Complete Mage Spells


Complete Mage

NEW ASSASSIN SPELLS

1st Level

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Critical Strike: Ignore miss chance from concealment; deliver sneak attack against foe with concealment.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd Level

Animate Weapon: A weapon animates and fights for you.

Near Horizon: Remove increment-based penalties on ranged attacks.

Summon Weapon: Create normal, nonmagical light weapon.

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Pall of Twilight: Veil of shadow impedes sight and sound.

Rusted Blade: Touched weapon delivers filth fever.

Toxic Tongue: Generate small amount of poison that you can spit or place on a weapon.

Vital Strike: Your next attack deals sneak attack damage.

4th Level

Deathsight: Make death attack without spending rounds in observation.

Mordenkainen's Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.

NEW BARD SPELLS

1st Level

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her own.

Guided Path: Find nearest establishment of designated type.

Immediate Assistance: Allow subject to reroll a skill check.

Resinous Tar: Sticky substance slows movement or renders object difficult to drop.

Summon Component: Create a noncostly spell component.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd Level

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell.

Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round.

Deafening Blast: Permanently deafen all targets in 20-footradius spread.

Deceptive Facade: Disguise appearance of another creature or object.

Doublespeak: Subjects' speech is masked from listeners.

False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not.

Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.

Painful Echoes: Deal 1d4 sonic damage per round and sicken targets.

Summon Weapon: Create normal, nonmagical light weapon.

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Otto's Imperative Ambulation: Subject must move at least 10 feet each round.

4th Level

Battlecry: Gain bonus on attack, save; bardic music effects extended.

Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round.

Lingering Chorus: Magic voices maintain your bardic music.

Melf's Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour.

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.

5th Level

Channeled Sonic Blast: Deal sonic damage in cone; area and damage increase based on casting time.

Dimension Jumper: Teleport yourself up to 30 feet once per round.

Discordant Malediction: Subject takes sonic damage each time she casts a spell with a verbal component.

Endless Slumber: Subject falls asleep and is not easily roused.

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.

6th Level

Resonating Agony: Subject nauseated or sickened for 1 round/level.

NEW CLERIC SPELLS

1st Level

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

4th Level

Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.

7th Level

Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.

Seed of Undeath, Greater: As seed of undeath, but affects an area.

NEW DRUID SPELLS

1st Level

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once.

3rd Level

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

Prickling Torment: Target is sickened, takes damage whenever it acts.

Rusted Blade: Touched weapon delivers filth fever.

Unicorn Horn: You grow a horn that functions as a natural weapon.

4th Level

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

5th Level

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.

6th Level

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

7th Level

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.

Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Conbased checks; use dimension door once.

8th Level

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

9th Level

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.

NEW HEXBLADE SPELLS

1st Level

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.

Death's Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet.

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

2nd Level

Animate Weapon: Weapon animates and fight for you.

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.

3rd Level

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Phantasmal Strangler: Nightmare grapples and strangles one foe.

4th Level

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.

Horrid Sickness: Subjects are nauseated or sickened.

Karmic Retribution: Any creature damaging you becomes stunned for 1 round.

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone.

NEW PALADIN SPELL

3rd Level

Enduring Scrutiny: Become aware when target performs designated action.

NEW RANGER SPELLS

1st Level

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Near Horizon: Remove increment-based penalties on ranged attacks.

NEW SORCERER/WIZARD SPELLS

1st Level
Abjur

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.

Evoc

Dawnburst: Illuminate all creatures in 10-foot radius; deal damage to light-sensitive creatures.

Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4).

Conj

Resinous Tar: Sticky substance slows movement or renders object difficult to drop.

Summon Component: Create a noncostly spell component.

Div

True Casting: +10 on your next spell penetration roll.

Vigilant Slumber: Set specific conditions under which you immediately wake up.

Necro

Death's Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet.

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.

2nd Level
Abjur

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.

Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm.

Conj

Incendiary Slime: Create slippery substance like grease, but highly flammable.

Div

Allied Footsteps: Subject knows direction and distance to your location.

Ench

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

Evoc

Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks.

Necro

Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target.

Trans

Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target.

Crystalline Memories: Read subject's surface thoughts, deal hit point and Int damage.

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.

3rd Level
Abjur

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.

Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.

Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.

Conj

Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures.

Div

Enduring Scrutiny: Become aware when target performs designated action.

Spellcaster's Bane: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level.

Ench

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Evoc

Ghost Lantern: Generate light that only you and companions can see.

Illus

Deceptive Facade: Disguise appearance of another creature or object.

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites.

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.

Pall of Twilight: Veil of shadow impedes sight and sound.

Phantasmal Strangler: Nightmare grapples and strangles one foe.

Necro

Prickling Torment: Target is sickened, takes damage whenever it acts.

Trans

Animate Weapon: A weapon animates and fights for you.

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

Shape of the Hellspawned Stalker: You take the form of a hell hound.

Unicorn Horn: You grow a horn that functions as a natural weapon.

4th Level
Abjur

Otiluke's Suppressing Field: Spells of a designated school or subtype are suppressed.

Conj

Caustic Mire: Acidic sludge slows progress, deals damage.

Ench

Melf's Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour.

Vecna's Malevolent Whisper: Reduces living creature with 10 hp or lower to –9 hp.

Evoc

Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting.

Illus

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Necro

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.

Horrid Sickness: Subjects are nauseated or sickened.

Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.

Touch of Years: Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.

Trans

Aspect of the Icy Hunter: You take the form of a winter wolf.

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.

Rusted Blade: Touched weapon delivers filth fever.

5th Level
Conj

Dimension Jumper: Teleport up to 30 feet 1/round.

Fire and Brimstone: Subject takes fire damage, might be sickened.

Evoc

Channeled Sonic Blast: Deal sonic damage in cone; area and damage increase based on casting time.

Coat of Arms: Surround yourself with blades of force.

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.

Illus

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.

Retributive Image: Created illusion deals damage to those who disbelieve it.

Necro

Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time.

Cryptwarden's Grasp: Bestow mummy rot with your touch.

Touch of Vecna: Deal negative energy damage and paralysis with your touch.

Trans

Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes.

Form of the Threefold Beast: You take the form of a chimera.

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

Lightning Leap: Transform into bolt of lightning, damaging foes and transporting yourself.

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.

Univ

Arcane Fusion: Cast two spells you know without expending additional slots. (Sorcerer only.)

6th Level
Abjur

Karmic Retribution: Any creature damaging you becomes stunned for 1 round.

Prismatic Aura: Shield of colors offers concealment and damages your attackers.

Conj

Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action.

Mordenkainen's Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.

Steal Summoning: Take control of another caster's summoned monster.

Tactical Teleportation: Teleport one creature/3 levels a short distance.

Ench

Endless Slumber: Subject falls asleep and is not easily roused.

Evoc

Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds.

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

Trans

Smoky Confinement: Subject is imprisoned within a Tiny receptacle.

Univ

Rary's Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook. (Wizard only.)

7th Level
Abjur

Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.

Conj

Choking Cobwebs: Cobwebs provide concealment, slow movement, sicken creatures.

Necro

Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.

Retributive Enervation: Any living creature that strikes you in melee gains a negative level.

Seed of Undeath, Greater: As seed of undeath, but affects an area.

Trans

Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.

Unicorn Heart: Gain speed 60, +4 on Str-, Dex-, and Con-based checks; use dimension door once.

8th Level
Abjur

Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.

Conj

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Evoc

Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect.

Necro

Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature.

Trans

Dreaded Form of the Eye Tyrant: You take the form of a beholder.

Unyielding Form of Inevitable Death: You take the form of a marut.

Univ

Arcane Fusion, Greater: Cast two spells without expending additional slots. (Sorcerer only.)

9th Level
Conj

Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round.

Genius Loci: Create a guardian spirit for a specific location.

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.

Evoc

Deadly Sunstroke: Creatures take 1d6 fire damage/ level and become fatigued.

Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack.

Prismatic Deluge: Call down a prismatic effect over a wide area.

WU JEN SPELLS

1st Level
Water

Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4).

Wood

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

2nd Level

Air Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.

Water

Torrent of Tears: Subject is temporarily blinded and emotionally distraught.

Wood

Blackrot: Deal damage to plant creatures, or use wooden weapon to sicken foes.

3rd Level
All

Elemental Eye: See through a designated object.

Metal

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.

Water

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.

4th Level
Earth

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.

Metal

Rain of Spines: Spines rain down on area, dealing 6d6 damage and pinning creatures to ground.

Rusted Blade: Touched weapon delivers filth fever.

Storm of Needles: A deluge of needles deals 1d4 damage/level (max. 15d4) in 30-ft. cone.

5th Level
Fire
Fire

and Brimstone: Subject takes fire damage, might be sickened.

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.

6th Level
Fire

Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds.

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

Water

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.

7th Level
Earth

Great Worm of the Earth: Enormous wormlike maw attempts to swallow target.

Metal

Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.

Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.

8th Level
Earth

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Fire

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.

Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.

9th Level
Fire

Deadly Sunstroke: Creatures take 1d6 fire damage/ level and become fatigued.

Wood

Arboreal Transformation: Transform your foe into a tree, which temporarily animates and serves you.

Transcend Mortality: You are nigh-unkillable for a brief period, but die immediately afterward.


Arcane Turmoil

Abjuration

Level:Hexblade 2, sorcerer/wizard 2 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 or Will partial; see text Spell Resistance: Yes

As you make the final spell gesture, the look in your rival’s eyes gives evidence enough of the chaos rampaging through his mind.

You affect the subject of the spell as if by the targeted variant of dispel magic. Additionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining. This spell or spell slot is lost as if it had been cast or used for the day.

Material Component: A broken eggshell.

Attentive Alarm

Abjuration

Level: Sorcerer/wizard 2

Your mind seems to expand as a mystical sixth sense begins observing the target area.

This spell functions like alarm, except that you immediately know the type and number of creatures that triggered the spell. This effect applies only to creatures that cross the boundary during the round in which the spell is triggered; creatures that come afterward are not automatically detected.

Cacophonous Alarm

Abjuration

Level: Bard 2

Your magic causes the surrounding region to vibrate briefly with a deep rumble.

This spell functions like alarm, although you can only set it to produce an audible result, not a mental one. Furthermore, an effect equivalent to a sound burst spell affects the first creature to violate the warded area (only this creature is affected, not a 10-footradius spread).

Energy Absorption

Abjuration

Level: Sorcerer/wizard 7, wu jen 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level or until expended Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

Your skin warms, and your chest fills with a rush of cool air. The sensation fades as you touch your subject, transferring a spark of all the energies of magic.

The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic.

As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject’s normal maximum are lost.

Taking advantage of this function ends the duration of the spell.

Karmic Aura

Abjuration

Level:Hexblade 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: 20 ft. Area: 20-ft.-radius emanation, centered on you Duration: 1 round/level Saving Throw:Will partial Spell Resistance: Yes

You feel the currents of fate flow through you, tugging on the strings of chance.

