = ~Call Lightning~ @100096 = ~Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 turn/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per turn. The spell has a duration of 1 turn every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.~ @100097 = ~ohbcsfd.spl~ @100098 = ~Finger of Death~ @100099 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @100100 = ~ohbdemi3.spl~ @100101 = ~Imprisonment~ @100102 = ~Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.~ @100103 = ~ohbfball.spl~ @100104 = ~ohbfball.spl: spell name unknown~ @100105 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @100106 = ~OHBPR608.spl~ @100107 = ~Harm~ @100108 = ~Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @100109 = ~ohbquake.spl~ @100110 = ~Earthquake~ @100111 = ~Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.~ @100112 = ~ohbresto.spl~ @100113 = ~Greater Restoration~ @100114 = ~Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and will likely require rest immediately afterward.~ @100115 = ~OHBWI212.spl~ @100116 = ~Mirror Image~ @100117 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.~ @100118 = ~OHBWI302.spl~ @100119 = ~Remove Magic~ @100120 = ~Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @100121 = ~OHBWI304.spl~ @100122 = ~Fireball~ @100123 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @100124 = ~OHBWI308.spl~ @100125 = ~Lightning Bolt~ @100126 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100127 = ~OHBWI405.spl~ @100128 = ~Improved Invisibility~ @100129 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.~ @100130 = ~OHDCUT02.spl~ @100131 = ~Time Stop~ @100132 = ~Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.~ @100133 = ~OHDDIVRT.spl~ @100134 = ~Divine Retribution~ @100135 = ~~ @100136 = ~ohdxdis.spl~ @100137 = ~Invisibility Purge~ @100138 = ~Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.~ @100139 = ~ohhdrain.spl~ @100140 = ~Blood Drain~ @100141 = ~Blood Drain In order to survive, a vampire needs sustenance. This ability will drain the target of 1-4 Constitution and knock the target unconscious for 5 rounds. Saving Throw: Save vs. Death~ @100142 = ~ohhsumm.spl~ @100143 = ~Children of the Night~ @100144 = ~Children of the Night When the vampire uses this ability, 1d4 creatures of darkness emerge from the shadows. As the vampire gains levels, the creatures summoned become more powerful. Level 1-10: Summon 1d4 rats Level 11-20: Summon 1d4 wolves Level 21-30: Summon 1d4 shadows~ @100145 = ~ohnddoor.spl~ @100146 = ~Dimension Door~ @100147 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @100148 = ~ohnrdkil.spl~ @100149 = ~Nahal's Reckless Dweomer~ @100150 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @100151 = ~ohnrdtel.spl~ @100152 = ~Nahal's Reckless Dweomer~ @100153 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @100154 = ~ohnvrd1.spl~ @100155 = ~Nahal's Reckless Dweomer~ @100156 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @100157 = ~ohnvrd2.spl~ @100158 = ~Nahal's Reckless Dweomer~ @100159 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @100160 = ~ohnvrd3.spl~ @100161 = ~Nahal's Reckless Dweomer~ @100162 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @100163 = ~ohnwish.spl~ @100164 = ~Wish~ @100165 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100166 = ~OHprgd10.spl~ @100167 = ~Protection From Good, 10' Radius~ @100168 = ~Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.~ @100169 = ~ohrrage.spl~ @100170 = ~Animal Rage~ @100171 = ~Animal Rage The animal becomes enraged for 1 turn. While enraged, it gains a bonus of +2 to its attack and damage rolls as well as to its Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, stun, and sleep.~ @100172 = ~ohtmps1.spl~ @100173 = ~Holy Power~ @100174 = ~Holy Power (Evocation) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.~ @100175 = ~ohtmps2.spl~ @100176 = ~Chaos of Battle~ @100177 = ~Chaos of Battle Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.~ @100178 = ~ohtyr1.spl~ @100179 = ~Exaltation~ @100180 = ~Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.~ @100181 = ~ohtyr2.spl~ @100182 = ~Divine Favor~ @100183 = ~Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.~ @100184 = ~OHWI212.spl~ @100185 = ~OHWI212.spl: spell name unknown~ @100186 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.~ @100187 = ~OHWI311.spl~ @100188 = ~OHWI311.spl: spell name unknown~ @100189 = ~Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.~ @100190 = ~OHWI408.spl~ @100191 = ~OHWI408.spl: spell name unknown~ @100192 = ~Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.~ @100193 = ~SENSPIHE.spl~ @100194 = ~Heal~ @100195 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @100196 = ~SENSPISU.spl~ @100197 = ~Summon Spider~ @100198 = ~Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking enemies.~ @100199 = ~SPBLUN29.spl~ @100200 = ~Chain Lightning~ @100201 = ~Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).~ @100202 = ~SPCL102.spl~ @100203 = ~Absorb Health~ @100204 = ~Absorb Health The character deals 2 points of damage per level to an enemy, healing self the same number of Hit Points.~ @100205 = ~SPCL103.spl~ @100206 = ~Aura of Despair~ @100207 = ~Aura of Despair Targets all enemies within 15 ft. with effects that improve based on the caster's level: 3rd Level: -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 6th Level: -2 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. 15th Level: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. 20th Level: All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 18 or fewer Hit Dice are panicked as well. There is no Saving Throw against this ability.~ @100208 = ~SPCL104.spl~ @100209 = ~Resist Fear~ @100210 = ~Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.~ @100211 = ~SPCL106.spl~ @100212 = ~Animate Dead~ @100213 = ~Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.~ @100214 = ~SPCL121.spl~ @100215 = ~Called Shot~ @100216 = ~Called Shot All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the caster: 4th Level: -1 penalty to target's THAC0. 8th Level: -1 penalty to target's Saving Throws vs. Spell. 12th Level: -1 penalty to target's Strength score. 16th Level: +2 bonus to damage roll.~ @100217 = ~SPCL144.spl~ @100218 = ~Kai~ @100219 = ~Kai All successful attacks within the next 10 seconds deal maximum damage.~ @100220 = ~SPCL152.spl~ @100221 = ~Barbarian Rage~ @100222 = ~Barbarian Rage The character is enraged for 5 rounds, which grants a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells.~ @100223 = ~SPCL211.spl~ @100224 = ~Lay On Hands~ @100225 = ~Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.~ @100226 = ~SPCL212.spl~ @100227 = ~Detect Evil~ @100228 = ~Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~ @100229 = ~SPCL213.spl~ @100230 = ~Protection From Evil~ @100231 = ~Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.~ @100232 = ~SPCL222.spl~ @100233 = ~Remove Fear~ @100234 = ~Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.~ @100235 = ~SPCL231.spl~ @100236 = ~Dispel Magic~ @100237 = ~Dispel Magic (Abjuration) Level: 1 Range: 40 ft. Duration: Instant Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @100238 = ~SPCL232.spl~ @100239 = ~True Sight~ @100240 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @100241 = ~SPCL232D.spl~ @100242 = ~True Seeing~ @100243 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @100244 = ~SPCL233.spl~ @100245 = ~Protection From Evil, 10' Radius~ @100246 = ~Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.~ @100247 = ~SPCL236.spl~ @100248 = ~Sun Soulray~ @100249 = ~Sun Soulray The character projects a blast of light from open palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. There is no Saving Throw against this ability.~ @100250 = ~SPCL237.spl~ @100251 = ~Greater Sun~ @100252 = ~Greater Sun The character wreathes self in flames that act as a Fireshield (Red), granting 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage.~ @100253 = ~spcl237d.spl~ @100254 = ~Greater Sun~ @100255 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @100256 = ~SPCL238.spl~ @100257 = ~Flaming Fists~ @100258 = ~Flaming Fists The character channels inner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.~ @100259 = ~SPCL239.spl~ @100260 = ~Sun Soulbeam~ @100261 = ~Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they Save vs. Spell for half. In addition, all creatures except the character must Save vs. Spell or be blinded for 2 hours.~ @100262 = ~SPCL239a.spl~ @100263 = ~SPCL239a.spl: spell name unknown~ @100264 = ~Do not let it happen again!~ @100265 = ~SPCL311.spl~ @100266 = ~Charm Animal~ @100267 = ~Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.~ @100268 = ~SPCL321.spl~ @100269 = ~Enrage~ @100270 = ~Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to attack and damage rolls as well as to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious). After the effects end, the character becomes winded, suffering a -2 penalty to Armor Class, to-hit rolls, and damage rolls.~ @100271 = ~SPCL342.spl~ @100272 = ~Find Familiar~ @100273 = ~Find Familiar (Conjuration/Summoning) Level: 1 Range: 0 Duration: Permanent Casting Time: 1 Area of Effect: Special Saving Throw: None This spell enables the Beast Master to attempt to summon a familiar to act as aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit its master, conveying its sensory powers to , conversing with , and serving as a guard/scout/spy as well. A Beast Master can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. Note: This spell can only be cast by the protagonist. The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the Beast Master confers upon it an exceptionally long life. The Beast Master has an empathic link with the familiar and can issue it mental commands. The Beast Master receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the Beast Master must take care to treat familiar well, for if the familiar should die, the Beast Master loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also, when a familiar dies, the Beast Master loses 1 point of Constitution PERMANENTLY. Example: A Beast Master has 10 Hit Points and casts Find Familiar. The fairy dragon summoned has 24 Hit Points, so the Beast Master gets a bonus of 12 Hit Points. The Beast Master now has 22 Hit Points. If the familiar dies, the Beast Master loses those 12 Hit Points (putting back at 10), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 12 damage. Here is a list of the familiars that the Beast Master receives according to alignment: LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 24 – Armor Class: -2 – Magic Resistance: 50% – Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs. Death or be rendered unconscious for 2 turns – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. CHAOTIC GOOD: Fairy Dragon – Hit Points: 24 – Armor Class: 4 – Magic Resistance: 32% – Combat: 2 attacks per round at 13 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image and Invisibility, 10' Radius once per day. Immune to level drain, sleep, and petrification.~ @100274 = ~SPCL412.spl~ @100275 = ~Set Snare~ @100276 = ~Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 2d8+5 missile damage. 11th Level: Deals 2d8+5 missile damage, plus 2d6 poison damage per round for the next 3 rounds. 16th Level: Deals 3d8+5 missile damage, plus 4d8+2 fire damage. 21st Level: Deals 3d8+5 missile damage and 20 poison damage with no save; slays target if a Save vs. Death with a +4 bonus is failed.~ @100277 = ~SPCL414.spl~ @100278 = ~Set Special Snare~ @100279 = ~Set Special Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. 1st Level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th Level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th Level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st Level: Mazes the target.~ @100280 = ~SPCL423.spl~ @100281 = ~Poison Weapon~ @100282 = ~Poison Weapon Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save)~ @100283 = ~SPCL521.spl~ @100284 = ~Offensive Spin~ @100285 = ~Offensive Spin During the next 4 rounds, the character's movement rate doubles and gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.~ @100286 = ~SPCL522.spl~ @100287 = ~Defensive Spin~ @100288 = ~Defensive Spin During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.~ @100289 = ~SPCL611.spl~ @100290 = ~Shapeshift: Brown Bear~ @100291 = ~Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @100292 = ~SPCL612.spl~ @100293 = ~Shapeshift: Wolf~ @100294 = ~Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate~ @100295 = ~SPCL613.spl~ @100296 = ~Shapeshift: Black Bear~ @100297 = ~Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @100298 = ~SPCL621.spl~ @100299 = ~Summon Spirit Animal~ @100300 = ~Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.~ @100301 = ~SPCL622.spl~ @100302 = ~Spirit Snake~ @100303 = ~Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.~ @100304 = ~SPCL623.spl~ @100305 = ~Spirit Bear~ @100306 = ~Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.~ @100307 = ~SPCL624.spl~ @100308 = ~Spirit Lion~ @100309 = ~Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.~ @100310 = ~SPCL625.spl~ @100311 = ~Spirit Wolf~ @100312 = ~Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.~ @100313 = ~SPCL632.spl~ @100314 = ~Shapeshift: Sword Spider~ @100315 = ~Shapeshift: Sword Spider Strength: 16 Dexterity: 16 Base Armor Class: 3 Number of Attacks: 4 Attack Damage: 2d6 (piercing) Special Abilities: – Immunity to web – Hasted~ @100316 = ~SPCL633.spl~ @100317 = ~Shapeshift: Baby Wyvern~ @100318 = ~Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease.~ @100319 = ~SPCL634.spl~ @100320 = ~Shapeshift: Fire Salamander~ @100321 = ~Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target)~ @100322 = ~SPCL643.spl~ @100323 = ~Shapeshift: Werewolf~ @100324 = ~Shapeshift: Werewolf Strength: 19 Dexterity: 16 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d6 (slashing), strikes as +2 weapon Special Abilities: – Magic Resistance: 20%~ @100325 = ~SPCL644.spl~ @100326 = ~Shapeshift: Greater Werewolf~ @100327 = ~Shapeshift: Greater Werewolf Strength: 21 Dexterity: 20 Base Armor Class: -6 Number of Attacks: 3 Attack Damage: 1d8 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electricity Resistance: 50% – Acid Resistance: 50% – Magic Resistance: 40%~ @100328 = ~SPCL721.spl~ @100329 = ~Storm Shield~ @100330 = ~Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.~ @100331 = ~SPCL722.spl~ @100332 = ~Lightning Bolt~ @100333 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100334 = ~SPCL731.spl~ @100335 = ~Seeking Sword~ @100336 = ~Seeking Sword This spell creates a sword in the character's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the character's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.~ @100337 = ~SPCL732.spl~ @100338 = ~True Sight~ @100339 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @100340 = ~SPCL741.spl~ @100341 = ~Boon of Lathander~ @100342 = ~Boon of Lathander This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain.~ @100343 = ~SPCL742.spl~ @100344 = ~Hold Undead~ @100345 = ~Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.~ @100346 = ~SPCL811.spl~ @100347 = ~Stunning Blow~ @100348 = ~Stunning Blow All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.~ @100349 = ~SPCL815.spl~ @100350 = ~Lay On Hands~ @100351 = ~Lay On Hands (Self-Only) The character channels positive energy to heal self of 2 Hit Points per level.~ @100352 = ~SPCL820.spl~ @100353 = ~Quivering Palm~ @100354 = ~Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done.~ @100355 = ~SPCL900.spl~ @100356 = ~Whirlwind Attack~ @100357 = ~Whirlwind Attack This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.~ @100358 = ~SPCL901.spl~ @100359 = ~Greater Whirlwind Attack~ @100360 = ~Greater Whirlwind Attack A more powerful version of the Whirlwind Attack, Greater Whirlwind gives the warrior the same bonuses without penalties. Their number of attacks per round are set to 10 for one round. Requires: Whirlwind Attack~ @100361 = ~SPCL902.spl~ @100362 = ~Deathblow~ @100363 = ~Deathblow The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.~ @100364 = ~SPCL903.spl~ @100365 = ~Greater Deathblow~ @100366 = ~Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow~ @100367 = ~SPCL904.spl~ @100368 = ~Resist Magic~ @100369 = ~Resist Magic This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.~ @100370 = ~SPCL905.spl~ @100371 = ~Critical Strike~ @100372 = ~Critical Strike A high-level warrior's intimate knowledge of vital spots on opponents allows to, once per day, concentrate all of the attacks in one round to strike a vital area every time. With this ability, every attack roll made in the next round is a natural 20, a critical hit. Requires: Power Attack~ @100373 = ~SPCL906.spl~ @100374 = ~Power Attack~ @100375 = ~Power Attack A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.~ @100376 = ~SPCL907.spl~ @100377 = ~Hardiness~ @100378 = ~Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance.~ @100379 = ~SPCL908.spl~ @100380 = ~War Cry~ @100381 = ~War Cry With a War Cry, the warrior emits a powerful and frightening yell that will panic all opponents in a 15-ft. radius if they don't make their Save vs. Spell.~ @100382 = ~SPCL909.spl~ @100383 = ~Smite~ @100384 = ~Smite With the Smite ability, the warrior gains the ability to strike a mighty blow, knocking an opponent back for a considerable distance and stunning the opponent for 1 round. All attacks made in the first round are critical hits. The ability lasts for 2 rounds. Large creatures such as a dragons or giants will not be knocked back or stunned. Requires: Power Attack, Critical Strike~ @100385 = ~SPCL910.spl~ @100386 = ~Set Spike Trap~ @100387 = ~Set Spike Trap This ability allows the rogue to set a powerful spring-loaded spike trap that does 20d6 damage to the unsuspecting creature that sets it off.~ @100388 = ~SPCL911.spl~ @100389 = ~Set Exploding Trap~ @100390 = ~Set Exploding Trap This ability allows the rogue to set a powerful trap that unleashes a fireball which causes 10d6 damage (Save vs. Spell for half damage) and will knock its victims off their feet.~ @100391 = ~SPCL912.spl~ @100392 = ~Set Time Trap~ @100393 = ~Set Time Trap This ability allows the rogue to set a magical trap that casts a weaker version of the high-level Time Stop spell. For 10 seconds, the flow of time slows for all but the rogue. Often, a rogue will use this trap to get behind an opponent for a free attack. ~ @100394 = ~SPCL913.spl~ @100395 = ~Evasion~ @100396 = ~Evasion A rogue's natural sense of preservation becomes heightened with the use of the Evasion ability. Evasion gives a bonus of 4 to AC and 2 to all Saving Throws. The effect lasts for 3 rounds.~ @100397 = ~SPCL914.spl~ @100398 = ~Greater Evasion~ @100399 = ~Greater Evasion A more powerful version of Evasion, this ability improves Armor Class by 6 and Saving Throws by 3. In addition, Greater Evasion allows the rogue to move so quickly that movement rate is increased by 2 (base is 9) and normal missiles have no chance of striking . Greater Evasion lasts for 5 rounds. Requires: Evasion~ @100400 = ~SPCL915.spl~ @100401 = ~Use Any Item~ @100402 = ~Use Any Item Rogues take pride in their ability to adapt and make clever use of whatever is at hand. This ability is an extension of that basic skill. Once learned, the effect is permanent. The ability allows the rogue to use any item, even items that are typically restricted to one class. This allows the rogue to use everything from wands and scrolls to mighty weapons that none but a warrior could otherwise use.