Spells



Complete Arcane

ASSASSIN SPELLS

1ST LEVEL

Low-Light Vision: See twice as far as a human in poor illumination.

2ND LEVEL

Fire Shuriken: Magical shuriken deal 3d6 fire damage.

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

4TH LEVEL

Heart Ripper: Kills living creatures with less than 4 HD.

BARD SPELLS

2ND LEVEL

Force Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

4TH LEVEL

Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).

Unluck: Target remakes all rolls, uses worse result for 1 round/level.

5TH LEVEL

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.

Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.

CLERIC SPELLS

3RD LEVEL

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

4TH LEVEL

Assay Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.

5TH LEVEL

Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.

6TH LEVEL

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

7TH LEVEL

Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8TH LEVEL

Brilliant Blade: Weapon or projectiles shed light, ignore armor.

9TH LEVEL

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

DRUID SPELLS

1ST LEVEL

Animate Water: Turn Small or smaller quantity of water into animated object.

Animate Wood: Turn Small or smaller wooden item into animated object.

2ND LEVEL

Animate Fire: Turn Small or smaller fire into animated object.

Chameleon: Subject gets +10 on Hide checks.

Swim: Subject gains swim speed, +8 bonus on Swim checks.

3RD LEVEL

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.

4TH LEVEL

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

5TH LEVEL

Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

6TH LEVEL

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

9TH LEVEL

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

RANGER SPELLS

1ST LEVEL

Low-Light Vision: See twice as far as a human in poor illumination.

2ND LEVEL

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

SORCERER/WIZARD SPELLS

0 LEVEL
Trans

Repair Minor Damage: Repairs 1 point of damage to any construct.

1ST LEVEL
Conj

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).

Necro

Backbiter: Wooden-hafted weapon strikes wielder.

Trans

Fist of Stone: Gain +6 Str and natural slam attack.

Low-Light Vision: See twice as far as a human in poor illumination.

Repair Light Damage: Repairs 1d8 +1/level damage (max +5) to any construct.

2ND LEVEL
Conj

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

Evoc

Fireburst: Adjacent subjects take 1d8/level fire damage.

Illus

Phantasmal Assailants: Nightmare creatures strike target for 4 Wis damage, 4 Dex damage.

Wall of Gloom: Shadow barrier obscures vision and deters passage.

Trans

Earthen Grasp: Arm made of earth and soil grapples foes.

Repair Moderate Damage: Repairs 2d8 +1/level damage (max +10) to any construct.

Swim: Subject gains swim speed, +8 bonus on Swim checks.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

Univ

Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

3RD LEVEL
Abjur

Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Conj

Bands of Steel: Metallic bands immobilize or entangle target for 1 round/level.

Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.

Mage Armor, Greater: Gives subject +6 armor bonus.

Div

Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.

Evoc

Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).

Illus

Shadow Binding: Ribbonlike shadows daze and entangle creatures in 10-ft.-radius burst.

Trans

Repair Serious Damage: Repairs 3d8 +1/level damage (max +15) to any construct.

Stony Grasp: Arm made of soil and rock grapples foes.

Univ

Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.

4TH LEVEL
Abjur

Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.

Otiluke’s Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Conj

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.

Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.

Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.

Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.

Orb of Force: Globe of force deals 1d6/level damage (max 10d6).

Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.

Div

Assay Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.

Unluck: Target remakes all rolls, uses worse result for 1 round/level.

Evoc

Blistering Radiance: Sphere of light blinds creatures, deals 2d6 fire damage in 50-ft.-radius spread.

Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Necro

Burning Blood: Target takes 1d8 acid damage plus 1d8 fire damage/round.

Trans

Darkvision, Mass: Creatures in 10-ft. radius gain ability to see 60 ft. in total darkness.

Repair Critical Damage: Repairs 4d8 +1/level damage (max +20) to any construct.

Univ

Fortify Familiar: Your familiar gains 2d8 temporary hit points, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

5TH LEVEL
Abjur

Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.

Duelward: +4 on Spellcraft checks, counterspell as an immediate action.

Reciprocal Gyre: Creature or object takes 1d6 damage/level of spell affecting it (max 25d6).

Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.

Conj

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Freezing Fog: Fog slows creatures, obscures vision, hinders movement.

Leomund’s Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.

Servant Horde: Create 2d6 unseen servants +1/level (max +15).

Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.

Evoc

Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

Prismatic Ray: Ray of light blinds target, deals random effect.

Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.

Necro

Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.

Trans

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.

Fly, Mass: One creature/level flies at speed of 60 ft.

6TH LEVEL
Abjur

Sign of Sealing, Greater: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.

Ench

Transfix: Humanoids freeze in place until condition you specify is met.

Illus

Illusory Pit: Creatures in area are stunned or knocked prone while believing they’re falling.

Necro

Arrow of Bone: Missile or thrown weapon gains +4 bonus, target takes 3d6 +1/level damage (max +15) or is slain.

Trans

Brilliant Blade: Weapon or projectiles shed light, ignore armor.

Fiendform: Assume form and abilities of fiendish creature, demon, or devil.

Univ

Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.

7TH LEVEL
Abjur

Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.

Otiluke’s Greater Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.

Evoc

Emerald Flame Fist: Touch attack deals 3d6 + 1/level fire damage (max +20); target can be engulfed by flame for additional damage.

Necro

Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.

Trans

Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.

8TH LEVEL
Abjur

Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.

Necro

Blackfire: Target is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.

Heart of StoneF,: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.

Trans

Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.

9TH LEVEL
Abjur

Absorption: You absorb targeted spell energy to power spells of your own.

Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.

Conj

Sphere of Ultimate Destruction: Featureless black sphere moves 30 ft./round, disintegrates on ranged touch attack.

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Ench

Programmed Amnesia: Destroy, alter, or replace memories in target creature.

Illus

Superior Invisibility: Subject is invisible to sight, hearing, and scent for 1 min./level, and can attack.

Trans

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

WARMAGE SPELLS

0 LEVEL

Acid Splash: Orb deals 1d3 acid damage.

Disrupt Undead: Deals 1d6 damage to one undead.

Light: Object shines like a torch.

Ray of Frost: Ray deals 1d3 cold damage.

1ST LEVEL

Accuracy: Doubles weapon’s range increment.

Burning Hands: 1d4/level fire damage (max 5d4).

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.

Fist of Stone: Gain +6 Str and natural slam attack.

Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4).

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8).

Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6).

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

True Strike: +20 on your next attack roll.

2ND LEVEL

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round.

Continual Flame: Makes a permanent, heatless torch.

Fire Trap: Opened object deals 1d4 +1/level fire damage.

Fireburst: Adjacent subjects take 1d8/level fire damage.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

Shatter: Sonic vibration damages objects or crystalline creatures.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

3RD LEVEL

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

Fireball: 1d6 damage per level, 20-ft. radius.

Flame Arrow: Arrows deal +1d6 fire damage.

Gust of Wind: Blows away or knocks down smaller creatures.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Lightning Bolt: Electricity deals 1d6/level damage.

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage).

Sleet Storm: Hampers vision and movement.

Stinking Cloud: Nauseating vapors, 1 round/level.

4TH LEVEL

Blast of Flame: 60-ft. cone of fire (1d6/level damage).

Contagion: Infects subject with chosen disease.

Evard’s Black Tentacles: Tentacles grapple all within 20-ft. spread.

Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened.

Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded.

Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled.

Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed.

Orb of Force: Globe of force deals 1d6/level damage (max 10d6).

Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened.

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

5TH LEVEL

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.

Cone of Cold: 1d6/level cold damage.

Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.

Flame Strike: Smite foes with divine fire (1d6/level damage).

Prismatic Ray: Ray of light blinds target, deals random effect.

6TH LEVEL

Acid Fog: Fog deals acid damage.

Blade Barrier: Wall of blades deals 1d6/level damage.

Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.

Circle of Death: Kills 1d4/level HD of creatures.

Disintegrate: Makes one creature or object vanish.

Fire Seeds: Acorns and berries become grenades and bombs.

Otiluke’s Freezing Sphere: Freezes water or deals cold damage.

Tenser’s Transformation: You gain combat bonuses.

7TH LEVEL

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.

Earthquake: Intense tremor shakes 80-ft. radius.

Finger of Death: Kills one subject.

Fire Storm: Deals 1d6/level fire damage.

Mordenkainen’s Sword: Floating magic blade strikes opponents.

Prismatic Spray: Rays hit subjects with variety of effects.

Sunbeam: Beam blinds and deals 4d6 damage.

Waves of Exhaustion: Several targets become exhausted.

8TH LEVEL

Horrid Wilting: Deals 1d6/level damage within 30 ft.

Incendiary Cloud: Cloud deals 4d6 fire damage/round.

Polar Ray: Ranged touch attack deals 1d6/level cold damage.

Prismatic Wall: Wall’s colors have array of effects.

Scintillating Pattern: Twisting colors make target confused, stunned, or unconscious.

Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

9TH LEVEL

Elemental Swarm: Summons multiple elementals.

Implosion: Kills one creature/round.

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Prismatic Sphere: Rays hit subjects with variety of effects.

Wail of the Banshee: Kills one creature/level.

Weird: As phantasmal killer, but affects all within 30 ft.

WU JEN SPELLS

0 LEVEL
Fire
  • Dancing Lights: Creates torches or other lights.

  • Flare: Dazzles one creature (–1 on attack rolls).

Water

Arcane Mark: Inscribes a personal rune (visible or invisible).

Daze: Humanoid creature of 4 HD or less loses next action.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or small object.

Disrupt Undead: Deals 1d6 damage to one undead.

Ghost Sound: Figment sounds.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whispered conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

1ST LEVEL
All
Earth
Fire
  • Fiery Eyes: Your glowing eyes illuminate area and can ignite combustible items.

  • Melt: Melt ice and snow or deal 2/level damage (max 10) to magical ice or cold creatures.

  • Smoke Ladder: Smoke transforms into ladder up to 10 ft. long/level.

Metal
Water
Wood
  • Animate Wood: Turn Small or smaller wooden item into animated object.

  • Backbiter: Wooden-hafted weapon strikes wielder.

Accuracy: Doubles weapon’s range increment.

Animate Rope: Makes a rope move at your command.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all spoken and written languages.

Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.

Disguise Self: Changes your appearance.

Ghost Light: Ghostly green radiance can be shaped and manipulated, causes fear.

Hold Portal: Holds door shut.

Hypnotism: Fascinates 2d4 HD of creatures.

Jump: Subject gets bonus on Jump checks.

Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Scales of the Lizard: Grants +2 or higher enhancement bonus to natural armor.

Secret Signs: Communicate a simple nonverbal message to one intelligent creature.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Calls extraplanar creature to fight for you.

True Strike: +20 on your next attack roll.

Unseen Servant: Invisible force obeys your commands.

Ventriloquism: Throws voice for 1 min./level.

2ND LEVEL
All
  • Resist Energy: Ignores 10 or more points of damage/attack from specified energy type.

Earth
Fire
Metal
Water
  • Fog Cloud: Fog obscures vision.

  • Ice Blast: Spray of ice crystals deals 1d6/two levels cold damage (max 10d6) and makes targets fatigued.

  • Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

  • Swim: Subject gains swim speed, +8 bonus on Swim checks.

Wood
  • Warp Wood: Bends wood (shaft, handle, door, plank).

  • Wood Shape: Rearranges wooden objects to suit you.

Alter Self: Assume form of a similar creature.

Apparition: Subject’s face takes on terrifying appearance, viewers may become shaken.

Arcane Lock: Magically locks a portal or chest.

Blur: Attacks miss subject 20% of the time.

Chameleon: Subject gets +10 on Hide checks.

Detect Thoughts: Allows “listening” of surface thoughts.

Force Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.

Hold Person: Paralyzes one humanoid for 1 round/level.

Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Kiss of the Toad: Touch deals 1d6 Con damage, repeats in 1 min.

Knock: Opens locked or magically sealed door.

Lightning Blade: Blade of electricity energy deals total 1d6 damage/level as touch attack or ranged touch attack.

Locate Object: Senses direction toward object (specific or type).

Minor Image: As silent image, plus some sound.

Misdirection: Misleads divinations for one creature or object.

Protection from Charm: Subject gains +1/three levels bonus (max +5) on saves against charm and compulsion.

Rope Trick: As many as eight creatures hide in extradimensional space.

See Invisibility: Reveals invisible creatures or objects.

Spider Climb: Grants ability to walk on walls and ceilings.

Summon Monster II: Calls extraplanar creature to fight for you.

Wall of Gloom: Shadow barrier obscures vision and deters passage.

Whispering Wind: Sends a short message 1 mile/level.

3RD LEVEL
All
Earth
  • Earthbolt: Seismic pulse deals 1d6/level damage to creatures along its path.

  • Terra Cotta Warrior: Statuette becomes a Medium animated object which fights for you.

Fire
  • Fire Wings: Your arms become flaming wings capable of flight and dealing +2d6 fire damage on unarmed attacks.

  • Fireball: 1d6 damage per level, 20-ft. radius.

Metal
Water
Wood
  • Plant Growth: Grows vegetation, improves crops.

  • Thornskin: Your unarmed attacks deal +1d6 damage; natural and unarmed attacks against you take 1d4 damage.

Commune with Lesser Spirit: Lesser spirit creature answers one question/two levels.

Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.

Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.

Dispel Magic: Cancels magical spells and effects.

Displacement: Attacks miss subject 50%.

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

Illusory Script: Only intended reader can decipher.

Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.

Major Image: As silent image, plus sound, smell, and thermal effects.

Remove Curse: Frees object or person from curse.

Suggestion: Compels subject to follow stated course of action.

Summon Monster III: Calls extraplanar creature to fight for you.

Tongues: Speak any language.

4TH LEVEL
All
Earth
Fire
  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.

  • Fire Trap: Opened object deals 1d4 damage +1/level.

  • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Metal
Water
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

  • Solid Fog: Blocks vision and slows movement.

  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

  • Water to Poison: Transform water into ingested poison.

Wood

Animate Dead: Creates undead skeletons and zombies.

Charm Monster: Makes monster believe it is your ally.

Confusion: Subjects behave oddly for 1 round/level.

Creeping Darkness: Cloud of inky blackness moves at your command.

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Dismissal: Forces a creature to return to native plane.

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.

Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Heart Ripper: Kills living creatures with less than 4 HD.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Locate Creature: Indicates direction to familiar creature.

Minor Creation: Creates one cloth or wood object.

Pain: Wracking pain gives targets –4 on attack rolls, skill and ability checks.

Polymorph: Gives one willing subject a new form.

Resist Energy, Mass: Targeted creatures ignore damage from specified energy type.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Snake Darts: Two snakes hit one or two targets, deal 3d6 damage and inject poison (1d6 Con damage, repeats in 1 min.)

Spirit Binding, Lesser: Traps spirit creature of 8 HD or less until it performs a task.

Summon Monster IV: Calls extraplanar creature to fight for you.

Wall of Bones: Shapeable wall grants cover and concealment, deals damage to anyone who tries to pass.

5TH LEVEL
Earth
Fire
  • Fire Breath: Ranged touch attack deals 1d8/two levels fire damage (max 10d8) for 1 round/level.

Metal
  • Metal Skin: Grants +8 natural armor bonus, –2 to Dex.

Water
Wood
  • Wood Rot: Destroy wooden items or deal 3d6 + 1/level damage (max +15) to plant creatures.

Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.

Animal Growth: One animal/two levels doubles in size.

Arc of Lightning: Line of electricity between two creatures (1d6/level damage).

Baleful Polymorph: Transforms subject into harmless animal.

Dominate Person: Controls humanoid telepathically.

Dream: Sends message to anyone sleeping.

Fabricate: Transforms raw materials into finished items.

Feeblemind: Subject’s Int and Cha drop to 1.

Hold Monster: As hold person, but any creature.

Major Creation: As minor creation, plus stone and metal.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Passwall: Creates passage through wood or stone wall.

Permanency: Makes certain spells permanent.

Persistent Image: As major image, but no concentration required.

Servant Horde: Create 2d6 unseen servants +1/level (max +15).

Spirit Self: Your incorporeal spirit separates from your body.

Summon Monster V: Calls extraplanar creature to fight for you.

Summoning Wind: Send a short message to 10 creatures/level.

Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.

Symbol of Pain: Triggered rune wracks nearby creatures with pain.

Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.

Telekinesis: Moves object, attacks creature, or hurls object or creature.

Teleport: Instantly transports you as far as 100 miles/level.

Vitriolic Sphere: Potent acid deals 1d4/level damage (max 15d4) plus possible damage in following two rounds.

Wall of Force: Wall is immune to damage.

6TH LEVEL
Earth
Fire
  • Fire Seeds: Acorns and berries become grenades and bombs.

Metal
Water
Wood

Control Weather: Changes weather in local area.

Dispel Magic, Greater: As dispel magic, but +20 on check.

Geas/Quest: As lesser geas, plus it affects any creature.

Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level effects.

Permanent Image: Includes sight sound and smell.

Programmed Image: As major image, plus triggered by event.

Repulsion: Creatures can’t approach you.

Speak with Dead: Corpse answers one question/two levels.

Spirit Binding: As lesser spirit binding, but traps up to 16 HD of spirits.

Suggestion, Mass: As suggestion, plus one subject/level.

Summon Monster VI: Calls extraplanar creature to fight for you.

Symbol of Fear: Triggered rune panics nearby creatures.

Symbol of Persuasion: Triggered rune charms nearby creatures.

Transfix: Humanoids freeze in place until condition you specify is met.

True Seeing: Lets you see all things as they really are.

Veil: Changes appearance of group of creatures.

7TH LEVEL
All
Earth
  • Statue: Subject can become a statue at will.

Fire
Metal
  • Decapitating Scarf: Ranged attack decapitates target or deals 1d4 damage/level (max 20d4).

Wood

Body Outside Body: Create one duplicate of yourself/five levels.

Commune with Greater Spirit: Any spirit creature answers one question/level.

Disintegrate: Makes one creature or object vanish.

Energy Immunity: Subject and equipment are gain immunity to damage of specified energy type.

Ethereal Jaunt: You become ethereal for 1 round/level.

Giant Size: You grow to Huge or larger size.

Limited Wish: Alters reality—within spell limits.

Power Word Blind: Blinds creature with 200 hp or less.

Reanimation: Dead creature restored to functional half life with 1 hp.

Summon Monster VII: Calls extraplanar creature to fight for you.

Sword of Darkness: Blade of negative energy attacks independently, deals 1d4 damage, bestows one negative level.

Symbol of Stunning: Triggered rune stuns nearby creatures.

Symbol of Weakness: Triggered rune weakens nearby creatures.

Teleport, Greater: As teleport, but no range limit and no off-target arrival.

Teleport Object: As teleport, but affects a touched object.

Withering Palm: Touch attack deals 1 point Str damage plus 1 point Con damage/two levels.

8TH LEVEL
Earth
  • Earthquake: Intense tremor shakes 80-ft. radius.

Fire
Metal
Water
Wood

Antipathy: Object or location affected by spell repels certain creatures.

Finding the Center: Automatically maintain concentration on previously cast spell.

Mind Blank: Subject is immune to mental/emotional magic and scrying.

Minute Form: You shrink to Tiny or smaller size.

Polymorph Any Object: Changes any subject into anything else.

Power Word Stun: Stuns creature with 150 hp or less.

Spirit Binding, Greater: As lesser spirit binding, but traps up to 24 HD of spirits.

Summon Monster VIII: Calls extraplanar creature to fight for you.

Symbol of Death: Triggered rune slays nearby creatures.

Symbol of Insanity: Triggered rune renders nearby creatures insane.

Sympathy: Object or location attracts certain creatures.

Whirlwind: Cyclone deals damage and can pick up creatures.

9TH LEVEL
Fire
  • Internal Fire: Targets die instantly or take 6d6 + 1/level fire damage.

Absorption: You absorb targeted spell energy to power spells of your own.

Astral Projection: Projects you and companions onto Astral Plane.

Dominate Monster: As dominate person, but any creature.

Etherealness: Travel to Ethereal Plane with companions.

Freedom: Releases creature from imprisonment.

Gate: Connects two planes for travel or summoning.

Imprisonment: Entombs subject beneath the earth.

Power Word Kill: Kills one creature with 100 hp or less.

Shapechange: Transforms you into any creature, and change forms once/round.

Summon Elemental Monolith: Calls powerful elemental creature to fight for you.

Summon Monster I: Calls extraplanar creature to fight for you.

Teleportation Circle: Circle teleports any creature inside to designated spot.

Time Stop: You act freely for 1d4+1 rounds.

Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.

Wish: As limited wish, but with fewer limits.


Absorption

Abjuration

Level: Sorcerer/wizard 9, wu jen 9 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: Until expended or 10 min./level

Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed.

Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total.

If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected.

For example, you have three spell levels of absorption remaining and are struck by dominate person (cast as a 5th- level spell). Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows you still applies.

Likewise, if you’re struck by disintegrate (cast as a 6th-level spell) with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (2/6) of the damage you would normally take from the spell.

You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.

Aiming at the Target

Abjuration

Level: Sorcerer/wizard 5, wu jen 5 Components: S Casting Time: 1 swift action Range: Personal Target: You Duration: Concentration, up to 20 minutes; see text

When you cast this spell as a swift action (see page 86), you increase your ability to concentrate on a spell you have already cast.

This spell is one of only a few spells (finding the center being another) that you can cast while maintaining concentration on another spell. Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).

Anticipate Teleportation

Abjuration

Level: Sorcerer/wizard 4 Components: V, S, F Casting Time: 1 round Range: One willing creature touched Area: 5-ft./level radius emanation from touched creature Duration: 1 hour/level Saving Throw: None Spell Resistance: No

The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area.

Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature.

The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.

Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of its imminent arrival.

The spell has no effect on creatures attempting to teleport away from the spell’s area, though if their destination is within the area, the spell will affect their reentry as normal.

Focus: A tiny hourglass of platinum and crystal costing 500 gp, which must be carried or worn by the spell’s recipient while the spell is in effect.

