SpellsMiniatures Handbook
ANGELSKINAbjuration [Good] Level: Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Lawful good creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject gains damage reduction 10/evil and silver. CONVICTIONAbjuration Level: Clr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on all saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level). Material Component: A small parchment with a bit of holy text written upon it. CONVICTION, LEGION’SAbjuration Level: Clr 3 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burstThis spell functions like conviction, except that it affects multiple allies at a distance. DEMONHIDEAbjuration [Evil] Level: Blk 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Evil creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject gains damage reduction 10/cold iron and good. FAVORABLE SACRIFICEAbjuration Level: Clr 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits listed below applies per casting of this spell; they do not stack.
Material Component: Gems worth a total of 1,000 gp, 5,000 gp, or 25,000 gp. LIONHEARTAbjuration [Mind-Affecting] Level: Pal 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject gains immunity to fear effects. RIGHTEOUS AURAAbjuration [Good, Light] Level: Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/levelYou are bathed in an unearthly glow for the duration of the spell (as if a daylight spell had been cast on you). You get a +4 sacred bonus to your Charisma score. If you die, your body is converted into an explosive blast of energy in a 20-footradius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all nongood creatures in the burst’s area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal. SHIELD OF FAITH, LEGION’SAbjuration Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burstThis spell functions like shield of faith (see page 278 of the Player’s Handbook), except that it affects multiple allies at a distance. ACID ORB, LESSERConjuration (Creation) [Acid] Level: Sor/Wiz 1, Wmg 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: NoAn orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. ARC OF LIGHTNINGConjuration (Creation) [Electricity] Level: Drd 4, Sor/Wiz 5, Wmg 5 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: A line between two creatures Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: NoYou create natural conductivity between two creatures, and a bolt of electricity arcs between them. This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. Arcane Material Component: Two small iron rods. BALEFUL TRANSPOSITIONConjuration (Teleportation) Level: Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Two creatures of up to Large size Duration: Instantaneous Saving Throw:Will negates Spell Resistance: YesTwo target creatures, of which you may be one, instantly swap positions. The creatures must be connected by a solid object, such as the ground, a bridge, or a rope. Both targets must be within range. Objects carried by the subject creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If either creature succeeds on its Will save, the spell is negated. BENIGN TRANSPOSITIONConjuration (Teleportation) Level: Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None Spell Resistance: NoTwo target creatures, of which you may be one, instantly swap positions. Both targets must be within range. Objects carried by the target creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. BLADES OF FIREConjuration [Fire] Level: Rgr 2, Sor/Wiz 2, Wmg 2 Components: V Casting Time: 1 swift action Range: Touch Targets: Up to two melee weapons you are wielding Duration: 1 round Saving Throw: None Spell Resistance: NoFlames sheathe your melee weapons, harming neither you nor the weapons but possibly burning your opponents. Your melee weapons each deal 1d6 points of extra fire damage. This damage stacks with any energy damage your weapon already deals. BLAST OF FLAMEConjuration (Creation) [Fire] Level: Sor/Wiz 4, Wmg 4 Components: V, S, M Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: NoFlames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw. Material Component: A bit of wick soaked in oil. CLOSE WOUNDSConjuration (Healing) Level: Clr 3, Hlr 3 Components: V Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless)This spell cures 2d4 points of damage. You can cast this spell with an instant utterance. You may even cast this spell when it isn’t your turn. If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw). COLD ORB, LESSERConjuration (Creation) [Cold] Level: Sor/Wiz 1, Wmg 1 Effect: One orb of coldThis spell functions like lesser acid orb, except that it deals cold damage. ELECTRIC ORB, LESSERConjuration (Creation) [Electricity] Level: Sor/Wiz 1, Wmg 1 Effect: One orb of electricityThis spell functions like lesser acid orb, except that it deals electricity damage. FIRE ORB, LESSERConjuration (Creation) [Fire] Level: Sor/Wiz 1, Wmg 1 Effect: One orb of fireThis spell functions like lesser acid orb, except that it deals fire damage. MORDENKAINEN’S BUZZING BEEConjuration (Creation) Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: A phantom bee Duration: 1 min./level (D) Saving Throw: None Spell Resistance: NoThis spell causes a small but extremely