Spells (C-D)

Call Lightning

School: evocation [electricity]
Level: druid 3
Casting Time: 1 round
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: one or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.


Call Lightning Storm

School: evocation [electricity]
Level: druid 5
Range: long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


Calm Animals

School: enchantment (compulsion) [mind-affecting]
Level: druid 1, ranger 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.

The affected creatures remain where they are and do not attack or flee.

They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.


Calm Emotions

School: enchantment (compulsion) [mind-affecting]
Level: bard 2, cleric 2
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Area: creatures in a 20-ft.-radius spread
Duration: concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.

This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability.

It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.


Cat ’s Grace

School: transmutation
Level: bard 2, druid 2, ranger 2, sorcerer/ wizard 2
Casting Time: 1 standard action
Components: V, S, M (pinch of cat fur)
Range: touch
Target: creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the
Dexterity modifier.


Cat’s Grace, Mass

School: transmutation
Level: bard 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 cat’s grace, except that it affects multiple creatures.


Cause Fear

School: necromancy [fear, mind-affecting]
Level: bard 1, cleric 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Cause fear counters and dispels remove fear.


Chain Lightning

School: evocation [electricity]
Level: sorcerer/wizard 6
Casting Time: 1 standard actio
Components: V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels)
Range: long (400 ft. + 40 ft./level)
Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.


Changestaff

School: transmutation
Level:druid 7
Casting Time: 1 round
Components: V, S, F (a quarterstaff that has been carved and polished for 28 days)
Range: touch
Target: your touched staff
Duration: 1 hour/level (D)
Saving Throw: none
Spell Resistance: no

You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The stafftreant defends you and obeys any spoken commands.

However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.


Chaos Hammer

School: evocation [chaotic]
Level: cleric 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.

The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.

The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.


Charm Animal

School: enchantment (charm) [mind-affecting]
Level: druid 1, ranger 1
Target: one animal
This spell functions like charm person, except that it affects a creature of the animal type.


Charm Monster

School: enchantment (charm) [mind-affecting]
Level: bard 3, sorcerer/ wizard 4
Target: one living creature
Duration: 1 day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.


Charm Monster, Mass

School: enchantment (charm) [mind-affecting]
Level: bard 6, sorcerer/ wizard 8
Components: V
Targets One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.


Charm Person

School: enchantment (charm) [mind-affecting]
Level: bard 1, sorcerer/ wizard 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.


Chill Metal

School: transmutation [cold]
Level: druid 2
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.

A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.

On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.

Round M etal Temperature D amage 1 Cold None 2 Icy 1d4 points 3–5 Freezing 2d4 points 6 Icy 1d4 points 7 Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.

Chill metal counters and dispels heat metal.


Chill Touch

School: necromancy
Level: sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Targets creature or creatures touched (up to one/level)
Duration: instantaneous
Saving Throw: Fortitude partial or Will negates; see text; Spell
Resistance yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.

You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


Circle of Death

School: necromancy [death]
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M (a crushed black pearl worth 500 gp)
Range: medium (100 ft. + 10 ft./level)
Area: several living creatures within a 40-ft.-radius burst
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.


Clairaudience/Clairvoyance

School: divination (scrying)
Level: bard 3, sorcerer/wizard 3
Casting Time: 10 minutes
Components: V, S, ./DF (a small horn or a glass eye)
Range: long (400 ft. + 40 ft./level)
Effect: magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: no
Clairaudienc./clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing.

If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudienc./clairvoyance functions only on the plane of existence you are currently occupying.


Clenched Fist

School: evocation [Force]
Level:sorcerer/wizard 8
Components: V, S, F/DF (a leather glove)
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its combat maneuver bonus for bull rush checks uses your caster level in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large.

Clerics who cast this spell name it for their deities.


Cloak of Chaos

School: abjuration [chaotic]
Level: cleric 8
Casting Time: 1 standard action
Components: V, S, F (a tiny reliquary worth 500 gp)
Range: 20 ft.