While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell’s effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.

Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately).

For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura.

Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.

Karmic Retribution

Abjuration

Level:Hexblade 4, sorcerer/wizard 6

By manipulating fate itself, you ensure that any who attack you suffer greatly for their insolence.

This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes stunned for 1 round.

Karmick Backlash

Abjuration

Level:Hexblade 2, sorcerer/wizard 3

Your magic influences the flow of fate, doing harm to all who would dare attack you.

This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.

Mysterious Redirection

Abjuration

Level: Sorcerer/wizard 8, wu jen 8 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 5 rounds or until expended

Your foe’s attacks mysteriously veer toward other targets.

This spell creates a field around you that deflects physical blows. The field affects melee and ranged attacks made with natural or manufactured weapons, but not spells or magical attacks unless they are delivered with a physical touch attack. Anyone who aims a melee or ranged attack against you must make a Will save to overcome the spell’s effect. If the save fails, all attacks that individual makes against you while the spell lasts have a 50% chance to be deflected to another target instead. Spell resistance applies to this effect.

If a melee attack is deflected, the new target must be a creature both adjacent to you and within your attacker’s melee reach. If a ranged attack is deflected, the new target must be both adjacent to you and within your attacker’s range. If more than one target is available, determine which creature is attacked randomly. Any combat modifiers (such as cover) apply to the attack. A creature that has total cover against the attacker can’t be selected as a target, nor can the attacker. If no eligible target exists, the attack misses.

As an immediate action while the spell lasts, you can choose to redirect a deflected attack back at the attacker. You can wait to make this decision until after you know an attack has been deflected, but you must do so before you know which creature is the target of the deflected attack. Using this ability ends the spell’s duration.

Otiluke’s Impressing Field

Abjuration

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 full round Range: 20 ft. Area: 20-ft.-radius emanation, centered on you Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

Your skin tingles as you radiate a field of powerful magic.

When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells). Spells of that type are suppressed within the area of your spell. Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level. (Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well).

Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item’s caster level for the level check. Constant items or precast effects make this check when first exposed to your suppressing field. If they succeed, they remain unaffected for the duration. If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.

Prismatic Aura

Abjuration

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged (D)

You are surrounded in a flashing aura of multiple colors.

The prismatic aura spell obscures your image, offering you concealment. In addition, any creature that hits you with a nonreach melee weapon is subject to a random prismatic effect. Roll 1d8 and consult the table under prismatic spray (PH 264); reroll any result of 8, since a prismatic aura can’t generate two effects at once. Each time an effect is expended, that color disappears from the aura (reroll if it comes up again on the table). Thus a prismatic aura can affect a maximum of seven attackers before it disappears, and the spell ends.

An attacker is entitled to any applicable saves, and spell resistance applies to this effect.

Repelling Shield

Abjuration [Force]

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D)

You create a shield of force that can push your attackers away from you.

This spell functions like the shield spell, except that any adjacent creature that makes a melee attack against you is also pushed 5 feet away from you after the attack is resolved. A successful Reflex save negates this effect, and spell resistance applies. You can choose the direction of the creature’s movement, as long as it ends up farther away from you than it began.

You can’t push a creature into a space that it couldn’t legally occupy (such as a wall). If no legal space exists to push the creature, it is unaffected.

Tenacious Dispelling

Abjuration

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target or Area: One creature or object, or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

A wave of your hand sweeps away some of the magical effects on your target, but a surge of energy within you wants another try.

This spell functions as a targeted dispel magic. If you cast tenacious dispelling again before the end of your next turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.

Caustic Mire

Conjuration (Creation)

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A foul sludge seeps out of the ground, coating the area before you.

You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement. In addition, each square entered deals 1d6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes 1d6 points of damage per round at the end of its turn.

The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).

Caustic Smoke

Conjuration (Creation)

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high Duration: 5 rounds Saving Throw: Fortitude partial Spell Resistance: No

Green-tinged smoke billows from the earth, obscuring sight and burning all it touches.

You create a bank of smoke, similar in effect to a fog cloud. In addition to obscuring sight, the cloud deals 1d6 points of acid damage per round to all creatures within. Furthermore, its acrid fumes burn the eyes, imposing a –5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.

If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell’s save DC) or be blinded for 1 round.

Choking Cobwebs

Conjuration (Creation)

Level: Sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Dusty webs in a 10-ft.-radius spread Duration: 1 minute/level (D) Saving Throw: Fortitude partial Spell Resistance: No

You fill an area with thin, dust-laden choking strands.

This spell covers an area in layers of clinging filaments that resemble old, dusty cobwebs. Unlike a web spell, the strands of a choking cobwebs spell need not be anchored to two or more solid and diametrically opposed points, though they can be. Unsupported cobwebs flutter in the air as through held up by a rising current. The cobwebs block sight beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Entering a square of cobwebs costs 2 squares of movement.

A living creature that enters choking cobwebs falls into a fit of horrific coughing, making it sickened for as long as it remains in the area and for 1 round after it leaves. A successful Fortitude save negates the sickened effect, but the save must be repeated each round the creature enters or remains within the area.

If two or more choking cobwebs spells overlap the same area, the overlapping area of the two spells becomes a nearly impenetrable barrier of stands. In addition to the effects described above, any creature within the overlapping area has cover against adjacent creatures, and total cover against creatures more than 5 feet away.

Entering a square of overlapping cobwebs costs 4 squares of movement, and a living creature within this area is nauseated rather than sickened (Fortitude negates) and also takes 1d4 points of Constitution damage in each round that it is nauseated.

Climbing Tree

Conjuration (Creation)

Level: Druid 1, ranger 1, wu jen 1 (wood) Components: V, S, DF Casting Time: 1 full round Range: 0 ft. Effect: A thin but sturdy tree Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: No

At your call, a tree snakes up from the earth, in seconds growing as tall as trees that have lived for years.

You cause a 1-foot-diameter tree to grow in the center of any adjacent square. The tree can grow as high as 10 feet per caster level (to a maximum of 50 feet). The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5 Climb check.

The tree can grow only in soft terrain, such as dirt, soil, or sand. The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly. It can’t be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride.

Treat the tree as a slender pillar (DMG 64) for terrain purposes.

Deadly Lahar

Conjuration [Earth, Fire]

Level: Druid 8, sorcerer/wizard 8, wu jen 8 (earth and fire) Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No

A rushing torrent of liquid rock bursts from the ground, washing over your foes.

You create a liquid landslide of molten-hot volcanic material. All creatures in the area of the spell take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round.

A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.

Dimension Jumper

Conjuration (Teleportation)

Level: Bard 5, sorcerer/wizard 5 Components: V Casting Time: 1 swift action Range: Personal Target: You and objects touched Duration: 1 round/level

You whisk yourself from place to place with a word.

For the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action. You can bring along held or carried objects, as long as their weight doesn’t exceed your maximum load. You can’t transport other creatures except for a familiar.

You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don’t end your teleport on a solid surface, you fall immediately.

Dimension Jumper, Greater

Conjuration (Teleportation)

Level: Sorcerer/Wizard 9

You whisk yourself from place to place with but a thought.

This spell functions like dimension jumper, except that you teleport as a swift action rather than as a move action, and the range of your teleport extends to 60 feet.

Familiar Refuge

Conjuration (Teleportation)

Level: Sorcerer/wizard 6 Components: V Casting Time: 1 swift action Range: Unlimited Target: You or your familiar Duration: Instantaneous Saving Throw: None Spell Resistance: No

You feel the bond between yourself and your familiar strengthen, and then the animal stands before you.

You instantly transport yourself to your familiar, or your familiar to you, as greater teleport. You can’t bring any other living creatures with you.

Fire and Brimstone

Conjuration (Creation) [Fire]

Level: Sorcerer/wizard 5, wu jen 5 (fire) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No

With a shout, you cause your foes to erupt in afoul, acrid-smelling burst of yellow fire.

The subject ignites in a burst of sulfuric fire that deals 1d6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds. A successful Fortitude save halves the damage and negates the sickening.

Material Component: A pinch of brimstone.

Genius Loci

Conjuration (Creation) [see text]

Level: Sorcerer/wizard 9 Components: V, S, M Casting Time: 1 hour Range: 0 ft. Target: One building, location, or discernible geographic area, up to a maximum area of one 10-ft. cube/caster level Duration: Permanent Saving Throw: None Spell Resistance: No

At your final word, the air around you hums and the region glows with a sudden flash of light.

It fades swiftly, but you can now feel a presence, as though the environment itself watched you. With this spell, you grant the particular building or location a permanent “guardian spirit”. You must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or region to which it is attached. The task can be very general (“Slay any creature who attempts to enter!”) or far more specific (“Kill any goblin who tries to take the red sword down off the wall”). The task can’t be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances. Finally, it must be simple enough to clearly convey in one or two sentences.

If the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elder elemental (choose air, earth, fire, or water when you cast the spell). It immediately attempts to carry out the designated task. Once the spell is complete, you have no special control over the spirit’s actions, and if you trigger the manifestation, it attacks you just as it would anyone else.

The manifested spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned. If the spirit’s manifested form is slain, it is not destroyed and the spell is not broken. However, it can’t manifest for 24 hours after being destroyed.

The only way to permanently break a genius loci spell is with a miracle, Mordenkainen’s disjunction, or wish, or else to permanently defeat the guardian spirit’s purpose. If, for instance, the spirit was commanded to prevent a particular item from being destroyed, the destruction of that item renders its existence moot. When not actively involved in protecting its territory or following its task, the spirit shows no sign of its existence. When it manifests, the creature appears to come out of nowhere.

Anyone viewing the building or area with detect magic sees an overwhelming aura of conjuration; true seeing reveals the spirit wandering its territory, appearing as a vague, hazy silhouette of the creature it manifests as. Genius loci becomes a spell of the same type as the elemental manifestation specified (air, earth, fire, or water).

Material Component: A paste made up of silver, mithral, and holy water, worth a total of 3,000 gp.

Great Worm of the Earth

Conjuration (Creation) [Earth]

Level: Druid 7, wu jen 7 (earth) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: A great wormlike maw Duration: 1 round/level or until escaped Saving Throw: Reflex partial Spell Resistance: No

With a fearsome roar, an enormous wormlike mouth bursts from the earth beneath your opponent’s feet, attempting to swallow him whole.

You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature. A successful Reflex save means the creature takes only 4d6 points of damage and the spell ends.

If the creature fails its save, it takes 8d6 points of damage and becomes “swallowed” by the mouth, dragged beneath the ground. A creature so trapped can’t act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm “digests” it. Each round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape. If successful, the creature appears prone in its original space and the spell ends.

An ally in or adjacent to the creature’s original space can use the aid another action to help unearth it; a successful DC 10 Strength check grants a +2 bonus on the creature’s next Reflex save to escape.

You can place this spell’s effect only on a horizontal area of dirt or stone at least 10 feet thick. Any creature more than 5 feet off the ground can’t be affected by this spell.