~ @100403 = ~SPCL916.spl~ @100404 = ~Assassination~ @100405 = ~Assassination Using every clever trick an experienced Thief has learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the Thief's existing backstab modifier to determine damage.~ @100406 = ~SPCL917.spl~ @100407 = ~Avoid Death~ @100408 = ~Avoid Death With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic.~ @100409 = ~SPCL918.spl~ @100410 = ~Alchemy~ @100411 = ~Alchemy With cleverness innate to the class, an experienced rogue has seen enough potions in his or her adventuring career to simulate the creation of one. With the Alchemy skill, the rogue can create one of eight types of potions once per day. The potions a rogue can create are randomly chosen from the following list: 1) Potion of Master Thievery 2) Potion of Perception 3) Potion of Extra Healing 4) Potion of Superior Healing 5) Potion of Regeneration 6) Antidote 7) Oil of Speed 8) Potion of Frost Giant Strength (only useable by Thieves or Bards)~ @100412 = ~SPCL919.spl~ @100413 = ~Scribe Scrolls~ @100414 = ~Scribe Scrolls This ability allows a rogue to create low- and mid-level spell scrolls. The scrolls that the rogue can create are randomly chosen from the following list: 1) Magic Missile 2) Haste 3) Fireball 4) Dispel Magic 5) Dire Charm 6) Invisibility 7) Cone of Cold 8) Monster Summoning II 9) Monster Summoning III Requires: Use Any Item~ @100415 = ~SPCL920.spl~ @100416 = ~Enhanced Bard Song~ @100417 = ~Enhanced Bard Song This is a powerful aid to both the Bard and to allies. The song gives the Bard self a 10-point bonus to Armor Class and a 10% bonus to Magic Resistance due to the power of the song. The song also gives allies +4 to hit; +4 to damage; -4 to Armor Class; immunity to fear, stun, and confusion; +5% Magic Resistance; and immunity to normal weapons. This ability replaces the current Bard Song.~ @100418 = ~SPCL921.spl~ @100419 = ~Magic Flute~ @100420 = ~Magic Flute This ability creates a magic flute made of pure magical energy. When played, the flute can be used to cast the following spells: Resist Fear (Party) – 1 charge Globe of Invulnerability – 1 charge Delayed Blast Fireball – 3 charges The spell-like abilities on the Flute are used in the same way that a wand's powers are used. The Flute lasts for 1 day.~ @100421 = ~SPCL922.spl~ @100422 = ~Tracking~ @100423 = ~Tracking With an intimate knowledge of surroundings and the creatures that live within them, a ranger can use the Tracking ability to give self a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.~ @100424 = ~SPCL923.spl~ @100425 = ~Summon Deva~ @100426 = ~Summon Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.~ @100427 = ~SPCL928.spl~ @100428 = ~Extra Level 6 Spell~ @100429 = ~Choosing this ability allows the wizard to cast one additional Level 6 spell.~ @100430 = ~SPCL929.spl~ @100431 = ~Extra Level 7 Spell~ @100432 = ~Choosing this ability allows the wizard to cast one additional Level 7 spell.~ @100433 = ~SPCL930.spl~ @100434 = ~Extra Level 8 Spell~ @100435 = ~Choosing this ability allows the wizard to cast one additional Level 8 spell.~ @100436 = ~SPCL935.spl~ @100437 = ~Summon Fallen Deva~ @100438 = ~Summon Fallen Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.~ @100439 = ~spcl936.spl~ @100440 = ~Shadow Twin~ @100441 = ~Shadow Twin This ability creates an almost exact duplicate of the Shadowdancer for 2 turns. The duplicate is created at 60% of the level at which the Shadowdancer is currently on. It has all the abilities that the Shadowdancer would have at that level. It also has 60% of the Hit Points of the Shadowdancer. The duplicate is fully under the control of the Shadowdancer.~ @100442 = ~spcl937.spl~ @100443 = ~Shadow Maze~ @100444 = ~Shadow Maze This ability opens a temporary gateway to a small pocket within the Plane of Shadow. All enemies within 7 feet of the Shadowdancer must make a Save vs. Spell at a -4 penalty or become trapped inside a shadowy labyrinth as per the Maze spell.~ @100445 = ~spcl938.spl~ @100446 = ~Shadow Form~ @100447 = ~Shadow Form This ability temporarily transposes some of the user's tissue with shadow-material, making the subject partially incorporeal. For the next 5 rounds, all physical attacks directed against the Shadowdancer only deal 50% of their normal damage. During this time, the Shadowdancer is also under the effects of Improved Invisibility and cannot be directly targeted by spells.~ @100448 = ~SPCL940.spl~ @100449 = ~Spirit Form~ @100450 = ~Spirit Form Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells.~ @100451 = ~spcl941.spl~ @100452 = ~Favored of the Spirits~ @100453 = ~Favored of the Spirits Range: 0 Duration: 1 hour Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful rite shields the Shaman from death for 1 hour or until discharged. While under the protection of this rite, the Shaman is immune to all forms of death magic. In addition, if the Shaman is reduced below 10% Hit Points and the rite is active, the Shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. Requires: Spirit Form~ @100454 = ~SPCRYO01.spl~ @100455 = ~Cone of Cold~ @100456 = ~Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 18-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.~ @100457 = ~SPCRYOD.spl~ @100458 = ~Fire Shield (Blue)~ @100459 = ~Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.~ @100460 = ~SPCTMD01.spl~ @100461 = ~Fireball~ @100462 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @100463 = ~SPDD03.spl~ @100464 = ~Breath Weapon~ @100465 = ~Breath Weapon The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The flames deal an additional 1d8 points of fire damage at level 6 and every three levels thereafter, up to a maximum of 8d8 total damage at 18th level.~ @100466 = ~SPDM101.spl~ @100467 = ~Blindness~ @100468 = ~Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, receives a -4 penalty to attack rolls and Armor Class.~ @100469 = ~SPDM102.spl~ @100470 = ~Blur~ @100471 = ~Blur (Illusion/Phantasm) Level: 2 Range: 0 Duration: 4 rounds + 2 rounds/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When a Blur spell is cast, the wizard causes the outline of form to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of Saving Throws.~ @100472 = ~SPDM103.spl~ @100473 = ~Ghoul Touch~ @100474 = ~Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.~ @100475 = ~SPDM105.spl~ @100476 = ~Frozen Fist~ @100477 = ~Frozen Fist When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit.~ @100478 = ~SPDM106.spl~ @100479 = ~Mirror Image~ @100480 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.~ @100481 = ~SPDM108.spl~ @100482 = ~Vampiric Touch~ @100483 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @100484 = ~SPDN01A.spl~ @100485 = ~SPDN01A.spl: spell name unknown~ @100486 = ~No need for that, sir. We're not here looking for trouble.~ @100487 = ~SPDR101.spl~ @100488 = ~Chromatic Orb~ @100489 = ~Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.~ @100490 = ~SPDR201.spl~ @100491 = ~Web~ @100492 = ~Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.~ @100493 = ~SPDR301.spl~ @100494 = ~Lightning Bolt~ @100495 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100496 = ~SPDR401.spl~ @100497 = ~Improved Invisibility~ @100498 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.~ @100499 = ~SPDR501.spl~ @100500 = ~Chaos~ @100501 = ~Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.~ @100502 = ~SPDR601.spl~ @100503 = ~Chain Lightning~ @100504 = ~Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).~ @100505 = ~SPDWD02.spl~ @100506 = ~Defensive Stance~ @100507 = ~Defensive Stance For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. Defensive Stance may not be used in conjunction with Hardiness.~ @100508 = ~SPIMIX01.spl~ @100509 = ~Flame Strike~ @100510 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @100511 = ~SPIMIXD.spl~ @100512 = ~Imix Fire Shield~ @100513 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @100514 = ~SPIN001.spl~ @100515 = ~Druid Polymorph~ @100516 = ~Druid Polymorph This ability allows the character to polymorph into a bear or wolf.~ @100517 = ~SPIN101.spl~ @100518 = ~Cure Light Wounds~ @100519 = ~Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @100520 = ~SPIN102.spl~ @100521 = ~Slow Poison~ @100522 = ~Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.~ @100523 = ~SPIN103.spl~ @100524 = ~Draw Upon Holy Might~ @100525 = ~Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon god to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4.~ @100526 = ~SPIN104.spl~ @100527 = ~Larloch's Minor Drain~ @100528 = ~Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.~ @100529 = ~SPIN105.spl~ @100530 = ~Horror~ @100531 = ~Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.~ @100532 = ~SPIN106.spl~ @100533 = ~Vampiric Touch~ @100534 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @100535 = ~spin106a.spl~ @100536 = ~spin106a.spl: spell name unknown~ @100537 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @100538 = ~spin106b.spl~ @100539 = ~spin106b.spl: spell name unknown~ @100540 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @100541 = ~SPIN107.spl~ @100542 = ~Shapeshift: Brown Bear~ @100543 = ~Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @100544 = ~SPIN108.spl~ @100545 = ~Charm Animal~ @100546 = ~Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject will be hostile when the Charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.~ @100547 = ~SPIN109.spl~ @100548 = ~Lay On Hands~ @100549 = ~Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @100550 = ~SPIN110.spl~ @100551 = ~Shapeshift: Wolf~ @100552 = ~Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate~ @100553 = ~SPIN111.spl~ @100554 = ~Shapeshift: Black Bear~ @100555 = ~Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @100556 = ~SPIN112.spl~ @100557 = ~Dispel Magic~ @100558 = ~Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @100559 = ~SPIN113.spl~ @100560 = ~Spiritual Hammer~ @100561 = ~Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).~ @100562 = ~SPIN114.spl~ @100563 = ~Summon Dread Wolf~ @100564 = ~Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.~ @100565 = ~SPIN115.spl~ @100566 = ~Summon Ghast~ @100567 = ~Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.~ @100568 = ~SPIN116.spl~ @100569 = ~Create Poisoned Arrows~ @100570 = ~Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.~ @100571 = ~SPIN117.spl~ @100572 = ~Berserk~ @100573 = ~Berserk Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious).~ @100574 = ~SPIN118.spl~ @100575 = ~Invisibility~ @100576 = ~Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first.~ @100577 = ~SPIN119.spl~ @100578 = ~Charm Person~ @100579 = ~Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.~ @100580 = ~SPIN120.spl~ @100581 = ~Detect Evil~ @100582 = ~Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~ @100583 = ~SPIN121.spl~ @100584 = ~Protection From Evil~ @100585 = ~Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.~ @100586 = ~SPIN122.spl~ @100587 = ~Shapeshift: Natural Form~ @100588 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @100589 = ~SPIN123.spl~ @100590 = ~Shapeshift: Natural Form~ @100591 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @100592 = ~SPIN124.spl~ @100593 = ~Shapeshift: Natural Form~ @100594 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @100595 = ~SPIN125.spl~ @100596 = ~Shapeshift: Spider~ @100597 = ~Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate~ @100598 = ~SPIN126.spl~ @100599 = ~Shapeshift: Baby Wyvern~ @100600 = ~Shapeshift: Baby Wyvern Strength: 16 Dexterity: 17 Base Armor Class: 3 Number of Attacks: 2 Attack Damage: 1d6 (piercing), strikes as a +2 weapon, on hit it causes 5 poison damage/second for 20 seconds (Save vs. Poison at -4 to avoid) Special Abilities: – Immune to hold, paralysis, slow, level drain, web, entangle, and grease.~ @100601 = ~SPIN127.spl~ @100602 = ~Shapeshift: Fire Salamander~ @100603 = ~Shapeshift: Fire Salamander Strength: 18/75 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 1d8 (piercing), strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate – Fire Resistance: 50% – Breathe Fireball three times per day (2d6 fire damage to target)~ @100604 = ~SPIN150.spl~ @100605 = ~Shapeshift: Natural Form~ @100606 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @100607 = ~SPIN151.spl~ @100608 = ~Shapeshift: Natural Form~ @100609 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @100610 = ~SPIN152.spl~ @100611 = ~Shapechange: Mind Flayer~ @100612 = ~Shapechange: Mind Flayer Strength: 10 Dexterity: 10 Base Armor Class: 5 Number of Attacks: 4 Attack Damage: 1d2 (crushing), -5 Intelligence~ @100613 = ~SPIN153.spl~ @100614 = ~Shapechange: Iron Golem~ @100615 = ~Shapechange: Iron Golem Strength: 24 Dexterity: 9 Base Armor Class: 3 Number of Attacks: 1 Attack Damage: 4d10 (crushing) Special Abilities: – Fire Resistance: 125% – Cold Resistance: 100% – Electrical Resistance: 100% – Acid Resistance: 100% – Magic Resistance: 100% – Magic Fire Resistance: 125% – Magic Cold Resistance: 100% – Slashing Resistance: 20% – Crushing Resistance: 20% – Piercing Resistance: 20% – Missile Resistance: 20% – Immune to backstab, weapons of +2 enchantment or less, sleep, fear, hold, charm, paralysis, poison.~ @100616 = ~SPIN154.spl~ @100617 = ~Shapechange: Giant Troll~ @100618 = ~Shapechange: Giant Troll Strength: 18 Dexterity: 20 Base Armor Class: 4 Number of Attacks: 3 Attack Damage: 2d6 (piercing) Special Abilities: – Immune to stun, sleep, hold, paralysis; regenerates 1 Hit Point per second.~ @100619 = ~SPIN155.spl~ @100620 = ~Shapechange: Greater Wolfwere~ @100621 = ~Shapechange: Greater Wolfwere Strength: 19 Dexterity: 19 Base Armor Class: 2 Number of Attacks: 3 Attack Damage: 1d12 (slashing) Special Abilities: – Fire Resistance: 50% – Cold Resistance: 50% – Electrical Resistance: 50% – Acid Resistance: 50% – Magic Fire Resistance: 50% – Magic Cold Resistance: 50% – Immune to weapons of +1 enchantment or less – Regenerates 8 Hit Points per second~ @100622 = ~SPIN156.spl~ @100623 = ~Shapechange: Fire Elemental~ @100624 = ~Shapechange: Fire Elemental Strength: 9 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 3d8 (crushing), +1d6 fire Special Ability: – Fire Resistance: 100% – Magic Fire Resistance: 100% – Immune to weapons of +2 enchantment or less. ~ @100625 = ~SPIN157.spl~ @100626 = ~Shapechange: Earth Elemental~ @100627 = ~Shapechange: Earth Elemental Strength: 19 Dexterity: 9 Base Armor Class: 2 Number of Attacks: 1 Attack Damage: 4d8 (crushing) Special Ability: – Immune to weapons of +2 enchantment or less.~ @100628 = ~SPIN160.spl~ @100629 = ~Breathe Fireball~ @100630 = ~Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack.~ @100631 = ~SPIN200.spl~ @100632 = ~Cure Serious Wounds~ @100633 = ~Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.~ @100634 = ~SPIN201.spl~ @100635 = ~Neutralize Poison~ @100636 = ~Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.~ @100637 = ~SPIN202.spl~ @100638 = ~Cause Serious Wounds~ @100639 = ~Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @100640 = ~SPIN203.spl~ @100641 = ~Cloak of Fear~ @100642 = ~Cloak of Fear (Conjuration) Level: 4 Sphere: Charm Range: 0 Duration: Instant Casting Time: 6 Area of Effect: The caster Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.~ @100643 = ~SPIN529.spl~ @100644 = ~End Slayer Change~ @100645 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100646 = ~SPIN530.spl~ @100647 = ~Lower Poison Resistance~ @100648 = ~Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.~ @100649 = ~SPIN531.spl~ @100650 = ~Abazigal Shockwave~ @100651 = ~Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.~ @100652 = ~SPIN532.spl~ @100653 = ~Lower Electrical Resistance~ @100654 = ~Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.~ @100655 = ~SPIN538.spl~ @100656 = ~Polymorph Other~ @100657 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100658 = ~SPIN542.spl~ @100659 = ~Disintegrate~ @100660 = ~Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.~ @100661 = ~SPIN543.spl~ @100662 = ~Inflict Pain~ @100663 = ~Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.~ @100664 = ~SPIN544.spl~ @100665 = ~Improved Invisibility~ @100666 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.~ @100667 = ~SPIN545.spl~ @100668 = ~Life Drain~ @100669 = ~Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.~ @100670 = ~spin545a.spl~ @100671 = ~spin545a.spl: spell name unknown~ @100672 = ~Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.~ @100673 = ~SPIN546.spl~ @100674 = ~Inertial Barrier~ @100675 = ~Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.~ @100676 = ~SPIN547.spl~ @100677 = ~Project Force~ @100678 = ~Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.~ @100679 = ~SPIN560.spl~ @100680 = ~Cinder Shower~ @100681 = ~Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.~ @100682 = ~SPIN564.spl~ @100683 = ~Skull Trap~ @100684 = ~Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 11-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.~ @100685 = ~SPIN565.spl~ @100686 = ~Dimension Door~ @100687 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @100688 = ~SPIN569.spl~ @100689 = ~Summon Ice Salamander~ @100690 = ~Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.~ @100691 = ~SPIN570.spl~ @100692 = ~Summon Fire Elemental~ @100693 = ~Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.~ @100694 = ~SPIN572.spl~ @100695 = ~Haste~ @100696 = ~Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.~ @100697 = ~SPIN579.spl~ @100698 = ~Lightning Bolt~ @100699 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100700 = ~SPIN580.spl~ @100701 = ~Imprisonment~ @100702 = ~Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.~ @100703 = ~SPIN597.spl~ @100704 = ~Blue Dragon Lightning Breath~ @100705 = ~Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).~ @100706 = ~SPIN608.spl~ @100707 = ~Vizier~ @100708 = ~Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.~ @100709 = ~SPIN611.spl~ @100710 = ~Comet~ @100711 = ~Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.~ @100712 = ~SPIN613.spl~ @100713 = ~Talons~ @100714 = ~Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 4-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.~ @100715 = ~SPIN614.spl~ @100716 = ~Rogue~ @100717 = ~Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.~ @100718 = ~SPIN615.spl~ @100719 = ~Knight~ @100720 = ~Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.~ @100721 = ~SPIN616.spl~ @100722 = ~Flames~ @100723 = ~Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.~ @100724 = ~SPIN622.spl~ @100725 = ~Skull~ @100726 = ~Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.~ @100727 = ~SPIN623.spl~ @100728 = ~Magician~ @100729 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100730 = ~SPIN632.spl~ @100731 = ~Emperor~ @100732 = ~Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.~ @100733 = ~SPIN633.spl~ @100734 = ~True Seeing~ @100735 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @100736 = ~SPIN634.spl~ @100737 = ~High Priestess~ @100738 = ~Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.~ @100739 = ~SPIN635.spl~ @100740 = ~Strife~ @100741 = ~Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.~ @100742 = ~SPIN636.spl~ @100743 = ~Defiance~ @100744 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @100745 = ~SPIN644.spl~ @100746 = ~SPIN644.spl: spell name unknown~ @100747 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @100748 = ~SPIN647.spl~ @100749 = ~Hold Person~ @100750 = ~Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~ @100751 = ~SPIN648.spl~ @100752 = ~Hold Person~ @100753 = ~Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~ @100754 = ~SPIN649.spl~ @100755 = ~Pocket Plane~ @100756 = ~Pocket Plane This ability returns 's entire party to the pocket plane.