Spells A B

Acid Arrow

conjuration (creation) [acid]

Level: sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (rhubarb leaf and an adder's stomach), F (a dart)
Range: long (400 ft. + 40 ft./level)
Effect: one arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: none
Spell Resistance: no

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target.

The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess (to a maximum of 6 additional rounds at 18th level), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.


Acid Fog

conjuration (creation) [acid]

Level: sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M/DF (powdered peas and an animal hoof )
Range: medium (100 ft. + 10 ft./level)
Effect: fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.


Aid

enchantment (compulsion) [mind-affecting]

Level: cleric 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 min./level
Saving Throw: none
Spell Resistance: yes (harmless)

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).


Air Walk

transmutation [air]

Level: cleric 4, druid 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

A strong wind (21+ mph) can push the subject along or hold it back.

At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.


Alarm

abjuration

Level: bard 1, ranger 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, M/DF (a tiny bell and a piece of very fine silver wire)
Range: close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: none
Spell Resistance: no

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.


Align Fang

transmutation [see text]

Level: druid 2, ranger 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 1 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

Align fang makes one natural weapon of the subject good, evil, lawful, or chaotic, as you choose. A natural weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a natural weapon that already has an alignment.

When you make a natural weapon good, evil, lawful, or chaotic, align fang is a good, evil, lawful, or chaotic spell, respectively.

is a good, evil, lawful, or chaotic spell, respectively.


Align Weapon

transmutation [see text]

Level: cleric 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)

Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can't cast this spell on a natural weapon, such as an unarmed strike.

When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.

aotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.


Alter Self

transmutation (polymorph)

Level: bard 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target: you
Duration: 1 min/level (D)

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

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

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


Analyze Dweomer

divination

Level: bard 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, F (a ruby and gold lens worth 1,500 gp)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: none or Will negates, see text
Spell Resistance: no

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.


Animal Growth

transmutation

Level: druid 5, ranger 4, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one animal (Gargantuan or smaller)
Duration: 1 min/level
Saving Throw: Fortitude negates
Spell Resistance: yes

The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged animal.

Multiple magical effects that increase size do not stack.


Animal Messenger

enchantment (compulsion) [mind-affecting]

Level: bard 2, druid 2, ranger 1
Casting Time: 1 standard action
Components: V, S, M (a morsel of food the animal likes)
Range: close (25 ft. + 5 ft./2 levels)
Target: one Tiny animal
Duration: 1 day/level
Saving Throw: none; see text
Spell Resistance: yes

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).


Animal Shapes

transmutation (polymorph)

Level: druid 8
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: up to one willing creature per level, all within 30 ft. of each other.
[[row]] [[cell style="text-align: right"]] Duration:
1 hour/level (D)
Saving Throw: none, see text
Spell Resistance: yes (harmless)

As beast shape III, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.


Animal Trance

enchantment (compulsion) [mind-affecting, sonic]

Level: bard 2, druid 2
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: animals or magical beasts with Intelligence 1 or 2
Duration: concentration
Saving Throw: Will negates; see text
Spell Resistance: yes

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.


Animate Dead

necromancy [evil]

Level: cleric 3, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
Range: touch
Targets: one or more corpses touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. The desecrate spell doubles this limit.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies A zombie can be created only from a mostly intact corpse.

The corpse must be that of a creature with a true anatomy.


Animate Objects

transmutation

Level: bard 6, cleric 6
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Targets: one Small object per caster level; see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material.

You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot affect objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.


Animate Plants

transmutation

Level: druid 7
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: one Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: none
Spell Resistance: no

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.

Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Entangle Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled.

This effect lasts 1 hour per caster level.


Animate Rope

transmutation

Level: bard 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth).

You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot affect objects carried or worn by a creature.


Antilife Shell

abjuration

Level: cleric 6, druid 6
Components: V, S, DF
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: yes

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.


Antimagic Field

abjuration

Level: cleric 8, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M/DF (pinch of powdered iron or iron filings)
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: see text

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.

Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.


Antipathy

enchantment (compulsion) [mind-affecting]

Level: druid 9, sorcerer/wizard 8
Casting Time: 1 hour
Components: V, S, M/DF (a lump of alum soaked in vinegar)
Range: close (25 ft. + 5 ft./2 levels)
Target: one location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: yes

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy.


Antiplant Shell

abjuration

Level: druid 4
Casting Time: 1 standard action
Components: V, S, DF
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: yes

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.


Arcane Eye

divination (scrying)

Level: sorcerer/wizard 4
Casting Time: 10 minutes
Components: V, S, M (a bit of bat fur)
Range: unlimited
Effect: magical sensor
Duration: 1 min./level (D)
Saving Throw: none
Spell Resistance: no

You create an invisible magical sensor that sends you visual information.

You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.