Anticipate Teleportation, Greater

Abjuration

Level: Sorcerer/wizard 8 Casting Time: 10 minutes Duration: 24 hours

As anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time.

Focus: A tiny hourglass of platinum and crystal filled with diamond dust, costing 1,000 gp. The hourglass must be carried or worn by the spell’s recipient while the spell is in effect.

Duelward

Abjuration

Level: Sorcerer/wizard 5 Components: V, S, M Ca sting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged (D)

You mantle yourself in a powerful magical field that facilitates your defense against enemy spells. While a duelward is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast.

The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.

Material Component: A miniature silk glove.
Elemental Ward

Abjuration

Level:Wu jen 4 (all) Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: 60-ft.-radius emanation, centered on you Duration: 1 minute Saving Throw:Will negates Spell Resistance: Yes

This spell allows you to drive off elementals of a specific type by uttering a fearsome cry. When you cast the spell, any elemental within the spell’s area must leave the area unless it makes a successful Will save.

If you try to force the barrier against an elemental that has failed its saving throw, the spell fails.

Material Component: A small quantity of the element opposed to the type being warded against—fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.
Energy Immunity

Abjuration

Level: Cleric 6, druid 6, sorcerer/wizard 7, wu jen 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: None Spell Resistance: Yes (harmless)463

This abjuration grants a creature and its equipment complete protection against damage from one of the five energy types—acid, cold, electricity, fire, or sonic. Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice.

Note: Energy immunity overlaps protection from energy and resist energy. So long as energy immunity is in effect, the other spells absorb no damage.

Finding the Center

Abjuration

Level:Wu jen 8 Duration: 10 minutes (D)

As aiming at the target, except that you no longer need to maintain conscious concentration on the spell you cast before casting this one. Your unconscious mind maintains the required concentration, allowing you to take other actions (including movement, attacks, and even casting more spells) as normal.

Short of dying, only mind-affecting spells and conditions (such as feeblemind and confusion) can affect your concentration on the other spell, though you might be convinced to willingly dismiss finding the center (and the previous spell with it) under the effect of a charm or suggestion.

Otiluke’s Dispelling Screen

Abjuration

Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

You create an opaque, immobile, shimmering screen of violet energy. Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level. Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic—attended items are essentially not targeted by the screen.

Make a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object’s magical properties for 1d4 rounds (DC equal to the item’s caster level). Spell effects not operating on objects or unattended creatures cannot pass through the screen.

A disintegrate or successful dispel magic removes Otiluke’s dispelling screen, while an antimagic field suppresses it.

Material Component: A sheet of fine lead crystal.
Otiluke’s Greater Dispelling Screen

Abjuration

Level: Sorcerer/wizard 7

As Otiluke’s dispelling screen, except that the maximum caster level bonus on the dispel check is +20.

Protection from Charm

Abjuration

Level:Wu jen 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.

Material Component:Hair or some other small part of the body of a creature with an innate charm or dominate ability (such as a succubus or a vampire).
Reaving Dispel

Abjuration

Level: Sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or a 20-ft.-radius burst Duration: Instantaneous Saving Throw: See text Spell Resistance: No

Reaving dispel functions like dispel magic, except that the maximum caster level on your dispel check is +25 instead of +10, and (as with greater dispel magic) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.

When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself. When making a targeted dispel, make a Spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object. Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell’s effects are redirected to you, continuing as if cast on you by the original caster with no interruption to or extension of duration.

Once you reave the spell, you identify it if you haven’t done so already (see below). If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell’s effect as if you had cast it yourself.

You can still attempt to reave a spell you didn’t identify with your Spellcraft check, but doing so can be risky if you don’t know the specifics of the spell’s effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target.

If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whichever targets or area you wish (including the original caster, if appropriate). Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effects, range, and area you don’t know. Note, though, that if its correct casting conditions aren’t met (because you guess at an improper target or range, for example), the spell fails.

Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.

Reciprocal Gyre

Abjuration

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature or object Duration: Instantaneous Saving Throw:Will half, then Fortitude negates; see text Spell Resistance: No

You manipulate the magical aura of a creature or object, creating a damaging feedback reaction of arcane power. The target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it (maximum 25d6).

For example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-level wizard version) takes 10d6 points of damage (Will save for half ). In addition, any creature that fails its save must then succeed on a Fortitude save or be dazed for 1d6 rounds. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area (such as invisibility sphere and solid fog) can’t be used to deal reciprocal damage to creatures within their area.

Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be—for example, the magic of a cloak of resistance can’t be used by reciprocal gyre, but a spell cast by a wand of invisibility could be.

Material Component: A tiny closed loop of copper wire.
Refusal

Abjuration

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Two 10-ft. squares/level (S) Duration: 1 hour/level Saving Throw:Will negates; see text Spell Resistance: Yes

You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area.

Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest-level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet exhausted his 5th-level spell slots for the day adds +5 to the save DC).

You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area. Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have exhausted their spell slots, and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty.

Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.

Material Component: A pinch of dust from a wizard’s tomb.
Resist Energy, Mass

Abjuration

Level: Cleric 3, druid 3, sorcerer/wizard 4, wu jen 4 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

As resist energy, except that it affects all targeted creatures.

Sign of Sealing

Abjuration

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One door, chest, or portal up to 30 sq. ft./level in size Duration: Permanent Saving Throw: Reflex half; see text Spell Resistance: No

You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half).

A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magical trap that can be disarmed with a successful DC 28 Disable Device check.

You can pass your own sign safely, and it remains set behind you.

Material Component: A crushed emerald worth 100 gp.
Sign of Sealing, Greater

Abjuration

Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 10 minutes

This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and gaining 5 hit points per caster level.

Any object protected by the sign is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on all saves. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half).

A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed with a successful DC 31 Disable Device check.

Material Component: A crushed emerald worth at least 500 gp.
Arc of Lightning

Conjuration (Creation) [Electricity]

Level: Druid 4, sorcerer/wizard 5, warmage 5, wu jen 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: A line between two creatures Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No

You create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.

Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space.

Arcane Material Component: Two small iron rods.
Bands of Steel

Conjuration (Creation)

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 round/level Saving Throw: Reflex partial Spell Resistance: No

You conjure a number of shining metallic bands out of thin air, encircling a Medium or smaller creature. The victim must succeed on a Reflex save or be immobilized (helpless). If the saving throw succeeds, the victim is only partially trapped by the bands (treat as entangled).

A creature immobilized by the bands can attempt escape as a fullround action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a full-round action to break or disentangle itself with a DC 13 Strength check or a DC 13 Escape Artist check.

Large or larger creatures are too big to be captured or impeded by the bands.

Material Component: Three small silver hoops, interlocked.
Blades of Fire

Conjuration (Creation) [Fire]

Level: Ranger 2, sorcerer/wizard 2, warmage 2 Components: V Casting Time: 1 swift action Range: Touch Target: Up to two melee weapons you are wielding Duration: 1 round Saving Throw: None Spell Resistance: No

Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Your melee weapons each deal an extra 1d6 points of fire damage. This damage stacks with any energy damage your weapons already deal.

Blast of Flame

Conjuration (Creation) [Fire]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half466 Spell Resistance: No

Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.

Material Component: A bit of wick soaked in oil.
Body Outside Body

Conjuration (Creation)

Level:Wu jen 7 Components: V, S, M Casting Time: 1 standard action Range: 10 ft. Effect: One duplicate/5 levels Duration: 1 minute Saving Throw: None Spell Resistance: No

This spell creates one or more indistinguishable duplicates of you, all of which share your ability scores, personality, class levels, skills, feats, and memories. They carry the same arms, armor, and equipment as you do (but only have mundane versions of any magic gear), and they cannot cast spells or use any spell completion or spell trigger items. They are friendly toward each other and your companions and will follow any order you give them (even actions that you wouldn’t normally do yourself, such as charging a dragon or jumping off a cliff).

The duplicates you create each have one-quarter of your hit point total at the time of casting and take damage as normal in combat. If a duplicate is slain, it disappears and you take 10 points of damage.

At the end of the spell’s duration, all remaining duplicates (and any equipment created with them) disappear without dealing damage to you.

Material Component: A few of your hairs, fingernail parings, or flakes of skin.
Cloud Chariot

Conjuration (Creation) [Water]

Level:Wu jen 8 (water) Components: V, S, M Casting Time: 1 standard action Range: Personal and touch Target: You and other touched willing creatures Duration: 10 minutes (D)

When the spell is cast, you and any willing creatures you touch lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire.

You can bring one Medium or smaller creature (carrying gear and objects up to its maximum load) per four caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.

A cloud chariot flies at 10 miles per minute, so that you can cover a distance of 100 miles over the spell’s full duration. You and your passengers feel none of the effects of this swift movement, though, and the ride is perfectly steady and calm in even the worst weather. When the spell is dismissed, the cloud settles gently to the ground and dissipates.

Should the spell duration expire while a cloud chariot is still aloft, the magic fails slowly, with cloud and riders floating downward 60 feet per round for 1d6 rounds. If the cloud reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, and all creatures riding in it take falling damage.

A cloud chariot descends slowly if the spell is dispelled, but not if it is negated by an antimagic field.

Material Component: A small ball of cotton.
Corpse Candle

Conjuration (Creation)

Level: Sorcerer/wizard 3, wu jen 3 Components: S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ghostly hand and candle Duration: 1 min./level (D); see text Saving Throw: None Spell Resistance: No

A ghostly hand bearing a lit candle appears at the spot you choose, shedding light in a 5-foot radius and moving as you desire—forward or back, up or down, straight or around corners at up to 50 feet per round (no concentration required). The hand and candle are incorporeal and can pass through objects, making them a useful tool for simulating hauntings.

As well, a corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but invisible creatures have only concealment (20% miss chance) and lose their bonus on attack rolls from invisibility when they are within 5 feet of the candle. The ghostly radiance also makes immaterial creatures and items slightly material, so that incorporeal creatures within 5 feet of a corpse candle have only a 30% chance to avoid damage from corporeal creatures (though all other benefits of being incorporeal are retained).

The hand is Diminutive, has 1 hit point per caster level, and has AC 14 + a deflection bonus equal to your Charisma modifier. It makes saves as you do but is immune to spells that don’t cause damage.

The spell effect ends if the hand is destroyed, and the hand winks out if the distance between you and it exceeds the spell’s range.

Material Component: A piece of a corpse untreated by any kind of preservative.
Freezing Fog

Conjuration (Creation) [Cold]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No

A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it.

The freezing fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a –2 penalty on all melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling distance by 10 feet.

Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.

Creatures in a freezing fog can’t take a 5-foot step.

A severe wind (31+ mph) disperses the cloud in 1 round. The spell does not function underwater.

Hail of Stone

Conjuration (Creation) [Earth]

Level:Wu jen 1 (earth), warmage 1 Components: V, S, M Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Area: Cylinder (5-ft. radius, 40 ft. high) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.

Material Component: A piece of jade worth 5 gp.
Ice Knife

Conjuration (Creation) [Cold]

Level: Assassin 2, wu jen 2 (water), warmage 2 Components: S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: One icy missile Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes

A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels).

If it hits, an ice knife deals 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage automatically.