~ @100757 = ~SPIN651.spl~ @100758 = ~Magic Resistance~ @100759 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @100760 = ~SPIN652.spl~ @100761 = ~Magic Resistance~ @100762 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @100763 = ~SPIN653.spl~ @100764 = ~Magic Resistance~ @100765 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @100766 = ~SPIN654.spl~ @100767 = ~Magic Resistance~ @100768 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @100769 = ~SPIN655.spl~ @100770 = ~Improved Haste~ @100771 = ~Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.~ @100772 = ~SPIN663.spl~ @100773 = ~Flame Blade~ @100774 = ~Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: Special Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.~ @100775 = ~SPIN667.spl~ @100776 = ~End Slayer Change~ @100777 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100778 = ~SPIN676.spl~ @100779 = ~Invoke Courage~ @100780 = ~Invoke Courage When Mazzy uses this ability, she becomes immune to fear and gains a +1 bonus to THAC0 as well as to all Saving Throws. The effect lasts for 5 turns.~ @100781 = ~SPIN679.spl~ @100782 = ~Heal~ @100783 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @100784 = ~SPIN681.spl~ @100785 = ~Wail of the Banshee~ @100786 = ~Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.~ @100787 = ~SPIN682.spl~ @100788 = ~Lower Fire Resistance~ @100789 = ~Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.~ @100790 = ~SPIN684.spl~ @100791 = ~True Sight~ @100792 = ~True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member.~ @100793 = ~SPIN685.spl~ @100794 = ~Magic Missile~ @100795 = ~Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.~ @100796 = ~SPIN686.spl~ @100797 = ~Protection From Magical Weapons~ @100798 = ~Protection From Magical Weapons (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.~ @100799 = ~SPIN687.spl~ @100800 = ~Create Shadows~ @100801 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.~ @100802 = ~SPIN689.spl~ @100803 = ~Summon Insects~ @100804 = ~Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 3 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.~ @100805 = ~SPIN692.spl~ @100806 = ~Silence, 15' Radius~ @100807 = ~Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.~ @100808 = ~SPIN694.spl~ @100809 = ~Stoneskin~ @100810 = ~Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.~ @100811 = ~SPIN695.spl~ @100812 = ~Wing Buffet~ @100813 = ~Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.~ @100814 = ~SPIN696.spl~ @100815 = ~Moon Dog Sight~ @100816 = ~Moon Dog Sight The moon dog can see through (and therefore dispel) all forms of illusion and invisibility, detecting traps and evil in the vicinity.~ @100817 = ~SPIN697.spl~ @100818 = ~Mirror Image~ @100819 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 15 rounds Casting Time: 1 Area of Effect: Special Saving Throw: None Cerebus creates 6 exact duplicates of himself. These images do exactly what he does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual Cerebus. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect Cerebus against every attack, as it is possible for an enemy to choose the real one amongst all the images.~ @100820 = ~SPIN698.spl~ @100821 = ~Improved Invisibility~ @100822 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 15 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Improved Invisibility allows Cerebus to vanish from sight for up to 15 rounds. However, if he attacks during that time, a telltale shimmering will give away his general position, allowing an observant opponent to target him. Attacks against Cerebus while he is invisible suffer a -4 penalty to attack rolls, and his Saving Throws are made with a +4 bonus during this time. This ability also grants Cerebus nondetection, rendering him undetectable by divination spells such as Invisibility Purge.~ @100823 = ~SPIN699.spl~ @100824 = ~Healing Lick~ @100825 = ~Healing Lick Heals 20 Hit Points and cures disease, deafness, blindness, and poison.~ @100826 = ~SPIN701.spl~ @100827 = ~Fireball~ @100828 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @100829 = ~SPIN702.spl~ @100830 = ~Spawn Demons~ @100831 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @100832 = ~SPIN703.spl~ @100833 = ~Dispel Magic~ @100834 = ~Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @100835 = ~SPIN704.spl~ @100836 = ~Confusion~ @100837 = ~Confusion (Enchantment/Charm) Level: 7 Sphere: Chaos Range: Visual range of the caster Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.~ @100838 = ~SPIN710.spl~ @100839 = ~Spell Deflection~ @100840 = ~Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.~ @100841 = ~SPIN711.spl~ @100842 = ~Heal~ @100843 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @100844 = ~SPIN713.spl~ @100845 = ~Ice Dust~ @100846 = ~~ @100847 = ~SPIN714.spl~ @100848 = ~Lightning Bolt~ @100849 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @100850 = ~SPIN717.spl~ @100851 = ~Slayer Change~ @100852 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100853 = ~SPIN718.spl~ @100854 = ~End Slayer Change~ @100855 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100856 = ~spin718a.spl~ @100857 = ~End Slayer Change~ @100858 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100859 = ~SPIN719.spl~ @100860 = ~Meteor Swarm~ @100861 = ~Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.~ @100862 = ~SPIN723.spl~ @100863 = ~Dragon Rain~ @100864 = ~Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.~ @100865 = ~SPIN730.spl~ @100866 = ~Summon Fungus~ @100867 = ~Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.~ @100868 = ~SPIN731.spl~ @100869 = ~Wish~ @100870 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100871 = ~SPIN732.spl~ @100872 = ~Wish~ @100873 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100874 = ~SPIN733.spl~ @100875 = ~Wish~ @100876 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100877 = ~SPIN734.spl~ @100878 = ~Wish~ @100879 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100880 = ~SPIN735.spl~ @100881 = ~Wish~ @100882 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100883 = ~SPIN736.spl~ @100884 = ~Wish~ @100885 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100886 = ~SPIN737.spl~ @100887 = ~Wish~ @100888 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100889 = ~SPIN738.spl~ @100890 = ~Wish~ @100891 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100892 = ~SPIN773.spl~ @100893 = ~Lay On Hands~ @100894 = ~Lay On Hands (Self-Only) The character channels positive energy to heal self of 2 Hit Points per level.~ @100895 = ~SPIN774.spl~ @100896 = ~Psionic Maze~ @100897 = ~Maze (Conjuration/Summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.~ @100898 = ~SPIN776.spl~ @100899 = ~SPIN776.spl: spell name unknown~ @100900 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @100901 = ~SPIN783.spl~ @100902 = ~Slayer Change~ @100903 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100904 = ~SPIN786.spl~ @100905 = ~Banishment~ @100906 = ~Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.~ @100907 = ~SPIN788.spl~ @100908 = ~Imprisonment~ @100909 = ~Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.~ @100910 = ~SPIN789.spl~ @100911 = ~Demilich Howl~ @100912 = ~Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.~ @100913 = ~SPIN799.spl~ @100914 = ~Flame Strike~ @100915 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @100916 = ~SPIN808.spl~ @100917 = ~SPIN808.spl: spell name unknown~ @100918 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @100919 = ~SPIN810.spl~ @100920 = ~Slayer Change~ @100921 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100922 = ~SPIN813.spl~ @100923 = ~Death Curse~ @100924 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @100925 = ~SPIN819.spl~ @100926 = ~Lava burst~ @100927 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @100928 = ~SPIN820.spl~ @100929 = ~Wail of the Banshee~ @100930 = ~Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.~ @100931 = ~SPIN822.spl~ @100932 = ~Slayer Change~ @100933 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100934 = ~SPIN823.spl~ @100935 = ~Slayer Change~ @100936 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100937 = ~SPIN824.spl~ @100938 = ~Death Curse~ @100939 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @100940 = ~SPIN825.spl~ @100941 = ~Drow Transformation~ @100942 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100943 = ~SPIN826.spl~ @100944 = ~Strength~ @100945 = ~Strength When necessary, Mazzy can draw upon a great well of strength for brief periods of time. Using this ability sets her Strength to 18/75. Upon reaching level 13, the Strength increase is to 18/00, and she receives an additional +4 THAC0 bonus to all attacks. Such might cannot be sustained indefinitely, alas. After 3 turns, the power coursing through her body ebbs, and Mazzy's Strength returns to normal levels.~ @100946 = ~SPIN827.spl~ @100947 = ~Lay On Hands~ @100948 = ~Lay On Hands Mazzy channels positive energy to heal herself for 2 Hit Points per level.~ @100949 = ~SPIN828.spl~ @100950 = ~Haste~ @100951 = ~Haste When circumstances demand it, Mazzy can move at incredible speeds for brief periods of time. Using this ability, she resembles nothing so much as a body imbued with a wizard's Haste spell; she can run twice her normal distance in the same amount of time and receives an additional attack in each round of combat. Such a pace cannot be maintained indefinitely, however. The effect only lasts for 3 rounds + 1 round per level before she slows again to her standard speed.~ @100952 = ~SPIN829.spl~ @100953 = ~Create Bruiser Mates~ @100954 = ~Create Bruiser Mates This ability crafts 5 of Jan's patented Flasher Master Bruiser Mates, adding them to the character's inventory. Handle with care!~ @100955 = ~SPIN830.spl~ @100956 = ~SPIN830.spl: spell name unknown~ @100957 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100958 = ~SPIN831.spl~ @100959 = ~SPIN831.spl: spell name unknown~ @100960 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @100961 = ~SPIN836.spl~ @100962 = ~Wish~ @100963 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100964 = ~SPIN837.spl~ @100965 = ~Wish~ @100966 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @100967 = ~SPIN852.spl~ @100968 = ~Slayer Change~ @100969 = ~Slayer Change When you use this ability, you take on the form of the brutal essence of Bhaal: a violent, powerful creature made of teeth and claws. Using this ability reduces your reputation by two points, as even those who do not witness the event can sense the corruption caused by giving yourself over to instinct. The Slayer form grants the following benefits: – Strength and Dexterity set to 25 – Effective AC set to -9 – Magic Resistance set to 40% – Saving Throws set to 2 – Attacks per round set to 4 (1d8 crushing, 2 cold) – THAC0 set to 0 – +100 Hit Points – Immunity to imprisonment, level drain, stun, and missile attacks~ @100970 = ~SPIN853.spl~ @100971 = ~Otiluke's Resilient Sphere~ @100972 = ~Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.~ @100973 = ~SPIN865.spl~ @100974 = ~Flesh to Stone~ @100975 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @100976 = ~SPIN866.spl~ @100977 = ~Dispel Magic~ @100978 = ~Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @100979 = ~SPIN883.spl~ @100980 = ~Domination~ @100981 = ~Domination Range: Visual range of the vampire Duration: 8 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A vampire's mental abilities are powerful tools indeed. Domination enables the vampire to control the actions of any creature while the ability is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against their morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.~ @100982 = ~SPIN888.spl~ @100983 = ~Flesh to Stone~ @100984 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @100985 = ~SPIN889.spl~ @100986 = ~Flesh to Stone~ @100987 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @100988 = ~SPIN891.spl~ @100989 = ~Moon Dog Howl~ @100990 = ~Moon Dog Howl Damages and instills fear in enemies who are evil while also dispelling fear and casting Protection From Evil on party members.~ @100991 = ~SPIN892.spl~ @100992 = ~Sleep~ @100993 = ~Sleep (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.~ @100994 = ~SPIN913.spl~ @100995 = ~Mimic Acid~ @100996 = ~Mimic Acid This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability.~ @100997 = ~SPIN914.spl~ @100998 = ~Mimic Glue~ @100999 = ~Mimic Glue This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon.~ @101000 = ~SPIN926.spl~ @101001 = ~Water Jet~ @101002 = ~Water Jet This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round.~ @101003 = ~SPIN927.spl~ @101004 = ~Boiling Rain Storm~ @101005 = ~Boiling Rain Storm This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round.~ @101006 = ~SPIN929.spl~ @101007 = ~Mist Ball~ @101008 = ~Mist Ball This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 damage unless it makes a Saving Throw vs. Breath Weapon. In addition, the target is blinded for 1 round (no save).~ @101009 = ~SPIN930.spl~ @101010 = ~Magma Ball~ @101011 = ~Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage.~ @101012 = ~SPIN931.spl~ @101013 = ~Sooty Ball~ @101014 = ~Sooty Ball This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round.~ @101015 = ~SPIN934.spl~ @101016 = ~Salt Crystals~ @101017 = ~Salt Crystals This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon.~ @101018 = ~SPIN935.spl~ @101019 = ~Glass Dust~ @101020 = ~Glass Dust This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves into flesh.~ @101021 = ~SPIN936.spl~ @101022 = ~Ice Shard~ @101023 = ~Ice Shard This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon.~ @101024 = ~SPIN938.spl~ @101025 = ~Flame Fan~ @101026 = ~Flame Fan This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability.~ @101027 = ~SPIN939.spl~ @101028 = ~Flame Jet~ @101029 = ~Flame Jet This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon.~ @101030 = ~SPIN941.spl~ @101031 = ~Stone Spit~ @101032 = ~Stone Spit This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact.~ @101033 = ~SPIN944.spl~ @101034 = ~Power Word, Stun~ @101035 = ~Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.~ @101036 = ~SPIN956.spl~ @101037 = ~Hell Hound Flame Breath~ @101038 = ~Burning Hands (Alteration) Level: 1 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.~ @101039 = ~SPIN958.spl~ @101040 = ~Cure Serious Wounds~ @101041 = ~Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.~ @101042 = ~SPIN974.spl~ @101043 = ~Psionic Blast~ @101044 = ~Psionic Blast A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. spells is made. ~ @101045 = ~SPIN998.spl~ @101046 = ~Silence, 15' Radius~ @101047 = ~Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.~ @101048 = ~SPINHUM.spl~ @101049 = ~Shapeshift: Natural Form~ @101050 = ~Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.~ @101051 = ~SPJA01.spl~ @101052 = ~Harper's Call~ @101053 = ~Harper's Call (Necromancy) Level: 5 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion of her life essence (10 Hit Points) to successfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores except Constitution for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1.~ @101054 = ~SPMDSLAY.spl~ @101055 = ~End Slayer Change~ @101056 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @101057 = ~SPOGRE01.spl~ @101058 = ~Earthquake~ @101059 = ~Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.~ @101060 = ~SPPR101.spl~ @101061 = ~Bless~ @101062 = ~Bless (Conjuration/Summoning) Level: 1 Sphere: All Range: 40 ft. Duration: 6 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).~ @101063 = ~SPPR102.spl~ @101064 = ~Command~ @101065 = ~Command (Enchantment/Charm) Level: 1 Sphere: Charm Range: 90 ft. Duration: 1 round Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command.~ @101066 = ~SPPR103.spl~ @101067 = ~Cure Light Wounds~ @101068 = ~Cure Light Wounds (Necromancy) Level: 1 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying hand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @101069 = ~SPPR104.spl~ @101070 = ~Detect Evil~ @101071 = ~Detect Evil (Divination) Level: 1 Sphere: Divination Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~ @101072 = ~SPPR105.spl~ @101073 = ~Entangle~ @101074 = ~Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.~ @101075 = ~SPPR106.spl~ @101076 = ~Magical Stone~ @101077 = ~Magical Stone (Enchantment) Level: 1 Sphere: Combat Range: 50 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.~ @101078 = ~SPPR107.spl~ @101079 = ~Protection From Evil~ @101080 = ~Protection From Evil (Abjuration) Level: 1 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.~ @101081 = ~SPPR108.spl~ @101082 = ~Remove Fear~ @101083 = ~Remove Fear (Abjuration) Level: 1 Sphere: Charm Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.~ @101084 = ~SPPR109.spl~ @101085 = ~Sanctuary~ @101086 = ~Sanctuary (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 1 turn Casting Time: 4 Area of Effect: The caster Saving Throw: None When the priest casts a Sanctuary spell, it causes all of opponents to ignore existence as if were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest cannot cast spells on other creatures without ending the spell.~ @101087 = ~SPPR110.spl~ @101088 = ~Shillelagh~ @101089 = ~Shillelagh (Alteration) Level: 1 Sphere: Combat, Plant Range: 0 Duration: 4 rounds + 1 round/level Casting Time: 2 Area of Effect: Special Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.~ @101090 = ~SPPR111.spl~ @101091 = ~Armor of Faith~ @101092 = ~Armor of Faith (Abjuration) Level: 1 Sphere: Protection Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% of damage "absorbed" if protected by this spell.~ @101093 = ~SPPR113.spl~ @101094 = ~Doom~ @101095 = ~Doom (Alteration) Level: 1 Sphere: Charm Range: 25 ft. Duration: 1 turn Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to all rolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.~ @101096 = ~SPPR150.spl~ @101097 = ~Spirit Ward~ @101098 = ~Spirit Ward (Abjuration) Level: 1 Sphere: Wards Range: Touch Duration: 3 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead.~ @101099 = ~SPPR201.spl~ @101100 = ~Aid~ @101101 = ~Aid (Necromancy, Conjuration) Level: 2 Sphere: Necromantic Range: Touch Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points than current maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic. Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants 5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring to original 8 Hit Points.~ @101102 = ~SPPR202.spl~ @101103 = ~Barkskin~ @101104 = ~Barkskin (Alteration) Level: 2 Sphere: Protection, Plant Range: Touch Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.~ @101105 = ~SPPR203.spl~ @101106 = ~Chant~ @101107 = ~Chant (Conjuration/Summoning) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None By means of the Chant spell, the priest brings special favor upon self and party and causes harm to enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6 piercing plus 1d2 fire damage will deal 1d6 piercing plus 1 fire damage instead. The priest's enemies suffer the opposite effects. Multiple chants are not cumulative.~ @101108 = ~SPPR204.spl~ @101109 = ~Charm Person or Mammal~ @101110 = ~Charm Person or Mammal (Enchantment/Charm) Level: 2 Sphere: Animal Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails Saving Throw (with a +3 modifier), regards the caster as a trusted friend and ally to be heeded and protected. The caster may give orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed.~ @101111 = ~SPPR205.spl~ @101112 = ~Find Traps~ @101113 = ~Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus traps include glyphs and similar spells or devices. Due to the nature of the spell, the caster must stop to concentrate 1 per round which will effectively interrupt any action. This however will not affect spellcasting.~ @101114 = ~SPPR205D.spl~ @101115 = ~Find Traps~ @101116 = ~Find Traps (Divination) Level: 2 Sphere: Divination Range: 0 Duration: 3 turns Casting Time: 5 Area of Effect: The caster Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to . A trap is any device or magical ward that meets three criteria: it can inflict a sudden or unexpected result; the spellcaster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus traps include glyphs and similar spells or devices. Due to the nature of the spell, the caster must stop to concentrate 1 per round which will effectively interrupt any action. This however will not affect spellcasting.~ @101117 = ~SPPR206.spl~ @101118 = ~Flame Blade~ @101119 = ~Flame Blade (Evocation) Level: 2 Sphere: Elemental (Fire) Range: 0 Duration: 4 rounds + 1 round/2 levels Casting Time: 4 Area of Effect: Special Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.~ @101120 = ~SPPR207.spl~ @101121 = ~Goodberry~ @101122 = ~Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.~ @101123 = ~SPPR208.spl~ @101124 = ~Hold Person~ @101125 = ~Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~ @101126 = ~SPPR209.spl~ @101127 = ~Know Alignment~ @101128 = ~Know Alignment (Divination) Level: 2 Sphere: Divination Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.~ @101129 = ~SPPR210.spl~ @101130 = ~Resist Fire and Cold~ @101131 = ~Resist Fire and Cold (Alteration) Level: 2 Sphere: Protection Range: Touch Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.~ @101132 = ~SPPR211.spl~ @101133 = ~Silence, 15' Radius~ @101134 = ~Silence, 15' Radius (Alteration) Level: 2 Sphere: Guardian Range: Visual range of the caster Duration: 2 rounds/level Casting Time: 5 Area of Effect: 15-ft. radius sphere Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.~ @101135 = ~SPPR212.spl~ @101136 = ~Slow Poison~ @101137 = ~Slow Poison (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.~ @101138 = ~SPPR213.spl~ @101139 = ~Spiritual Hammer~ @101140 = ~Spiritual Hammer (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None By calling upon deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).~ @101141 = ~SPPR214.spl~ @101142 = ~Draw Upon Holy Might~ @101143 = ~Draw Upon Holy Might (Invocation) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The priest calls upon god to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4.~ @101144 = ~SPPR250.spl~ @101145 = ~Writhing Fog~ @101146 = ~Writhing Fog (Conjuration) Level: 2 Sphere: Summoning Range: Visual range of the caster Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell.~ @101147 = ~SPPR301.spl~ @101148 = ~Animate Dead~ @101149 = ~Animate Dead (Necromancy) Level: 3 Sphere: Necromantic Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.~ @101150 = ~SPPR302.spl~ @101151 = ~Call Lightning~ @101152 = ~Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 turn/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per turn. The spell has a duration of 1 turn every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.~ @101153 = ~SPPR303.spl~ @101154 = ~Dispel Magic~ @101155 = ~Dispel Magic (Abjuration) Level: 3 Sphere: Protection Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @101156 = ~SPPR304.spl~ @101157 = ~Glyph of Warding~ @101158 = ~Glyph of Warding (Abjuration, Evocation) Level: 3 Sphere: Guardian Range: 60 ft. Duration: Permanent until discharged Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.~ @101159 = ~SPPR305.spl~ @101160 = ~Hold Animal~ @101161 = ~Hold Animal (Enchantment/Charm) Level: 3 Sphere: Animal Range: 35 ft. Duration: 2 rounds/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.~ @101162 = ~SPPR306.spl~ @101163 = ~Protection From Fire~ @101164 = ~Protection From Fire (Abjuration) Level: 3 Sphere: Protection, Elemental (Fire) Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.~ @101165 = ~SPPR307.spl~ @101166 = ~Remove Curse~ @101167 = ~Remove Curse (Abjuration) Level: 3 Sphere: Protection Range: Touch Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.~ @101168 = ~SPPR308.spl~ @101169 = ~Remove Paralysis~ @101170 = ~Remove Paralysis (Abjuration) Level: 3 Sphere: Protection Range: 150 ft. Duration: Permanent Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).~ @101171 = ~SPPR309.spl~ @101172 = ~Invisibility Purge~ @101173 = ~Invisibility Purge (Divination) Level: 3 Sphere: Divination Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Sanctuary, Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.~ @101174 = ~SPPR310.spl~ @101175 = ~Miscast Magic~ @101176 = ~Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.~ @101177 = ~SPPR311.spl~ @101178 = ~Rigid Thinking~ @101179 = ~Rigid Thinking (Enchantment/Charm) Level: 3 Sphere: Law Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 person or mammal Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.~ @101180 = ~SPPR312.spl~ @101181 = ~Strength of One~ @101182 = ~Strength of One (Alteration) Level: 3 Sphere: Law Range: 0 Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), then Strength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal.~ @101183 = ~SPPR313.spl~ @101184 = ~Holy Smite~ @101185 = ~Holy Smite (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.~ @101186 = ~SPPR314.spl~ @101187 = ~Unholy Blight~ @101188 = ~Unholy Blight (Necromancy) Level: 3 Sphere: Healing Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.~ @101189 = ~SPPR315.spl~ @101190 = ~Cure Medium Wounds~ @101191 = ~Cure Medium Wounds (Necromancy) Level: 3 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: None By casting this spell and laying hand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @101192 = ~SPPR317.spl~ @101193 = ~Cure Disease~ @101194 = ~Cure Disease (Abjuration) Level: 3 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 1 Area of Effect: 1 creature Saving Throw: None By laying hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.~ @101195 = ~SPPR318.spl~ @101196 = ~Zone of Sweet Air~ @101197 = ~Zone of Sweet Air (Abjuration) Level: 3 Sphere: Wards Range: 0 Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).~ @101198 = ~SPPR319.spl~ @101199 = ~Summon Insects~ @101200 = ~Summon Insects (Conjuration/Summoning) Level: 3 Sphere: Animal Range: 90 ft. Duration: 7 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty to attack roll and a -2 penalty to Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure).~ @101201 = ~SPPR350.spl~ @101202 = ~Spiritual Clarity~ @101203 = ~Spiritual Clarity (Abjuration) Level: 3 Sphere: Protection Range: Visual range of the caster Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature.~ @101204 = ~SPPR401.spl~ @101205 = ~Cure Serious Wounds~ @101206 = ~Cure Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.~ @101207 = ~SPPR402.spl~ @101208 = ~Animal Summoning I~ @101209 = ~Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.~ @101210 = ~SPPR403.spl~ @101211 = ~Free Action~ @101212 = ~Free Action (Abjuration) Level: 4 Sphere: Charm Range: Touch Duration: 1 turn + 1 round/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affects movement. This includes the effects of Web, Hold Person, Grease, and Entangle.~ @101213 = ~SPPR404.spl~ @101214 = ~Neutralize Poison~ @101215 = ~Neutralize Poison (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.~ @101216 = ~SPPR405.spl~ @101217 = ~Mental Domination~ @101218 = ~Mental Domination (Enchantment/Charm) Level: 4 Sphere: Thought Range: Visual range of the caster Duration: 8 rounds Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest entering mind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.~ @101219 = ~SPPR406.spl~ @101220 = ~Defensive Harmony~ @101221 = ~Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to Armor Class. This lasts for 6 rounds or until dispelled.~ @101222 = ~SPPR407.spl~ @101223 = ~Protection From Lightning~ @101224 = ~Protection From Lightning (Abjuration) Level: 4 Sphere: Protection, Weather Range: Touch Duration: 5 rounds/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.~ @101225 = ~SPPR408.spl~ @101226 = ~Protection From Evil, 10' Radius~ @101227 = ~Protection From Evil, 10' Radius (Abjuration) Level: 4 Sphere: Protection Range: Touch Duration: 1 turn/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.~ @101228 = ~SPPR409.spl~ @101229 = ~Death Ward~ @101230 = ~Death Ward (Necromancy) Level: 4 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.~ @101231 = ~SPPR410.spl~ @101232 = ~Call Woodland Beings~ @101233 = ~Call Woodland Beings (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 25 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires.~ @101234 = ~SPPR411.spl~ @101235 = ~Poison~ @101236 = ~Poison (Necromancy) Level: 4 Range: 15 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round 10–12th level: 3d8 + 3/round 13–14th level: 4d8 + 4/round 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected.~ @101237 = ~SPPR412.spl~ @101238 = ~Holy Power~ @101239 = ~Holy Power (Evocation) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.~ @101240 = ~SPPR413.spl~ @101241 = ~Negative Plane Protection~ @101242 = ~Negative Plane Protection (Abjuration) Level: 4 Sphere: Protection, Necromantic Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.~ @101243 = ~SPPR414.spl~ @101244 = ~Cause Serious Wounds~ @101245 = ~Cause Serious Wounds (Necromancy) Level: 4 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @101246 = ~SPPR415.spl~ @101247 = ~Farsight~ @101248 = ~Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.~ @101249 = ~SPPR416.spl~ @101250 = ~Cloak of Fear~ @101251 = ~Cloak of Fear (Conjuration) Level: 4 Sphere: Charm Range: 0 Duration: Instant Casting Time: 6 Area of Effect: The caster Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Saving Throw vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.~ @101252 = ~SPPR417.spl~ @101253 = ~Lesser Restoration~ @101254 = ~Lesser Restoration (Necromancy) Level: 4 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.~ @101255 = ~SPPR450.spl~ @101256 = ~Spirit Fire~ @101257 = ~Spirit Fire (Conjuration) Level: 4 Sphere: Summoning Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage.~ @101258 = ~SPPR501.spl~ @101259 = ~Animal Summoning II~ @101260 = ~Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).~ @101261 = ~SPPR502.spl~ @101262 = ~Cure Critical Wounds~ @101263 = ~Cure Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest lays hands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.~ @101264 = ~SPPR503.spl~ @101265 = ~Flame Strike~ @101266 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @101267 = ~SPPR504.spl~ @101268 = ~Raise Dead~ @101269 = ~Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: Special When the priest casts a Raise Dead spell, can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.~ @101270 = ~SPPR505.spl~ @101271 = ~True Seeing~ @101272 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @101273 = ~SPPR505D.spl~ @101274 = ~True Seeing~ @101275 = ~True Seeing (Divination) Level: 5 Sphere: Divination Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member.~ @101276 = ~SPPR506.spl~ @101277 = ~Iron Skins~ @101278 = ~Iron Skins (Alteration) Sphere: Elemental Level: 5 Range: 0 Duration: 12 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None When a Druid casts this powerful spell upon self, an outer skin of iron will move up from the ground, completely covering . This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against but the 6th would affect normally. The skins will remain on the Druid until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect from physical magical attacks such as Magic Missile.~ @101279 = ~SPPR507.spl~ @101280 = ~Champion's Strength~ @101281 = ~Champion's Strength (Alteration) Level: 5 Sphere: Law Range: Visual range of the caster Duration: 3 rounds/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None When this spells is cast, the priest effectively draws on the strength of god and lends it to the target creature, in effect creating a champion. The target gains a bonus to THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.~ @101282 = ~SPPR508.spl~ @101283 = ~Chaotic Commands~ @101284 = ~Chaotic Commands (Enchantment/Charm) Level: 5 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Suggestion, Charm, Domination, Command, Sleep, Maze, and Confusion are all spells that fit into this category. This spell also protects the target from Psionic Blast. This spell affects only 1 creature and lasts for the duration or until dispelled.~ @101285 = ~SPPR509.spl~ @101286 = ~Magic Resistance~ @101287 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @101288 = ~SPPR510.spl~ @101289 = ~Cause Critical Wounds~ @101290 = ~Cause Critical Wounds (Necromancy) Level: 5 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 8 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @101291 = ~SPPR511.spl~ @101292 = ~Slay Living~ @101293 = ~Slay Living (Necromancy) Level: 5 Sphere: Combat Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also, must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.~ @101294 = ~SPPR512.spl~ @101295 = ~Greater Command~ @101296 = ~Greater Command (Enchantment/Charm) Level: 5 Sphere: Charm Range: Visual range of the caster Duration: 1 round/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball.~ @101297 = ~SPPR513.spl~ @101298 = ~Righteous Magic~ @101299 = ~Righteous Magic (Alteration) Level: 5 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforming into a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.~ @101300 = ~SPPR514.spl~ @101301 = ~Mass Cure~ @101302 = ~Mass Cure (Necromancy) Level: 5 Sphere: Healing Range: 0 Duration: Permanent Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None When casting this spell, the priest must picture the faces of fellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.~ @101303 = ~SPPR515.spl~ @101304 = ~Repulse Undead~ @101305 = ~Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.~ @101306 = ~SPPR515D.spl~ @101307 = ~Repulse Undead~ @101308 = ~Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.~ @101309 = ~SPPR516.spl~ @101310 = ~Pixie Dust~ @101311 = ~Pixie Dust (Illusion/Phantasm) Level: 5 Sphere: Combat Range: 0 Duration: Special Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, if attacks, immediately becomes visible, although the invisibility enables to attack first.~ @101312 = ~SPPR517.spl~ @101313 = ~Insect Plague~ @101314 = ~Insect Plague (Conjuration/Summoning) Sphere: Combat Level: 5 Range: 360 ft. Duration: 6 rounds Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round.~ @101315 = ~SPPR550.spl~ @101316 = ~Recall Spirit~ @101317 = ~Recall Spirit (Necromancy) Level: 5 Sphere: Summoning Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality.~ @101318 = ~SPPR601.spl~ @101319 = ~Aerial Servant~ @101320 = ~Aerial Servant (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 45 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain.~ @101321 = ~SPPR602.spl~ @101322 = ~Animal Summoning III~ @101323 = ~Animal Summoning III (Conjuration/Summoning) Level: 6 Sphere: Animal, Summoning Range: 120 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.~ @101324 = ~SPPR603.spl~ @101325 = ~Blade Barrier~ @101326 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @101327 = ~SPPR603D.spl~ @101328 = ~Blade Barrier~ @101329 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @101330 = ~SPPR604.spl~ @101331 = ~Conjure Animals~ @101332 = ~Conjure Animals (Conjuration/Summoning) Level: 6 Sphere: Summoning Range: 180 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.~ @101333 = ~SPPR605.spl~ @101334 = ~Conjure Fire Elemental~ @101335 = ~Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Sphere: Elemental (Fire), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.~ @101336 = ~SPPR606.spl~ @101337 = ~Fire Seeds~ @101338 = ~Fire Seeds (Conjuration/Summoning) Level: 6 Sphere: Elemental Range: 0 Duration: 3 turns Casting Time: 9 Area of Effect: The caster Saving Throw: 1/2 Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.~ @101339 = ~SPPR607.spl~ @101340 = ~Heal~ @101341 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @101342 = ~SPPR608.spl~ @101343 = ~Harm~ @101344 = ~Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @101345 = ~SPPR609.spl~ @101346 = ~False Dawn~ @101347 = ~False Dawn (Evocation) Level: 6 Sphere: Sun Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears.~ @101348 = ~SPPR610.spl~ @101349 = ~Dolorous Decay~ @101350 = ~Dolorous Decay (Alteration, Necromancy) Sphere: Combat, Necromantic Level: 6 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty, will suffer 1 point of damage per second until a total of 50 points of damage are inflicted.~ @101351 = ~SPPR611.spl~ @101352 = ~Wondrous Recall~ @101353 = ~Wondrous Recall (Alteration) Level: 6 Sphere: Charm, Creation Range: 0 Duration: Instant Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells.~ @101354 = ~SPPR612.spl~ @101355 = ~Bolt of Glory~ @101356 = ~Bolt of Glory (Invocation/Evocation) Level: 6 Sphere: Combat, Summoning Range: 60 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6~ @101357 = ~SPPR613.spl~ @101358 = ~Physical Mirror~ @101359 = ~Physical Mirror (Alteration) Level: 6 Sphere: Numbers Range: 90 ft. Duration: 9 rounds Casting Time: 6 Area of Effect: Special Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile finds self the target of own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.~ @101360 = ~SPPR614.spl~ @101361 = ~Sol's Searing Orb~ @101362 = ~Sol's Searing Orb (Invocation) Level: 6 Sphere: Sun Range: 90 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Special When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.~ @101363 = ~sppr650.spl~ @101364 = ~Spiritual Lock~ @101365 = ~Spiritual Lock (Enchantment) Level: 6 Sphere: Wards Range: 40 ft. Duration: 1 turn + 1 round/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: Negates The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects.~ @101366 = ~SPPR698.spl~ @101367 = ~Blade Barrier~ @101368 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @101369 = ~SPPR698D.spl~ @101370 = ~Blade Barrier~ @101371 = ~Blade Barrier (Evocation) Level: 6 Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.~ @101372 = ~SPPR699.spl~ @101373 = ~Harm~ @101374 = ~Harm (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however, only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.~ @101375 = ~SPPR701.spl~ @101376 = ~Shield of the Archons~ @101377 = ~Shield of the Archons (Abjuration) Level: 7 Sphere: Protection Range: Touch Duration: 3 rounds/level Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield.~ @101378 = ~SPPR702.spl~ @101379 = ~Conjure Earth Elemental~ @101380 = ~Conjure Earth Elemental (Conjuration/Summoning) Level: 7 Sphere: Elemental (Earth), Summoning Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental.~ @101381 = ~SPPR703.spl~ @101382 = ~Gate~ @101383 = ~Gate (Conjuration/Summoning) Level: 7 Sphere: Summoning Range: 60 ft. Duration: 33 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.~ @101384 = ~SPPR704.spl~ @101385 = ~Nature's Beauty~ @101386 = ~Nature's Beauty (Illusion/Phantasm) Level: 7 Sphere: Elemental Range: 0 Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: Neg. When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members).~ @101387 = ~SPPR705.spl~ @101388 = ~Fire Storm~ @101389 = ~Fire Storm (Evocation) Level: 7 Sphere: Elemental (Fire) Range: 120 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unless moves out of the area of effect. There is no Saving Throw.~ @101390 = ~SPPR706.spl~ @101391 = ~Symbol, Fear~ @101392 = ~Symbol, Fear (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.