Targets one creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused.

This abjuration has four effects.

First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.

Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.

Third, the abjuration blocks possession and mental influence, just as protection from law does.

Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).


Clone

School: necromancy
Level:sorcerer/wizard 8
Casting Time: 10 minutes
Components: V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
Range: 0 ft.
Effect: one clone
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should it still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body.

The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including gaining two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original’s body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.


Cloudkill

School: conjuration (creation)
Level: sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: no
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.


Color Spray

School: illusion (pattern) [mind-affecting]
Level: sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, M (red, yellow, and blue powder or colored sand)
Range: 15 ft.

Area: cone-shaped burst
Duration: instantaneous; see text
Saving Throw: Will negates
Spell Resistance: yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.


Command

School: enchantment (compulsion) [language-dependent, mind-
Affecting]
Level: cleric 1
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can’t carry out your command on its next turn, the spell automatically fails.


Command, Greater

School: enchantment (compulsion) [language-dependent, mindaffecting];
Level cleric 5
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.


Command Plants

School: transmutation
Level:druid 4, ranger 3
Casting Time: 1 standard action
Components: V
Range: close (25 ft. + 5 ft./2 levels)
Targets: up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.


Command Undead

School: necromancy
Level: sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (a shred of raw meat and a splinter of bone)
Range: close (25 ft. + 5 ft./2 levels)
Targets one undead creature
Duration: 1 day/level
Saving Throw: Will negates; see text
Spell Resistance: yes
This spell allows you some degree of control over an undead creature.

Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed.

An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.


Commune

School: divination
Level: cleric 5
Casting Time: 10 minutes
Components: V, S, M (holy [or unholy] water and incense worth 500 gp), DF
Range: personal
Target: you
Duration: 1 round/level
You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes.

If you lag, discuss the answers, or go off to do anything else, the spell ends.


Commune with Nature

School: divination
Level: druid 5, ranger 4
Casting Time: 10 minutes
Components: V, S
Range: personal
Target: you
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.


Comprehend Languages

School: divination
Level: bard 1, cleric 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, ./DF (pinch of soot and salt)
Range: personal
Target: you
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.


Cone of Cold

School: evocation [cold]
Level: sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, M (a small crystal or glass cone)
Range: 60 ft.

Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).


Confusion

School: enchantment (compulsion) [mind-affecting]
Level: bard 3, sorcerer/wizard 4
Casting
Casting Time: 1 standard action
Components: V, S, ./DF (three nutshells)
Range: medium (100 ft. + 10 ft./level)
Targets all creatures in a 15-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject’s turn each round to see what it does in that round. d% Behavior 01–25 Act normally. 26–50 Do nothing but babble incoherently. 51–75 Deal 1d8 points of damage + Str modifier to self with item in hand. 76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ).

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


Confusion, Lesser

School: enchantment (compulsion) [mind-affecting]
Level: bard 1
Casting
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: one living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
This spell causes a single creature to become confused for 1 round.


Consecrate

School: evocation [good]
Level:cleric 2
Casting Time: 1 standard action
Components: V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
Range: close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: no
This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.


Contact Other Plane

School: divination
Level: sorcerer/wizard 5
Casting Time: 10 minutes
Components: V
Range: personal
Target: you
Duration: concentration
You send your mind to another plane of existence (an Elemental
Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other oneword answer.

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease in Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.

Avoid In./Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose
Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

Results of a Successful Contact d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Don’t Know: The entity tells you that it doesn’t know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.


contagion

School: necromancy [evil]
Level: cleric 3, druid 3, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
The subject contracts one of the following diseases: blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom. Once contracted, use the standard DCs for any subsequent saving throws (use contagion’s normal save DC for the initial saving throw). For more information on these diseases, see the Glossary Chapter.


Contingency

School: evocation
Level: sorcerer/wizard 6
Casting Time: At least 10 minutes; see text
Components: V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)
Range: personal
Target: you
Duration: 1 day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time.

