Spells


Lords of Madness

BARD SPELLS

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

5th LEVEL

Morality Undone: Subject becomes evil.

CLERIC SPELLS

2nd LEVEL

Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.

Detect Aberration: Detect the presence of aberrations.

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

4th LEVEL

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.

5th LEVEL

Morality Undone: Subject becomes evil.

8th LEVEL

Befoul: Large amount of water becomes poisonous.

Brain Spider: Eavesdrop on thoughts of up to eight other creatures.

9th LEVEL

Despoil: Kills plants, damages objects in 100-ft. radius/level.

DOMAINS

CORRUPTION DOMAIN

Granted Powers: Once per day, you can attack an object and ignore its hardness.

Domain Spells
  1. Doom: One subject takes a –2 penalty on attack rolls, damage rolls, saves, and checks.
  2. Blindness/Deafness: Makes subject blinded or deafened.
  3. Contagion: Infects subject with chosen disease.
  4. Morality Undone: Subject becomes evil.
  5. Feeblemind: Subject’s Int and Cha drop to 1.
  6. Pox: Deals 1d4 Con drain to one creature/level.
  7. Insanity: Subject affected by continuous confusion.
  8. Befoul: Turns large amount of water poisonous.
  9. Despoil: Kills plants and damages objects in 100-ft./level radius.
FORCE DOMAIN

Granted Powers: By manipulating cosmic forces of inertia and force, once per day the cleric can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.

Force Domain Spells
  1. Mage Armor: Gives subject +4 armor bonus.
  2. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  3. Blast of Force: Ray deals 1d6 damage/two caster levels (max 5d6).
  4. Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
  5. Wall of Force: Wall is immune to damage.
  6. Repulsion: Creatures can’t approach you.
  7. Forcecage: Cube or cage of force imprisons all inside.
  8. Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, but you move sphere telekinetically.
  9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
HATRED DOMAIN

Granted Powers: Choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls, saving throws, and Armor Class for 1 minute. This supernatural ability is usable once per day as a free action.

Domain Spells
  1. Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
  2. Scare: Panics creatures of less than 6 HD.
  3. Bestow Curse: Subject takes –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action.
  4. Song of Discord: Forces targets to attack each other.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Forbiddance: Blocks planar travel, damages creatures of different alignment.
  7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
  8. Antipathy: Object or location affected by spell repels certain creatures.
  9. Wail of the Banshee: Kills one creature/level.
MADNESS DOMAIN

Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

Madness Domain Spells
  1. Confusion, Lesser: One creature acts randomly for one round.
  2. Touch of Madness: Dazes touched target for 1 round per caster level.
  3. Rage: Blood frenzy grants target +4 Str, +4 Con and +2 on Will saves.
  4. Confusion: Subjects behave oddly for 1 round/level.
  5. Bolts of Bedevilment: One ray attack per round. Affected creatures are dazed for 1d3 rounds.
  6. Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  7. Insanity: Subject suffers continuous confusion.
  8. Maddening Scream: Makes subject race about caterwauling.
  9. Weird: As phantasmal killer, but affects all within 30 ft.
MIND DOMAIN

Granted Powers: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks.

Domain Spells
  1. Comprehend Languages: Understands all spoken and written languages.
  2. Detect Thoughts: Allows “listening” to surface thoughts.
  3. Lesser Telepathic Bond: Link with subject within 30 ft. for 10 min./level.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Rary’s Telepathic Bond: Link lets allies communicate.
  6. Probe Thoughts: Read subject’s memories, one question/round.
  7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Weird: As phantasmal killer, but affects all within 30 ft.
VILE DARKNESS DOMAIN

Granted Powers: You gain the Blind-fight feat.

Domain Spells
  1. Darkvision: See 60 ft. in total darkness.
  2. Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
  3. Deeper Darkness: Object sheds absolute darkness in a 60-ft. radius.
  4. Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
  5. Evard’s Black Tentacles: 1d4+1/level tentacles grapple randomly within 15 ft.
  6. Wall of Force: Wall manifests as an opaque black wall, is immune to damage.
  7. Shadow Walk: Step into shadow to travel rapidly.
  8. Utterdark: 100-ft./level radius of darkness that evil creatures can see through.
  9. Screen: Illusion hides area from vision, scrying.