~ @101393 = ~SPPR707.spl~ @101394 = ~Sunray~ @101395 = ~Sunray (Evocation, Alteration) Level: 7 Sphere: Sun Range: 20 ft. Duration: Instant Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed.~ @101396 = ~SPPR708.spl~ @101397 = ~Finger of Death~ @101398 = ~Finger of Death (Necromancy) Level: 7 Sphere: War Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster.~ @101399 = ~SPPR709.spl~ @101400 = ~Confusion~ @101401 = ~Confusion (Enchantment/Charm) Level: 7 Sphere: Chaos Range: Visual range of the caster Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.~ @101402 = ~SPPR710.spl~ @101403 = ~Holy Word~ @101404 = ~Holy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge between god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only enemy evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: Hit Dice / Levels — Effects of Holy Word Less than 4 — Death 4 to 7 — Stunned for 1 turn 8 to 11 — Slowed for 1 turn with a 75% chance of spell failure 12 and up — Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment.~ @101405 = ~SPPR711.spl~ @101406 = ~Regeneration~ @101407 = ~Regeneration (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.~ @101408 = ~SPPR712.spl~ @101409 = ~Resurrection~ @101410 = ~Resurrection (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.~ @101411 = ~SPPR713.spl~ @101412 = ~Greater Restoration~ @101413 = ~Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and will likely require rest immediately afterward.~ @101414 = ~SPPR715.spl~ @101415 = ~Unholy Word~ @101416 = ~Unholy Word (Conjuration/Summoning) Level: 7 Sphere: Combat Range: 0 Duration: Special Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge between god and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: Hit Dice / Levels — Effects of Unholy Word Less than 4 — Death 4 to 7 — Stunned for 1 turn 8 to 11 — Slowed for 1 turn with a 75% chance of spell failure 12 and up — Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell.~ @101417 = ~SPPR717.spl~ @101418 = ~Creeping Doom~ @101419 = ~Creeping Doom (Conjuration/Summoning) Level: 7 Sphere: Animal, Summoning Range: 240 ft. Duration: 3 rounds Casting Time: 5 Area of Effect: Special Saving Throw: Special When the caster utters the spell Creeping Doom, calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.~ @101420 = ~SPPR718.spl~ @101421 = ~Symbol, Stun~ @101422 = ~Symbol, Stun (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster.~ @101423 = ~SPPR719.spl~ @101424 = ~Symbol, Death~ @101425 = ~Symbol, Death (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.~ @101426 = ~SPPR720.spl~ @101427 = ~Earthquake~ @101428 = ~Earthquake (Alteration) Level: 7 Sphere: Elemental (Earth) Range: 360 ft. Duration: 3 tremors Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: 1st: All creatures affected take 6d6 points of damage and fall to the ground for 4 rounds. A successful Saving Throw vs. Spell with a -6 penalty halves the damage and negates the fall. 2nd: All creatures affected take 3d6 points of damage. A successful Saving Throw vs. Spell with a -2 penalty halves the damage. 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.~ @101429 = ~SPPR721.spl~ @101430 = ~Energy Blades~ @101431 = ~Energy Blades (Any School) Level: Quest Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.~ @101432 = ~SPPR722.spl~ @101433 = ~Storm of Vengeance~ @101434 = ~Storm of Vengeance Level: Quest Range: 270 ft. Duration: 3 rounds Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: Special Casting this spell causes the earth to shake and the heavens to boil with blood and energy. All enemies of the caster are struck down by acidic rain, earthquakes, and lightning. All enemies of 8th level or lower are slain instantly. The survivors are struck by acidic, poisonous rain and lightning. The storm lasts for 3 rounds. Each round, the victims suffer 1d6 electrical damage, 1d6 fire damage, and 1d6 acid damage (Save vs. Spell for half damage). They also have a chance to be poisoned (Save vs. Death negates) in the first round.~ @101435 = ~SPPR723.spl~ @101436 = ~Elemental Summoning~ @101437 = ~Elemental Summoning Level: Quest Range: 30 ft. Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: None Drawing power from the environment, this spell summons 2 16-HD elementals randomly chosen from earth, air, or fire. The elementals stay for 1 turn and will obey the caster as long as they remain summoned. There is a 10% chance that a randomly chosen Elemental Prince will be summoned instead. The Elemental Princes rule over other elementals in their respective planes. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul.~ @101438 = ~SPPR724.spl~ @101439 = ~Greater Elemental Summoning~ @101440 = ~Greater Elemental Summoning Level: Quest Range: 30 ft. Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: None Druids, having a more powerful link to the elements, can cast a stronger version of Elemental Summoning. This spell can summon the Elemental Princes themselves, randomly chosen from earth, air, or fire. The Elemental Prince of Air is Chan, the Elemental Prince of Earth is Sunnis, and the Elemental Prince of Fire is Zaaman Rul. The Elemental Princes stay for 1 turn and will obey the caster as long as they remain summoned. Requires: Elemental Summoning~ @101441 = ~SPPR725.spl~ @101442 = ~Globe of Blades~ @101443 = ~Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.~ @101444 = ~SPPR725D.spl~ @101445 = ~Globe of Blades~ @101446 = ~Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.~ @101447 = ~SPPR726.spl~ @101448 = ~Summon Deva~ @101449 = ~Summon Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.~ @101450 = ~SPPR727.spl~ @101451 = ~Summon Fallen Deva~ @101452 = ~Summon Fallen Deva (Conjuration/Summoning) Level: Quest Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a demonic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.~ @101453 = ~SPPR728.spl~ @101454 = ~Implosion~ @101455 = ~Implosion (Evocation) Level: Quest Range: 40 ft. Duration: 2 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special This spell creates a rift in the earth beneath the target which implodes and closes in upon itself, crushing and burning the target and holding it for 1 round. The spell does 10d10 fire damage and 10d10 blunt damage. The victim can save vs. Spell for half.~ @101456 = ~SPPR729.spl~ @101457 = ~Mass Raise Dead~ @101458 = ~Mass Raise Dead (Necromancy) Level: 7 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 2 Area of Effect: Up to 5 party members Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.~ @101459 = ~SPPR730.spl~ @101460 = ~Aura of Flaming Death~ @101461 = ~Aura of Flaming Death (Evocation, Alteration) Level: Quest Range: 0 Duration: 1 round/2 levels Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile. ~ @101462 = ~SPPR730D.spl~ @101463 = ~Aura of Flaming Death~ @101464 = ~Aura of Flaming Death (Evocation, Alteration) Level: Quest Range: 0 Duration: 1 round/2 levels Casting Time: 4 Area of Effect: The caster Saving Throw: None This spell causes the caster to be enveloped by an aura of intense flame that both injures opponents and protects the caster from damage. This shield not only grants the user 90% Fire Resistance and an AC bonus of 4, but also protects from attacks made within a 5-ft. radius. An opponent that hits the caster with any weapons or spells within this radius suffers 2d10+2 fire damage. In addition, the intense heat protects the caster from all non-magical weapons, melee or missile. ~ @101465 = ~SPPR731.spl~ @101466 = ~Fire Elemental Transformation~ @101467 = ~Fire Elemental Transformation Level: Quest Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None Harnessing the power of fire, this powerful shapechange ability allows the Druid to become a 24-HD fire elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 1d10 normal and 1d10 fire damage with its attacks. When the Druid returns to human form, is also healed 3d10 Hit Points.~ @101468 = ~SPPR732.spl~ @101469 = ~Earth Elemental Transformation~ @101470 = ~Earth Elemental Transformation Level: Quest Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None Harnessing the power of the earth, this powerful shapechange ability allows the Druid to become a 24 HD earth elemental of immense strength. The elemental form has an AC of -5, a THAC0 of 2, and does 2d10 crushing damage with its attacks. When the Druid returns to human form, is also healed 3d10 Hit Points.~ @101471 = ~SPPR750.spl~ @101472 = ~Ether Gate~ @101473 = ~Ether Gate (Alteration) Level: 7 Sphere: Travelers Range: Touch Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects.~ @101474 = ~SPPR751.spl~ @101475 = ~Ethereal Retribution~ @101476 = ~Ethereal Retribution (Conjuration) Level: Quest Sphere: Summoning Range: 40 ft. Duration: 3 rounds Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.~ @101477 = ~SPPR950.spl~ @101478 = ~True Sight~ @101479 = ~True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member.~ @101480 = ~SPPR951D.spl~ @101481 = ~Fire Shield (Blue)~ @101482 = ~Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.~ @101483 = ~SPPR952D.spl~ @101484 = ~Fire Shield (Red)~ @101485 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @101486 = ~SPPR987.spl~ @101487 = ~Call Lightning~ @101488 = ~Call Lightning (Alteration) Level: 3 Sphere: Weather Range: 80 ft. Duration: 1 turn/4 levels Casting Time: 9 Area of Effect: 360-ft. radius Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per turn. The spell has a duration of 1 turn every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.~ @101489 = ~SPPR999.spl~ @101490 = ~Raise Dead~ @101491 = ~Raise Dead (Necromancy) Level: 5 Sphere: Necromantic Range: Visual range of the caster Duration: Permanent Casting Time: 9 Area of Effect: 1 person Saving Throw: Special When the priest casts a Raise Dead spell, can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.~ @101492 = ~SPRA301.spl~ @101493 = ~Haste~ @101494 = ~Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.~ @101495 = ~SPRA302.spl~ @101496 = ~Minor Spell Deflection~ @101497 = ~Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.~ @101498 = ~SPRA303.spl~ @101499 = ~Protection From Normal Missiles~ @101500 = ~Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.~ @101501 = ~SPRA304.spl~ @101502 = ~Animal Summoning I~ @101503 = ~Animal Summoning I (Conjuration/Summoning) Level: 4 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 7 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.~ @101504 = ~SPRA305.spl~ @101505 = ~Animal Summoning II~ @101506 = ~Animal Summoning II (Conjuration/Summoning) Level: 5 Sphere: Animal, Summoning Range: 30 ft. Duration: 3 turns Casting Time: 8 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).~ @101507 = ~SPRA306.spl~ @101508 = ~Animal Summoning III~ @101509 = ~Animal Summoning III (Conjuration/Summoning) Level: 6 Sphere: Animal, Summoning Range: 120 ft. Duration: 4 turns Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.~ @101510 = ~spsd02.spl~ @101511 = ~Shadowstep~ @101512 = ~Shadowstep The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.~ @101513 = ~SPWI001.spl~ @101514 = ~Fireball~ @101515 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @101516 = ~SPWI002.spl~ @101517 = ~Lightning Bolt~ @101518 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @101519 = ~SPWI003.spl~ @101520 = ~Magic Missile~ @101521 = ~Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.~ @101522 = ~SPWI050.spl~ @101523 = ~Chaos~ @101524 = ~Visual candy for the misled image to cast, does nothing, looks pretty.~ @101525 = ~SPWI051.spl~ @101526 = ~Dispel Magic~ @101527 = ~Visual candy for the misled image to cast, does nothing, looks pretty.~ @101528 = ~SPWI052.spl~ @101529 = ~Power Word, Silence~ @101530 = ~Visual candy for the misled image to cast, does nothing, looks pretty.~ @101531 = ~SPWI053.spl~ @101532 = ~Flesh to Stone~ @101533 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @101534 = ~SPWI054.spl~ @101535 = ~Finger of Death~ @101536 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @101537 = ~SPWI055.spl~ @101538 = ~Disintegrate~ @101539 = ~Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.~ @101540 = ~SPWI056.spl~ @101541 = ~Disintegrate~ @101542 = ~Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.~ @101543 = ~SPWI101.spl~ @101544 = ~Grease~ @101545 = ~Grease (Conjuration/Summoning) Level: 1 Range: 30 ft. Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Special A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.~ @101546 = ~SPWI102.spl~ @101547 = ~Armor~ @101548 = ~Armor (Conjuration) Level: 1 Range: 0 Duration: 9 hours Casting Time: 9 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires.~ @101549 = ~SPWI103.spl~ @101550 = ~Burning Hands~ @101551 = ~Burning Hands (Alteration) Level: 1 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots from fingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.~ @101552 = ~SPWI104.spl~ @101553 = ~Charm Person~ @101554 = ~Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.~ @101555 = ~SPWI105.spl~ @101556 = ~Color Spray~ @101557 = ~Color Spray (Alteration) Level: 1 Range: 50 ft. Duration: Instant Casting Time: 1 Area of Effect: 90-degree arc Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from hand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.~ @101558 = ~SPWI106.spl~ @101559 = ~Blindness~ @101560 = ~Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, receives a -4 penalty to attack rolls and Armor Class.~ @101561 = ~SPWI107.spl~ @101562 = ~Friends~ @101563 = ~Friends (Enchantment/Charm) Level: 1 Range: 0 Duration: 1d4 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with and make an effort to be friends and help , as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking captive instead.~ @101564 = ~SPWI108.spl~ @101565 = ~Protection From Petrification~ @101566 = ~Protection From Petrification (Abjuration) Level: 1 Range: Touch Duration: 1 hour Casting Time: 1 Area of Effect: 1 creature Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.~ @101567 = ~SPWI110.spl~ @101568 = ~Identify~ @101569 = ~Identify (Divination) Level: 1 Range: 0 Duration: Instant Casting Time: Special Area of Effect: 1 item Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.~ @101570 = ~SPWI111.spl~ @101571 = ~Infravision~ @101572 = ~Infravision (Divination) Level: 1 Range: 30 ft. Duration: 2 hours Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.~ @101573 = ~SPWI112.spl~ @101574 = ~Magic Missile~ @101575 = ~Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.~ @101576 = ~SPWI113.spl~ @101577 = ~Protection From Evil~ @101578 = ~Protection From Evil (Abjuration) Level: 1 Range: Touch Duration: 2 rounds/level Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.~ @101579 = ~SPWI114.spl~ @101580 = ~Shield~ @101581 = ~Shield (Evocation) Level: 1 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.~ @101582 = ~SPWI115.spl~ @101583 = ~Shocking Grasp~ @101584 = ~Shocking Grasp (Alteration) Level: 1 Range: Touch Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.~ @101585 = ~SPWI116.spl~ @101586 = ~Sleep~ @101587 = ~Sleep (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds/level Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: Neg. When a wizard casts a Sleep spell, causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.~ @101588 = ~SPWI117.spl~ @101589 = ~Chill Touch~ @101590 = ~Chill Touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.~ @101591 = ~spwi117a.spl~ @101592 = ~spwi117a.spl: spell name unknown~ @101593 = ~Chill Touch (Necromancy) Level: 1 Range: 0 Duration: 1 turn Casting Time: 1 Area of Effect: The creature Saving Throw: Neg. When the caster completes this spell, a blue glow encompasses hand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.~ @101594 = ~SPWI118.spl~ @101595 = ~Chromatic Orb~ @101596 = ~Chromatic Orb (Evocation) Level: 1 Range: 90 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. 2nd Level: 1d4 damage and inflicts pain (-1 penalty to Strength, Dexterity, AC, and THAC0) upon the victim. 3rd Level: 1d6 damage and burns the victim for an additional 1d8 damage. 4th Level: 1d6 damage and blinds the target for 1 turn. 5th Level: 1d8 damage and stuns the target for 3 rounds. 6th Level: 1d8 damage and causes weakness (-4 penalty to THAC0) in the victim. 7th Level: 1d10 damage and paralyzes the victim for 2 turns. 10th Level: 1d12 acid damage and turns the victim to stone. 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.~ @101597 = ~SPWI119.spl~ @101598 = ~Larloch's Minor Drain~ @101599 = ~Larloch's Minor Drain (Necromancy) Level: 1 Range: 30 ft. Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.~ @101600 = ~SPWI120.spl~ @101601 = ~Reflected Image~ @101602 = ~Reflected Image (Illusion/Phantasm) Level: 1 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None Upon casting this spell, the wizard creates 1 image of self that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.~ @101603 = ~SPWI123.spl~ @101604 = ~Find Familiar~ @101605 = ~Find Familiar (Conjuration/Summoning) Level: 1 Range: n/a Duration: Special Casting Time: 9 Area of Effect: 1 familiar Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. (Note: This spell may only be cast by the protagonist.) The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard has an empathic link with the familiar and can issue it mental commands. The caster receives half the familiar's total Hit Points (rounded down) as bonus Hit Points. However, the caster must take care to treat familiar well, for if the familiar should die, the caster loses the bonus Hit Points and the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY. Example: A Mage has 12 Hit Points and casts Find Familiar. The imp summoned has 18 Hit Points, so the caster gets a bonus of 9 Hit Points. The caster now has 21 Hit Points. If the familiar dies, the caster loses those 9 Hit Points (putting back at 12), loses 1 point of Constitution permanently (which may cause additional Hit Point loss), and takes 18 damage. Here is a list of the familiars that the player receives according to alignment: LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 24 – Armor Class: -2 – Magic Resistance: 50% – Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs. Death or be rendered unconscious for 2 turns – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. LAWFUL NEUTRAL: Ferret – Hit Points: 24 – Armor Class: 0 – Magic Resistance: 50% – Combat: 2 attacks per round at 13 THAC0 for 1d3 damage – Special Abilities: Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification. LAWFUL EVIL: Imp – Hit Points: 18 – Armor Class: 2 – Magic Resistance: 25% – Combat: 1 attack per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round. NEUTRAL: Rabbit – Hit Points: 24 – Armor Class: 1 – Magic Resistance: 65% – Combat: 2 attacks per round at 13 THAC0 for 1d2 damage – Special Abilities: Has 50% in Detect Traps and 30% Hide in Shadows/Move Silently. Has 75% resistance to fire, cold, and electricity. NEUTRAL EVIL: Dust Mephit – Hit Points: 24 – Armor Class: 6 – Magic Resistance: 10% – Combat: 2 attacks per round at 13 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 50% resistance to slashing, piercing, and missile damage. Can cast Glitterdust once per day and Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification. CHAOTIC GOOD: Fairy Dragon – Hit Points: 24 – Armor Class: 4 – Magic Resistance: 32% – Combat: 2 attacks per round at 13 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image and Invisibility, 10' Radius once per day. Immune to level drain, sleep, and petrification. CHAOTIC NEUTRAL: Cat – Hit Points: 24 – Armor Class: 0 – Magic Resistance: 50% – Combat: 2 attacks per round at 13 THAC0 for 1d3 damage – Special Abilities: Has 30% in Pick Pockets and 99% in Move Silently/Hide in Shadows. Immune to level drain, sleep, and petrification. CHAOTIC EVIL: Quasit – Hit Points: 24 – Armor Class: 2 – Magic Resistance: 25% – Combat: 3 attacks per round at 13 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror and Blur once per day. Regenerates 1 HP/round.