The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast contingency.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.


Continual Flame

School: evocation [light]
Level: cleric 3, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (ruby dust worth 50 gp)
Range: touch
Target: object touched
Effect: magical, heatless flame
Duration: permanent
Saving Throw: None
Spell Resistance: no
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.


Control Plants

School: transmutation
Level:druid 8
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets: up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: will negates
Spell Resistance: no
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Suicidal or self-destructive commands are simply ignored.


Control Undead

School: necromancy
Level: sorcerer/wizard 7
Casting Time: 1 standard action
Components: V, S, M (a piece of bone and a piece of raw meat)
Range: close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.


Control Water

School: transmutation [Water]
Level:cleric 4, druid 4, sorcerer/ wizard 6
Casting Time: 1 standard action
Components: V, S, M/DF (a drop of water for raise water or a pinch of dust for lower water)
Range: long (400 ft. + 40 ft./level)
Area: water in a volume of 10 ft./level by 10 ft./level by 2 ft./ level (S)
Duration: 10 min./level (D)
Saving Throw: none; see text
Spell Resistance: no
Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long.

In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other waterbased creatures, this spell acts as a slow spell (Will negates).

The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower.

Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.


Control Weather

School: transmutation
Level: cleric 7, druid 7, sorcerer/wizard 7
Casting Time: 10 minutes; see text
Components: V, S
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: no
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

Season Possible Weather
Spring Tornado, thunderstorm, sleet storm, or hot weather
Summer Torrential rain, heat wave, or hailstorm
Autumn Hot or cold weather, fog, or sleet
Winter Frigid cold, blizzard, or thaw
Late winter Hurricane-force winds or early spring
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.


Control Winds

School: transmutation [air]
Level:druid 5
Casting Time: 1 standard action
Components: V, S
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: no
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.


Create Food and Water

School: conjuration (creation)
Level: cleric 3
Casting Time: 10 minutes
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: food and water to sustain three humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: no
The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.


Create Greater Undead

School: necromancy [evil]
Level:cleric 8, sorcerer/wizard 8
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer

Create Undead

School: necromancy [evil]
Level:cleric 6, sorcerer/wizard 6
Casting Time: 1 hour
Components: V, S, M (a clay pot filled with grave dirt and a onyx gem worth at least 50 gp per HD of the undead to be created)
Range: close (25 ft. + 5 ft./2 levels)
Target: one corpse
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create are based on your caster level, as shown on the table below.

Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.


Create Water

School: conjuration (creation) [water]
Level: cleric 0, druid 0, paladin 1
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


Creeping Doom

School: conjuration (summoning)
Level: druid 7
Casting
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels./100 ft.; see text
Effect: four swarms of insects
Duration: 1 round/level
Saving Throw: Fort partial, see text
Spell Resistance: no
This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have a fly speed of 30 feet with perfect maneuverability. The swarms have 60 hit point each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.

You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).


Crushing Despair

School: enchantment (compulsion) [mind-affecting]
Level: bard 3, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M
Range: 30 ft.

Area: cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.


Crushing Hand

School: evocation [force]
Level:sorcerer/wizard 9
This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. The crushing hand has a +13 bonus on attack rolls and a +15 bonus on combat maneuver checks due to its Strength (35) and size (Large).

A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does.


Cure Critical Wounds

School: conjuration (healing)
Level: bard 4, cleric 4, druid 5
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).


Cure Critical Wounds, Mass

School: conjuration (healing)
Level: cleric 8, druid 9
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).


Cure Light Wounds

School: conjuration (healing)
Level: bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


Cure Light Wounds, Mass

School: conjuration (healing)
Level: bard 5, cleric 5, druid 6
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/level, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: yes (harmless) or yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a
Will save for half damage.


Cure Moderate Wounds

School: conjuration (healing)
Level: bard 2, cleric 2, druid 3, paladin 3, ranger 3
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).