Incendiary Slime

Conjuration (Creation)

Level: Sorcerer/wizard 2

A slick, greasy liquid seeps from the targeted object, thoroughly coating it.

This spell functions like grease (PH 237), but the liquid is also highly flammable. If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell’s area (or subject) bursts into flame. This effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the spell’s duration. A successful Reflex save halves this damage.

Mordenkainen’s Trusted Bloodhound

Conjuration (Creation)

Level: Assassin 4, sorcerer/wizard 6 Effect: Phantom bloodhound

You conjure a phantom hound, that can track and bring down your prey.

This spell functions like Mordenkainen’s faithful hound, except that the phantom bloodhound created can also track a creature as if it had the Track feat. Its Survival modifier is equal to your caster level for this purpose, but it can’t use the Survival skill for any other tasks.

A trusted bloodhound has a land speed equal to yours, and can move at full speed without taking a penalty on Survival checks to track. A trusted bloodhound can’t attack, provide a flank, or have any other effect on combat.

However, as a standard action, you can instruct a trusted bloodhound to serve as a watchdog; in this role it functions identically to Mordenkainen’s faithful hound, except that its attack bonus equals your caster level. You can command a trusted bloodhound to resume its tracking again as a standard action.

Rain of Spines

Conjuration (Creation) [Earth]

Level:Wu jen 4 (metal) Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: Cylinder (5-ft. radius, 20 ft. high) Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No

With a shout, you call down a rain of spines upon your foes, piercing their flesh and pinning them to the floor.

You cause a veritable storm of small, piercing metallic projectiles to rain from the air. This spell deals 6d6 points of damage to each creature in the area. In addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor. A successful Reflex save halves the damage and negates the secondary effect.

A creature immobilized by spines is considered entangled and can’t move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.

Resinous Tar

Conjuration (Creation)

Level: Bard 1, sorcerer/wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area or Target: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

A sticky layer of black liquid coats your target.

The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength check to stand up.

The spell can also be used to create a sticky coating on an item. Items not in use or in a creature’s possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use.

A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Resinous tar counters and dispels grease (and vice versa).

Material Component: A drop of honey, molasses, or pine resin.

Steal Summoning

Conjuration (Summoning)

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One summoned creature Duration: Concentration (up to 1 round/level) + 1 round Saving Throw: None Spell Resistance: No

With an act of will and the utterance of arcane syllables, you steal the nascent connection being formed between summoner and minion.

You steal control of a creature as it is being summoned. If you succeed on a caster level check (DC 11 + the caster level of the summoned), you gain control over the target creature as if you had summoned it. You must cast this spell immediately after the spell or spell- like ability that summoned the target resolves, before the creature takes even a single action.

If this spell’s duration expires before the spell that summoned the creature ends, the target returns to its original master’s control at that time. If the original master is no longer available to control it, it becomes free-willed until its original master returns.

Storm of Needles

Conjuration (Creation)

Level:Wu jen 4 (metal) Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No

You flick a needle out in front of you.

Instantly, the area is filled with a burst of thousands of tiny needles, which vanish almost as swiftly as they appear. Creatures in the cone take 1d4 points of damage per caster level (maximum 15d4).

Material Component: A 1-inch-long metal needle.

Summon Component

Conjuration (Summoning)

Level: Bard 1, sorcerer/wizard 1 Components: S Casting Time: 1 swift action Range: 0 ft. Effect: Noncostly material component for a single spell Duration: 1 round Saving Throw: None Spell Resistance: No

You cup your hand and the object you desire appears in your palm.

You conjure the material component or components for a single spell that you can cast. No component you summon can be worth more than a single gold piece, and it can’t be a magic item. Summoned components disappear when the spell duration expires, if they were not consumed in casting the spell.

Summon Weapon

Conjuration (Summoning)

Level: Assassin 2, bard 2 Components: V, S Casting Time: 1 swift action Range: 0 ft. Effect: Nonmagical light weapon Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A weapon appears in your hand, ready for use.

You conjure a nonmagical light weapon sized for you. The weapon is normal in every respect. It can’t be made of any unusual metal, nor is it masterwork.

Tactical Teleportation

Conjuration (Teleportation)

Level: Sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature/3 levels Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object)

You instantly analyze the field of battle, visualizing lines of power connecting you and your allies to tactically viable positions. With a shout, you cause those lines to pull taut.

This spell instantly teleports a number of willing creatures a short distance with no chance for mishap, as greater teleport. Effectively, tactical teleportation lets you reposition a number of allies (including yourself, if you choose) around the battlefield. Each creature to be affected must be within range of you, and no creature can be transported farther away from your original position than the range allows. You must have line of sight to all the intended destinations when you cast the spell.

Each subject can bring along held or carried objects as long as their weight doesn’t exceed the subject’s maximum load. Only objects held or in use (attended) by another individual receive saving throws and spell resistance. If any subject would appear in a space occupied by another creature or a solid object, that subject is unaffected by the spell, but the rest of the effect resolves normally.

Towering Thunderhead

Conjuration (Creation) [Air]

Level: Druid 9, sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (40-ft. radius, 60 ft. high) Duration: 3 rounds (D) Saving Throw: None Spell Resistance: No

A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.

This spell creates an enormous mass of dark clouds that provide concealment as fog cloud. Powerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell. Movement within the cylinder is hampered; entering an affected square costs 2 squares of movement. You can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else’s).

Any sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically empowered (as if affected by the Empower Spell feat, but with no adjustment to the spell’s level or casting time). Spells already affected by Empower Spell don’t gain this benefit.

Toxic Tongue

Conjuration (Creation)

Level: Assassin 3 Components: V, S Casting Time: 1 standard Range: Personal Target: You Duration: 1 minute/level

A sickly black fluid dribbles from the corner of your mouth.

You gain the ability to create a virulent poison in your mouth. You can then either spit the poison at a foe or apply it to a weapon. In either case, a Fortitude save negates each instance of damage, as normal for poison. Spitting the poison at a foe requires a standard action and a successful ranged touch attack; the range is 30 feet. In this form, the poison deals 1d3 points of Constitution damage as its initial and secondary damage.

Applying the poison to a weapon requires a swift action (and requires you to touch the weapon). This form of the poison deals 1d6 points of Constitution damage as its initial and secondary damage. You can apply the poison either to a manufactured or natural weapon, including your own bite attack (if you have one).

The poison remains on your weapon until you make a successful attack or until the spell’s duration ends, whichever comes first. Each dose of poison you create reduces the remaining duration of the spell by 1 minute.

The poison has no effect if ingested.

Allied Footsteps

Divination

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 full round Range: Touch Target:Willing living creature touched Duration: 1 day/level (D) Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

With a touch, you feel the bond between you and your companion grow stronger.

The subject of the spell knows the direction and approximate (within 10%) distance he must travel to reach you, enabling him to find you under almost any circumstances. He might not know the best route, however, since the spell does not account for obstacles. The spell works at any distance and continues even if you die.

If you travel to a different plane, or if either you or the target enters an antimagic field or similar area, the spell is temporarily suppressed.

Combined Talent

Divination

Level: Bard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 level) Target: Two willing creatures no more than 30 ft. apart Duration: 10 minutes (D) or until expended Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

For an instant, both your companions’ eyes go wide as they sense the mental link that now exists between them.

You allow one of the subjects to make use of the skill ranks of the other subject, in place of her own, up to a value equal to your caster level (maximum 10 ranks). You must decide which skill is affected when you cast the spell, and the spell lasts for long enough to attempt a single use of that skill, up to a maximum of 10 minutes. The beneficiary of the spell uses the other subject’s skill ranks in place of her own but applies her own ability, racial, and other modifiers.

The second subject does not lose access to his skill ranks while under the effect of this spell.

Critical Strike

Divination

Level: Assassin 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: One attack

As you complete this spell, you sense the blood rushing through your target’s veins.

This spell guides your next attack to your foe’s vital spots. Your next single attack roll (if it is made before the end of the next round) ignores any miss chance due to concealment. (In the case of a foe that has total concealment, you must still attack the correct square). This even allows you to deliver a sneak attack against a foe that has concealment.

Deathsight

Divination

Level: Assassin 4 Components: S Casting Time: 1 standard action Range: Personal Target: You Duration: One attack

The vital spots on your foe seem to call out to you, guiding your weapon of their own accord.

You gain temporary, intuitive insight into the actions and physiology of your foes. Your next attack (if it is made before the end of your next turn) is considered a death attack, without the need for the standard 3 rounds of observation. All other rules for a death attack, such as determining success and damage dealt, apply as normal.

If you don’t have the ability to deliver a death attack, this spell has no effect.

Elemental Eye

Divination

Level:Wu jen 3 Components: V, S, F Casting Time: 1 full round Range: Long (400 ft. + 40 ft./level) Target: One object weighing up to 1 pound (see Focus, below) Duration: See text (D) Saving Throw: None Spell Resistance: No

You close your eyes, and instantly the area around the chosen object comes into focus.

You enspell a small object to serve as a magic sensor, much like that created by clairaudience/clairvoyance. Once you have touched the object and cast the spell, you have up to 1 hour/level to activate the magic, thus enabling you to plant the object in a location and then move to a different spot to spy on that location.

Once you have activated the magic—that is, once you begin actually using the magic sensor to see—the spell lasts for 1 minute/level, or until you choose to end it. This spell otherwise functions as clairvoyance. If the object is moved, your sight moves with it, but the spell ends if the stone passes out of range.

Focus: Depending on your chosen element, you must use one of the following as a focus: a stone (earth), a lump of charcoal (fire), a piece of metal (metal), a puddle of water (water), or a chunk of wood (wood). In each case, the object must weigh between 1/2 and 1 pound. The focus is also the target of the spell.

Enduring Scrutiny

Divination

Level: Assassin 3, bard 3, paladin 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level Saving Throw: None Spell Resistance: Yes

You sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.

You designate a particular action when casting this spell. If the subject engages in or commits that particular action during the spell’s duration, you are instantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane). For instance, you could command the spell to alert you if the subject casts a spell or kills someone.

You do not necessarily know the precise details of when or how the subject committed the designated action; you only know, instantly, that he did so.

Guided Path

Divination

Level: Bard 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level

With a sudden flash of insight, you know exactly where to turn and which streets to travel.

This spell imparts to you the most direct route to a type of location within 1 mile. In this instance, a location is defined as a particular sort of building or establishment. For example, you could learn the route to the nearest tavern, temple, or blacksmith’s workshop.

You can’t obtain directions to a specific location, such as the shop of Rufus the blacksmith. Additionally, the location’s purpose must be publicly known. If the thieves guild secretly operates out of a warehouse, you can’t obtain directions to the “headquarters of the thieves guild”, because that is not publicly available information.

Magic Savant

Divination

Level: Bard 2 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level

Your hands and mind warm as the flow of mystical energy strengthens within you.