~ @101606 = ~SPWI124.spl~ @101607 = ~Nahal's Reckless Dweomer~ @101608 = ~Nahal's Reckless Dweomer (Invocation/Evocation) Level: 1 Range: Special Duration: Special Casting Time: Special Area of Effect: Special Saving Throw: Special This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.~ @101609 = ~SPWI125.spl~ @101610 = ~Spook~ @101611 = ~Spook (Illusion/Phantasm) Level: 1 Range: 30 ft. Duration: 3 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.~ @101612 = ~SPWI201.spl~ @101613 = ~The name goes here~ @101614 = ~Your new description goes here~ @101615 = ~SPWI202.spl~ @101616 = ~Detect Evil~ @101617 = ~Detect Evil (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.~ @101618 = ~SPWI203.spl~ @101619 = ~Detect Invisibility~ @101620 = ~Detect Invisibility (Divination) Level: 2 Range: 0 Duration: Instant Casting Time: 2 Area of Effect: 120-ft. radius Saving Throw: None When the wizard casts a Detect Invisibility spell, is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.~ @101621 = ~SPWI205.spl~ @101622 = ~Horror~ @101623 = ~Horror (Necromancy) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.~ @101624 = ~SPWI206.spl~ @101625 = ~Invisibility~ @101626 = ~Invisibility (Illusion/Phantasm) Level: 2 Range: Touch Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around , such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first.~ @101627 = ~SPWI207.spl~ @101628 = ~Knock~ @101629 = ~Knock (Alteration) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: Locked door or chest Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.~ @101630 = ~SPWI208.spl~ @101631 = ~Know Alignment~ @101632 = ~Know Alignment (Divination) Level: 2 Range: 30 ft. Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: Neg. A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.~ @101633 = ~SPWI209.spl~ @101634 = ~Luck~ @101635 = ~Luck (Enchantment/Charm) Level: 2 Range: 15 ft. Duration: 3 rounds Casting Time: 2 Area of Effect: 1 creature Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus to Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.~ @101636 = ~SPWI210.spl~ @101637 = ~Resist Fear~ @101638 = ~Resist Fear (Abjuration) Level: 2 Range: 30 ft. Duration: 1 hour Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.~ @101639 = ~SPWI211.spl~ @101640 = ~Melf's Acid Arrow~ @101641 = ~Melf's Acid Arrow (Conjuration/Summoning) Level: 2 Range: 60 ft. Duration: 1 round/3 levels Casting Time: 2 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.~ @101642 = ~SPWI212.spl~ @101643 = ~Mirror Image~ @101644 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.~ @101645 = ~SPWI213.spl~ @101646 = ~Stinking Cloud~ @101647 = ~Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.~ @101648 = ~SPWI214.spl~ @101649 = ~Strength~ @101650 = ~Strength (Alteration) Level: 2 Range: 20 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.~ @101651 = ~SPWI215.spl~ @101652 = ~Web~ @101653 = ~Web (Evocation) Level: 2 Range: 40 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.~ @101654 = ~SPWI217.spl~ @101655 = ~Agannazar's Scorcher~ @101656 = ~Agannazar's Scorcher (Evocation) Level: 2 Range: 15 ft. Duration: 1 round Casting Time: 3 Area of Effect: 2-ft. by 15-ft. jet Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.~ @101657 = ~SPWI218.spl~ @101658 = ~Ghoul Touch~ @101659 = ~Ghoul Touch (Necromancy) Level: 2 Range: 0 Duration: 5 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: Neg. When the caster completes this spell, a red glow encompasses hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.~ @101660 = ~SPWI219.spl~ @101661 = ~Vocalize~ @101662 = ~Vocalize (Alteration) Level: 2 Range: 0 Duration: 1 turn Casting Time: 2 Area of Effect: The caster Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component.~ @101663 = ~SPWI220.spl~ @101664 = ~Power Word, Sleep~ @101665 = ~Power Word, Sleep (Conjuration/Summoning) Level: 2 Range: 90 ft. Duration: 5 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a wizard calls upon a Power Word, Sleep spell, causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.~ @101666 = ~SPWI221.spl~ @101667 = ~Ray of Enfeeblement~ @101668 = ~Ray of Enfeeblement (Enchantment/Charm) Level: 2 Range: Visual range of the caster Duration: 1 round/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength and thereby the attacks that rely upon it. The victim is reduced to a Strength of 5 for the duration of the spell unless a Save vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However the target receives all of the penalties for a 5 Strength such as attack and damage penalties as well as lower weight allowance.~ @101669 = ~SPWI222.spl~ @101670 = ~Chaos Shield~ @101671 = ~Chaos Shield (Abjuration) Level: 2 Range: 0 Duration: 5 rounds + 1 turn/5 levels Casting Time: 2 Area of Effect: The caster Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus.~ @101672 = ~SPWI223.spl~ @101673 = ~Deafness~ @101674 = ~Deafness (Illusion/Phantasm) Level: 2 Range: 180 ft. Duration: Special Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.~ @101675 = ~SPWI224.spl~ @101676 = ~Glitterdust~ @101677 = ~Glitterdust (Conjuration/Summoning) Level: 2 Range: 30 ft. Duration: 4 rounds Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds.~ @101678 = ~SPWI298.spl~ @101679 = ~Contingency – Mirror Image~ @101680 = ~Mirror Image (Illusion/Phantasm) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates of self to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.~ @101681 = ~SPWI299.spl~ @101682 = ~Summon Cow~ @101683 = ~Summon Cow (Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby!~ @101684 = ~SPWI301.spl~ @101685 = ~Clairvoyance~ @101686 = ~Clairvoyance (Divination) Level: 3 Range: Special Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: None The Clairvoyance spell empowers the wizard to see in mind the geographical features and buildings of the region is currently exploring. It extends to a great range, but cannot reveal creatures or their movements.~ @101687 = ~SPWI302.spl~ @101688 = ~Remove Magic~ @101689 = ~Remove Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @101690 = ~SPWI303.spl~ @101691 = ~Flame Arrow~ @101692 = ~Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.~ @101693 = ~SPWI304.spl~ @101694 = ~Fireball~ @101695 = ~Fireball (Evocation) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the Fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saving Throws each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.~ @101696 = ~SPWI305.spl~ @101697 = ~Haste~ @101698 = ~Haste (Alteration) Level: 3 Range: 15 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all allied creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.~ @101699 = ~SPWI306.spl~ @101700 = ~Hold Person~ @101701 = ~Hold Person (Enchantment/Charm) Level: 3 Range: 35 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.~ @101702 = ~SPWI307.spl~ @101703 = ~Invisibility, 10' Radius~ @101704 = ~Invisibility, 10' Radius (Illusion/Phantasm) Level: 3 Range: 0 Duration: Special Casting Time: 9 Area of Effect: 10-ft. radius Saving Throw: None This spell causes all creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.~ @101705 = ~SPWI308.spl~ @101706 = ~Lightning Bolt~ @101707 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @101708 = ~SPWI309.spl~ @101709 = ~Monster Summoning I~ @101710 = ~Monster Summoning I (Conjuration/Summoning) Level: 3 Range: 120 ft. Duration: 2 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.~ @101711 = ~SPWI310.spl~ @101712 = ~Non-Detection~ @101713 = ~Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.~ @101714 = ~SPWI311.spl~ @101715 = ~Protection From Normal Missiles~ @101716 = ~Protection From Normal Missiles (Abjuration) Level: 3 Range: Touch Duration: 1 hour Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.~ @101717 = ~SPWI312.spl~ @101718 = ~Slow~ @101719 = ~Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.~ @101720 = ~SPWI313.spl~ @101721 = ~Skull Trap~ @101722 = ~Skull Trap (Necromancy) Level: 3 Range: 60 ft. Duration: Special Casting Time: 3 Area of Effect: 11-ft. radius Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 11-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.~ @101723 = ~SPWI314.spl~ @101724 = ~Vampiric Touch~ @101725 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @101726 = ~spwi314a.spl~ @101727 = ~Vampiric Touch~ @101728 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @101729 = ~spwi314b.spl~ @101730 = ~spwi314b.spl: spell name unknown~ @101731 = ~Vampiric Touch (Necromancy) Level: 3 Range: Touch Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's Hit Points. The caster must wait for the first Vampiric Touch spell to run its course before casting another.~ @101732 = ~SPWI315.spl~ @101733 = ~Wraithform~ @101734 = ~Wraithform (Alteration, Illusion) Level: 3 Range: 0 Duration: 2 rounds/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard and all of gear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.~ @101735 = ~SPWI316.spl~ @101736 = ~Dire Charm~ @101737 = ~Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed.~ @101738 = ~SPWI317.spl~ @101739 = ~Ghost Armor~ @101740 = ~Ghost Armor (Conjuration/Summoning) Level: 3 Range: 0 Duration: 1 hour Casting Time: 1 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires.~ @101741 = ~SPWI318.spl~ @101742 = ~Minor Spell Deflection~ @101743 = ~Minor Spell Deflection (Abjuration) Level: 3 Range: 0 Duration: 3 rounds/level Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.~ @101744 = ~SPWI319.spl~ @101745 = ~Protection From Fire~ @101746 = ~Protection From Fire (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources.~ @101747 = ~SPWI320.spl~ @101748 = ~Protection From Cold~ @101749 = ~Protection From Cold (Abjuration) Level: 3 Range: Touch Duration: 1 turn/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, etc., absorbing 50% of all the damage dealt by such magical sources.~ @101750 = ~SPWI321.spl~ @101751 = ~Spell Thrust~ @101752 = ~Spell Thrust (Abjuration) Level: 3 Range: 25 ft. Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.~ @101753 = ~SPWI322.spl~ @101754 = ~Detect Illusion~ @101755 = ~Detect Illusion (Divination) Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell.~ @101756 = ~SPWI324.spl~ @101757 = ~Hold Undead~ @101758 = ~Hold Undead (Necromancy) Level: 3 Range: 35 ft. Duration: 2 rounds/level Casting Time: 3 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.~ @101759 = ~SPWI325.spl~ @101760 = ~Melf's Minute Meteors~ @101761 = ~Melf's Minute Meteors (Evocation) Level: 3 Range: 0 Duration: Special Casting Time: 3 Area of Effect: The caster Saving Throw: None This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of usual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.~ @101762 = ~SPWI326.spl~ @101763 = ~Dispel Magic~ @101764 = ~Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~ @101765 = ~SPWI399.spl~ @101766 = ~Lightning Bolt~ @101767 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @101768 = ~SPWI401.spl~ @101769 = ~Confusion~ @101770 = ~Confusion (Enchantment/Charm) Level: 4 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.~ @101771 = ~SPWI402.spl~ @101772 = ~Dimension Door~ @101773 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @101774 = ~SPWI403.spl~ @101775 = ~Fire Shield (Blue)~ @101776 = ~Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.~ @101777 = ~SPWI403D.spl~ @101778 = ~Fire Shield (Blue)~ @101779 = ~Fireshield (Blue) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.~ @101780 = ~SPWI404.spl~ @101781 = ~Ice Storm~ @101782 = ~Ice Storm (Evocation) Level: 4 Range: Visual range of the caster Duration: 4 rounds Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.~ @101783 = ~SPWI405.spl~ @101784 = ~Improved Invisibility~ @101785 = ~Improved Invisibility (Illusion/Phantasm) Level: 4 Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.~ @101786 = ~SPWI406.spl~ @101787 = ~Minor Globe of Invulnerability~ @101788 = ~Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.~ @101789 = ~SPWI407.spl~ @101790 = ~Monster Summoning II~ @101791 = ~Monster Summoning II (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.~ @101792 = ~SPWI408.spl~ @101793 = ~Stoneskin~ @101794 = ~Stoneskin (Alteration) Level: 4 Range: 0 Duration: 12 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None When a wizard casts this powerful spell upon self, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.~ @101795 = ~SPWI409.spl~ @101796 = ~Contagion~ @101797 = ~Contagion (Necromancy) Level: 4 Range: 90 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.~ @101798 = ~SPWI410.spl~ @101799 = ~Remove Curse~ @101800 = ~Remove Curse (Abjuration) Level: 4 Range: Touch Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.~ @101801 = ~SPWI411.spl~ @101802 = ~Emotion: Hopelessness~ @101803 = ~Emotion: Hopelessness (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 9 rounds + 1 round/level after 7th Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around . The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore morale, as well as prevent the above from creeping forth into psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.~ @101804 = ~SPWI412.spl~ @101805 = ~Greater Malison~ @101806 = ~Greater Malison (Enchantment/Charm) Level: 4 Range: 50 ft. Duration: 2 rounds/level Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws of enemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.~ @101807 = ~SPWI413.spl~ @101808 = ~Otiluke's Resilient Sphere~ @101809 = ~Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.~ @101810 = ~SPWI414.spl~ @101811 = ~Spirit Armor~ @101812 = ~Spirit Armor (Necromancy) Level: 4 Range: Touch Duration: 2 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: Special This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as if were wearing full plate. Also, due to the magical nature of the spell, will also receive a +3 bonus to Save vs. Spell. There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell.~ @101813 = ~SPWI415.spl~ @101814 = ~Polymorph Other~ @101815 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @101816 = ~SPWI416.spl~ @101817 = ~Polymorph Self~ @101818 = ~Polymorph Self (Alteration) Level: 4 Range: 0 Duration: 1 turn + 3 rounds/level Casting Time: 4 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. For the duration of the spell, the caster can transform into any of the new forms at any time and as many times as wishes. The caster gains the natural attacks of the new form in some cases and may use weapons in others. The mental attributes of the wizard remain the same, but all physical attributes are obtained from the new form. Also, any natural protections that the new form offers are conferred to the wizard, such as the resistance to missile and crushing weapons possessed by the slime form. The possible forms given by Polymorph Self are: – Flind: wields a magical halberd (+1 fire damage and strikes as a +3 weapon) – Mustard Jelly: capable of poisoning or slowing opponents (if they fail a Save vs. Death when hit) – Ogre: Capable of causing massive damage – Spider: Causes poison damage when it hits an opponent In addition, the caster may choose the form of brown bear, black bear, or wolf.~ @101819 = ~SPWI417.spl~ @101820 = ~Enchanted Weapon~ @101821 = ~Enchanted Weapon (Enchantment/Charm) Level: 4 Range: 0 Duration: 5 rounds/level Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast on a creature it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.~ @101822 = ~SPWI418.spl~ @101823 = ~Fire Shield (Red)~ @101824 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @101825 = ~SPWI418D.spl~ @101826 = ~Fire Shield (Red)~ @101827 = ~Fireshield (Red) (Evocation) Level: 4 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: The caster Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protects from attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.~ @101828 = ~SPWI419.spl~ @101829 = ~Secret Word~ @101830 = ~Secret Word (Abjuration) Level: 4 Range: 40 ft. Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.~ @101831 = ~SPWI420.spl~ @101832 = ~Minor Sequencer~ @101833 = ~Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.~ @101834 = ~SPWI420D.spl~ @101835 = ~Minor Sequencer~ @101836 = ~Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.~ @101837 = ~spwi420p.spl~ @101838 = ~Minor Sequencer~ @101839 = ~Minor Sequencer (Invocation/Evocation) Level: 4 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time from Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.~ @101840 = ~SPWI421.spl~ @101841 = ~Teleport Field~ @101842 = ~Teleport Field (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating defenses.~ @101843 = ~SPWI423.spl~ @101844 = ~Spider Spawn~ @101845 = ~Spider Spawn (Conjuration/Summoning) Level: 4 Range: 120 ft. Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires.~ @101846 = ~SPWI424.spl~ @101847 = ~Farsight~ @101848 = ~Farsight (Divination) Level: 4 Range: Special Duration: 3 rounds + 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.~ @101849 = ~SPWI425.spl~ @101850 = ~Wizard Eye~ @101851 = ~Wizard Eye (Divination, Alteration) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sends visual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.~ @101852 = ~SPWI489.spl~ @101853 = ~Shapeshift: Natural Form~ @101854 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @101855 = ~SPWI490.spl~ @101856 = ~Shapeshift: Natural Form~ @101857 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @101858 = ~SPWI491.spl~ @101859 = ~Shapeshift: Natural Form~ @101860 = ~Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect.~ @101861 = ~SPWI493.spl~ @101862 = ~Shapeshift: Flind~ @101863 = ~Shapeshift: Flind Strength: 17 Dexterity: 17 Base Armor Class: 1 Number of Attacks: 2 Attack Damage: 1d10+1 (slashing or piercing), +1 fire damage, strikes as +3 weapon Special Abilities: – THAC0: +1 – Increased movement rate~ @101864 = ~SPWI494.spl~ @101865 = ~Shapeshift: Ogre~ @101866 = ~Shapeshift: Ogre Strength: 18/00 Dexterity: 9 Base Armor Class: 5 Number of Attacks: 1 Attack Damage: 4d6 (crushing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @101867 = ~SPWI495.spl~ @101868 = ~Shapeshift: Spider~ @101869 = ~Shapeshift: Spider Strength: 15 Dexterity: 17 Base Armor Class: 4 Number of Attacks: 2 Attack Damage: 1d4 (piercing), strikes as a +1 weapon, poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +1 negates) Special Abilities: – Immunity to web – Increased movement rate~ @101870 = ~SPWI496.spl~ @101871 = ~Shapeshift: Mustard Jelly~ @101872 = ~Shapeshift: Mustard Jelly Strength: 14 Dexterity: 9 Base Armor Class: 4 Number of Attacks: 1 Attack Damage (ranged): 5d4 (crushing), poison (1 damage per 2 seconds for 5 rounds; Save vs. Poison at +2 negates), slow (200 seconds; Save vs. Breath at -2 negates) Special Abilities: – Cold Resistance: 50% – Electrical Resistance: 100% – Magic Resistance: 125% – Magic Cold Resistance: 50% – Slashing Resistance: 30% – Crushing Resistance: 30% – Piercing Resistance: 100% – Missile Resistance: 85% – Immunity to stun, sleep, fear, poison, petrification, confusion, charm, paralysis, and level drain – Immunity to non-magical weapons – Increased movement rate~ @101873 = ~SPWI497.spl~ @101874 = ~Shapeshift: Brown Bear~ @101875 = ~Shapeshift: Brown Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 6 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @101876 = ~SPWI498.spl~ @101877 = ~Shapeshift: Black Bear~ @101878 = ~Shapeshift: Black Bear Strength: 18/00 Dexterity: 12 Base Armor Class: 7 Number of Attacks: 3 Attack Damage: 1d6 (piercing), strikes as +1 weapon Special Abilities: – Increased movement rate~ @101879 = ~SPWI499.spl~ @101880 = ~Shapeshift: Wolf~ @101881 = ~Shapeshift: Wolf Strength: 15 Dexterity: 18 Base Armor Class: 6 Number of Attacks: 2 Attack Damage: 1d8 (piercing), strikes as +1 weapon Special Abilities: – Cold Resistance: 100% – Electrical Resistance: 50% – Magic Cold Resistance: 100% – Increased movement rate~ @101882 = ~SPWI501.spl~ @101883 = ~Animate Dead~ @101884 = ~Animate Dead (Necromancy) Level: 5 Range: 30 ft. Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. 7th – 10th: a 5 HD skeleton warrior wielding a long sword +1. 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.~ @101885 = ~SPWI502.spl~ @101886 = ~Cloudkill~ @101887 = ~Cloudkill (Evocation) Level: 5 Range: 40 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.~ @101888 = ~SPWI503.spl~ @101889 = ~Cone of Cold~ @101890 = ~Cone of Cold (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 18-ft. cone with 90-deg. arc Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 18 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.~ @101891 = ~SPWI504.spl~ @101892 = ~Monster Summoning III~ @101893 = ~Monster Summoning III (Conjuration/Summoning) Level: 5 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.~ @101894 = ~SPWI505.spl~ @101895 = ~Shadow Door~ @101896 = ~Shadow Door (Illusion/Phantasm) Level: 5 Range: 0 Duration: 9 rounds + 1 round/level after 9th Casting Time: 2 Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality, has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.~ @101897 = ~SPWI506.spl~ @101898 = ~Domination~ @101899 = ~Domination (Enchantment/Charm) Level: 5 Range: Visual range of the caster Duration: 8 rounds Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.~ @101900 = ~SPWI507.spl~ @101901 = ~Hold Monster~ @101902 = ~Hold Monster (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: 1 round/level Casting Time: 5 Area of Effect: 1 creature and any enemies within 4 ft. Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.~ @101903 = ~SPWI508.spl~ @101904 = ~Chaos~ @101905 = ~Chaos (Enchantment/Charm) Level: 5 Range: 35 ft. Duration: 5 rounds + 1 round/6 levels Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.~ @101906 = ~SPWI509.spl~ @101907 = ~Feeblemind~ @101908 = ~Feeblemind (Enchantment/Charm) Level: 5 Range: 40 ft. Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .~ @101909 = ~SPWI510.spl~ @101910 = ~Spell Immunity~ @101911 = ~Spell Immunity (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 5 Area of Effect: The caster Saving Throw: None Casting this spell grants the wizard protection from one spell school of choice. After the spell is cast, the wizard must choose the school wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.~ @101912 = ~SPWI511.spl~ @101913 = ~Protection From Normal Weapons~ @101914 = ~Protection From Normal Weapons (Abjuration) Level: 5 Range: 0 Duration: 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.~ @101915 = ~SPWI512.spl~ @101916 = ~Protection From Electricity~ @101917 = ~Protection From Electricity (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.~ @101918 = ~SPWI513.spl~ @101919 = ~Breach~ @101920 = ~Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.~ @101921 = ~SPWI514.spl~ @101922 = ~Lower Resistance~ @101923 = ~Lower Resistance (Abjuration) Level: 5 Range: 40 ft. Duration: 9 rounds + 1 round/level after 9th Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.~ @101924 = ~SPWI515.spl~ @101925 = ~Oracle~ @101926 = ~Oracle (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 5 Area of Effect: 120-ft. radius Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just whom this spell affects. Therefore, it will affect only creatures that are not in the caster's party. The area of effect is roughly a 120-ft. radius around the caster.~ @101927 = ~SPWI516.spl~ @101928 = ~Conjure Lesser Fire Elemental~ @101929 = ~Conjure Lesser Fire Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to do bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @101930 = ~SPWI517.spl~ @101931 = ~Protection From Acid~ @101932 = ~Protection From Acid (Abjuration) Level: 5 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.~ @101933 = ~SPWI518.spl~ @101934 = ~Phantom Blade~ @101935 = ~Phantom Blade (Evocation) Level: 5 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, at normal THAC0. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in hand for the duration of the spell or until dispelled.~ @101936 = ~SPWI519.spl~ @101937 = ~Spell Shield~ @101938 = ~Spell Shield (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 8 Area of Effect: The caster Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against . The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.~ @101939 = ~SPWI520.spl~ @101940 = ~Conjure Lesser Air Elemental~ @101941 = ~Conjure Lesser Air Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @101942 = ~SPWI521.spl~ @101943 = ~Conjure Lesser Earth Elemental~ @101944 = ~Conjure Lesser Earth Elemental (Conjuration/Summoning) Level: 5 Range: 45 ft. Duration: 1 turn + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to do bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @101945 = ~SPWI522.spl~ @101946 = ~Minor Spell Turning~ @101947 = ~Minor Spell Turning (Abjuration) Level: 5 Range: 0 Duration: 3 rounds/level Casting Time: 5 Area of Effect: The caster Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.~ @101948 = ~SPWI523.spl~ @101949 = ~Sunfire~ @101950 = ~Sunfire (Evocation) Level: 5 Range: 0 Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: 1/2 A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures with hand, and the entire area around erupts in flames, striking everyone except the caster self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage.~ @101951 = ~SPWI601.spl~ @101952 = ~Invisible Stalker~ @101953 = ~Invisible Stalker (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 9 hours Casting Time: 9 Area of Effect: Special Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.~ @101954 = ~SPWI602.spl~ @101955 = ~Globe of Invulnerability~ @101956 = ~Globe of Invulnerability (Abjuration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.~ @101957 = ~SPWI603.spl~ @101958 = ~Tenser's Transformation~ @101959 = ~Tenser's Transformation (Alteration) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: None Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell, undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and becomes a formidable fighting machine. The spell causes the caster to become a berserk Fighter: Hit Points double, and all damage sustains is first detracted from this magically-gained life; Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all attacks are made as though were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled. ~ @101960 = ~SPWI604.spl~ @101961 = ~Flesh to Stone~ @101962 = ~Flesh to Stone (Alteration) Level: 6 Range: Visual range of the caster Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.~ @101963 = ~SPWI605.spl~ @101964 = ~Death Spell~ @101965 = ~Death Spell (Necromancy) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.~ @101966 = ~SPWI606.spl~ @101967 = ~Protection From Magic Energy~ @101968 = ~Protection From Magic Energy (Abjuration) Level: 6 Range: Touch Duration: 1 turn/level Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.~ @101969 = ~SPWI607.spl~ @101970 = ~Mislead~ @101971 = ~Mislead (Illusion/Phantasm) Level: 6 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away from original position. Meanwhile, an exact image of the caster is created where used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.~ @101972 = ~SPWI608.spl~ @101973 = ~Pierce Magic~ @101974 = ~Pierce Magic (Abjuration) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.~ @101975 = ~SPWI609.spl~ @101976 = ~True Sight~ @101977 = ~True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member.~ @101978 = ~SPWI609D.spl~ @101979 = ~True Sight~ @101980 = ~True Sight (Divination) Level: 6 Range: 0 Duration: 1 turn Casting Time: 8 Area of Effect: 120-ft. radius Saving Throw: None When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once per round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies, thus it is unable to dispel invisibility from a party member.~ @101981 = ~SPWI611.spl~ @101982 = ~Protection From Magical Weapons~ @101983 = ~Protection From Magical Weapons (Abjuration) Level: 6 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.~ @101984 = ~SPWI612.spl~ @101985 = ~Power Word, Silence~ @101986 = ~Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.~ @101987 = ~SPWI613.spl~ @101988 = ~Improved Haste~ @101989 = ~Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.~ @101990 = ~SPWI614.spl~ @101991 = ~Death Fog~ @101992 = ~Death Fog (Evocation) Level: 6 Range: 30 ft. Duration: 1 turn Casting Time: 6 Area of Effect: 15-ft. radius Saving Throw: None The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.~ @101993 = ~SPWI615.spl~ @101994 = ~Chain Lightning~ @101995 = ~Chain Lightning (Invocation/Evocation) Level: 6 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: Special Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).~ @101996 = ~SPWI616.spl~ @101997 = ~Disintegrate~ @101998 = ~Disintegrate (Alteration) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.~ @101999 = ~SPWI617.spl~ @102000 = ~Contingency~ @102001 = ~Contingency (Evocation) Level: 6 Range: Visual range of the caster Duration: Permanent until triggered Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard is allowed to choose a spell out of repertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically. For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% of Hit Points." Once the wizard is reduced to 50% of Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously. A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.~ @102002 = ~SPWI618.spl~ @102003 = ~Spell Deflection~ @102004 = ~Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.~ @102005 = ~SPWI619.spl~ @102006 = ~Wyvern Call~ @102007 = ~Wyvern Call (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern to aid. The creature will live and die at command until the spell's duration expires.~ @102008 = ~SPWI620.spl~ @102009 = ~Conjure Fire Elemental~ @102010 = ~Conjure Fire Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @102011 = ~SPWI621.spl~ @102012 = ~Conjure Air Elemental~ @102013 = ~Conjure Air Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @102014 = ~SPWI622.spl~ @102015 = ~Conjure Earth Elemental~ @102016 = ~Conjure Earth Elemental (Conjuration/Summoning) Level: 6 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.~ @102017 = ~SPWI623.spl~ @102018 = ~Carrion Summons~ @102019 = ~Carrion Summons (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 7 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.~ @102020 = ~SPWI624.spl~ @102021 = ~Summon Nishruu~ @102022 = ~Summon Nishruu (Conjuration/Summoning) Level: 6 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.~ @102023 = ~SPWI625.spl~ @102024 = ~Stone to Flesh~ @102025 = ~Stone to Flesh (Alteration) Level: 6 Range: 50 ft. Duration: Permanent Casting Time: 6 Area of Effect: 1 creature Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.~ @102026 = ~SPWI701.spl~ @102027 = ~Spell Turning~ @102028 = ~Spell Turning (Abjuration) Level: 7 Range: 0 Duration: 3 rounds/level Casting Time: 7 Area of Effect: The caster Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either.~ @102029 = ~SPWI702.spl~ @102030 = ~Protection From The Elements~ @102031 = ~Protection From The Elements (Abjuration) Level: 7 Range: Touch Duration: 1 round/level Casting Time: 7 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled.~ @102032 = ~SPWI703.spl~ @102033 = ~Project Image~ @102034 = ~Project Image (Illusion/Phantasm) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 1 Area of Effect: The caster Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out of body. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight.~ @102035 = ~SPWI704.spl~ @102036 = ~Ruby Ray of Reversal~ @102037 = ~Ruby Ray Of Reversal (Alteration) Level: 7 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.~ @102038 = ~SPWI705.spl~ @102039 = ~Khelben's Warding Whip~ @102040 = ~Khelben's Warding Whip (Abjuration) Level: 7 Range: 30 ft. Duration: 3 rounds Casting Time: 7 Area of Effect: Special Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.~ @102041 = ~SPWI707.spl~ @102042 = ~Cacofiend~ @102043 = ~Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.~ @102044 = ~SPWI708.spl~ @102045 = ~Mantle~ @102046 = ~Mantle (Abjuration) Level: 7 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.~ @102047 = ~SPWI710.spl~ @102048 = ~Spell Sequencer~ @102049 = ~Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.~ @102050 = ~SPWI710D.spl~ @102051 = ~Spell Sequencer~ @102052 = ~Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.~ @102053 = ~spwi710p.spl~ @102054 = ~Spell Sequencer~ @102055 = ~Spell Sequencer (Invocation/Evocation) Level: 7 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.~ @102056 = ~SPWI711.spl~ @102057 = ~Sphere of Chaos~ @102058 = ~Sphere of Chaos (Alteration) Level: 7 Range: 40 ft. Duration: 1 turn Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: Special All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target confused – target bursts into flames – target is paralyzed – target is disintegrated – target is healed 20 Hit Points – target is randomly teleported – target is rendered unconscious – target is hasted~ @102059 = ~SPWI712.spl~ @102060 = ~Delayed Blast Fireball~ @102061 = ~Delayed Blast Fireball (Invocation/Evocation) Level: 7 Range: 40 ft. Duration: Special Casting Time: 7 Area of Effect: 11-ft. radius Saving Throw: 1/2 This spell creates a Fireball that hovers at a point determined by the caster. The Fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Saving Throw vs. Spell for half damage.~ @102062 = ~SPWI713.spl~ @102063 = ~Finger of Death~ @102064 = ~Finger of Death (Necromancy) Level: 7 Range: Visual range of the caster Duration: Permanent Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.~ @102065 = ~SPWI714.spl~ @102066 = ~Prismatic Spray~ @102067 = ~Prismatic Spray (Conjuration/Summoning) Level: 7 Range: 60 ft. Duration: Instant Casting Time: 7 Area of Effect: 14-ft.-long cone Saving Throw: Special When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash from hand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose: Red — Inflicts 20 points of damage; Save vs. Spell for half. Orange — Inflicts 40 points of damage; Save vs. Spell for half. Yellow — Inflicts 80 points of damage; Save vs. Spell for half. Green — Save vs. Poison or die; survivors take 20 points of poison damage. Blue — Save vs. Petrification or be turned to stone. Indigo — Save vs. Wand or be feebleminded. Violet — Save vs. Spell or be disintegrated.~ @102068 = ~SPWI715.spl~ @102069 = ~Power Word, Stun~ @102070 = ~Power Word, Stun (Conjuration/Summoning) Level: 7 Range: Visual range of the caster Duration: Special Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; 30 to 59 Hit Points: Stunned for 2d4 rounds; 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.~ @102071 = ~SPWI716.spl~ @102072 = ~Mordenkainen's Sword~ @102073 = ~Mordenkainen's Sword (Evocation) Level: 7 Range: 0 Duration: 1 round/level Casting Time: 7 Area of Effect: Special Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration.~ @102074 = ~SPWI717.spl~ @102075 = ~Summon Efreeti~ @102076 = ~Summon Efreeti (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attacking enemies.~ @102077 = ~SPWI718.spl~ @102078 = ~Summon Djinni~ @102079 = ~Summon Djinni (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking enemies.~ @102080 = ~SPWI719.spl~ @102081 = ~Summon Hakeashar~ @102082 = ~Summon Hakeashar (Conjuration/Summoning) Level: 7 Range: 120 ft. Duration: 8 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires.~ @102083 = ~SPWI720.spl~ @102084 = ~Control Undead~ @102085 = ~Control Undead (Necromancy) Level: 7 Range: 40 ft. Duration: 6 rounds + 1 round/level Casting Time: 7 Area of Effect: 4-ft. radius Saving Throw: Special The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic.~ @102086 = ~SPWI721.spl~ @102087 = ~Mass Invisibility~ @102088 = ~Mass Invisibility (Illusion/Phantasm) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: 15-ft. radius Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made presence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.~ @102089 = ~SPWI722.spl~ @102090 = ~Limited Wish~ @102091 = ~Limited Wish (Conjuration/Summoning, Invocation/Evocation) Level: 7 Range: Unlimited Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @102092 = ~SPWI723.spl~ @102093 = ~Improved Chaos Shield~ @102094 = ~Improved Chaos Shield (Abjuration) Level: 7 Range: 0 Duration: 2 hours Casting Time: 7 Area of Effect: The caster Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus.~ @102095 = ~SPWI802.spl~ @102096 = ~Spell Deflection~ @102097 = ~Spell Deflection (Abjuration) Level: 6 Range: 0 Duration: 3 rounds/level Casting Time: 6 Area of Effect: The caster Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.~ @102098 = ~SPWI803.spl~ @102099 = ~Protection From Energy~ @102100 = ~Protection From Energy (Abjuration) Level: 8 Range: Touch Duration: 1 round/level Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled.~ @102101 = ~SPWI804.spl~ @102102 = ~Simulacrum~ @102103 = ~Simulacrum (Illusion/Phantasm) Level: 8 Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully under control.~ @102104 = ~SPWI805.spl~ @102105 = ~Pierce Shield~ @102106 = ~Pierce Shield (Abjuration) Level: 8 Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.~ @102107 = ~SPWI807.spl~ @102108 = ~Summon Fiend~ @102109 = ~Summon Fiend (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell.~ @102110 = ~SPWI808.spl~ @102111 = ~Improved Mantle~ @102112 = ~Improved Mantle (Abjuration) Level: 8 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.~ @102113 = ~SPWI809.spl~ @102114 = ~Spell Trigger~ @102115 = ~Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.~ @102116 = ~SPWI809D.spl~ @102117 = ~Spell Trigger~ @102118 = ~Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.~ @102119 = ~spwi809p.spl~ @102120 = ~Spell Trigger~ @102121 = ~Spell Trigger (Invocation/Evocation) Level: 8 Range: 0 Duration: Permanent Casting Time: 9 Area of Effect: The caster Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.~ @102122 = ~SPWI810.spl~ @102123 = ~Incendiary Cloud~ @102124 = ~Incendiary Cloud (Evocation) Level: 8 Range: Visual range of the caster Duration: 1 turn Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1d4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half.~ @102125 = ~SPWI811.spl~ @102126 = ~Symbol, Fear~ @102127 = ~Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.~ @102128 = ~SPWI812.spl~ @102129 = ~Abi-Dalzim's Horrid Wilting~ @102130 = ~Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members.~ @102131 = ~SPWI813.spl~ @102132 = ~Maze~ @102133 = ~Maze (Conjuration/Summoning) Level: 8 Range: Touch Duration: Special Casting Time: 3 Area of Effect: 1 creature Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. Intelligence of Target — Time trapped in maze under 3 — 2d4 turns 3 to 5 — 1d4 turns 6 to 8 — 5d4 rounds 9 to 11 — 4d4 rounds 12 to 14 — 3d4 rounds 15 to 17 — 2d4 rounds 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.