DRUID SPELLS

2nd LEVEL

Detect Aberration: Detect the presence of aberrations.

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

3rd LEVEL

Nature’s Purity: Ray deals 2d6 force damage to undead and 5d6 to aberrations.

6th LEVEL

Pox: One creature/level takes 1d4 Con drain.

PALADIN SPELLS

3rd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

RANGER SPELLS

2nd LEVEL

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

SORCERER/WIZARD SPELLS

2nd LEVEL
Div

Detect Aberration: Detect the presence of aberrations.

Evoc

Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.

3rd LEVEL
Evoc

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.

Trans

Arms of Plenty: Grow two additional arms.

Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks.

4th LEVEL
Evoc

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.

6th LEVEL
Div

Probe Thoughts: Read subject’s memories, one question/round.

9th LEVEL
Conj

Utterdark: 100-ft./level radius of darkness that evil creatures can see through.

Evoc

Invoke Magic: Momentarily negate antimagic effects.

ELDER GLYPH OF WARDING

Abjuration

Level: Cleric 9

This spell functions like glyph of warding, except that an elder blast glyph deals 1d8 points of damage per caster level (maximum of 30d8), and an elder spell glyph can store a spell of 9th level or lower.

Material Component: You trace the elder glyph with incense, which first must be sprinkled with powdered diamond worth at least 1,000 gp.

UTTERDARK

Conjuration (Creation) [Evil]

Level: Sorcerer/wizard 9, Vile Darkness 8 Components: V, S, M/DF Casting Time: 3 rounds Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft./level radius spread Duration: 1 hour/level Saving Throw: None Spell Resistance: No

Utterdark spreads outward from you, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area.

Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.

BRAIN SPIDER

Divination [Mind-Affecting]

Level: Cleric 8, Mind 7 Components: V, S, M, DF Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Targets: Up to eight living creatures within range Duration: 1 minute/level Saving Throw:Will negates Spell Resistance: Yes

This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

  • The ceaseless chaos representing images of surface thoughts.

  • Individual trains of thought in whatever order you desire.

  • Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.

  • A study of the thoughts and memories of one creature of the group in detail.

Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion). Success on this saving throw does not negate the other effects of the brain spider for that creature. You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings—you can choose, for instance, “the nearest eight guards who must be in that chamber there”. The spell cannot reach those who make a successful Will save.

Material Component: A spider of any size or kind. It can be dead, but it must still have all eight legs.

DETECT ABERRATION

Divination

Level: Cleric 2, druid 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Quarter circle emanating from the character to the extreme of the range Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Spell Resistance: No

You can detect the presence of all aberrations in the area. The amount of information revealed depends on how long you study a particular area or subject:

1st Round: Presence or absence of aberrant life.

2nd Round: Number of different aberrant auras and the strength of the strongest aura. If you detect overwhelming aberrant power with this spell, and the Hit Dice or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each aura.

Aura Power: An aberrant aura’s power depends on the type of creature you’re detecting and its Hit Dice; see the accompanying table.

Hit Dice Strength
1–3 or lower Faint
4–7 Moderate
8–13 Strong
14 or higher Overwhelming

If an aura falls into more than one power category, the spell indicates the stronger of the two. A humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.

Length Aura Lingers: How long the aura lingers depends on its original strength:

Aura Strength Duration
Faint 1d6 minutes
Moderate 1d6 × 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

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

PROBE THOUGHTS

Divination [Mind-Affecting]

Level:Mind 6, sorcerer/wizard 6 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Concentration Saving Throw:Will negates; see text Spell Resistance: Yes

All the subject’s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. You can also probe a sleeping subject, though the subject can make a Will save against the DC of the probe thoughts spell to wake after each question.

Subjects who do not wish to be probed can attempt to move beyond the power’s range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, although less intelligent creatures might yield up only appropriate visual images in answer to your questions.