You align your own energy with that of the magic items around you. You gain a +4 insight bonus on Use Magic Device checks. If you have 10 or more ranks in Use Magic Device, you can take 10 on Use Magic Device checks, even if the situation wouldn’t normally allow you to do so.

Near Horizon

Divination

Level: Assassin 2, ranger 2 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 3 rounds

The horizon seems to lurch nearer to you as your eyes attain superhuman acuity.

You gain a mystical insight into targets most people can barely see. For the duration of the spell, you take no range penalties when using ranged weapons, though they are still limited to their normal maximum distance.547

Spellcaster’s Bane

Divination

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

The air around you seems to glow as the currents of magic running through the world become visible to your eyes.

You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell.

If you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though you had succeeded on a Spellcraft check. You must have line of sight to the caster, but distance is otherwise not a factor.

If you have 15 or more ranks in Spellcraft, you not only recognize any spell being cast, but you also know the caster level of any spell being cast. Again, you must have line of sight to the caster for this effect to function.

True Casting

Divination

Level: Sorcerer/wizard 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: One spell

You focus your magic deep in your sole until it becomes a torrent that must be unleashed.

Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.

Vigilant Slumber

Divination

Level: Assassin 1, bard 1, sorcerer/wizard 1 Components: V, S Casting Time: 1 full round Range: Personal Target: You Duration: 12 hours or until awakened

Even as you prepare for sleep, you feel a strange alertness in the back of your mind.

You set a specific condition under which you automatically wake up. This condition might be anything from “If any Tiny or larger creature comes within 10 feet of me” to “When the moon is at its zenith”. The condition must be something that you would normally be able to observe if you were awake. Thus, you can’t set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite. You awaken fully alert and ready for action.

Vital Strike

Divination

Level: Assassin 3 Components: S Casting Time: 1 swift action Range: Personal Target: You Duration: One attack

You suddenly see two versions of your target, one a split second ahead of the other, allowing you to target the holes in his defenses.

You gain temporary, intuitive insight into the actions of your foes. Your next single attack roll (if it is made before the end of the next round) is considered a sneak attack, even if your foe is neither flat-footed nor flanked. This spell does not allow you to sneak attack creatures normally immune to such attacks, nor does it allow you to make use of other abilities—such as certain feats—that deal ability damage, or otherwise grant you extra benefits, when you make a sneak attack.

Bothersome Babble

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 2, hexblade 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds Saving Throw:Will negates Spell Resistance: Yes

A sudden confused look appears on your target’s face as the words coining from his mouth become nonsense.

The subject can’t make himself understood through verbal communication. No matter how hard he tries, he can’t speak a language, but only utters nonsense sounds. His ability to write is unimpeded. To cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell’s save DC + level of the spell to be cast.

If you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect. As long as both spells’ durations last, the subject’s speech is physically painful to it. In any round in which the creature speaks, it takes 1d8 points of damage. Treat this as continuous damage for the purpose of making Concentration checks to cast spells.

When the first duration ends, this secondary effect is replaced by the normal effect of the spell.

Caterwaul

Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Bard 2 Components: V, S Casting Time: 1 standard action548 Range: 30 ft. Area: Cone-shaped burst Duration: 1 round Saving Throw:Will partial Spell Resistance: Yes

You loose an earsplitting shriek that induces revulsion.

You draw upon your primal emotions to emit a stomach- churning wail. Creatures in the area become nauseated for 1 round; those that make successful Will saves become sickened for 1 round instead.

Endless Slumber

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 5, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Saving Throw:Will negates Spell Resistance: Yes

As you utter the final syllable, your foe’s eyes roll up in her head. She falls, snoring softly even as she hits the ground.

You put a single subject into a magically induced slumber that lasts indefinitely. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately. The subject can attempt a new save every 24 hours to awaken early.

The subject does not need to eat or drink during this time.

Material Component: A pinch of black sand.

Immediate Assistance

Enchantment (Compulsion)

Level: Bard 1 Components: V Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One willing creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

As you speak the arcane words, you feel the laws of reality bending around your companion, undoing his failure.

You grant the subject the chance to reroll a skill check. You must cast this spell after the skill check has been rolled, but before success or failure has been determined. The subject makes the new check immediately and must abide by the results of the second roll.

The subject can’t take 10 or 20 on this reroll.

Melf’s Slumber Arrows

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: 1 arrow/3 levels Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes

A single arrow gleams like a star in the night, promising a deathlike slumber to its target.

At any time during this spell’s duration, you can use a swift action to imbue an arrow that you hold with the power of slumber. Any creature of 15 HD or less that is dealt damage by this arrow before the end of your turn falls asleep for 1 hour. A successful Will save means the target becomes fatigued for 1 hour instead. Any arrow that doesn’t deal damage to a target before your turn ends loses its magic (but can be imbued again on your next turn).

You can imbue one arrow for every three caster levels you have (maximum five arrows).

Material Component: A few poppy seeds.

Otto’s Imperative Ambulation

Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/3 levels Saving Throw:Will negates Spell Resistance: Yes

With seemingly no regard for his safety, your target begins moving around the battlefield.

For the duration of the spell, the subject must begin each of its turns by taking a move action to move at least 10 feet (provoking attacks of opportunity as normal). The subject has full control over where it moves, as long as it ends up at least 10 feet from where it started. If it is incapable of moving at least 10 feet with a move action—due to terrain or other obstacles—it is dazed for 1 round instead.

Torrent of Tears

Enchantment (Compulsion) [Mind-Affecting]

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

Tears pour from the subject’s eyes, and his body is wracked with sobs.

You force the subject to cry by drawing forth the water of his tears. For the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect.

Material Component: A single tear.

Vecna's Malevolent Whisper

Enchantment (Compulsion) [Death, Mind-Affecting]

Level: Sorcerer/wizard 4 Components: V549 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature that has 10 hit points or fewer Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You whisper a horrific word of power that rends the soul of your subject.

A weaker (and perhaps older) variant of the power word spells, this horrible malediction was supposedly created by the Whispered One himself, long before his ascension to godhood. The subject of the spell is reduced to –9 hit points (no roll to check for becoming stable is necessary).

Battlecry

Evocation [Mind-Affecting, Sonic]

Level: Bard 4 Components: V, S Casting Time: 1 swift action Range: 60 ft. Target: You and all allies within 60 ft. Duration: Instantaneous Saving Throw: None Spell Resistance: No

Your bold shout bolsters the resolve of your allies.

When you cast battlecry, you and your allies gain a burst of confidence and combat prowess. The next single attack made by any affected creature gains a +5 morale bonus on the damage roll, provided the attack is made before the end of your next turn. This bonus applies only to a single attack.

In addition, any ally who is currently under a charm, compulsion, or fear effect can attempt a new save against that effect with a +2 morale bonus. Battlecry also extends by 3 rounds the duration of inspire courage, inspire greatness, or inspire heroics bardic music effects currently affecting any ally. If an ally is under the effect of more than one of these, all durations are extended.

Bigby’s Slapping Hand

Evocation [Force]

Level: Sorcerer/wizard 2 Components: V, S, F Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One Tiny hand Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes

You complete the spell and blow into the leather glove.

Immediately a blue-white, translucent hand appears next to the enemy and smacks it across the side of the head—not enough to hurt it, but hard enough to give others nearby a chance to attack. This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space.

The spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.

Focus: A leather glove.

Channeled Sound Blast

Evocation (Sonic)

Level: Bard 5, sorcerer/wizard 5 Components: V, S Casting Time: See text Range: See text Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes

You channel energy into the shimmering waves of sound spell, causing them to tremble and quake with power. When you have poured enough energy into the spell, you send a thunderous blast into your foes.

This spell creates a cone of sonic energy that blasts your enemies. The spell’s strength depends on the amount of time you spend channeling energy into it.

If you cast channeled sound burst as a swift action, it deals 1d4 points of sonic damage per two levels in a 15-foot cone. If you cast the spell as a standard action, it deals 1d6 points of sonic damage per level in a 30-foot cone. If you cast channeled sound burst as a full-round action, it deals 1d8 points of sonic damage per level in a 30-foot cone. If you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot-radius spread and permanently deafens all creatures in the area that fail Fortitude saves.

Regardless of how long you spend casting this spell, it can’t deal more than 10 dice of damage. When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.

Coat of Arms

Evocation [Force]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: A ring of blades swirling around you Duration: 1 minute/level (D) or until expended Saving Throw: None Spell Resistance: No or Yes; see text

A ring of flashing blades, composed entirely of glowing blue force, spins around you in a whirling dance of death.

You surround yourself with a ring of spinning force blades. This spell creates one blade per three caster levels, up to a maximum of six blades at 18th level. You gain a shield bonus to AC equal to the number of blades that circle you. This bonus applies against incorporeal touch attacks, since it is a force effect.

Every round, as a move action, you can direct one of the blades to break off and strike any target within 30 feet. The blade strikes unerringly, requiring no attack roll, and deals 2d6 points of damage (even to incorporeal creatures) before disappearing. Spell resistance applies against this effect.

Launching a blade in this fashion reduces your shield bonus accordingly. Any creature that grapples you is automatically struck by all the blades that still encircle you, which deal damage as normal but then disappear as though you had voluntarily launched them.

Dawn Burst

Evocation [Light]

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

A globe of brilliant radiance erupts silently, as though the light of dawn had arisen.

All creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures. (Invisible creatures are still considered to have concealment). In addition, undead and creatures within the area that have light sensitivity or light blindness take 1d6 points of damage, +1 point of damage per caster level (maximum +5). A successful Reflex save halves this damage.

Deadly Sunstroke

Evocation [Light]

Level: Sorcerer/wizard 9, wu jen 9 (fire) Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature/level, no two of which are more than 60 ft. apart Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

Beams of desiccating heat lance into your foes, scorching their flesh and draining their vitality.

This spell creates waves of overwhelming heat that deal 1d6 points of fire damage per caster level, maximum 25d6. Undead and plants take +50% damage. Any living creature damaged by this spell becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.

If you cast this spell in any locale where the temperature exceeds 90 degrees Fahrenheit, the spell instead deals 1d8 points of fire damage per caster level (maximum 25d8) and makes living creatures exhausted. A successful Fortitude save halves the damage and negates the exhaustion.

Deafening Blast

Evocation [Sonic]

Level: Bard 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

A deafening blast of sound, louder than thunder and more piercing that the shrieks of the damned, erupts where you point.

All creatures in the area are permanently deafened. A successful Fortitude save reduces the duration of the deafness to 1 round.

If a subject is already under the effect of painful echoes (page 112) when attacked by deafening blast, the two spells interact to create a greater effect. In addition to being deafened on a failed save, the subject is stunned for 1 round.

Ghost Lantern

Evocation [Light]

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: No

The object begins to glow with a phosphorescent white light. Your companions’ faces are illuminated, but they cast no shadows on the surrounding walls.