~ @102134 = ~SPWI815.spl~ @102135 = ~Power Word, Blind~ @102136 = ~Power Word, Blind (Conjuration/Summoning) Level: 8 Range: Visual range of the caster Duration: 6 rounds Casting Time: 1 Area of Effect: 4-ft. radius Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 4-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.~ @102137 = ~SPWI816.spl~ @102138 = ~Symbol, Stun~ @102139 = ~Symbol, Stun (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.~ @102140 = ~SPWI817.spl~ @102141 = ~Symbol, Death~ @102142 = ~Symbol, Death (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.~ @102143 = ~SPWI818.spl~ @102144 = ~Bigby's Clenched Fist~ @102145 = ~Bigby's Clenched Fist (Evocation) Level: 8 Range: 35 ft. Duration: 4 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.~ @102146 = ~SPWI853.spl~ @102147 = ~Otiluke's Resilient Sphere~ @102148 = ~Otiluke's Resilient Sphere (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.~ @102149 = ~SPWI888.spl~ @102150 = ~Flame Arrow~ @102151 = ~Flame Arrow (Conjuration/Summoning) Level: 3 Range: 60 ft. Duration: 1 round Casting Time: 3 Area of Effect: 1 creature Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.~ @102152 = ~SPWI897.spl~ @102153 = ~Symbol, Death~ @102154 = ~Symbol, Death (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.~ @102155 = ~SPWI898.spl~ @102156 = ~Symbol, Stun~ @102157 = ~Symbol, Stun (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.~ @102158 = ~SPWI899.spl~ @102159 = ~Symbol, Fear~ @102160 = ~Symbol, Fear (Conjuration/Summoning) Level: 8 Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.~ @102161 = ~SPWI902.spl~ @102162 = ~Spell Trap~ @102163 = ~Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields self with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), gets three spell levels back— will regain one spell up to 3rd level in power. The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine.~ @102164 = ~SPWI903.spl~ @102165 = ~Spellstrike~ @102166 = ~Spellstrike (Abjuration) Level: 9 Range: 80 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell.~ @102167 = ~SPWI905.spl~ @102168 = ~Gate~ @102169 = ~Gate (Conjuration/Summoning) Level: 9 Range: 30 ft. Duration: 33 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None By means of this spell, the caster calls an outer-planar creature—the pit fiend—to attack foes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.~ @102170 = ~SPWI907.spl~ @102171 = ~Absolute Immunity~ @102172 = ~Absolute Immunity (Abjuration) Level: 9 Range: 0 Duration: 4 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled.~ @102173 = ~SPWI908.spl~ @102174 = ~Chain Contingency~ @102175 = ~Chain Contingency (Evocation) Level: 9 Range: 0 Duration: Permanent until triggered Casting Time: 9 Area of Effect: The caster Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency.~ @102176 = ~SPWI909.spl~ @102177 = ~Time Stop~ @102178 = ~Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.~ @102179 = ~SPWI910.spl~ @102180 = ~Imprisonment~ @102181 = ~Imprisonment (Abjuration) Level: 9 Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.~ @102182 = ~SPWI911.spl~ @102183 = ~Meteor Swarm~ @102184 = ~Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.~ @102185 = ~SPWI912.spl~ @102186 = ~Power Word, Kill~ @102187 = ~Power Word, Kill (Conjuration/Summoning) Level: 9 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.~ @102188 = ~SPWI913.spl~ @102189 = ~Wail of the Banshee~ @102190 = ~Wail of the Banshee (Necromancy) Level: 9 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.~ @102191 = ~SPWI914.spl~ @102192 = ~Energy Drain~ @102193 = ~Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.~ @102194 = ~SPWI915.spl~ @102195 = ~Black Blade of Disaster~ @102196 = ~Black Blade of Disaster (Evocation) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 4 Area of Effect: Special Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points.~ @102197 = ~SPWI916.spl~ @102198 = ~Shapechange~ @102199 = ~Shapechange (Alteration) Level: 9 Range: 0 Duration: 1 hour Casting Time: 9 Area of Effect: The caster Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creature wishes and has almost all of its abilities. Thus, can change into a mind flayer to stun opponents and then become an earth elemental to crush foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred.~ @102200 = ~SPWI917.spl~ @102201 = ~Freedom~ @102202 = ~Freedom (Abjuration) Level: 9 Range: Special Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned, is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where was imprisoned, it will instantly free and will reappear exactly where was standing when was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.~ @102203 = ~SPWI918.spl~ @102204 = ~Bigby's Crushing Hand~ @102205 = ~Bigby's Crushing Hand (Evocation) Level: 9 Range: 35 ft. Duration: 3 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralysis to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralysis at -2. If they fail to save, the hand does a final 4d10 damage and disappears.~ @102206 = ~SPWI919.spl~ @102207 = ~Wish~ @102208 = ~Wish (Any School) Level: 9 Range: Unlimited Duration: Special Casting Time: 5 Area of Effect: Special Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.~ @102209 = ~SPWI920.spl~ @102210 = ~Energy Blades~ @102211 = ~Energy Blades (Any School) Level: 10 Range: Special Duration: 4 turns Casting Time: 3 Area of Effect: Special Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.~ @102212 = ~SPWI921.spl~ @102213 = ~Improved Alacrity~ @102214 = ~Improved Alacrity (Any School) Level: 10 Range: 0 Duration: 2 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant is finished casting current spell. The effect lasts for 2 rounds.~ @102215 = ~SPWI922.spl~ @102216 = ~Dragon's Breath~ @102217 = ~Dragon's Breath (Any School) Level: 10 Range: 320 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell causes a disembodied head of a red dragon to appear and breathe fire with the strength of an adult red dragon. In addition to the enormous 20d10 fireball, the force of the dragon's breath knocks an opponent off their feet and away from the caster. The victim can save vs. Breath Weapon to take half damage and not be blown backwards. This spell will not harm party members.~ @102218 = ~SPWI923.spl~ @102219 = ~Summon Planetar~ @102220 = ~Summon Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens a celestial gate and calls forth a planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain.~ @102221 = ~SPWI924.spl~ @102222 = ~Summon Dark Planetar~ @102223 = ~Summon Dark Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain.~ @102224 = ~SPWI925.spl~ @102225 = ~Comet~ @102226 = ~Comet (Any School) Level: 10 Range: 270 ft. Duration: Instant Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Special This spell is a more powerful and specialized version of Meteor Swarm. A huge meteor or comet strikes the earth, damaging all enemies in its path and sending out a powerful shockwave that knocks away all foes in the area of effect. Those knocked down must save vs. Paralysis or be stunned for 3 rounds. The comet itself does 10d10 fire damage with no save. This spell will not harm party members.~ @102227 = ~SPWI926.spl~ @102228 = ~Dimension Door~ @102229 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @102230 = ~SPWI943.spl~ @102231 = ~Dire Charm~ @102232 = ~Dire Charm (Enchantment/Charm) Level: 3 Range: 60 ft. Duration: 5 rounds Casting Time: 3 Area of Effect: 1 creature Saving Throw: Neg. This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed.~ @102233 = ~SPWI979.spl~ @102234 = ~Flame Strike~ @102235 = ~Flame Strike (Evocation) Level: 5 Sphere: Combat Range: 40 ft. Duration: Instant Casting Time: 8 Area of Effect: 1 creature Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.~ @102236 = ~SPWI982.spl~ @102237 = ~Dimension Door~ @102238 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @102239 = ~SPWI994.spl~ @102240 = ~Dimension Door~ @102241 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @102242 = ~SPWI995.spl~ @102243 = ~Dimension Door~ @102244 = ~Dimension Door (Alteration) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination.~ @102245 = ~SPWI997.spl~ @102246 = ~Lightning Bolt~ @102247 = ~Lightning Bolt (Evocation) Level: 3 Range: 70 ft. Duration: Instant Casting Time: 3 Area of Effect: Path of bolt Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). If the lightning bolt intersects with a wall, it will bounce until it reaches its full length.~ @102248 = ~SPWI998.spl~ @102249 = ~Magic Missile~ @102250 = ~Magic Missile (Evocation) Level: 1 Range: Visual range of the caster Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.~ @102251 = ~SPWISH07.spl~ @102252 = ~Greater Restoration~ @102253 = ~Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and will likely require rest immediately afterward.~ @102254 = ~SPWISH09.spl~ @102255 = ~Globe of Blades~ @102256 = ~Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.~ @102257 = ~SPWISH10.spl~ @102258 = ~Mass Raise Dead~ @102259 = ~Mass Raise Dead (Necromancy) Level: 7 Sphere: Necromantic Range: 30 ft. Duration: Permanent Casting Time: 2 Area of Effect: Up to 5 party members Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.~ @102260 = ~SPWISH11.spl~ @102261 = ~Greater Deathblow~ @102262 = ~Greater Deathblow Like Deathblow, this ability allows the warrior to vanquish lesser foes with a single blow. For the next 2 rounds, any creature of 12th level or lower is instantly killed when struck by the warrior. Requires: Deathblow~ @102263 = ~SPWISH12.spl~ @102264 = ~Hardiness~ @102265 = ~Hardiness Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior. This ability does not stack with Defensive Stance.~ @102266 = ~SPWISH17.spl~ @102267 = ~Time Stop~ @102268 = ~Time Stop (Alteration) Level: 9 Range: 0 Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.~ @102269 = ~SPWISH18.spl~ @102270 = ~Summon Dark Planetar~ @102271 = ~Summon Dark Planetar (Any School) Level: 10 Range: 120 ft. Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell opens an abyssal gate and calls forth a fallen planetar to fight at the caster's side until the spell expires or the planetar's avatar is slain.~ @102272 = ~SPWISH19.spl~ @102273 = ~Energy Drain~ @102274 = ~Energy Drain (Necromancy) Level: 9 Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, draining of 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.~ @102275 = ~SPWISH24.spl~ @102276 = ~Meteor Swarm~ @102277 = ~Meteor Swarm (Evocation) Level: 9 Range: 270 ft. Duration: 4 rounds Casting Time: 9 Area of Effect: 15-ft. radius Saving Throw: None When the caster utters the words to this powerful spell, calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.~ @102278 = ~SPWISH25.spl~ @102279 = ~Slow~ @102280 = ~Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.~ @102281 = ~SPWISH26.spl~ @102282 = ~Breach~ @102283 = ~Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.~ @102284 = ~SPWISH27.spl~ @102285 = ~Knockback~ @102286 = ~Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.~ @102287 = ~SPWISH28.spl~ @102288 = ~Heal~ @102289 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @102290 = ~SPWISH29.spl~ @102291 = ~Strength~ @102292 = ~Strength (Alteration) Level: 2 Range: 20 ft. Duration: 1 turn/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.~ @102293 = ~SPWISH30.spl~ @102294 = ~Miscast Magic~ @102295 = ~Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.~ @102296 = ~SPWISH31.spl~ @102297 = ~Magic Resistance~ @102298 = ~Magic Resistance (Alteration) Level: 5 Sphere: Protection Range: Touch Duration: 3 rounds + 1 round/level Casting Time: 9 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.~ @102299 = ~SPWISH32.spl~ @102300 = ~Abi-Dalzim's Horrid Wilting~ @102301 = ~Abi-Dalzim's Horrid Wilting (Necromancy) Level: 8 Range: Visual range of the caster Duration: Instant Casting Time: 8 Area of Effect: 15-ft. radius Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members.~ @102302 = ~SPWISH34.spl~ @102303 = ~Bad Luck~ @102304 = ~Miscast Magic (Enchantment/Charm) Level: 3 Sphere: Chaos Range: Visual range of the caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 target Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.~ @102305 = ~SPWISH35.spl~ @102306 = ~Power Word, Silence~ @102307 = ~Power Word, Silence (Conjuration/Summoning) Level: 6 Range: 90 ft. Duration: 7 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.~ @102308 = ~SPWISH36.spl~ @102309 = ~Improved Haste~ @102310 = ~Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.~ @102311 = ~SPWISH37.spl~ @102312 = ~Improved Haste~ @102313 = ~Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.~ @102314 = ~SPWISH38.spl~ @102315 = ~Breach~ @102316 = ~Breach (Abjuration) Level: 5 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.~ @102317 = ~SPWISH39.spl~ @102318 = ~Heal~ @102319 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @102320 = ~SPWISH40.spl~ @102321 = ~Improved Haste~ @102322 = ~Improved Haste (Alteration) Level: 6 Range: 40 ft. Duration: 3 rounds + 1 round/level Casting Time: 3 Area of Effect: 1 creature Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.~ @102323 = ~SPWISH46.spl~ @102324 = ~Greater Restoration~ @102325 = ~Greater Restoration (Necromancy) Level: 7 Sphere: Necromantic Range: Touch Duration: Permanent Casting Time: 3 Area of Effect: 1 creature Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, and will likely require rest immediately afterward.~ @102326 = ~SPWM101.spl~ @102327 = ~Repulsion~ @102328 = ~Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.~ @102329 = ~SPWM101D.spl~ @102330 = ~Repulsion~ @102331 = ~Repulse Undead (Abjuration) Level: 5 Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.~ @102332 = ~SPWM111.spl~ @102333 = ~Entangle~ @102334 = ~Entangle (Alteration) Level: 1 Sphere: Plant Range: Visual range of the caster Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.~ @102335 = ~SPWM113.spl~ @102336 = ~Polymorph Other~ @102337 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102338 = ~SPWM114.spl~ @102339 = ~Polymorph Other~ @102340 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102341 = ~SPWM122.spl~ @102342 = ~Hold Person~ @102343 = ~Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~ @102344 = ~SPWM123.spl~ @102345 = ~Symbol, Fear~ @102346 = ~Symbol, Fear (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: 90 ft. Duration: Special Casting Time: 9 Area of Effect: 12-ft. radius Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.~ @102347 = ~SPWM125.spl~ @102348 = ~Minor Globe of Invulnerability~ @102349 = ~Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.~ @102350 = ~SPWM126.spl~ @102351 = ~Minor Globe of Invulnerability~ @102352 = ~Minor Globe of Invulnerability (Abjuration) Level: 4 Range: 0 Duration: 1 round/level Casting Time: 4 Area of Effect: 5-ft. radius sphere Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.~ @102353 = ~SPWM136.spl~ @102354 = ~Goodberry~ @102355 = ~Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.~ @102356 = ~SPWM140.spl~ @102357 = ~Goodberry~ @102358 = ~Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.~ @102359 = ~SPWM141.spl~ @102360 = ~Goodberry~ @102361 = ~Goodberry (Alteration, Evocation) Level: 2 Sphere: Plant Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: Special Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.~ @102362 = ~SPWM142.spl~ @102363 = ~Hold Person~ @102364 = ~Hold Person (Enchantment/Charm) Level: 2 Sphere: Charm Range: 35 ft. Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature and any enemy within 4 ft. Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.~ @102365 = ~SPWM143.spl~ @102366 = ~Teleport Field~ @102367 = ~Teleport Field (Alteration) Level: 4 Range: 40 ft. Duration: 1 turn Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating defenses.~ @102368 = ~SPWM145.spl~ @102369 = ~Polymorph Other~ @102370 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102371 = ~SPWM152.spl~ @102372 = ~Polymorph Other~ @102373 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102374 = ~SPWM154.spl~ @102375 = ~Cacofiend~ @102376 = ~Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.~ @102377 = ~SPWM155.spl~ @102378 = ~Cacofiend~ @102379 = ~Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.~ @102380 = ~SPWM157.spl~ @102381 = ~Cacofiend~ @102382 = ~Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.~ @102383 = ~SPWM159.spl~ @102384 = ~Cacofiend~ @102385 = ~Cacofiend (Conjuration/Summoning) Level: 7 Range: 35 ft. Duration: 15 rounds Casting Time: 9 Area of Effect: Special Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.~ @102386 = ~SPWM162.spl~ @102387 = ~Charm Person~ @102388 = ~Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.~ @102389 = ~SPWM164.spl~ @102390 = ~Slow~ @102391 = ~Slow (Alteration) Level: 3 Range: 25 ft. Duration: 1 turn Casting Time: 3 Area of Effect: 15-ft. radius Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.~ @102392 = ~SPWM167.spl~ @102393 = ~Polymorph Other~ @102394 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102395 = ~SPWM168.spl~ @102396 = ~Heal~ @102397 = ~Heal (Necromancy) Level: 6 Sphere: Healing Range: Touch Duration: Permanent Casting Time: 9 Area of Effect: 1 creature Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.~ @102398 = ~SPWM178.spl~ @102399 = ~Blindness~ @102400 = ~Blindness (Illusion/Phantasm) Level: 1 Range: 40 ft. Duration: 2 hours Casting Time: 2 Area of Effect: 1 creature Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded, receives a -4 penalty to attack rolls and Armor Class.~ @102401 = ~SPWM179.spl~ @102402 = ~Polymorph Other~ @102403 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102404 = ~SPWM183.spl~ @102405 = ~Polymorph Other~ @102406 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102407 = ~SPWM186.spl~ @102408 = ~Charm Person~ @102409 = ~Charm Person (Enchantment/Charm) Level: 1 Range: Visual range of the caster Duration: 5 rounds Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.~ @102410 = ~SPWM187.spl~ @102411 = ~Stinking Cloud~ @102412 = ~Stinking Cloud (Evocation) Level: 2 Range: 90 ft. Duration: 1 turn Casting Time: 2 Area of Effect: 15-ft. radius Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.~ @102413 = ~SPWM188.spl~ @102414 = ~Summon Cow~ @102415 = ~Summon Cow (Summoning) Level: 2 Range: 60 ft. Duration: Instant Casting Time: 1 Area of Effect: 1 creature Saving Throw: None The spell speaks for itself, baby!~ @102416 = ~SPWM191.spl~ @102417 = ~Polymorph Other~ @102418 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102419 = ~SPWM198.spl~ @102420 = ~Polymorph Other~ @102421 = ~Polymorph Other (Alteration) Level: 4 Range: 40 ft. Duration: Permanent Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.~ @102422 = ~SPYANC01.spl~ @102423 = ~Whirlwind~ @102424 = ~Non-Detection (Abjuration) Level: 3 Range: Touch Duration: 4 hours Casting Time: 3 Area of Effect: 1 creature Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.~ @102425 = ~SPYANCD.spl~ @102426 = ~Globe of Blades~ @102427 = ~Globe of Blades (Evocation) Level: Quest Sphere: Guardian, Creation Range: 0 Duration: 1 turn Casting Time: 9 Area of Effect: Special Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.~ @102428 = ~staf11.spl~ @102429 = ~Spell Trap~ @102430 = ~Spell Trap (Abjuration) Level: 9 Range: 0 Duration: 18 rounds Casting Time: 9 Area of Effect: The caster Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shields self with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), gets three spell levels back— will regain one spell up to 3rd level in power. The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine.~ @102431 = ~SW2H10DM.spl~ @102432 = ~Dispel Magic~ @102433 = ~Dispel Magic (Abjuration) Level: 3 Range: 40 ft. Duration: Instant Casting Time: 5 Area of Effect: 15-ft. radius Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.~