A knife that misses creates a shower of ice crystals in a 10- foot-radius burst (see splash weapons). The icy burst deals 1d8 points of cold damage to all creatures within the area of the effect (Reflex half).

Material Component: A drop of water or piece of ice.
Leomund’s Hidden Lodge

Conjuration (Creation)

Level: Bard 5, sorcerer/wizard 5 Components: V, S, F; see text Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-square structure Duration: 24 hours Saving Throw: None Spell Resistance: No

As Leomund’s secure shelter, except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.

At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.

Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see the Leomund’s secure shelter description for more information).

Mage Armor, Greater

Conjuration (Creation) [Force]

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw:Will negates (harmless) Spell Resistance: No

This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.

Material Component: A tiny platinum shield worth 25 gp.
Orb of Acid

Conjuration (Creation) [Acid]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: Fortitude partial468 Spell Resistance: No

An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.

A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.

Orb of acid, Lesser

Conjuration (Creation) [Acid]

Level: Sorcerer/wizard 1, warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No

An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

Orb of Cold

Conjuration (Creation) [Cold]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of cold Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

This spell functions like orb of acid, except that it deals cold damage. In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round instead of being sickened.

Orb of Cold, Lesser

Conjuration (Creation) [Cold]

Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of cold

This spell functions like lesser orb of acid, except that it deals cold damage.

Orb of Electricity

Conjuration (Creation) [Electricity]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of electricity Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

This spell functions like orb of acid, except that it deals electricity damage. In addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.

Orb of Electricity, Lesser

Conjuration (Creation) [Electricity]

Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of electricity

This spell functions like lesser orb of acid, except that it deals electricity damage.

Orb of Fire

Conjuration (Creation) [Fire]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of fire Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

This spell functions like orb of acid, except that it deals fire damage. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.

Orb of Fire, Lesser

Conjuration (Creation) [Fire]

Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of fire

This spell functions like lesser orb of acid, except it deals fire damage.

Orb of Force

Conjuration (Creation) [Force]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One orb of force Duration: Instantaneous Saving Throw: None Spell Resistance: No

You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6).

Orb of Sound

Conjuration (Creation) [Sonic]

Level: Sorcerer/wizard 4, warmage 4 Components: V, S469 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of sonic energy Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4). In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being sickened.

Orb of Sound, Lesser

Conjuration (Creation) [Sonic]

Level: Sorcerer/wizard 1, warmage 1 Effect: One orb of sonic energy

This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.

Reanimation

Conjuration (Healing)

Level:Wu jen 7 Components: V, S, M, F Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 day/level Saving Throw: None Spell Resistance: Yes (harmless)

You restore a semblance of life to a deceased creature, putting the reanimated subject in a state of half life but not fully binding the soul back into the body. Creatures that have been dead no more than one day per caster level can be reanimated so long as their souls are free and willing to return (see Bringing Back the Dead, page 171 of the Player’s Handbook).

The reanimated creature has 1 hit point and can take only a single move action each round (and so is unable to attack, use spells, or activate magic items). Its speech (if it could speak while alive) is slow and slurred, and the creature’s memory is cloudy, making it difficult for the subject to remember even the basic details of its past life. If left unwatched, the creature is prone to wander off randomly.

It can gain temporary hit points but cannot increase its 1 hit point by means of a Constitution increase or any other method (though if it is wounded, healing can bring the creature back to 1 hit point again). The creature can be killed again (and reanimated again if possible), and can be restored to full life by any spell that would restore a fully dead creature to life (such as raise dead).

As with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead, and the reanimated body does not decay. A reanimated creature is not undead, and it cannot be turned, harmed by positive energy or holy water, or healed by negative energy.

A greater restoration spell fully restores the creature’s memory but does not improve its physical state.

Material Component: A white shawl and incense.

Focus: A golden amulet shaped like a phoenix.

Ring of Blades

Conjuration (Creation)

Level: Cleric 3, warmage 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move.

Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area. The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.

Material Component: A small dagger.
Servant Horde

Conjuration (Creation)

Level: Sorcerer/wizard 5, wu jen 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Invisible, mindless, shapeless servants Duration: 1 hour/level Saving Throw: None Spell Resistance: No

This spell creates a number of unseen servants (see page 297 of the Player’s Handbook), up to a maximum of 2d6 +1 servant per level (maximum +15).

Material Component: A small stick crossbar to which many lengths of knotted thread are attached.
Sphere of Ultimate Destruction

Conjuration (Creation)

Level: Sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: 2-ft.-radius sphere Duration: 1 round/level (D) Saving Throw: Fortitude partial; see text Spell Resistance: Yes

You conjure a featureless black sphere of nothingness that disintegrates virtually anything it touches. The sphere flies up to 30 feet per round, and you must make a ranged touch attack against the single creature or object you wish to target. The sphere stops moving during the round when it attacks, and you must actively direct it to a new target as a move action.

When struck by the sphere, a target takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter.

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 disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate.

If the sphere exceeds the spell’s range, it winks out.

Material Component: A pinch of dust from a disintegrated creature.
Spirit Binding

Conjuration (Calling) [see text for lesser spirit binding]

Level:Wu jen 6 Target: Up to 16 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear

As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 16. If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.

Spirit Binding, Greater

Conjuration (Calling) [see text for lesser spirit binding]

Level:Wu jen 8 Target: Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear

As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 24. If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.

Spirit Binding, Lesser

Conjuration (Calling) [see text]

Level:Wu jen 4 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels); see text Target: One spirit of up to 8 HD Duration: Instantaneous Saving Throw:Will negates Spell Resistance: Yes

This spell functions as lesser planar binding (see page 262 of the Player’s Handbook), except that it allows you to call and trap a single spirit creature of up to 8 Hit Dice. When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

Summon Elemental Monolith

Conjuration (Summoning) [see text]

Level: Cleric 9, druid 9, sorcerer/wizard 9, wu jen 9 Components: V, S, M/DF Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Effect: One summoned elemental monolith Duration: Concentration, up to 1 round/level (D) Saving Throw: None Spell Resistance: No

You conjure a tremendously powerful creature known as an elemental monolith. It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in mid-air). When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.

Arcane Material Component: A gem worth 100 gp— aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.
Vitriolic Sphere

Conjuration (Creation) [Acid]

Level: Sorcerer/wizard 5, wu jen 5 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 10-ft.-radius burst Duration: Instantaneous; see text Saving Throw: Reflex negates and Reflex half; see text Spell Resistance: No

You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round).

Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.

Material Component: A tiny glass vial filled with aqua regia.
Wall of Bones

Conjuration (Creation)

Level:Wu jen 4 Components: V, S, M Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Effect:Wall whose area is up to one 10-ft. square/level Duration: 10 minutes Saving Throw: None Spell Resistance: No

This spell causes a wall of bones to erupt from the earth. The wall can be whatever shape you desire as long as its base is solidly on the ground, but it cannot be conjured so that it occupies the same space as a creature or another object. Though solid, the wall has many small openings and gaps, and creatures on either side have cover and concealment against attacks from the opposite side.

A wall of bones can be passed through as a full-round action, but its sharp spikes and edges deal 1d8 points of damage to any Small or Medium creature that attempts to do so.

Small creatures can slip and wriggle through the wall at will, but a Medium creature must make a successful DC 20 Escape Artist check.

Failure means that a creature takes damage as normal and becomes stuck in the wall. It must make another move attempt the following round to either pass through the wall or pull back from it (taking damage from the movement either way).

Tiny or smaller creatures can slip freely through the wall at half speed, and Large or larger creatures cannot pass through it but might be able to break through (see below) or climb over, taking no damage. Any creature trapped in the wall can choose to remain motionless until the spell expires to avoid taking any more damage.

The wall is 6 inches thick per caster level. Each 5-foot square has 10 hit points per 6 inches of thickness, but the wall takes only half damage from slashing or piercing weapons. A creature can make a Strength check (DC 15 + 2 per caster level, maximum + 10) to break through the wall with a single attack.

The wall is composed of bones of many different types of creatures, fused at bizarre angles, but it cannot be animated by an animate dead spell nor communicated with via speak with dead.

Material Component: A withered tree branch taken from a cemetery.
Assay Resistance

Divination

Level: Cleric 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level

This spell enables you to divine the exact nature and vulnerabilities of a single creature’s magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance.

Assay resistance is effective only against one specific creature per casting, and you must be able to see the creature when you cast the spell.

Commune With Greater Spirit

Divination

Level:Wu jen 7 Components: V, S, M, XP Target: One spirit

As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.

Material Component: Incense and a small offering worth 25 gp.

XP Cost: 100 XP.

Commune With Lesser Spirit

Divination

Level:Wu jen 3 Components: V, S, M Casting Time: 10 minutes Range: 10 ft. Target: One lesser spirit Duration: 1 min./level Saving Throw:Will negates; see text Spell Resistance: No

You contact any local spirit creature with 4 or fewer Hit Dice and can ask it up to one question per two caster levels. You must know the identity of the spirit, and you must be within 10 feet of the spirit’s location.

The spirit’s knowledge is limited to matters within its immediate area (so that the spirit of a great tree in a village cannot answer questions about events outside the village, for example), and you must ask questions that could typically have one-word answers. “Unclear” is a legitimate answer, because spirits are not necessarily omniscient, but in cases where a one-word answer would be misleading or contrary to the spirit’s interests, the DM can respond with a short phrase (five words or less) instead.

If the spirit has been subject to commune with lesser spirit (or commune with greater spirit) within the past week, this spell fails. As well, if the spirit’s alignment is different from yours, it gets a Will save to resist the spell.

Unasked questions are wasted if the spell’s duration expires.

Material Component: Incense and a small offering worth 10 gp.
Discern Shapechanger

Divination

Level: Sorcerer/wizard 3, wu jen 3 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 round/level

By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming.

For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).

Material Component: A balm of honey and lotus flower, smeared on your eyelids.
Unluck

Divination

Level: Bard 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied.

A creature carrying a stone of good luck is immune to the effect of unluck, but the stone’s effects do not function for the duration of the spell if the creature fails its save.

Material Component: A piece of a broken mirror.
Programmed Amnesia

Enchantment (Compulsion) [Mindaffecting]

Level: Sorcerer/wizard 9 Components: V, S, M Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Saving Throw:Will negates Spell Resistance: Yes

You can selectively destroy, alter, or implant memories in the target creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like.

Memory Erasure: Any or all memories possessed by the subject can be erased, including knowledge of specific events, people, or places.

Memory Implant: You can create false memories in the subject’s mind as you see fit. Memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the subject regards as friends could all be implanted.

Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject’s character level or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, remaining in effect as long as the subject is under the effect of this spell.

Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. Some class abilities are affected by alignment changes.

Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.

The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below).

Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration or wish spell.

Material Component: A set of small crystal lenses set in gold loops worth 500 gp.
Secret Signs

Enchantment [Mind-Affecting]

Level:Wu jen 1 Components: F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One intelligent creature Duration: 1 round Saving Throw: None Spell Resistance: Yes (harmless)

Using nonverbal means, you can communicate a simple message to one other intelligent creature within range. By simply waving a hand, placing a scroll on a table, raising an eyebrow, or making any other sign, the spell allows the target to understand any complete thought of twenty-five words or less, so long as you and the target could normally communicate.