Ghost lantern causes an object to glow like a torch, shedding bright illumination in a 20-foot radius (and shadowy illumination for an additional 20 feet) from the point you touch. Unlike normal light spells, this light is only visible to you and a number of specifically designated creatures equal to one per three caster levels (maximum five). These creatures must be within 10 feet of you when you cast the spell but can later move as far apart as they want. No others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal.

Effectively, this spell allows you and your chosen companions to see in the dark.

Material Component: A bit of phosphorescent fungus.

Incendiary Surge

Evocation [Fire]

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

No sooner has the blast of fire burst forth from your hands than you feel it building within you again.

This spell deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in the area. If you cast incendiary surge again before the end of your next turn, the second casting deals 1d8 points of damage per caster level (maximum 10d8), and you gain a +2 bonus on any caster level checks made to overcome spell resistance with that casting of the spell.

Jet of Steam

Evocation [Water]

Level: Sorcerer/wizard 1, wu jen 1 (water) Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Your hand is suddenly covered in warm condensation as a jet of burning steam bursts from your finger.

You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area. The jet begins at your fingertips. The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.

Lash of Force

Evocation [Force]

Level: Sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range: 10 ft. or 30 ft.; see text Effect or Area: One whip or 30-ft. line Duration: 1 round/level or until exhausted Saving Throw: None or Reflex partial Spell Resistance: Yes

The air around you begins to thrash and churn with invisible forces.

This spell brings into being an invisible, whiplike tendril of force. As an immediate action, you can command the lash to strike any creature within 10 feet of you. The lash strikes automatically and deals 5d6 points of damage. You must be able to see the target to be struck, but the lash otherwise ignores concealment. As a force effect, it can even strike incorporeal or ethereal creatures.

At any point during the spell’s duration, you can use a standard action to unleash a single 30-foot line of force that deals 15d6 points of damage and knocks prone any creatures in its area. A successful Reflex save halves the damage and prevents the creature from being knocked prone. This effect instantly ends the spell’s duration.

Lingering Flames

Evocation [Fire]

Level: Sorcerer/wizard 6, wu jen 6 (fire) Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 3 rounds Saving Throw: Reflex half Spell Resistance: Yes

A burst of flame erupts before you, raising the temperature of the area to scorching levels.

This spell functions like fireball, except that the area remains filled with fire for the spell’s entire duration. Any creature within or entering the area takes 1d6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage.

Material Component: A pinch of sulfur and a length of copper wire.

Luminous Swarm

Evocation [Force]

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 5 rounds Saving Throw: Reflex partial Spell Resistance: Yes

A swarm of shimmering motes streams from your fingers and engulfs your target.

You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision. If the target relies on sight, all its attacks have a 20% miss chance while the motes last. The motes also deal 1d6 points of damage each round. The target can attempt a Reflex save each round to avoid the damage.

If a subject under the effects of luminous swarm is targeted by fever dream (page 104), the two spells interact to create a greater effect. See the fever dream spell for details.

Painful Echoes

Evocation [Sonic]

Level: Bard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/4 levels, no two of which are more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes

Your shout seems to echo into eternity, causing your foes to twitch and writhe as the reverberations pummel them internally.

You set up painful vibrations within your subjects. Each round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round. A successful Fortitude save negates the damage and the sickening effect for that round, but the subject must continue to save every round until the duration expires. Creatures that are immune to extra damage from critical hits are immune to the sickening effect.

If a subject under the effect of painful echoes is affected by deafening blast (see page 101) or resonating agony (see page 115), the two spells interact to create a greater effect. See the deafening blast and resonating agony spells for details.

Prismatic Bow

Evocation

Level: Sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: A longbow made up of swirling, prismatic colors Duration: 1 minute/level or until discharged Saving Throw: See text Spell Resistance: Yes

A glittering, flashing longbow, containing every hue of the rainbow, appears in your hands.

A prismatic bow functions as a +1 longbow; in addition, once per round you can choose to imbue an arrow shot from it with one of the seven colors of the bow, chosen from the list of colors created by prismatic spray (PH 264).

In addition to its normal effect, the arrow has the same effect as the corresponding beam from prismatic spray (including blindness for 2d4 rounds if the target has 8 HD or fewer). Saves and spell resistance apply to this effect as normal for prismatic spray. Once you fire an arrow, the corresponding color disappears from the bow, and you can’t select that color again during this particular casting of the spell. When the duration ends or when you have used the effects of all seven colors, the bow vanishes.

You are automatically considered proficient with a prismatic bow. No one else can use your prismatic bow, though you need not carry it at all times (you can stow it, drop it, or even hand it to another character to hold). If you cast this spell a second time while a previous version is still in effect, the first prismatic bows duration ends.

Prismatic Deluge

Evocation

Level: Sorcerer/wizard 9 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Area: Cylinder (40-ft. radius, 80-ft. high) Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes

In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens.

This spell produces a column of colors resembling the end of a rainbow. Every creature in the area is affected as though by the prismatic spray spell (PH 264): blinded for 2d4 rounds if 8 HD or fewer, and you roll 1d8 on the prismatic spray table to see what color affects which target.

Resonating Agony

Evocation [Sonic]

Level: Bard 6 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level Saving Throw: Fortitude partial Spell Resistance: Yes

At your touch, a dull rumble courses through the body of your foe, shaking apart his mind and body from within.

You make a touch attack to set up agonizing vibrations within the body of the target. If you hit, the target is nauseated for the duration of the spell. Each round on its turn it can attempt a Fortitude save to lessen this effect to sickened for that round.

A subject under the effect of painful echoes (page 112) takes 1 point of Constitution damage each time it fails a Fortitude save against resonating agony.

Resounding Thunder

Evocation [Sonic]

Level: Bard 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range:Medium (100ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 5 rounds (D) Saving Throw: Fortitude partial Spell Resistance: Yes

Waves of sound crash continuously upon the ears of those in the area.

You fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area. Furthermore, any creature within or entering the area becomes deafened as long as it remains within and for 1 round thereafter. A successful Fortitude save halves the damage and negates the deafened effect.

The clamorous sound in the area also interferes with all sonic spells and effects. Any such spell or effect has only a 50% chance to affect a creature within the area of resounding thunder.

Storm of Fire and Ice

Evocation [Cold, Fire]

Level: Druid 6, sorcerer/wizard 6, wu jen 6 (fire and water) Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cylinder (20-ft. radius, 40 ft. high) Duration: 1 round Saving Throw: Reflex half Spell Resistance: Yes

You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.

A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area. The cylinder provides concealment similar to fog cloud and also applies a –4 penalty on Listen checks made within the area. Movement costs within the area of the spell are doubled.

At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).

Deceptive Facade

Illusion (Glamer)

Level: Bard 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature or object (up to 1 cu. ft./level) touched Duration: 10 minutes/level (D) Saving Throw:Will negates (harmless, object) or Will disbelief (if interacted with, everyone else) Spell Resistance: Yes (harmless)

After an instant to lock the appropriate image in your mind, your touch brings it to life, spreading a new image across the canvas of reality.

Deceptive facade allows you to alter the appearance of another being or object. When cast on another creature, it functions as disguise self, except that it can affect a target other than yourself. When cast on an inanimate object or a structure, the spell allows you to alter the object’s visible characteristics. You might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details.

Deceptive facade does not alter any other sensory properties of the target. A creature that interacts with the glamer can make a Will save to recognize the illusion, just as with disguise self.

Doublespeak

Illusion (Glamer)

Level: Bard 2 Components: S, M Casting Time: 1 standard action Range: Touch Target: You plus one creature touched/4 levels Duration: 1 minute/level (D) Saving Throw:Will negates (harmless, target) or Will disbelief (if interacted with, everyone else) Spell Resistance: Yes (harmless)

You understand your companions clearly enough, but judging by the expressions of those around you, nobody else knows what is actually being said.

The subjects of the spell can speak about anything they like, but to everyone else, they sound like they are holding a mundane conversation about the weather, the taste of the food, local politics, and similarly banal topics. The illusion also modifies facial expressions and mouth movements to match the illusory words spoken. Anyone who spends at least 1 full round studying the conversation is allowed a Will save to disbelieve the illusion.

Subjects of the spell know the gist of what the illusory voices talked about during the duration—that is, they know the topics covered—but not the precise phrases or details.

Material Component: The tongue of a snake.

False Lie

Illusion (Glamer)

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

Your subject takes on a shifty, dishonest demeanor.

False lie causes the subject to appear dishonest and deceptive. Sense Motive checks made against the subject take a –10 penalty, and any failure convinces the observer that the subject is lying, even if she is not. Anyone who casts a spell that reveals lies (such as discern lie) can attempt a caster level check (DC 11 + your caster level); if this fails, the spell registers the individual as lying even when she is not.

Material Component: A serpent’s tongue.

Fever Dream

Illusion (Phantasm) [Mind-Affecting]

Level: Bard 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 5 rounds (D) + 1 round Saving Throw:Will disbelief (if interacted with), then Fortitude partial Spell Resistance: Yes

Your subject breaks out in a cold sweat as a burning fever sinks into its mind.

A creature subjected to this spell feels a spiking fever accompanied by vertigo and a phantasmagoric confusion of the senses. The target first gets a Will save to recognize the dream as unreal. If that save fails, the creature becomes exhausted while the spell lasts. A successful Fortitude save lessens the condition to fatigued.

Regardless of the outcome of the Fortitude save, the subject has difficulty focusing its mind on spellcasting. Each time it attempts to cast, concentrate on, or direct a spell, it must first succeed on a Concentration check (DC equal to this spell’s save DC + the level of the spell being used). When this spell ends (whether because its duration ends, you dismiss it, or it is dispelled), the subject is confused for 1 round afterward.

If the subject of fever dream is already under the effect of a luminous swarm spell (see page 110), the Will save DC of this spell (as well as the DC for Concentration checks required by this spell) increases by 2. If the subject of fever dream is already under the effect of a prickling torment spell (see page 113), the Fortitude save DC of this spell increases by 2.

Hood of the Cobra

Illusion (Phantasm) [Fear, Mind-Affecting]

Level:Hexblade 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/3 levels; see text Saving Throw:Will disbelief, then Fortitude negates Spell Resistance: Yes

In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eyes become those of a great serpent, and dripping fangs sprout from your jaws.

The subject perceives that you have grown serpentine features, including a cobra’s hood, a snake’s slitted eyes, and venomous fangs. A successful Will save allows him to recognize the illusion as unreal, which ends the spell’s effect. However, if the Will save fails, the subject is shaken for as long as he can see you. Closing his eyes negates this effect but also effectively blinds him.

In addition, if you make a successful melee touch attack (a standard action) against the target while the spell’s duration lasts, he believes that he has been bitten by a venomous serpent and takes 1d6 points of Constitution damage (Fortitude negates). Unlike normal poison, this attack has no secondary damage, though you can continue to “bite” the subject each round.

Immunity or resistance to poison applies normally against this effect, even though it isn’t real poison (the subject and his body both believe it to be real).