BOLTS OF BEDEVILMENT

Enchantment [Mind-Affecting]

Level:Madness 5 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

This spell grants you the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

MADDENING SCREAM

Enchantment (Compulsion) [Mind-Affecting]

Level:Madness 8 Components: V Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1d4+1 rounds Saving Throw: None Spell Resistance: Yes

The subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling. The spell gives the subject a –4 penalty to Armor Class, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

MORALITY UNDONE

Enchantment [Evil, Mind-Affecting]

Level: Bard 5, cleric 5, Corruption 4 Components: V, S, M/DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonevil creature Duration: 10 minutes/level Saving Throw:Will negates Spell Resistance: Yes

The caster turns one creature evil. The chaotic/neutral/lawful component of the subject’s alignment is unchanged. The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with the new alignment. Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook on all things.

For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they’re fighting on the same side. But she might allow her friend to be hurt or killed if her friend is carrying something valuable she could recover later, or she might use spells to control or deceive her friend to get what she wants. She might even eventually decide to betray or attack her friend if there is some potential gain involved.

Arcane Material Component: A powdered holy symbol.

TOUCH OF MADNESS

Enchantment [Mind-Affecting]

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

You can daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

BLAST OF FORCE

Evocation [Force]

Level: Force 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial; see text Spell Resistance: Yes

You direct an invisible blast of force at a chosen target. The blast is a ranged touch attack that deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the target to make a Fortitude save or be knocked down (size and stability modifiers apply to the saving throw as if the spell were a bull rush).

DAMNING DARKNESS

Evocation [Darkness, Evil]

Level: Cleric 4, sorcerer/wizard 4, Vile Darkness 4 Components: V, M/DF Casting Time: 1 action Range: Touch Target: Object touched Duration: 10 minutes/level (D) Saving Throw: None Spell Resistance: See below

This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of the darkness is a 20- foot radius, and the object that serves as the spell’s target can be shrouded to block the darkness (and thus the damaging effect). Damning darkness counters or dispels any light spell of equal or lower level. Spell resistance applies to the damage dealt by this spell but not to the darkness area.

Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.

DARKBOLT

Evocation [Darkness, Evil]

Level: Cleric 2, sorcerer/wizard 2, Vile Darkness 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other has no specific type. When struck, the foe must also succeed on a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

INVOKE MAGIC

Evocation

Level: Sorcerer/wizard 9 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane. This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell’s effect. Casting invoke magic is a swift action, like casting a quickened spell. You can perform only one swift action each round. Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.

Material Component: A diamond worth at least 1,000 gp.

INVOKE THE CERULEAN SIGN

Evocation

Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, sorcerer/wizard 3 Components: S Casting Time: 1 standard action Range: 30 ft. Area:Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: No

The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations. While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes. When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first. Each effect lasts for 1 round.

Aberration Hit Dice Effect
Up to caster level +10 None
Up to caster level +5 Sickened
Up to caster level Nauseated
Up to caster level –5 Dazed
Up to caster level –10 Stunned

None: The aberration suffers no ill effect, even if it fails the saving throw.

Sickened: The aberration takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.

Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.

Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.

Stunned: The aberration drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.

Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.

NATURE’S PURITY

Evocation

Level: Druid 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A shimmering green beam of light springs forth from your outstretched hand. You can direct this ray at any target in range. If you hit the target, the ray deals 1d6 points of force damage. Against undead and constructs, the ray deals 2d8 points of force damage.

Against aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19–20. An aberration slain by this damage is immediately transformed into pungent-smelling inert plant matter. You can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level). The rays can be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

POX

Necromancy [Evil]

Level: Corruption 6, druid 6 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one living creature/level, no two of which can be more than 10 ft. apart Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The affected creatures take 1d4 points of Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor.

ARMS OF PLENTY

Transmutation

Level: Sorcerer/wizard 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

Two clawed arms grow out of the subject’s body. The arms are roughly humanoid, but are either scaly or furred and end in sharp talons. The spell transforms any clothing or armor worn by the creature to accommodate these additional arms; when the duration ends the creature’s clothing and armor return to normal.