Cure Moderate Wounds, Mass

School: conjuration (healing)
Level: bard 6, cleric 6, druid 7
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).


Cure Serious Wounds

School: conjuration (healing)
Level: bard 3, cleric 3, druid 4, paladin 4, ranger 4
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).


Cure Serious Wounds, Mass

School: conjuration (healing)
Level: cleric 7, druid 8
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).


Curse Water

School: necromancy [evil];Level cleric 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 spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.


Dancing Lights

School: evocation [light]
Level: bard 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

Dancing lights can be made permanent with a permanency spell.


Darknes

School: evocation [darkness]
Level: bard 2, cleric 2, sorcerer/wizard 2
Casting
Casting Time: 1 standard action
Components: V, ./DF (bat fur and a piece of coal)
Range: touch
Target: object touched
Duration: 1 min/level (D)
Saving Throw: none
Spell Resistance: no
This spell causes an object to radiate darkness out to a 20-foot radius.

Creatures without darkvision are effectively blinded in this area. Normal lights (torches, candles, lanterns, and so forth) and light spells brought inside the area of darkness can brighten the area, allowing a creature to see normally in the light’s radius.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness can be used to counter or dispel any light spell of equal or lower spell level.


Darkvision

School: transmutation
Level: ranger 3, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, M (either a pinch of dried carrot or an agate)
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject gains the ability to see 60 feet even in total darkness.

Darkvision is black and white only but otherwise like normal sight.

Darkvision can be made permanent with a permanency spell.


Daylight

School: evocation [light]
Level: bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: object touched
Duration: 10 min./level (D)
Saving Throw: none
Spell Resistance: no
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


Daze

School: enchantment (compulsion) [mind-affecting]
Level: bard 0, sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.


Daze Monster

School: enchantment (compulsion) [mind-affecting]
Level: bard 2, sorcerer/wizard 2
Range: medium (100 ft. + 10 ft./level)
Target: one living creature of 6 HD or less
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.


Death Knell

School: necromancy [death, evil]
Level: cleric 2
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: living creature touched
Duration: instantaneou./10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength.

Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.


Death Ward

School: necromancy
Level: cleric 4, druid 5, paladin 4
Casting
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)
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.

This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.


Deathwatch

School: necromancy
Level: cleric 1
Casting Time: 1 standard action
Components: V, S
Range: 30 ft.

Area: cone-shaped emanation
Duration: 10 min./level
Saving Throw: none
Spell Resistance: no
Using the powers of necromancy, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).

Deathwatch sees through any spell or ability that allows creatures to feign death.


Deeper Darkness

School: evocation [darkness]
Level: cleric 3
Duration: 10 min/level (D)
This spell functions as darkness, except that the object radiates darkness in a 60-foot radius. Nonmagical light sources cannot illuminate an area of deeper darkness, but darkvision still allows creatures to see normally.

Deeper Darkness can be used to counter or dispel any light spell of equal or lower spell level.


Deep Slumber

School: enchantment (compulsion) [mind-affecting]
Level: bard 3, sorcerer/wizard 3
Range: close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.


Delayed Blast Fireball

School: evocation [fire]
Level: sorcerer/wizard 7
Duration: 5 rounds or less; see text
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.


Delay Poison

School: conjuration (healing)
Level: bard 2, cleric 2, druid 2, paladin 2, ranger 1
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.


Demand

School: enchantment (compulsion) [mind-affecting]
Level: sorcerer/ wizard 8
Saving Throw: Will partial
Spell Resistance: yes
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand’s message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.


Desecrate

School: evocation [evil]
Level:cleric 2
Casting Time: 1 standard action
Components: V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF
Range: close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: none
Spell Resistance: yes
This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).

Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.


Destruction

School: necromancy [death]
Level: cleric 7
Casting Time: 1 standard action
Components: V, S, F (holy or unholy symbol costing 500 gp)
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes
This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.