Interminable Echo

Illusion (Phantasm) [Mind-Affecting, Sonic]

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

The deep tolling of a bell echoes within the mind of your foe.

You fill the target’s mind with a barrage of illusory sound. The subject takes a –10 penalty on Listen checks and 2d6 points of sonic damage each round. A successful Will save reduces the duration to 1 round.

Lingering Chorus

Illusion (Figment)

Level: Bard 4 Components: V, S Casting Time: 1 swift action Range: 0 ft. Effect: A chorus of phantasmal voices Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

A chorus of glorious voices takes up your song.

This spell continues any one bardic music effect you are currently maintaining or on which you are concentrating. It functions only on bardic music effects that can be maintained for longer than 1 round. This allows you to cast spells, make use of a second bardic music ability, or otherwise concentrate on other matters. You can cast lingering chorus even while maintaining a bardic music effect.

If you cast a second lingering chorus while the first is still in effect, the duration of the first spell ends.

Mask of the Ideal

Illusion (Glamer)

Level: Bard 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D)

Your voice and features become more refined and pleasing.

Mask of the ideal shifts everything toward an ideal form. Any creature that perceives you in any fashion beholds something that it finds aesthetically pleasing. You gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others).

You also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).

Nightmare Terrain

Illusion (Shadow)

Level: Assassin 3, bard 3, hexblade 3, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Five 10-ft. cubes + one 10-ft. cube/level (S) Duration: 1 round/level Saving Throw:Will disbelief (if interacted with) Spell Resistance: No

You cloak your surroundings with phantasmagoric figures, creating a horrific dreamscape.

You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches. The nightmare terrain you create is mostly illusory, but the obstacles are partially real.

Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled. Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don’t gain this benefit).

Pall of Twilight

Illusion (Pattern) [Darkness, Mind-Affecting]

Level: Assassin 3, sorcerer/wizard 3 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius spread Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

A creeping pall of darkness covers the area like running ink, muting sound and color alike.

This spell reduces illumination in the area to shadowy; these shadows are mental as well as physical. All creatures in the area take a –10 penalty on Listen, Search, Sense Motive, and Spot checks. A successful Will save negates these penalties, but not the effect of the darkness.

Phantasmal Strangler

Illusion (Phantasm) [Fear, Mind-Affecting]

Level:Hexblade 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range:Medium (100ft. + 10 ft./level) Target: One living creature Duration: 5 rounds Saving Throw:Will disbelief Spell Resistance: Yes

You delve into your subject’s mind and call forth a clinging, choking horror that drapes itself over him like a vile net.

You fashion a nightmare creature from the subject’s mind. Only the subject can sense the assailant, which exists only in the subject’s mind. When you cast the spell, the subject gets an immediate Will save to recognize the attacker as unreal, which ends the spell. If that save fails, the subject is treated as if it were grappling the phantasmal strangles.

Each round on your turn, a phantasmal strangler deals 2d6 points of damage to the subject. If the subject is reduced to –1 or fewer hit points, the spell ends. Each round on the subject’s turn, it can attempt any of the actions normally allowed to a grappling character. Treat a phantasmal strangler’s grapple modifier as equal to that of the subject (including modifiers for Strength, size, and all other factors). A phantasmal strangler can’t be damaged, nor can it be pinned.

If the subject escapes from the phantasmal strangler’s grasp, the spell ends.

Retributive Image

Illusion (Pattern) [Mind-Affecting]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube/level (S) Duration: Concentration + 3 rounds Saving Throw:Will disbelief (if interacted with), then Will partial Spell Resistance: Yes

As though drawn straight from your imagination, the image you envision springs into existence.

You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects. This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it. Anyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round.

A successful Will save halves the damage and negates the dazed effect.

Unseen Strike

Illusion (Glamer)

Level: Assassin 4, hexblade 4 Components: V, S Casting Time: 1 full round Range: Personal Target: You Duration: 1 hour/level (D)

You strike your foe, then immediately fade from sight. This spell has no immediate effect upon you.

However, the next time you deliver a successful melee attack, you instantly turn invisible (as the invisibility spell). If you do not make a successful melee attack within 1 hour per level of casting the spell, the effect ends.

Blackrot

Necromancy

Level: Druid 2, wu jen 2 (wood) Components: V, S Casting Time: 1 standard action Range: Touch Target: One plant creature or one wooden weapon touched Duration: 1 round/level Saving Throw: Fortitude partial or Fortitude negates Spell Resistance: Yes

The plant-matter creaks and writhes beneath your hand as you generate a malignant rot at its center.

This spell allows you to deliver a single touch that either damages a plant creature over a number of rounds or renders a wooden weapon poisonous. When used as a touch attack against a plant creature, the spell deals 1d8 points of damage per round. A successful Fortitude save reduces the duration to 1 round. Alternatively, you can touch a weapon with a wooden striking surface (such as a club or quarterstaff). Any creature damaged by the weapon is sickened for 1 round unless it succeeds on a Fortitude save.

Treat this as a poison effect for creatures immune or resistant to such effects.

Bloodletting

Necromancy

Level: Assassin 1, hexblade 1 Components: S Casting Time: 1 swift action Range: Touch Target: One light weapon you hold Duration: See text Saving Throw: None Spell Resistance: Yes; see text

With a simple flourish you turn a small weapon into a deadly implement.

You imbue a light weapon you hold in your hand with the power to wound grievously. The next time that weapon deals damage to a living creature, the wound continues to bleed, dealing an extra 1d6 points of damage each round for the remainder of the spell’s duration. A successful DC 15 Heal check or at least 1 point of magical healing stops this additional damage.

A creature that is struck by the weapon but takes no damage from the initial attack (such as because of damage reduction) doesn’t trigger the spell’s effect. Check to overcome a target’s spell resistance when you first strike the creature. If the check fails, the spell has no effect and is discharged, but the weapon still deals damage normally.

The spell lasts for 3 rounds. If you don’t deal damage to a living creature during the 3 rounds after casting the spell, it ends with no effect. The bleeding effect begins in the round when the creature is struck by the ensorcelled weapon and lasts until the spell ends (if struck on the first round after casting, the subject bleeds for 3 rounds; if struck in the second round after casting, the subject bleeds for 2 rounds, and so on). The spell ends immediately if the weapon leaves your hand.

Channeled Lifetheft

Necromancy

Level: Sorcerer/wizard 5 Components: V, S Casting Time: See text Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You channel negative energy into the dark mote in your hand, causing it to leap and dart about in your grasp. When you have poured enough energy into the spell, you release the mote to drain the life of your enemy.

This spell uses negative energy to drain the vitality from a single foe. The spell’s strength depends on the amount of time you spend channeling energy into it.

If you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points. If you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt. If you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt.

If you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 + the damage dealt. Temporary hit points granted by this spell last for up to 1 hour.

When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.

Cryptwarden’s Grasp

Necromancy [Evil]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

Your hand shrivels like the limb of a corpse as dark energy flows through your veins.

You bestow on your target a horrible disease effectively identical to mummy rot. The incubation period is instantaneous, and the initial save for the spell is calculated normally; all subsequent daily saves to avoid damage are DC 20. Mummy rot deals 1d6 points of Constitution damage and 1d6 points of Charisma damage immediately, and a similar amount per day thereafter; a victim reduced to 0 Constitution shrivels away into sand and dust. Furthermore, any character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect.

Unlike normal diseases, mummy rot can’t be overcome through natural methods or successful saves. To eliminate mummy rot, the curse must first be broken with break enchantment, remove curse, or a similar effect (requiring a DC 20 caster level check). If this is done, a caster level check is no longer necessary to cast healing spells on the victim, and mummy rot can be magically cured like any disease.

Death’s Call

Necromancy [Sonic]

Level:Hexblade 1, sorcerer/wizard 1 Components: V Casting Time: 1 standard action Range: 10 ft.557 Area: 10-ft.-radius burst, centered on you Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

You release a scream that chills the air with deathly energy.

All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue. Any swarm in the area of death’s call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued (Fortitude save negates fatigue).

This supersedes the normal +50% damage dealt to a swarm by an area spell.

Escalating Enfeeblement

Necromancy

Level: Sorcerer/wizard 2

This spell functions like ray of enfeeblement, except that if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1 per two caster levels (maximum 1d10+5).

This penalty doesn’t stack with the penalty from ray of enfeeblement.

Finger of Agony

Necromancy

Level:Hexblade 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 3 rounds Saving Throw: Fortitude partial Spell Resistance: Yes

As you crook your finger, your enemy feels his vitals rupture within him.

You magically disrupt the subject’s internal organs, causing it great pain. Each round on your turn, the subject takes 3d6 points of damage and becomes nauseated for 1 round. A successful Fortitude save halves the damage and lessens the nauseated condition to sickened.

Horrid Sickness

Necromancy

Level:Hexblade 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/3 levels, no two of which are more than 30 ft. apart Duration: 1 round/level (D) Saving Throw: Fortitude partial Spell Resistance: Yes

Your victim’s eyes water and her flesh pales as a wave of sickness washes over her.

Waves of pain and sickness wrack the subjects, rendering them nauseated. A successful Fortitude save negates this effect. If a subject fails the initial Fortitude save, she can attempt a Fortitude save as a move action each round on her turn; success indicates that she is instead sickened for the duration of the spell.

Necrotic Curse

Necromancy [Evil]

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes

You feel a wave of cold pass through you as it seeps into the land, the air, and even the souls of those nearby.

You imbue the area with negative energy so powerful it transforms positive energy into its opposite. Anyone in the area who casts a healing spell must succeed on a caster level check (DC 11 + your caster level); if the check fails, the healing spell deals damage to each of its subjects equal to the caster’s caster level instead of its normal effect. Living creatures that rest in this area do not regain hit points or lost ability score points.

Undead in the area heal damage at the rate of 1 point per Hit Die every 24 hours.

In addition to the normal means of ending a spell’s duration, this effect can be ended by a remove curse (or similar spell) cast within its area for that purpose.

Material Component: Grave dust.

Prickling Torment

Necromancy

Level: Druid 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 5 rounds Saving Throw: Fortitude negates Spell Resistance: Yes

Angry red boils spread across the skin of your enemy.

This spell causes the subject’s skin to erupt in a blistering rash accompanied by a maddening itch.

An affected creature is sickened while the spell lasts. In addition, if the creature takes any actions on its turn other than free, swift, or immediate actions, it takes 1d8 points of damage at the end of its turn. While affected by this spell, a creature takes a –2 penalty on saves to resist the distraction effect of any creature of the swarm subtype (in addition to the save penalty from the spell’s sickening effect).

If a subject under the effect of prickling torment is targeted by fever dream (see page 104), the two spells interact to create a greater effect. See the fever dream spell for details.

Reaving Aura

Necromancy [Evil]

Level: Assassin 1, cleric 1, hexblade 1, sorcerer/wizard 1 Components: V Casting Time: 1 swift action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

The air around you turns black as it floods with negative energy.

This spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at –1 to –8 hit points become dying, while creatures at –9 hit points die immediately. This spell has no effect on creatures that have 0 or more hit points.

Retributive Enervation

Necromancy

Level: Sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until expended

The world around you takes on a dim and muted tone as you are encased in a tight-fitting sheath of crackling negative energy.

This spell bestows a negative level upon any non-undead creature that makes a successful melee attack against you (regardless of whether the attack deals damage). There is no save, but spell resistance applies.

Retributive enervation can bestow a number of negative levels equal to 1/2 your caster level (maximum 10). Once this limit is reached, the spell ends, even if the duration has not yet expired. Assuming a creature that gains negative levels survives, it regains lost levels after a number of hours equal to your caster level (maximum 20 hours).

Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from retributive enervation don’t last long enough to do so.

An undead creature that makes a successful melee attack against you while this spell is active gains 5 temporary hit points that last for up to 1 hour.

Seed of Undeath

Necromancy

Level: Cleric 4, sorcerer/wizard 4 Components: V, S, M Casting Time: 1 full round Range: Touch Target: Living humanoid or animal touched Duration: 1 day/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes

The subject’s face briefly takes on a gaunt, pale look and a death’s- head rictus before returning to normal.

You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject’s own life force. Seed of undeath does not, in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains. Any undead created in this manner are automatically under your control.

At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead).

Material Component: A black onyx gem worth 25 gp per HD of the subject.

Seed of Undeath, Greater

Necromancy

Level: Cleric 7, sorcerer/wizard 7 Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels) Area: 40-ft.-radius emanation

Every creature in the area briefly takes on a corpselike appearance, then returns to normal.

This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect. Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.

Material Component: A black onyx worth at least 5,000 gp.

Touch of the Graveborn

Necromancy

Level: Sorcerer/wizard 8 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature or creatures touched (up to one/3 levels) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates Spell Resistance: Yes

Your hand grows numb and pulses with a deep and sickly radiance, the chill of the grave emanating from it.

Your melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of damage. You can use this melee touch attack up to one time per three levels. Any target that has one or more negative levels also takes 1d6 points of Strength drain; a successful Fortitude save negates this secondary effect.

An undead creature you touch takes no damage or Strength drain, but it must make a successful Will save or be controlled by you (as if you had cast control undead) for 1 round per level. You can’t control more than one undead creature in this fashion (a second use frees the first controlled undead), and any undead with HD of more than twice your caster level is unaffected.

Touch of Vecna

Necromancy [Evil, Fear]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round and permanent Saving Throw: Fortitude partial Spell Resistance: Yes

Your hand grows cold and darkens with the pulse of negative energy.

Your touch bestows negative energy on the target, dealing 1d8 points of damage +1 point per caster level (maximum +10) and rendering it shaken for 1 round. (Creatures immune to fear aren’t shaken but are still subject to the spell’s other effects). Additionally, the target is permanently paralyzed if it fails a Fortitude save. Creatures paralyzed in this fashion appear dead, though a DC 20 Spot check or a DC 15 Heal check reveals that they still live.

Dispel magic doesn’t help a creature paralyzed by this spell, though remove paralysis or any effect that can remove a curse can free the victim.

Touch of Years

Necromancy

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 day/level Saving Throw: Fortitude negates Spell Resistance: Yes

With a touch, your foe becomes visibly enfeebled, as if a sudden weight of years had dropped onto his shoulders.

Your touch deals 3 points of drain to the subject’s Strength, Dexterity, and Constitution scores; a successful Fortitude save negates this effect and prevents any further harm. If the subject fails its initial saving throw, it takes another 3 points of drain to its Strength, Dexterity, and Constitution scores each day thereafter as long as the spell lasts. A successful Fortitude save negates this drain, but doesn’t end the spell’s duration. The ability drain from this spell can be eliminated as normal, but doing this doesn’t end the spell’s duration.

If you cast this spell on a creature while another casting of touch of years is already in effect on it, the second spell doesn’t deal ability drain. Instead, a failed initial Fortitude save renders the creature permanently deafened and blinded. These conditions can be removed by normal means (such as remove blindness/deafness), but doing this has no effect on the ability drain.

This spell can’t be dispelled, but any effect that would remove a curse allows the spellcaster a caster level check (DC 11 + your caster level) to end the spell’s duration. This doesn’t restore any ability score points already lost.

Adamantine Wings

Transmutation

Level: Sorcerer/wizard 7, wu jen 7 (metal) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

You feel an instant of searing pain from your back, which swiftly fades into a sensation of ultimate freedom.

You sprout a pair of dull gleaming wings made of overlapping feathers of dark metal. You grow a pair of adamantine wings. The wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium or heavy load), with good maneuverability.

If you are not flying, you can use a standard action to make one wing attack or a full attack action to make two such attacks (as if they were natural weapons). Each wing deals 2d6 points of slashing damage (plus your Strength modifier), and threatens a critical hit on a 19–20. The wings are considered both magic and adamantine for the purpose of overcoming damage reduction or penetrating hardness. Wing strikes are not additional attacks; they replace any other attack or full attack action.

As a swift action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades. This attack takes the form of a 60-foot cone-shaped burst. All creatures within the cone take 10d6 points of damage (Reflex half; spell resistance applies). Since this is a spell effect, damage reduction does not affect the damage dealt by the cone.

This action immediately ends the spell’s duration.

Animate Weapon

Transmutation

Level: Assassin 2, hexblade 2, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Touch Target:Weapon touched Duration: Concentration + 1 round Saving Throw:Will negates (object) Spell Resistance: Yes

Your weapon leaps from your hands, suddenly capable of fighting on its own.

A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13). Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder. However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs.

Diminutive or smaller objects are unaffected by the spell. An animated weapon attacks the nearest enemy to the best of its ability.

You can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can’t be affected by this spell. The weapon doesn’t gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability.

If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra 1d6 points of fire damage on a successful hit.

Arboreal Transformation

Transmutation

Level:Wu jen 9 (wood) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 day/level and permanent; see text Saving Throw: Fortitude partial Spell Resistance: Yes

Your subject’s skin splits open, revealing wood and bark. Leaves sprout from his limbs even as he starts to grow.

You transform the subject of the spell into a Huge oak tree. For a number of days equal to your caster level, that oak tree animates as a treant (though it can’t animate trees) and serves as you command. You can either command it to follow you, or you can leave it somewhere with a triggering phrase as described in the liveoak spell (PH 248).

When the spell’s duration expires, the subject becomes in all respects a normal tree, taking root where it stands if capable. A creature that succeeds on its saving throw is instead slowed (as the spell) as his body fights off the transformation from within.

When the spell’s duration expires, the subject returns to normal.

Aspect of the Icy Hunter

Transmutation (Polymorph)

Level: Sorcerer/wizard 4 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Thick ivory fur grows from your skin and your back hunches over until you stand on four paws.

Cold, blue eyes stare out of your now-canine face. You take the form of a winter wolf (MM 256). You gain 20 temporary hit points, which disappear at the end of the spell’s duration. See the Polymorph Subschool sidebar on page 91 for more details.

Boiling Blood

Transmutation [Fire]

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 round + 1 round/3 levels Saving Throw: Fortitude partial Spell Resistance: Yes

Your target’s skin begins to redden as his blood starts to boil within his veins.

The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage. For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round. A successful Fortitude save reduces the duration of the spell to 1 round.

If you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect. In any round in which the subject takes damage from the spell, he is also sickened. This extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs for the rest of the duration of the latter spell.

Creatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids.

Catsfeet

Transmutation

Level: Assassin 1, bard 1, hexblade 1 Components: V Casting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous

As you complete this spell, you feel as lithe and quick as a cat.

When you cast this spell, you can immediately reroll a Balance, Climb, Jump, or Move Silently check that you have just rolled. This second roll gains a +5 insight bonus. You must abide by the second result, even if it is worse than the first.

Crystalline Memories

Transmutation (Mind-Affecting)

Level: Sorcerer/wizard 2 Components: V, S Casting Time: 1 swift action Range: 60 ft. Target: One living creature with Intelligence 3 or higher Duration: See text Saving Throw:Will negates Spell Resistance: Yes

With a hideous cracking noise, a shard of crystal bursts through your subject’s skull, flying into your waiting hand.

After casting this spell, you must study the target for 3 consecutive rounds, concentrating each round on the effect. This is treated as concentrating on a spell (PH 176), and if you are interrupted, the spell is lost.

Once the study is complete, the target’s current surface thoughts (as detect thoughts) congeal into a solid shard of crystal. This crystal then erupts from the target’s head (dealing 2d8 points of damage and 2 points of Intelligence damage) and flies to your hand.

Once you have the crystal, you (and only you) can use a full-round action to look into it and view the memories it contains. The crystal remains for 24 hours or until the memories have been viewed once.

Discordant Malediction

Transmutation [Sonic]

Level: Bard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: 24 hours Saving Throw:Will negates Spell Resistance: Yes

Your target’s voice rends the air around her, shredding her from within.

Each time the subject casts a spell with a verbal component, she deals 2d6 points of sonic damage to all creatures within 10 feet of her (including herself). She must then succeed on a Concentration check (DC 15 + damage dealt + spell level) to avoid losing the spell.

Dreaded Form of the Eye Tyrant

Transmutation (Polymorph)

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

Your body withers away to dust, leaving only a floating head, which quickly grows oversized and misshapen.

Your eyes fuse together as a single orb in your forehead, and ten writhing eyestalks sprout from your skull. You take the form of a beholder (MM 26). You gain 30 temporary hit points, which disappear at the end of the spell’s duration.

You can use only one eye ray each round, and each of your ten eye rays can be used only once during the spell’s duration. For example, once you use your disintegrate eye ray, you can’t use that eye ray again during this casting of the spell. See the Polymorph Subschool sidebar on page 91 for more details.

Flaying Tendrils

Transmutation [Evil]

Level: Sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

A quartet of hideous, writhing tentacles sprouts from your face.

You grow four tentacles from your face, similar to those of a mind flayer. For the duration of the spell, you can attack with one tentacle as a standard action, or all four as a full-round action. Each tentacle deals 1d4 points of damage, plus your Strength modifier. When using the tentacles, you are treated as though you have the Improved Grapple feat.

You can latch a tentacle onto a foe’s head with a successful grapple check, and if you begin your turn with one tentacle successfully attached, you can attach the remaining three with a single check, though doing this still requires a full- round action. Your foe can escape with a single grapple check or Escape Artist check, but you gain a +2 bonus for each tentacle that is attached at the beginning of your foe’s turn.

If you begin your turn with all four tentacles attached, you can attempt to remove your foe’s brain, killing him instantly. The victim is entitled to a fortitude save to avoid this fate, though success indicates only that he evaded extraction; he is still grappled and must attempt to escape normally. You cannot use these tentacles to grapple foes more than one size category larger or smaller than you.