The arms grant the subject two primary claw attacks. A hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature’s Strength modifier. The claws cannot be used to wield weapons or manipulate objects. Since the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty. The claws count as magic weapons for the purpose of overcoming damage reduction. If both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1/2 times the subject’s Strength modifier. Multiple castings of arms of plenty on a creature do not stack; the duration simply resets.

Material Component: A xill’s claw.

BEFOUL

Transmutation [Evil]

Level: Cleric 8, Corruption 8 Components: V, S, M Casting Time: 1 minute Range: Touch Area:Water in a volume of 100 ft./level by 100 ft./level by 10 ft./level (S) Duration: Permanent; see text Saving Throw: None; see text Spell Resistance: No

The caster makes water (or other liquid) foul and mildly poisonous. All creatures with 1 Hit Die or less that are in the water at the time of the casting die immediately. Anyone drinking this water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage. Any creature with 2 or more Hit Dice immersed in this water must make a saving throw as if drinking it. If the caster affects only part of a larger body of water, the befouled water mixes with the pure water. If the entire body of water is no more than four times the size of the affected area, all the water in the body of water is befouled 24 hours later, but the damage from drinking or swimming in the water is only 1d2 points of Constitution damage.

If the body of water is more than four times the affected area but less than twenty times the affected area, after 24 hours all of the water tastes foul but has no damaging effect. If the entire body is larger than twenty times the affected area, fouled water mixes with the clean water and loses all effect after 24 hours.

Material Components: A dead fish and a drop of poison.

DESPOIL

Transmutation [Evil]

Level: Cleric 9, Corruption 9 Components: V, S, M Casting Time: 1 minute Range: Touch Area: 100 ft./level radius Duration: Instantaneous Saving Throw: Fortitude partial (plants) or Fortitude negates (other living creatures) Spell Resistance: Yes

The caster blights and corrupts a vast area of land. Plants with 1 Hit Die or less shrivel and die, and the ground cannot support such plant life ever again. Plants with more than 1 Hit Die must succeed on a Fortitude saving throw or die. Even those successful on their saves take 5d6 points of damage.

All living creatures in the area other than plants (and the caster) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage. Unattended objects, including structural features such as walls and doors, grow brittle and lose 1 point of hardness (to a minimum of 0), then take 1d6 points of damage (this damage bypasses any remaining hardness). Only the effects of multiple wish or miracle spells can undo the lasting effect of this spell.

Material Component: Corpse of a freshly dead or preserved living creature.

PERMEABLE FORM

Transmutation

Level: Sorcerer/wizard 3 Components: V Casting Time: 1 immediate action Range: Personal Target: You Duration: 1 round

By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities. Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.

Tsochar spellcasters sometimes use this spell to quickly exit an inhabited creature without causing damage to the victim. You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows. Casting this spell is an immediate action. You can cast it even when it’s not your turn. You can only take one swift, immediate, or quickened action per turn.

UNDULANT INNARDS

Transmutation

Level: Sorcerer/wizard 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: None Spell Resistance: No

This spell causes a powerful transformation in the target creature. Outwardly, the target doesn’t appear any different. On the inside, the creature’s internal organs constantly seethe and slither about, and actively avoid being struck at by weapons. For the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks. Additionally, the target takesminimum possible damage from falls and gains a +4 enhancement bonus on all saving throws against poison, disease, and paralysis.

WHISPERCAST

Transmutation

Level: Sorcerer/wizard 2 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round

The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper. It requires no somatic or material components, unless the spell normally requires a focus or an expensive material component (any component worth more than 1 gp). If the spell does require a focus or an expensive component, you can still whispercast it as long as you have the focus or expensive component on your person—the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to handle or manipulate it.

If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast. Casting this spell is a swift action. It does not require a move action or standard action, but you can take only one swift, immediate, or quickened action per turn. Tsochari spellcasters use this spell to permit spellcasting while they inhabit other creatures. It is also useful for grappled spellcasters.