You can’t send a verbal message if you don’t speak the target’s language, but can transmit a simple emotional appeal (such as “help” or “danger”) that the recipient knows is from you.

You can use this spell even if you are bound and gagged, so long as the focus is on your person.

Focus: A small glass cone.

Transfix

Enchantment (Compulsion) [Mind-Affecting]

Level: Sorcerer/wizard 6, wu jen 6 Components: V, S, M Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Area: One or more humanoids within a 10-ft.-radius emanation Duration: 1 hour/level Saving Throw:Will negates Spell Resistance: Yes

This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition).

For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect. So long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed).

Likewise, any creatures removed from the area are freed from the spell’s effects.

Material Component: A drop of pine resin.
Blistering Radiance

Evocation [Fire, Light]

Level: Cleric 5, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 50-ft.-radius spread Duration: 1 round/level Saving Throw: None and Fortitude partial; see text Spell Resistance: Yes

A blazing ball of light is hurled toward the point you designate, erupting into a brilliant hovering sphere. All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude save for half).

Like fireball, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage.

Blistering radiance counters or dispels any darkness spell of equal or lower level.

Material Component: A bit of tinder and a small lens.
Creeping Darkness

Evocation [Darkness]

Level:Wu jen 4 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Cloud spreads in a 20-ft.-radius, 20 ft. high (S) Duration: 3 rounds/level Saving Throw: None Spell Resistance: No

This spell creates an amorphous cloud of inky blackness that you can shape and move as desired. While you concentrate on it, the darkness can move up to 20 feet per round, either floating through air or seeping through the smallest cracks.

The cloud stops all light and sound, so creatures within it (or creatures whose sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision), in addition to being unable to speak or cast spells with verbal components. As well, creatures entirely within the cloud have total concealment.

A moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds.

Material Component: A whisker from a black cat and a tiny bottle of smoke captured on a moonless night.
Defenestrating Sphere

Evocation [Air]

Level: Sorcerer/wizard 4 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: 2-ft.-radius sphere Duration: 1 round/level (D) Saving Throw: Fortitude partial; see text Spell Resistance: Yes

A cloudy gray sphere of whirling air and howling wind flies to attack your enemies and hurl them to the sky. As a move action, you can make the sphere travel up to 30 feet per round and strike the creature or object you indicate as a ranged touch attack.

Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal.

If some obstacle prevents the target creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.

The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.

Focus: A gray pearl worth at least 100 gp.474

Earthbolt

Evocation [Earth]

Level:Wu jen 3 (earth) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Line up to close range (25 ft. + 5 ft./2 levels) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path. Any creatures caught in the spell’s area take 1d6 points of damage per caster level (maximum 10d6).

This spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.

Elemental Burst

Evocation

Level:Wu jen 1 (all) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half or Reflex negates; see text Spell Resistance: Yes

When you cast this spell, you designate a target composed of one of the five wu jen elements—earth, fire, metal, water, and wood. The target then releases magical energy in a sudden, explosive burst, as follows:

Wood,Metal, or Earth: The target throws off sharp slivers and fragments; creatures within the burst take 1d8 points of damage (Reflex save for half damage).

Fire: The target shoots out glowing sparks that deal 1d8 points of fire damage to creatures within the burst (Reflex save for half damage).

Water: Water pushes out in a fierce wave, knocking creatures within the area prone unless they make successful Reflex saves. Creatures get a +4 bonuson their saving throws for each size category they are larger than Medium, or a –4 penalty for each size category smaller than Medium. Exceptionally stable creatures, such as dwarves or creatures with four legs, get an additional +4 bonus.

The spell does not noticeably affect the structure or form of the target object.

Emerald Flame Fist

Evocation [Fire]

Level: Sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creatures or objects touched Duration: 1 round/level; see text Saving Throw: See text Spell Resistance: Yes

One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. You take no damage or penalties from the flames, but on a melee touch attack, an emerald flame fist deals 3d6 points of fire damage +1 point per caster level (maximum +20).

The creature you touch must then succeed on a Fortitude save or be engulfed by the fiercely hot aura of flame. Each round on your turn, a creature engulfed in the flaming aura takes 3d6 points of fire damage +1 point per caster level (maximum +20) until the spell ends (Fortitude save each round for half). You can use your flaming touch attack repeatedly until one of your targets is engulfed, at which point the flame leaves your hand.

You can use this spell to attack an object. Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.

Fiery Eyes

Evocation [Fire]

Level:Wu jen 1 (fire) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Saving Throw: Reflex special; see text

This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red to brilliant yellow), projecting beams of bright light that clearly illuminate a 5-foot-square area to a range of 5 feet. By fixing your sight on one spot within 60 feet as a full- round action, you can cause combustible materials to burst into flames, and though you cannot target living creatures with this effect, creatures carrying or wearing items you ignite take 1d6 points of fire damage and must make a DC 15 Reflex save or catch on fire themselves.

Fire Breath

Evocation [Fire]

Level:Wu jen 5 (fire) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

As a standard action, you can breathe a gout of flame once per round for the duration of the spell. You make a ranged touch attack with the flame (to a maximum range of 15 feet), dealing 1d8 points of fire damage per two caster levels (maximum 10d8) on a successful hit.

Fire breath ignites combustibles and damages objects in the area, and it can melt metals with low melting points (such as lead, gold, copper, silver, and bronze).

The spell does not function underwater.

Fire Shield, Mass

Evocation [Fire or Cold]

Level: Sorcerer/wizard 5, warmage 5475 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more allied creatures, no two of which can be more than 30 ft. apart Duration: 1 round/level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell functions like fire shield, except as noted above.

Fire Shuriken

Evocation [Fire]

Level: Assassin 2, wu jen 2 (fire) Components: V, S, M Casting Time: 1 standard action Range: 0 ft. Effect: One magical shuriken/3 levels Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any target within range.

You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19–20, and deal 3d6 points of fire damage each on a successful hit (though you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including Strength and sneak attack bonuses) is also fire damage. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.

You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.

Material Component: A shuriken coated with pine sap and sulfur.
Fireburst

Evocation [Fire]

Level: Sorcerer/wizard 2, warmage 2 Components: V, S, M Casting Time: 1 standard action Range: 5 ft. Effect: Burst of fire extending 5 ft. from you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).

Material Component: A bit of sulfur.
Fireburst, Greater

Evocation [Fire]

Level: Sorcerer/wizard 5, warmage 5 Effect: Burst of fire extending 10 ft. from you

This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one.

Force Whip

Evocation [Sonic, Mind-Affecting]

Level: Bard 2, wu jen 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Effect: A whip of force Duration: 1 round/level Saving Throw:Will negates; see text Spell Resistance: No

This spell creates a whip of magical force that you wield as if you had proficiency with it. Simply cracking a force whip keeps normal animals (but not magical beasts or vermin) at bay unless they succeed on a Will save. Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits.

On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened. Against other creature types, you can use a force whip in combat as if it were a normal whip.

Material Component: A small silk whip.
Ice blast

Evocation [Cold]

Level:Wu jen 2 (water) Components: S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Fortitude negates Spell Resistance: Yes

When you cast this spell, you spit forth a cloud of icy crystals that extends outward in a cone. Creatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6).

In addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute. A successful Fortitude save negates both the damage and the frostbite effect.

Material Component: A mouthful of water.
Internal fire

Evocation [Fire]

Level:Wu jen 9 (fire) Components: V, S, F Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Target: Up to 1 HD/level of creatures, no two of which can be more than 20 ft. apart Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within. Targets that fail a Fortitude save die instantly. Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.

Focus: An iron brazier filled with red-hot charcoal.

Lightning Blade

Evocation [Electricity]

Level:Wu jen 2 Components: V, S Casting Time: 1 standard action Target:Willing creature touched; see text Effect: Swordlike blade; see text Duration: 1 minute or until discharged Saving Throw: None Spell Resistance: Yes

When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch. A lightning blade is the size of a normal longsword but virtually weightless, and it is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it. The wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-foot line of lightning as a ranged touch attack.

During the spell’s duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6). For each attack roll, the blade’s wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell. On a successful attack, the blade deals the specified damage to the target. If the attack misses, the damage is lost.

The wielder’s Strength modifier does not apply to any damage done with a lightning blade. The spell does not function underwater.

Melt

Evocation

Level:Wu jen 1 (fire) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One 5-ft. cube of ice or 10-ft. cube of snow/level, or one cold creature/level Duration: Instantaneous Saving Throw: None or Fortitude half; see text Spell Resistance: See text

This spell allows you to melt ice and snow, or to deal damage to cold creatures.

The spell melts normal ice and snow automatically (no saving throw or spell resistance allowed); melted ice creates an equivalent volume of water that flows and spreads according to its location. Melted snow creates a volume of water equal to one-tenth its original volume (so that a 10th-level wu jen melting ten 10-foot cubes of snow would create a single 10-foot-cube volume of water in its place).

In both cases, depending on the local temperature, melted ice or snow might begin to freeze again once the water stops flowing, possibly creating a movement hazard.

Against cold creatures, the spell deals 2 points of damage per caster level (maximum 10 points), or half damage on a successful Fortitude save. Against magically created ice or snow (like that generated by wall of ice), the spell deals the same damage (possibly smashing or breaching the ice) but does not melt it.

Cold creatures apply spell resistance, if any.

Material Component: A few crystals of rock salt and a pinch of soot.
Prismatic Ray

Evocation

Level: Sorcerer/wizard 5, warmage 5 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes

A single beam of brilliantly colored light shoots from your outstretched hand. On a successful ranged touch attack, creatures with 6 Hit Dice or fewer are blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect (see the accompanying table).

1d6 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Kills; Fortitude partial, take 1d6 Con damage instead)
5 Blue Turned to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
Resonating Bolt

Evocation [Sonic]

Level: Bard 4, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

You unleash a tremendous bolt of sonic energy from your open hand, dealing 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers.

If the bolt destroys a barrier, it can continue beyond it if its range permits; otherwise, it stops.

Steam Breath

Evocation [Fire]

Level:Wu jen 3 (water) Components: V, S, M Casting Time: 1 round Range: 30 ft. Area: Cone Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6).

The steam clouds dissipate instantly after the damage is dealt.

Material Component: A glowing piece of charcoal doused with water.
Sword of Deception

Evocation

Level: Sorcerer/wizard 5, wu jen 5 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Pale green blade of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes

You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures).

A sword of deception always strikes from your direction, and so it can’t be used to flank along with your regular attack, but it could flank along with your allies. The blade attacks with a base attack bonus equal to your caster level, dealing 1d4 points of damage per hit and threatening a critical hit on a roll of 19–20.

In addition, each successful hit provides a –1 penalty on the target’s next saving throw roll (–2 on a successful critical hit). This penalty is cumulative (to a maximum of –5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.

Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. On any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast).

The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits.

A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell). If an attacked creature has spell resistance, make a caster level check the first time the sword attacks. If successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled.

If it goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.