Extracting the brain does nothing to constructs, elementals, oozes, plants, or undead, and is not instantly fatal to creatures with multiple heads.

Form of the Threefold Beast

Transmutation (Polymorph)

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

Your arms and legs become powerfully muscled and grow sharp claws as your body hunches over on all fours.

Two additional monstrous heads sprout from your shoulders, and two batlike wings stretch out to the sky. You take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell. You gain 30 temporary hit points, which disappear at the end of the spell’s duration. See the Polymorph Subschool sidebar on page 91 for more details.

Heart of Air

Transmutation [Air]

Level: Druid 2, sorcerer/wizard 2, wu jen 2 (air) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

You feel light as a feather, as if the slightest breeze might knock you about.

This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity. You gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.

Furthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action. This benefit lasts for 1 round per level, at the end of which time the spell’s entire effect ends.

If heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Heart of Earth

Transmutation [Earth]

Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

You feel your flesh strengthen with the power of stone.

This spell converts part of your body into elemental earth, which toughens you considerably. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp).

Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level (or until the stoneskin’s total protection is consumed), at the end of which time the spell’s entire effect ends.

If heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Heart of Fire

Transmutation [Fire]

Level: Druid 5, sorcerer/wizard 5, wu jen 5 (fire) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

You feel a sudden flame burning within you.

This spell converts part of your body into elemental fire, which speeds your step and toughens your flesh. You gain a +10-foot enhancement bonus to your land speed and resistance to fire 20.

Furthermore, while this spell is active, you can activate a fire shield effect (as the spell; fire-based protection only) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell’s entire effect ends.

If heart of fire is active on you at the same time as heart of air, heart of earth, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Heart of Water

Transmutation [Water]

Level: Druid 3, sorcerer/wizard 3, wu jen 3 (water) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

The crashing of waves echoes in your ears.

This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces. You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks; see MM 311). You also gain the ability to breathe water (as if under the effect of a water breathing spell). Finally, you gain a +5 enhancement bonus on Escape Artist checks.

Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell’s entire effect ends.

If heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.

Lighting Leap

Transmutation [Electricity]

Level: Sorcerer/wizard 5 Components: V Casting Time: 1 standard action Range: Personal and 60 ft. Target/Area: You/10-to-60-ft. line Duration: Instantaneous Saving Throw: None and Reflex half Spell Resistance: No and Yes

With a sudden flash, you find yourself standing on the other side of the battle, leaving a smoking trail behind you.

You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit). You can’t bring along other creatures except for your familiar.

The line deals 1d6 points of electricity damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.

Rebirth of Iron

Transmutation

Level: Sorcerer/wizard 4, wu jen 3 (metal) Components: V, S Casting Time: 1 full round Range: Touch Target: One former metallic item, destroyed by rust Duration: Instantaneous Saving Throw: Fortitude negates (harmless, object) Spell Resistance: Yes (harmless, object)

Flecks of rust melt together and lose their ruddy hue. The metal creaks as it re-forms and straightens itself.

You instantly restore a single metal object that has been damaged or destroyed by rust. This works even if the object has been reduced to powder, such as by the rusting grasp spell. Even if the object is partly missing, such as one partially consumed by a rust monster, the spell functions as long as at least 1/4 of the object remains.

This spell does not restore the magical properties of any magic item or construct destroyed by rust. A slain or destroyed metallic creature such as an iron golem is restored in physical form, but it remains “dead”, having lost all magical qualities.

Rusted Blade

Transmutation

Level: Assassin 3, druid 3, sorcerer/wizard 4, wu jen 4 (metal) Components: V, S Casting Time: 1 standard action Range: Touch Target: One weapon touched Duration: 1 round/level (D) Saving Throw:Will negates (object, harmless) and Fortitude negates Spell Resistance: Yes (object, harmless)

Your touch corrupts the substance beneath your fingers. Where once it gleamed, it now grows dull and pitted.

You cause a rustlike patina to temporarily cover the target weapon. (Despite its name, the spell can affect any kind of weapon regardless of material).

For the duration of the spell, any living creature damaged by the weapon must succeed on a Fortitude save or contract filth fever (DMG 292). Use the spell’s normal save DC for the initial saving throw, but use filth fever’s normal DC 12 for later saves. Multiple applications of the disease do not stack, but even a creature that succeeds on one or more saves must continue to save each time it takes damage from the weapon.

Despite the change in appearance, this spell has no ill effect on the target weapon.

Shape of the Hellspawned Stalker

Transmutation (Polymorph)

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D)

Rust-red fur sprouts from your skin, and your back hunches over until you stand on four clawed feet.

Tendrils of black smoke curl from your fanged mouth. You take the form of a hell hound (MM 151). You gain 10 temporary hit points, which disappear at the end of the spell’s duration. See the Polymorph Subschool sidebar on page 91 for more details.

Smoky Confinement

Transmutation

Level: Sorcerer/wizard 6 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

At your touch, your foe dissipates into a thick smoke, which flows smoothly into the receptacle you have prepared.

You transform the subject into smoke or gas, which is then stored inside the focus. The subject remains trapped within the focus, unaware and ageless. If the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus.

Focus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp. The receptacle must be able to be sealed.

Transcend Mortality

Transmutation

Level:Wu jen 9 Components: V, S Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round/level (D)

You feel your body surge with mystic power that rivals that of the gods themselves.

Transcend mortality was created as a last-ditch effort, a spell to use when all other options have failed. For the duration of the spell, you are all but indestructible. You gain the following benefits:

  • Damage reduction 30/epic.

  • Spell resistance equal to 21 + you caster level.

  • Acid, cold, electricity, fire, and sonic resistance 50.

  • Immunity to ability damage, disease, energy drain, poison, and death effects.

  • +10 enhancement bonus on all saving throws.

  • You do not need to eat, drink, or breathe.

Although this spell makes you effectively unkillable for the duration, that comes at a horrific price. You gain these benefits by using up all your remaining life force. When the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate).

This effect allows no save and can’t be prevented by any means, though you can be resurrected normally afterward.

Unicorn Blood

Transmutation (Good)

Level: Druid 5, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) or until expended

The power and purity of the unicorn surge through your veins.

While this spell lasts, you gain immunity to poison and to compulsion and charm spells or effects.

Once while the spell lasts, you can use a swift action to bestow temporary hit points equal to your caster level (maximum 15) to another willing creature you touch. This ends the duration of unicorn blood on you, though the temporary hit points last for the remainder of the original duration of the spell. You can’t use this ability on yourself.

If you are under the effect of this spell and the unicorn horn spell at the same time, you instead bestow temporary hit points equal to twice your caster level (maximum 30).

Unicorn Heart

Transmutation (Good)

Level: Druid 7, sorcerer/wizard 7 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) or until expended

Your heart beats with the power of the unicorn.

This spell gives you a land speed of 60 feet. You gain a +4 enhancement bonus on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Once while the spell lasts you can instantly transport yourself, all objects that you carry (up to your maximum load), and one other creature you touch up to 360 feet as a swift action. The creature you transport does not count against your weight limit, but it too can’t carry more than its maximum load. A familiar, special mount, or animal companion does not count against your weight limit or the single creature you can transport. You are free to act after transporting, assuming you have not used your actions for the round prior to transporting.

Except as noted here, this effect works like a dimension door spell. Transporting in this fashion ends the spell’s duration.

If you are under the effect of this spell and the unicorn blood spell at the same time, this spell also creates a magic circle against evil effect, which is centered on you.

If you are under the effect of this spell and the unicorn horn spell at the same time, you can use the horn to smite evil, dealing an extra 1 point of damage per level (maximum +20). You can smite evil only once per casting of unicorn horn.

If you are the under the effect of this spell, unicorn blood, and unicorn horn at the same time, you gain damage reduction 5/evil.

Unicorn Horn

Transmutation (Good)

Level: Druid 3, sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Personal Effect: One horn that sprouts from your forehead Duration: 1 minute/level (D) or until expended

A horn like a unicorn’s sprouts from your forehead.

When you complete this spell, you grow a single horn about as long as your forearm from your forehead. As a standard action, you can use this horn to make a single gore attack as a natural weapon. A hit from the horn deals 1d8 points of piercing damage (if you are Medium) plus 1-1/2 times your Strength bonus. The horn overcomes damage reduction as if it were a magic weapon. Alternatively, you can use the horn in a charge attack. In this case, you deal double damage when you hit, or triple damage on a critical hit.

As a swift action while the spell lasts, you can invoke the power of good. Doing this gives the horn a +3 enhancement bonus on attack rolls and damage rolls, allows it to overcome damage reduction as if it were good-aligned, and makes it deal an extra 3d6 points of damage against any evil-aligned creature of the following types: fey, giant, magical beast, or outsider. This effect lasts for 1 round, after which the spell’s duration ends.

If this spell is in effect when you cast unicorn blood or unicorn heart, the combined magic has an enhanced effect. See those spells for details.

Unyielding Form of Inevitable Death

Transmutation (Polymorph)

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

Your flesh turns into solid onyx, and your muscled fists crackle with the unbridled power of thunder and lightning.

You take the form of a marut (MM 159), including the full plate armor normally worn by such a creature. You gain 50 temporary hit points, which disappear at the end of the spell’s duration.

You can use each of the marut’s at-will spell-like abilities (such as dimension door) once per casting of the spell, but you don’t gain access to any of the marut’s 1/day or 1/week spell-like abilities (such as chain lightning or earthquake). See the Polymorph Subschool sidebar on page 91 for more details.

Arcane Fusion
Universal Level: Sorcerer 5 Components: V, S; see text565 Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous

You weave two spells together in your mind and release them in a single burst of magic.

When you cast this spell, choose any 1st-level sorcerer spell you know and any 4th-level or lower sorcerer spell you know. Neither spell chosen can have a casting time longer than 1 standard action. Both spells take effect in the order you choose, as if you had cast them one after the other using only one standard action, but you don’t expend any additional spell slots to cast those spells.

Effectively, you cast two other spells using this spell’s 5th- level spell slot.

Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell’s level. If either spell requires a material component, focus, XP cost, or other special cost, these must be used or paid as part of the casting of arcane fusion.

Arcane Fusion, Greater
Universal Level: Sorcerer 8

You weave two powerful spells together in your mind and release them in a single intertwined display of magical prowess.

This spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.

Rary’s Arcane Conversion
Universal Level:Wizard 6 Components: V, S Casting Time: 1 full round Range: Personal Target: You Duration: Instantaneous

You feel slightly dizzy as the power of your spell rewrites the knowledge within your mind.

Rary’s arcane conversion allows you to exchange a prepared wizard spell for another spell of equal or lower level. For instance, upon casting this spell, you could choose to lose a prepared fly spell and have fireball prepared in its place.

The replacement spell must be one already scribed in your spellbook. The new spell is now prepared and ready to cast as normal, just as though you had prepared it when you last studied your spells.