Detect Animals or Plants

School: divination
Level:druid 1, ranger 1
Casting Time: 1 standard action
Components: V, S
Range: long (400 ft. + 40 ft./level)
Area: cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving Throw: none
Spell Resistance: no
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.

1st Round: Presence or absence of that kind of animal or plant in the area.

2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.

3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.

Conditions: For purposes of this spell, the categories of condition are as follows:

Normal: Has at least 90% of full normal hit points, free of disease.

Fair: 30% to 90% of full normal hit points remaining.

Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.

Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.

If a creature falls into more than one category, the spell indicates the weaker of the two.

Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Chaos

School: divination
Level: cleric 1
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.


Detect Evil

School: divination
Level: cleric 1
Casting Time: 1 standard action
Component V, S, DF
Range: 60 ft.

Area: cone-shaped emanation
Duration: concentration, up to 10 min./ level (D)
Saving Throw: none
Spell Resistance: no
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.

If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item).

If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength D uration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Good

School: divination
Level: cleric 1
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.


Detect Law

School: divination
Level: cleric 1
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.


Detect Magic

School: divination
Level: bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time: 1 standard action
Component: V, S
Range: 60 ft.

Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none
Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcane) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength D uration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


Detect Poison

School: divination
Level: cleric 0, druid 0, paladin 1, ranger 1, sorcerer/ wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: or Area one creature, one object, or a 5-ft. cube
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20
Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Scrying

School: divination
Level: bard 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
Range: 40 ft.

Area: 40-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: none
Spell Resistance: no
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.

If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.


Detect Secret Doors

School: divination
Level: bard 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.

Area: cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: none
Spell Resistance: no
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Snares and Pits

School: divination
Level: druid 1, ranger 1
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.

Area: cone-shaped emanation
Duration: concentration, up to 10 min./level (D)
Saving Throw: none
Spell Resistance: no
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.

The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The general type and trigger for one particular hazard closely examined by you.

Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Thoughts

School: divination [mind-affecting]
Level: bard 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S, ./DF (a copper piece)
Range: 60 ft.

Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: no
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Undead

School: divination
Level: cleric 1, paladin 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S, ./DF (earth from a grave)
Range: 60 ft.

Area: cone-shaped emanation
Duration: concentration, up to 1 minut./ level (D)
Saving Throw: none
Spell Resistance: no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the
HD of the undead creature, as given on the following table:
HD Strength 1 or lower Faint 2–4 Moderate 5–10 Strong 11 or higher Overwhelming
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).

How long the aura lingers at this dim level depends on its original power:
Original Strength D uration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Dictum

School: evocation [lawful, sonic]
Level:cleric 7
Casting Time: 1 standard action
Components: V
Range: 40 ft.
Area: nonlawful creatures in a 40-ft.-radius spread centered on you
Duration: instantaneous
Saving Throw: none or Will negates; see text
Spell Resistance: yes
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.

HD Effect
Equal to caster level Deafened
Up to caster level –1 Staggered, deafened
Up to caster level –5 Paralyzed, staggered, deafened
Up to caster level –10 Killed, paralyzed, staggered, deafened

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.

Deafened: The creature is deafened for 1d4 rounds. Save negates.

Staggered: The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.

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, nonlawful 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 dictum 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 dictum.


Dimensional Anchor

School: abjuration
Level: cleric 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: 1 min./level
Saving Throw: none
Spell Resistance: yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


Dimensional Lock

School: abjuration
Level: cleric 8, sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 1 day/level
Saving Throw: none
Spell Resistance: yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.


Dimension Door

School: conjuration (teleportation)
Level: bard 4, sorcerer/wizard 4
Casting Time: 1 standard action
Components: V
Range: long (400 ft. + 40 ft./level)
Target: you and touched objects or other touched willing creatures
Duration: instantaneous
Saving Throw: none and Will negates (object)
Spell Resistance: no and yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired— whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn.

You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.


Diminish Plants

School: transmutation
Level:druid 3, ranger 3
Casting Time: 1 standard action
Components: V, S, DF
Range: see text
Target: or Area see text
Duration: instantaneous
Saving Throw: none
Spell Resistance: no

This spell has two versions.

Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.

At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quartercircle.

You may also designate portions of the area that are not affected.

Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one half normal.

This spell has no effect on plant creatures.


Discern Lies

School: divination
Level: cleric 4, paladin 3
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: no
Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, you may concentrate on a different target.


Discern Location

School: divination
Level: cleric 8, sorcerer/wizard 8
Casting Time: 10 minutes
Components: V, S, DF
Range: unlimited
Target: one creature or object
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.


Disguise Self

School: illusion (glamer)
Level: bard 1, sorcerer/wizard 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


Disintegrate

School: transmutation
Level: sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, ./DF (a lodestone and a pinch of dust)
Range: medium (100 ft. + 10 ft./level)
Effect: ray
Duration: instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).

Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.


Dismissal

School: abjuration
Level: cleric 4, sorcerer/wizard 5
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: one extraplanar creature
Duration: instantaneous
Saving Throw: Will negates; see text
Spell Resistance: yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.


Dispel Chaos

School: abjuration [lawful]
Level: cleric 5, paladin 4
This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.


Dispel Evil

School: abjuration [good]
Level: cleric 5, paladin 4
Casting Time: 1 standard action
Components: V, S, DF
Range: touch
Target: or Targets you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: see text
Spell Resistance: see text
Shimmering, white, holy energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.

Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.


Dispel Good

School: abjuration [evil]
Level: cleric 5
This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.


Dispel Law

School: abjuration [chaotic]
Level: cleric 5
This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.


Dispel Magic

School: abjuration
Level: bard 3, cleric 3, druid 4, paladin 3, sorcerer/ wizard 3
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: or Area one spellcaster, creature, or object, or 20-ft.-radius burst
Duration: instantaneous
Saving Throw: none
Spell Resistance: no
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged:
A suppressed magic sword is still a sword (a masterwork sword, in fact).

Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area: Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.


Dispel Magic, Greater

School: abjuration
Level: bard 5, cleric 6, druid 6, sorcerer/wizard 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.


Displacement

School: illusion (glamer)
Level: bard 3, sorcerer/wizard 3
Casting Time: 1 standard action
Components: V, M (a small loop of leather)
Range: touch
Target: creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.


Disrupting Weapon

School: transmutation
Level: cleric 5
Casting Time: 1 standard action
Components: V, S
Range: touch
Targets one melee weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object); see text
Spell Resistance: yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.


Disrupt Undead

School: necromancy
Level: sorcerer/wizard 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.


Divination

School: divination
Level: cleric 4
Casting Time: 10 minutes
Components: V, S, M (incense and an appropriate offering worth 25 gp)
Range: personal
Target: you
Duration: instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful.

The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.


Divine Favor

School: evocation
Level: cleric 1, paladin 1
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.


Divine Power

School: evocation
Level: cleric 4
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make on additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.


Dominate Animal

School: enchantment (compulsion) [mind-affecting]
Level: druid 3
Casting Time: 1 round
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: yes
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.

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


Dominate Monster

School: enchantment (compulsion) [mind-affecting]
Level: sorcerer/ wizard 9
Target: one creature
This spell functions like dominate person, except that the spell is not restricted by creature type.


Dominate Person

School: enchantment (compulsion) [mind-affecting]
Level: bard 4, sorcerer/wizard 5
Casting Time: 1 round
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Target: one humanoid
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense
Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.

Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.


Doom

School: necromancy [fear, mind-affecting]
Level: cleric 1
Casting Time: 1 standard action
Components: V, S, DF
Range: medium (100 ft. + 10 ft./level)
Target: one living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.


Dream

School: illusion (phantasm) [mind-affecting]
Level:bard 5, sorcerer/wizard 5
Casting Time: 1 minute
Components: V, S
Range: unlimited
Target: one living creature touched
Duration: see text
Saving Throw: none
Spell Resistance: yes
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.