Arcane Lock

abjuration

Level: sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (gold dust worth 25 gp)
Range: touch
Target: door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: permanent
Saving Throw: none
Spell Resistance: no

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.


Arcane Mark

universal

Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: 0 ft.
Effect: one personal rune or mark, all of which must fit within 1 sq. ft.
Duration: permanent
Saving Throw: none
Spell Resistance: no

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Arcane Sight

divination

Level: sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 1 min./level (D)

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts.

Arcane sight can be made permanent with a permanency spell.


Arcane Sight, Greater

divination

Level: sorcerer/wizard 7

This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.

Unlike arcane sight, this spell cannot be made permanent with a permanency spell.


Astral Projection

necromancy

Level: cleric 9, sorcerer/wizard 9
Casting Time: 30 minutes
Components: V, S, M (1,000 gp jacinth)
Range: touch
Targets: you plus one additional willing creature touched per two caster levels
Duration: see text
Saving Throw: none
Spell Resistance: yes

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord.

If the cord is broken, you are killed, astrally and physically.

Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation.

This is a traumatic affair, however, and you gain two permanent negative levels if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.

You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).


Atonement

abjuration

Level: cleric 5, druid 5
Casting Time: 1 hour
Components: V, S, M (burning incense), F (a set of prayer beads (or other prayer device) worth at least 500 gp), DF
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes

This spell removes the burden of misdeeds from the subject.

The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings).

Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost.

Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for his god's intercession.

Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment.

Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively.


Augury

divination

Level: cleric 2
Casting Time: 1 minute
Components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
Range: personal
Target: you
Duration: instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results –Weal (if the action will probably bring good results). –Woe (for bad results). –Weal and woe (for both). –Nothing (for actions that don't have especially good or bad results).

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.


Awaken

transmutation

Level: druid 5
Casting Time: 24 hours
Components: V, S, DF, M (herbs and oils worth 2,000 gp)
Range: touch
Target: animal or tree touched
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast awaken again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.

An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.

Its type becomes magical beast (augmented animal). An awakened animal can't serve as an animal companion, familiar, or special mount.

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). This spell does not function on an animal or plant with an Intelligence greater than 2.


Baleful Polymorph

transmutation (polymorph)

Level: druid 5, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: permanent
Saving Throw: : Fortitude negates, Will partial, see text
Spell Resistance: yes

As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype can revert to its natural form as a standard action.


Bane

enchantment (compulsion) [fear, mind-affecting]

Level: cleric 1
Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: all enemies within 50 ft.
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes

Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.

Bane counters and dispels bless.


Banishment

abjuration

Level: cleric 6, sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, F (any item that is distasteful to the subject)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Will negates
Spell Resistance: yes

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), and the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).


Barkskin

transmutation

Level: druid 2, ranger 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: living creature touched
Duration: 10 min./level
Saving Throw: none
Spell Resistance: yes (harmless)

Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.


Bear’s Endurance

School: transmutation
Level: cleric 2, druid 2, ranger 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target:creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.


Bear’s Endurance, Mass

School: transmutation
Level: cleric 6, druid 6, sorcerer/wizard 6
Range: close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart.

Mass bear’s endurance works like bear’s endurance, except that it affects multiple creatures.


Beast Shape I

School: transmutation (polymorph)
Level: wizar./sorcerer 3
Casting Time: 1 standard action
Components: V, S, M (a piece of the creature whose form you plan to assume)
Range: personal
Target:you
Duration: 1 min/level (D)

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, lowlight vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 enhancement bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 enhancement bonus to your Strength and a +2 natural armor bonus.


Beast Shape II

School: transmutation (polymorph)
Level: wizar./sorcerer 4

This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, improved grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 enhancement bonus to your Dexterity, a –2 penalty to your Strength, and a +1 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 enhancement bonus to your Strength, a –2 penalty to your Dexterity, and a +4 natural armor bonus.


Beast Shape II

School: transmutation (polymorph)
Level: wizar./sorcerer 5

This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type.

This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. If the form you assume has any of the following abilities, you gain the listed ability: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, improved grab, jet, poison, pounce, rake, trample, trip, and web.

Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 enhancement bonus to your Dexterity, a –4 penalty to your
Strength, and a +1 natural armor bonus.

Huge animal: If the form you take is that of a Huge animal, you gain a +6 enhancement bonus to your Strength, a –4 penalty to your Dexterity, and a +6 natural armor bonus.

Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 enhancement bonus to your Dexterity and a +2 natural armor bonus.

Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 enhancement bonus to your Strength and a +4 natural armor bonus.


Beast Shape IV

School: transmutation (polymorph)
Level: wizar./sorcerer 6

This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type. If the form you assume has any of the following abilities you gain the listed ability: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, improved grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 enhancement bonus to your
Dexterity and a +3 natural armor bonus.

Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 enhancement bonus to your Strength, a –2 penalty on your Dexterity, a +2 enhancement bonus on your Constitution, and a +6 natural armor bonus.


Bestow Curse

School: necromancy
Level: cleric 3, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:creature touched
Duration: permanent
Saving Throw: Will negates
Spell Resistance: yes

You place a curse on the subject. Choose one of the following three effects. • –6 decrease to an ability score (minimum 1). • –4 penalty on attack rolls, saves, ability checks, and skill checks. • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters remove curse.


Binding

School: enchantment (compulsion) [mind-affecting]
Level:sorcerer/wizard 8
Casting Time: 1 minute
Components: V, S, M (opals worth 500 gp per HD of the target creature, see below)
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: see text (D)
Saving Throw: Will negates; see text
Spell Resistance: yes

A binding spell creates a magical restraint to hold a creature.

The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level.

The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.

Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1. Casting this version requires a jar of sand or rose petals.

Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.


Black Tentacles

School: conjuration (creation)
Level: sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (octopus or squid tentacle)
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw:: none
Spell Resistance:: no

This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ combat maneuver bonus, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus.

Roll only once for the entire spell effect and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.


Blade Barrier

School: evocation [force]
Level: cleric 6
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: yes

An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.


Blasphemy

School: evocation [evil, sonic]
Level:cleric 7
Casting Time: 1 standard action
Components: V
Effect:
Range: 40 ft.
Area: nonevil creatures in a 40-ft.-radius spread centered on you
Duration: instantaneous
Saving Throw: Will partial
Spell Resistance: yes

Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect
Equal to caster level Dazed
Up to caster level –1 Weakened, dazed
Up to caster level –5 Paralyzed, weakened, dazed
Up to caster level –10 Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed.

Save negates. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes.

Creatures so banished cannot return for at least 24 hours.

This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.


Bleed

School: necromancy
Level: cleric 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target:one living creature
Duration: instantaneous
Saving Throw:: Will negates
Spell Resistance:: yes

You cause a living creature that is below 0 hit points, but stabilized, to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.


Bless

School: enchantment (compulsion) [mind-affecting]
Level: cleric 1, paladin 1
Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: none
Spell Resistance: yes (harmless)

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Bless counters and dispels bane.


Bless Water

School: transmutation [good]
Level: cleric 1, paladin 1
Casting Time: 1 minute
Components: V, S, M (5 pounds of powdered silver worth 25 gp)
Range: touch
Target:flask of water touched
Duration: instantaneous
Saving Throw: Will negates (object)
Spell Resistance: yes (object)

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.


Bless Weapon

School: transmutation
Level: paladin 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:weapon touched
Duration: 1 min./level
Saving Throw: none
Spell Resistance: no

This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.

In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.


Blight

School: necromancy
Level:druid 4, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Duration: instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: yes

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.


Blindness/Deafness

School: necromancy
Level: bard 2, cleric 3, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V
Range: medium (100 ft. + 10 ft./level)
Target:one living creature
Duration: permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: yes

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.


Blink

School: transmutation
Level: bard 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: personal
Target:you
Duration: 1 round/level (D)

You “blink” quickly back and forth between the Material Plane and the Ethereal Plane, and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.


Blur

School: illusion (glamer)
Level: bard 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V
Range: touch
Target:creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).


Break Enchantment

School: abjuration
Level: bard 4, cleric 5, paladin 4, sorcerer/wizard 5
Casting Time: 1 minute
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets up to one creature per level, all within 30 ft. of each other
Duration: instantaneous
Saving Throw: see text
Spell Resistance: no

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect.

For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item, break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.


Breath of Life

School: conjuration (healing)
Level: cleric 5
Casting Time: 1 standard action
Components: V, S
Range: touch
Target:creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless) or Will half, see text
Spell Resistance: yes (harmless) or yes, see text

This spell cures 5d8 points of damage +1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If this healing brings the creature up to –9 or fewer hit points, it comes back to life and stabilizes at its new hit point total. If the healing fails to bring the creature’s hit point total up past –10 hit points, the creature remains dead.

Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them.


Bull’s Strength

School: transmutation
Level: cleric 2, druid 2, paladin 2, sorcerer/ wizard 2
Casting Time: 1 standard action
Components: V, S, ./DF (a few hairs, or a pinch of dung, from a bull)
Range: touch
Target:creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.


Bull’s Strength, Mass

School: transmutation
Level: cleric 6, druid 6, sorcerer/wizard 6
Range: close (25 ft. + 5 ft./2 levels)

Targets one creature/level, no two of which can be more than 30 ft. apart.

This spell functions like bull’s strength, except that it affects multiple creatures.


Burning Hands

School: evocation [fire]
Level: sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a fullround action.