Focus: A miniature replica of a sword and a set of loaded dice.

Apparition

Illusion (Phantasm) [Fear, Mind-Affecting]

Level:Wu jen 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

This spell causes the subject’s face to take on a horrible and terrifying appearance. You can create nearly any combination of hideous features—blue skin, parrot face, elephantine nose, rotting tusks, or worse—but you cannot duplicate the appearance of any specific creature or person.

Any creature (excluding you and your allies) that views the recipient and fails its save becomes shaken.

Material Component: A miniature palette dotted with paints of assorted colors.
Chameleon

Illusion (Glamer)

Level: Druid 2, wu jen 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless)

This spell alters the coloration of the recipient’s body and clothing so as to blend in with the surrounding background, granting the creature a +10 circumstance bonus on any Hide checks.

In areas where the background changes gradually (such as stepping from forest to green field), the coloration shifts quickly enough to grant the bonus while moving at up to one-half normal speed. When the background changes abruptly (from forest to stone wall, for example), the creature loses the circumstance bonus for 1 round while the coloration change takes effect.

Material Component: The shed skin of a small lizard.
Illusory Pit

Illusion (Figment)

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Area: 10-ft. cube/level Duration: Concentration + 1 round/level Saving Throw:Will partial; see text Spell Resistance: Yes

You create an illusory pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm.

On a successful save, creatures suffer a mild case of vertigo and are stunned for 1 round, but those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall.

An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.

Flying creatures passing over an illusory pit that succeed on a Will save are unaffected by the spell, but those that fail are stunned for 1 round.

Phantasmal Assailants

Illusion (Phantasm) [Fear, Mindaffecting]

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw:Will disbelief (if interacted with), then Fortitude half; see text Spell Resistance: Yes

You create phantasmal images of nightmare creatures in the target’s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 4 points of Wisdom damage and 4 points of Dexterity damage (2 points each on a successful Fortitude save).

If the subject of a phantasmal assailant succeeds in disbelieving and is wearing a helm of telepathy, the spell can be turned back upon you with the same effect.

Shadow Binding

Illusion (Shadow)

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius burst Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

You cause a multitude of ribbonlike shadows to instantaneously explode outward from the target point. Creatures in the area that fail a Will save are dazed for 1 round and are subsequently entangled.

Breaking free of the shadow binding requires a DC 20 Strength check or Escape Artist check, taken as a full-round action.

Material Component: A few links of iron chain.
Superior Invisibility

Illusion (Glamer)

Level: Sorcerer/wizard 9 Components: V, S Casting Time: 10 minutes Range: Personal or touch Target: You or a creature or object weighing no more than 100 lb./level Duration: 1 hour/level (D) Saving Throw:Will negates (harmless) Spell Resistance: No

This powerful glamer functions like invisibility, except that it masks image, scent, and sound alike, concealing the subject from all senses except touch and taste. As with greater invisibility, this spell doesn’t end if the subject attacks.

While invisible, the subject exudes no scent and radiates a silence that absorbs all sound and vibration in a 5-foot radius, preventing detection by tremorsense and similar abilities, as well as preventing speech and the casting of spells with somatic components (though the subject remains able to detect scents and can hear as normal).

Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, dust of appearance, and the blindsense ability, though creatures under the effect of the spell can be detected by true seeing or the blindsight ability.

Certain mundane conditions (such as leaving footprints) can also render a subject detectable.

Wall of Gloom

Illusion (Shadow) [Darkness, Fear, Mind-Affecting]

Level: Sorcerer/wizard 2, wu jen 2 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Semiopaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high Duration: Concentration + 1 round/level Saving Throw:Will negates; see text Spell Resistance: Yes

You create a barrier of ominous shadow that obscures vision and deters passage. Creatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment.

Although the wall is not substantial, a creature with 6 or fewer Hit Dice must succeed on a Will save or be halted at its edge, ending its move action (though a creatures can move away from the wall or attempt to move through again if it has a second move action available).

A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative –1 penalty on its Will save.

Wall of gloom counters or dispels any light spell of equal or lower level.

Material Component: A bit of fleece from a black sheep.
Arrow of Bone

Necromancy [Death]

Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One projectile or thrown weapon touched Duration: 8 hours or until discharged Saving Throw: Fortitude partial Spell Resistance: Yes

You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin, or spear), changing the weapon into a sinister missile of cold, enhanced bone. When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls.

In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.

Material Component: A tiny sliver of bone and a vial of blood mixed with powdered precious gems worth 50 gp, used to paint the runes on the projectile.
Backbiter

Necromancy

Level: Sorcerer/wizard 1, wu jen 1 (wood) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon Duration: 1 round/level or until discharged Saving Throw:Will negates; see text Spell Resistance: Yes (object)

You cast this spell on any wooden-hafted two-handed weapon (such as a greataxe or heavy flail) or any wooden- hafted reach weapon (such as a longspear or glaive). The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead, with the attack roll applied against the attacker’s own AC.

The wielder gets no warning or knowledge of the spell’s effect on his weapon, and though he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged.

The spell can target a weapon of any size as long as its wielder normally uses it as a two-handed weapon or a reach weapon. For example, a Small longspear wielded by a halfling could be the target of the spell, but not the same Small longspear wielded by a human; in the human’s hands, the weapon is too small to twist around and strike its wielder.

d Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher.

Focus: A dagger.

Blackfire

Necromancy [Evil]

Level: Sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: Fortitude negates and Reflex negates; see text Spell Resistance: Yes

A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its save takes no damage for that round and is sickened instead.

In addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.

Any creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.

The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful dispel magic, a remove curse, or a break enchantment spell snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects.

Material Component: A pinch of dust from a vampire destroyed by sunlight.
Burning Blood

Necromancy

Level: Sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One living creature; see text Duration: 1 round/level (D) Saving Throw: Fortitude partial; see text Spell Resistance: Yes

You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails its Fortitude save.

Burning blood does not affect creatures of the construct, elemental, ooze, plant, or undead types.

Material Component: A drop of blood and a pinch of saltpeter.
Ghost Light

Necromancy [Fear, Mind-Affecting]

Level:Wu jen 1 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One Medium or smaller ghostly light Duration: Concentration Saving Throw:Will negates Spell Resistance: Yes

You create a ghostly green radiance anywhere within range that shines with the brightness of a torch and is imbued with unearthly power, causing creatures within 30 feet to become shaken unless they succeed on a Will save. The light can be shaped to any Medium or smaller form, and can move at a speed of 30 feet as long as you maintain concentration on the spell (so that you can shape the effect into a human form and make it seem to walk or fly, for example).

The shape of a ghost light can be changed at any time during the spell’s duration as a free action.

Material Component: A bit of phosphorus.
Heart of Stone

Necromancy

Level: Sorcerer/wizard 8 Components: V, S, F, XP Casting Time: 1 hour Range: Personal Target: You Duration: 1 year

You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the very nature of your body. Your living heart can then be stored or hidden anywhere you like, where it continues to beat for the duration of the spell.

While under the effect of heart of stone, you gain damage reduction 5/– and resistance to energy 5 against cold, fire, and electricity, but are subject to the following disadvantages.

First, your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest).

Second, any attempt to heal you with conjuration (healing) spells, or spell-like and supernatural abilities that mimic the effects of such spells, requires a caster level check (DC 10 + your caster level) to succeed.

Finally, your own living heart is vulnerable to attack; if it is damaged or destroyed, you are instantly slain.

Heart of stone can be dispelled, in which case your own living heart instantly returns to its proper place while the stone heart is transported to the place where you left your own heart. Your heart and the stone heart likewise switch places if you enter an antimagic field (temporarily negating the spell’s effects), but the spell resumes when you leave it.

Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist.

Focus: A carved stone heart of exceptional quality (jade, obsidian, or gold-veined marble) worth 5,000 gp.

XP Cost: 1,000 XP.

Heart Ripper

Necromancy

Level: Assassin 4, wu jen 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which can be more than 30 ft. apart; see text Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

With a sweep of your hand, invisible bolts of force slam into your targets, instantly slaying each target by driving its heart from its body unless it succeeds on a Fortitude save. Heart ripper affects a number of creatures with Hit Dice totaling your caster level, none of which can have more than 4 HD.

Creatures with the fewest Hit Dice are affected first, with creatures of equal Hit Dice affected according to which is closest to the spell’s point of origin. Extra Hit Dice not sufficient to affect remaining creatures are wasted.

Creatures that don’t depend on their hearts for survival (such as undead and constructs) and creatures with no anatomy (such as oozes) are unaffected by the spell.

Kiss of the Toad

Necromancy

Level:Wu jen 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous; see text Saving Throw: Fortitude negates; see text Spell Resistance: Yes

Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack. The poison deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later. Each instance of damage can be negated with a successful Fortitude save.

Focus: A tattoo of a toad on your skin.

Pain

Necromancy

Level:Wu jen 4 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: Up to 1 HD/level of creatures, no two of which can be more than 20 ft. apart Duration: 1 minute Saving Throw: Fortitude partial Spell Resistance: Yes

The target creatures are struck by wracking pains and agony, giving them a –4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save lessens this penalty to –2.

Material Component: A live leech.
Spirit Self

Necromancy

Level:Wu jen 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute (D)

You can send your spirit outside yourself in an incorporeal form while maintaining some semblance of life within your physical body. Your spirit is treated as an incorporeal creature for the purposes of determining movement, special qualities, and weaknesses, and has a speed of 90 feet but cannot move more than 200 feet from your body.

In your spirit form, a spellcaster using commune with lesser spirit or commune with greater spirit can contact you, and you can cast spells that have only verbal components. You cannot attack physically or otherwise affect the physical world, and you can return your spirit to your body on your turn as a standard action.

While you function in your spirit form, your body assumes a half-awake state, able to take only one move action per round, losing its Dexterity bonus to Armor Class (if any), and granting its foes a +2 bonus on attack rolls against it. Within 5 feet of your body, you can command it to take simple actions such as walking, talking (in a slow, slurred fashion), or eating.

Damage taken by either your spirit or your body is subtracted from your hit point total, and if you are reduced to 0 or fewer hit points, you die. Likewise, you die if your body moves more than 200 feet from your spirit form and you cannot follow (while under the effects of a spirit needle, for example), or if you are otherwise prevented from returning to your body when the spell ends.

Material Component: A small prayer wheel.
Spiritwall

Necromancy [Fear, Mind-Affecting]

Level: Sorcerer/wizard 5 Components: V, S, M Casting Time: 1 standard action Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

This spell creates an immobile, swirling mass of greenish- white forms resembling tortured spirits. One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or flee in panic for 1d4 rounds.

Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a successful Fortitude save or gain one negative level.

The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks magical effects (including spells, spell-like abilities, and supernatural abilities).

Material Component: A clear cut gemstone.
Sword of Darkness

Necromancy [Evil]

Level: Sorcerer/wizard 7, wu jen 7 Components: V, S, M Effect: Black blade of negative energy

This spell functions as sword of deception, except you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. A sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows an additional negative level on a critical hit.

Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies.

If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.

Material Component: A katana, bastard sword, or longsword, which is shattered against a stone while casting the spell.
Withering Palm

Necromancy

Level: Cleric 7, wu jen 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 15 points each). If you score a critical hit, the subject takes ability drain instead.

Accuracy

Transmutation

Level:Warmage 1, wu jen 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One thrown weapon/level touched or one projectile weapon touched Duration: 10 min./level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets. For the duration of the spell, the range increment for the affected weapon or weapons is doubled.

Material Component: Ink used to scribe a mystical character on each weapon affected by the spell.
Animate Fire

Transmutation [Fire]

Level: Druid 2, wu jen 2 (fire) Range: Close (25 ft. + 5 ft./2 levels) Target: Up to a 5-ft. cube of fire

As animate wood, but you can animate a fire no larger than the maximum volume. Animated fire has the fire subtype and the burn special attack of a fire elemental, dealing bludgeoning damage plus fire damage on a successful slam attack and possibly setting opponents on fire (save DC 12; see page 98 of the Monster Manual). Fire animated by this spell has hardness 0.

Material Component: A handful of charcoal, sulfur, and soda ash.
Animate Water

Transmutation [Water]

Level: Druid 1, wu jen 1 (water) Range: Close (25 ft. + 5 ft./2 levels) Target: Up to a 5-ft. cube of water

As animate wood, but you can animate a quantity of water up to the maximum volume. Water animated by this spell has hardness 0, but has double the normal hit points that an animated object of the same size would have.

Material Component: A vial of pure spring water mixed with cinnabar oil.
Animate Wood

Transmutation

Level: Druid 1, wu jen 1 (wood) Components: V, S, M Casting Time: 1 round Range: Touch Target: One Small or smaller wooden object Duration: Concentration, up to 1 round/level (D) Saving Throw: None Spell Resistance: No

This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate. Statistics for the animated wood are as for a Small animated object and can be found on page 13 of the Monster Manual. Wooden objects animated by this spell have hardness 5. The spell cannot animate objects carried or worn by a creature.

Material Component: A mixture of powdered cinnabar and ground peach pit.
Blink, Greater

Transmutation

Level: Bard 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

This spell functions like blink, except you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane.

You can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells.

When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.

Brilliant Blade

Transmutation

Level: Cleric 8, sorcerer/wizard 6 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 min./level Saving Throw:Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

You transform a single melee weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy. A brilliant energy weapon sheds light as a torch (20-foot radius) and ignore nonliving matter.

Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply). A brilliant energy weapon cannot harm undead, constructs, or objects.

If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.

Cobra’s Breath

Transmutation

Level:Wu jen 1 (water) Components: S, M Casting Time: 1 standard action Range: 10 ft. Target: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No

Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone. Creatures within the cone must make a Fortitude save or take 1d3 points of Constitution damage. The poison does not affect you, nor does it produce any secondary effects or remain potent once sprayed.

Material Component: A cobra’s fang.
Dancing Blade

Transmutation

Level:Wu jen 4 (metal) Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One sword Duration: 1 round/level Saving Throw: None Spell Resistance: No

When you cast this spell, you cause the target sword to hover and attack on its own, aiding a character you designate. The sword must be either unattended (in which case you choose which creature it will fight for, so long as both creature and weapon are within range) or in the possession of a willing ally who benefits from the spell.

A dancing blade attacks using the initiative modifier and base attack bonus of the creature it fights for, though it gains no other attack or damage modifiers the creature might have (including those from Strength) and takes a –4 penalty on its attack rolls if the creature it fights for doesn’t have proficiency with a weapon of its kind. The sword moves with the creature it fights for (and so can take the full attack action if that creature does), staying within 5 feet at all times and dropping to the ground if that creature is reduced to 0 or fewer hit points.

Controlling the sword requires no concentration, and the designated creature can fight with another weapon at the same time.

A dancing blade prevents two opponents from flanking the creature it fights for (though that creature can be flanked by additional opponents).

Material Component: A tiny stick puppet.
Darkvision, Mass

Transmutation

Level: Sorcerer/wizard 4 Components: V, S, M Range: 10 ft. Target: The caster and all allies in a 10-ft.-radius burst, centered on the caster Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

As darkvision, except that all target creatures receive the spell’s benefits. Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.

Material Component: A dried carrot or three small agates.
Decapitating Scarf

Transmutation

Level:Wu jen 7 (metal) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: No

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on the way, and then wraps around the creature’s neck. You must have line of sight to the target and hit with a normal ranged attack. If you hit, the target must make a Fortitude saving throw; failure indicates that the scarf has decapitated the victim. A target creature that makes its save takes 1d4 points of damage per caster level (maximum 20d4) before freeing itself from the decapitating scarf.

Constructs and most undead (except vampires) are not immediately killed by decapitation, and take only 6d4 points of damage whether they make their save or not. Oozes, aberrations, and other creatures without a head are immune to the spell’s effects.

Focus: The silk scarf.

Earthen Grasp

Transmutation [Earth]

Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Animated earthen arm Duration: 2 rounds/level Saving Throw: None Spell Resistance: Yes

You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise out of only earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone).

Treated the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength score of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on). The arm doesn’t move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square, provoking attacks of opportunity as normal. If the arm can target multiple creatures, the caster chooses one.

If the caster is unable to choose a target, the arm attacks a random creature within reach (possibly including the caster’s allies). Each round that it successfully pins a target, the hand deals 1d6 points of lethal damage (plus its Strength modifier).

The earthen arm has AC 15, hardness 4, and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.

Material Component: A miniature hand sculpted from clay.
Entangling Scarf

Transmutation

Level:Wu jen 2 (metal) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on its way and then wraps around the target creature. You must have line of sight to the target and hit with a ranged touch attack.

If you hit, the target must make a successful Reflex save or become entangled.

Focus: The silk scarf.

Fiendform

Transmutation [Evil]

Level: Sorcerer/wizard 6 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level

This spell functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell, regardless of size. You can assume only one form with each use of the spell, but you gain all that form’s extraordinary, spell-like, and supernatural abilities, and your type changes to outsider.

Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you staggered for 1 round per caster level.

Material Component: A bone from any fiendish creature, half-fiendish creature, demon, or devil.
Fire Wings

Transmutation [Fire]

Level:Wu jen 3 (fire) Components: V, S, M, F Casting Time: 1 round Range: Personal Target: You Duration: 10 min./level

This spell transforms your arms into wings of brilliant fire (resembling those of a phoenix), which do not damage you or any items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells with somatic components while using fire wings, but rings, bracers, and other items worn on your arms meld into the new form and continue to function normally.

The wings allow you to fly at a speed of 60 feet (good) while carrying no more than a light load. You can ascend at half speed and descend at double speed, and you can charge (but not run) while flying.

You can make unarmed attacks with fire wings but are not considered proficient with them, taking a –4 penalty on your attack rolls. A successful unarmed strike deals 2d6 points of fire damage in addition to your normal unarmed attack damage (treated as lethal damage while the spell is in effect).

The wings are extinguished (and the spell ends) if subjected to a quench spell, immersed in water for 1 round, or exposed to winds of hurricane force or greater. If the spell expires while you are aloft, you fall normally.

Material Component: The feather of a bird, which you must burn when you cast the spell.

Focus: A golden amulet shaped like a phoenix.

Fist of Stone

Transmutation [Earth]

Level: Sorcerer/wizard 1, warmage 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute

You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for purposes of attacks, grapple checks, or breaking and crushing items.

In addition, you gain the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty (or –2 penalty if you have the Multiattack feat) as part of a full attack action.

However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).

Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect.

Material Component: A pebble inscribed with a stylized fist design.
Flensing

Transmutation [Evil]

Level: Sorcerer/wizard 8 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One corporeal creature; see text Duration: Up to 4 rounds; see text Saving Throw: Fortitude partial; see text Spell Resistance: Yes

When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma.

Each round, the target takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage, reduces the hit point damage by half, and ends the spell. In each round when the target creature is affected, it gets a new save.

Flensing has no effect on creatures in gaseous form.

Material Component: An onion.
Fly, Mass

Transmutation

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

As fly, except this spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others.

If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.

Ghostform

Transmutation

Level: Sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

You assume a visible, incorporeal form like that of a manifesting ghost.

You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non damaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).

As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).

You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment (50% miss chance) from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge.

While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack.

You cannot pass through a force effect.

While under the effect of ghostform, your attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you.

Your nonmagical attacks have no effect on corporeal targets, and any attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, while are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).

You can pass through and operate in water as easily as you do in air.

You cannot fall or take falling damage.

You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions.

You have no weight while in ghostform and do not set off traps that are triggered by weight.

You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform.

You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks.

Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.

You have an innate sense of direction and can move at full speed even when you cannot see.

Giant Size

Transmutation

Level:Wu jen 7 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 minute

When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.

Caster Level Size Str Dex Con Nat. AC AC/Atk Mod Space/Reach
1st–15th Huge (20ft.) +16 –2 +4 +3 –2 15ft./15ft.
16th–18th Gargantuan (40ft.) +24 –2 +8 +7 –4 20ft./20ft.
19th or higher Colossal (72ft.) +32 –2 +12 +12 –8 30ft./30ft.

(You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish). All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form. See Table 2–2: Increasing Weapon Damage by Size, page 28 of the Dungeon Master’s Guide, to determine the damage dealt by any weapons carried when you cast giant size.

Material Component: The scale of a dragon or hairs from the head of a giant.
Iron Scarf

Transmutation

Level:Wu jen 1 (metal) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No

When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on the way. You must have line of sight to the target and hit with a normal ranged attack with the scarf.

If you hit, the target takes 1d8 points of damage +1 point per caster level (maximum +5).

Focus: The silk scarf.

Low-Light Vision

Transmutation

Level: Assassin 1, ranger 1, sorcerer/wizard 1 Components: V, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The target creature gains low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. The target retains the ability to distinguish color and detail under these conditions.

Arcane Material Component: A small candle.
Magnetism

Transmutation

Level:Wu jen 3 (metal) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 round/level Saving Throw: See text Spell Resistance: No

A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp. Once per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds).

Any unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player’s Handbook).

You use the ray’s Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity.

If you succeed on the disarm attempt, the weapon flies from your opponent’s hand to your own. If you target an item that is attended but not held, such as a weapon at someone’s belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature’s hand to your own. Otherwise, make a disarm attempt as above.

If an item is secured in some way, you can make a Strength check (using the ray’s +10 bonus) to break or burst whatever holds it.

Material Component: A piece of lodestone.
Metal Skin

Transmutation

Level:Wu jen 5 (metal) Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: None Spell Resistance: Yes

When you cast this spell, the recipient’s skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8. The target becomes somewhat slow and stiff, taking a –2 penalty to Dexterity.

Material Component: A small piece of rhinoceros hide.
Minute Form

Transmutation

Level:Wu jen 8 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 minute

When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster level). Your Strength, Dexterity, Constitution, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table.

Caster Level Size Str Dex Con AC/Atk Mod Space/Reach
1st–15th Tiny (18in.) –8 +4 –2 +2 2-1/2ft./0ft.
16th–18th Diminutive (9in.) –10 +6 –2 +4 1ft./0ft.
19th or higher Fine (3in.) –10 +6 –2 +4 1ft./0ft.

(You need not assume the smallest size you are capable of; you can choose to shrink only to a larger size if you wish). None of your ability scores can be reduced below 1 by this spell.

All your equipment changes size with you, allowing you to use weapons or magic items effectively in your smaller form. See Table 2–3: Decreasing Weapon Damage by Size, page 28 of the Dungeon Master’s Guide, to determine the damage dealt by any weapons carried when you cast minute form.

Material Component: A flea.
Poison Needles

Transmutation

Level:Wu jen 4 (metal) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None and Fortitude negates; see text Spell Resistance: Yes

A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a single target. If you hit with a normal ranged attack, the target takes 1d4 points of damage per caster level (maximum 5d4) and experiences an effect of your choice from the following.

  • The target takes 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. Each instance of damage can be negated with a separate Fortitude save.

  • The target is paralyzed for 2d6 minutes. A successful Fortitude save negates the effect.

  • The target takes 1d10 points of Dexterity damage immediately and another 1d10 points of Dexterity damage 1 minute later. Each instance of damage can be negated with a separate Fortitude save.

Material Component: A long metal needle.
Rain of Needles

Transmutation

Level:Wu jen 2 (metal) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Up to one creature/level Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A needle flicked from your fingers multiplies into a hail of needles, raining down on all the targets you select.

You make a normal ranged attack against each target separately, and the needles deal 1d4 points of damage per caster level (maximum 5d4) divided up among the targets. Thus, a 4th-level wu jen can target a single creature with 4d4 points of damage, or two creatures with 2d4 points of damage each, and so forth.

Material Component: A long metal needle.
Repair Critical Damage

Transmutation

Level: Sorcerer/wizard 4

As repair light damage, except you repair 4d8 points of damage +1 point per caster level (maximum +20).

Repair Light Damage

Transmutation

Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: No

When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).

Repair Minor Damage

Transmutation

Level: Sorcerer/wizard 0

As repair light damage, except you repair 1 point of damage to a construct.

Repair Moderate Damage

Transmutation

Level: Sorcerer/wizard 2

As repair light damage, except you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.

Repair Serious Damage

Transmutation

Level: Sorcerer/wizard 3

As repair light damage, except you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.

Scales of the Lizard

Transmutation

Level:Wu jen 1 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute

When you cast this spell, your skin toughens and shimmers as if covered with scales. You gain a +2 enhancement bonus to your natural armor bonus, increasing to +3 at 6th level, +4 at 9th level, and +5 at 12th level or higher.

The enhancement bonus provided by scales of the lizard stacks with your own natural armor bonus (if any), but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.

Focus: A tattoo of a lizard on your skin.

Smoke Ladder

Transmutation

Level:Wu jen 1 (fire) Components: V, S, F Casting Time: 1 round Range: Touch Effect: A ladder of smoke Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No

You create a misty ladder up to 10 feet long per caster level, shaped from the smoke given off by a fire as you cast the spell.

A smoke ladder weighs virtually nothing and can be easily handled at any length. Always steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.

By casting the spell again on an existing smoke ladder before it dissipates, you can reset its duration.

Focus: A large fire of green wood.

Snake Darts

Transmutation

Level:Wu jen 4 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One or two creatures Duration: Instantaneous; see text Saving Throw: Fortitude partial; see text Spell Resistance: Yes

When you cast this spell, your snake tattoos (the spell’s focus) transform into real poisonous snakes that fly from you to the target or targets you select, striking like darts. The snakes always hit, dealing 3d6 points of damage each.

The poison each snake carries deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later. Each instance of ability damage can be negated by a successful Fortitude save.

After striking the targets, the living snakes fly back to you and must be swallowed before you can cast the spell again. Swallowing the snakes is a standard action that causes you no harm and does not provoke attacks of opportunity. Once they are swallowed, the tattoos reappear immediately on your arms.

Focus: Two snake tattoos on your skin, usually one coiled around each forearm.

Spirit Needle

Transmutation

Level:Wu jen 6 (metal) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One spirit creature Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

A needle flicked from your fingers magically penetrates a spirit creature’s aura. If you hit with a normal ranged attack, the spirit loses the protective benefits of being incorporeal and is held in place (losing any Dexterity bonus to Armor Class and giving attackers a +4 bonus on attack rolls against it). Though the spirit cannot move for the duration of the spell, it can still take standard and full-round actions (including attacks).

A pinned spirit is unable to use any supernatural or spell- like ability that would transport it from its current location (such as dimension door or teleport) or alter its substance or state (such as gaseous form or ethereal jaunt).

The spirit cannot remove the needle that pins it in place, but another creature can do so as a standard action.

Focus: A long metal needle.

Stony Grasp

Transmutation [Earth]

Level: Sorcerer/wizard 3 Effect: Animated stone arm Duration: 1 round/level

As earthen grasp, except the stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand.

The stone arm has AC 18, hardness 8, and 4 hit points per caster level.

Material Component: A miniature hand sculpted from stone.
Summoning Wind

Transmutation

Level:Wu jen 5 Components: V, S Casting Time: 10 minutes Range: 10 miles/level Target: Up to 10 creatures/level Duration: Instantaneous Saving Throw: None Spell Resistance: No

You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell.

You need not directly know the recipients, but you must be able to distinguish them by their location, position, or some feature other than race or character class. For example, you could send a summoning wind to the soldiers of your palace guard or to the governors of all the provinces in the empire, provided you know that such characters exist.

You can prepare the spell to bear a message of up to twenty- five words, cause the spell to deliver any other normal sounds for 1 round, or merely have a summoning wind seem to be a mysterious stirring of the air.

The wind travels to each recipient provided that it can find a way from you to their locations (the wind can travel around virtually any obstacle, but can’t pass through closed portals or windows, regardless of whether they’re airtight). You choose its speed (from as slow as 1 mile per hour to as fast as 1 mile per 10 minutes), but the summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients, where it delivers its whisper-quiet message and dissipates.

As with magic mouth, a summoning wind cannot speak verbal components, use command words, or activate magical effects.

Swim

Transmutation [Water]

Level: Druid 2, sorcerer/wizard 2, wu jen 2 (water) Components: V, S, M Casting Time: 1 round Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes (harmless)

This spell gives the recipient a swim speed like any aquatic creature (though not the ability to breathe water or hold one’s breath beyond normal limits). So long as the creature isn’t carrying more than a light load, it can swim at its normal speed without making Swim checks.

It also gains a +8 competence bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line.

If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits and bonuses of the spell still apply.

Material Component: A goldfish scale.
Terra Cotta Lion

Transmutation

Level:Wu jen 5 (earth)

As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object (Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., attack slam +9, damage 2d6+7).

As with terra cotta warrior, the lion has none of the animated object attack forms given in the Monster Manual.

Focus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.

Terra Cotta Warrior

Transmutation

Level:Wu jen 3 (earth) Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One statuette touched Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell turns an innocuous statuette of decoration and devotion into a full-sized warrior, ready to fight your foes. The statuette becomes a Medium animated object (Medium construct, 35 hp, AC 14, hardness 6, speed 40 ft., attack slam +2, damage 1d6+1) that attacks a specified target on your turn as directed by you. You can change the designated target as a move action (as if directing an active spell).

The statuette can be reused if the terra cotta warrior remains intact at the end of the spell, but if the warrior is reduced to 0 or fewer hit points, it crumbles to powder and the statuette is lost.

Focus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.

Thornskin

Transmutation

Level: Druid 3, wu jen 3 (wood) Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage on an unarmed strike (if you don’t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage plus 1d6 points of piercing damage with an unarmed strike).

In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage.

Material Component: A thorn.
Transmute Rock to Lava

Transmutation [Earth, Fire]

Level: Druid 9, sorcerer/wizard 9, wu jen 9 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: One 10-ft. cube Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: No

You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava.

All creatures in the spell’s area who make a successful Reflex save take 2d6 points of fire damage provided they can physically escape the area on their next turn. Creatures that fail their save, or those unable to escape the area, take 20d6 points of fire damage for each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class.

Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 1d6 or 10d6) for an additional 1d3 rounds.

If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15- foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anyone caught directly beneath (Reflex half).

In addition, creatures take 2d6 points of fire damage each round when they are caught in the area of the pool, then 1d6 points of fire damage for 1d3 rounds after they escape.

While constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures does 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame.

The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more.

Magical or enchanted stone is not affected by the spell.

Water to Poison

Transmutation

Level:Wu jen 4 (water) Components: V, S, M Casting Time: 1 round Range: Touch Target: One ounce of water/level Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No

This spell transforms a volume of water into an equal volume of colorless, tasteless, ingested poison with a save DC equal to the spell’s DC.

When ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later. A successful Will save can negate each instance of damage.

A single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect.

Material Component: The fang of a poisonous snake and a bloodstone worth at least 50 gp.
Whirling Blade

Transmutation

Level: Bard 2, sorcerer/wizard 2, warmage 2 Components: V, S, F Casting Time: 1 standard action Range: 60 ft. Effect: 60-ft. line Duration: Instantaneous Saving Throw: None Spell Resistance: No

As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all enemies along a line to the extent of the spell’s range.

You make a normal melee attack, just as if you attacked with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls.

Even if your base attack bonus would normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus) against each target.

The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.

No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.

Focus: A slashing melee weapon that the caster hurls.

Wood Rot

Transmutation

Level: Druid 5, wu jen 5 (wood) Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One nonmagical wooden object or a volume of wood; or one plant creature Duration: Instantaneous or 1 round/level; see text491 Saving Throw: None Spell Resistance: No

When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch. Any unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot-radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot.

In combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge. Against wooden shields or armor, you also make a melee touch attack.

Targets too large to be destroyed outright take a –1d6 penalty to their bonus to Armor Class on a successful hit and are rendered unusable if the penalty exceeds the bonus. Any attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot.

Against plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack. Against plant creatures only, the spell lasts for 1 round per level, and you can make one melee touch attack per round. Once it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items.

Material Component: A live termite.
Enhance Familiar

Universal

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Familiar touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless)

You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.

Familiar Pocket

Universal

Level: Sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One container or garment with a pocket touched Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No

When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item.

Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own.

Once inside, the familiar has total cover (+4 AC) and concealment (20% miss chance), and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely.

The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks). The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole).

If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in your space unharmed.

Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.
Fortify Familiar

Universal

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Familiar touched Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (Harmless)

This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor.

It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (though such attacks still deal normal damage if successful).

Temporary hit points gained in this fashion last for up to 1 hour.

Imbue Familiar With Spell Ability

Universal

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Familiar touched Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

This spell allows you to transfer a number of your spells and the ability to cast them into your familiar.

Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast. Arcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared.

In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue familiar with spell ability have no effect on these limits.

The transferred spell’s variable characteristics (range, duration, area, and so on) function according to your level. Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires.

The spell can be dispelled; if this spell fails, the spells transferred are lost as if the familiar had cast them. In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (so long as the spell’s duration hasn’t expired).

If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand). Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.