loud bee to appear. It buzzes around the head of a creature you designate. (The creature must be within range, and you must be touching or be able to see the creature. Once you designate a creature, the bee stays with it; you cannot designate another creature). The bee creates an unnerving noise that disrupts the subject’s concentration. The subject takes a –10 penalty on all Move Silently and Concentration checks. (Creatures that can’t hear don’t take the penalty on Concentration checks). If the subject attempts to cast or maintain a spell, it must make a DC 10 Concentration check even if there are no other distractions. The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorphing, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell’s duration expires or the subject moves out of range. The bee can’t be attacked, but it can be dispelled. Material Component: A dab of honey. PANACEAConjuration (Healing) Level: Clr 4, Drd 5, Hlr 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw:Will half (harmless); see text Spell Resistance: Yes (harmless)This spell channels positive energy into a creature to wipe away afflictions. It immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (up to +20). Panacea does not remove ability damage, negative levels, or permanently drained levels. It does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect. REVIVIFYConjuration (Healing) Level: Clr 5, Hlr 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Spell Resistance: Yes (harmless)Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit points (but is stable). Material Component: Diamonds worth at least 1,000 gp. RING OF BLADESConjuration Level: Clr 3, Wmg 3 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./levelThis spell conjures a ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space. Each round on your turn, starting when you cast the spell, the blades deal 1d6 points of damage + 1 point per caster level (up to a maximum of +10) to all creatures in the affected area. The blades conjured by a lawful-aligned cleric are cold iron, those conjured by a chaotic-aligned cleric are silver, and those conjured by cleric who is neither lawful nor chaotic are steel. Material Component: A small dagger. SONIC ORB, LESSERConjuration (Creation) [Fire] Level: Sor/Wiz 1, Wmg 1 Effect: One orb of sonic energyThis spell functions like lesser acid orb, except that it deals from 1d6 to 5d6 points of sonic damage instead of 1d8 to 5d8 points of acid damage. GUIDED ARROWDivination Level: Rgr 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 roundTargets of your ranged attacks do not get bonuses to Armor Class because of cover. You still can’t hit creatures with total cover. AID, LEGION’SEnchantment (Compulsion) [Mind-Affecting] Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burstThis spell functions like aid (see page 196 of the Player’s Handbook), except that it affects multiple allies at a distance and each ally gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th). DIVINE PROTECTIONEnchantment (Compulsion) [Mind-Affecting] Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)Allies gain a +1 morale bonus to their Armor Class and on saving throws. INCITEEnchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw:Will negates Spell Resistance: YesThis spell incites the subject into acting. The subject is not allowed to delay or to ready an action. If the subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it may act as normal but can’t later ready another action while the spell remains in effect. INHIBITEnchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw:Will negates Spell Resistance: YesThe caster inhibits his foe from acting. The subject is forced to delay until the following round, acting immediately before the caster on the caster’s initiative count. SIGNEnchantment (Compulsion) [Mind-Affecting] Level: Clr 1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./levelYou are granted a vision that shows you how your foes will act each round and allows you to respond quickly to them. When you cast this spell, you may set your initiative check result at 20 + your initiative modifier (but only if doing so increases the result). You know the initiative check results of all your foes while the spell is in effect, and you know which opponent will act first in case of ties. This spell applies to all foes in your line of sight. Material Component: A small piece of dried goat intestine or some tea leaves. BIGBY’S SLAPPING HANDEvocation [Force] Level: Sor/Wiz 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: YesBigby’s slapping hand causes a magical hand to appear, deliver a slap to one creature, then disappear. The slap distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its square. The spell allows no saving throw, but the slapped creature can negate the effect with a successful DC 20 Concentration check. Focus: A leather glove. FIRE SHIELD, LEGION’SEvocation [Fire or Cold] Level: Sor/Wiz 5, Wmg 5 Components: V, S, M Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burstThis spell functions like fire shield (see page 230 of the Player’s Handbook), except as noted above. FIREBURSTEvocation [Fire] Level: Sor/Wiz 2, Wmg 2 Components: V, S, M Casting Time: 1 standard action Range: 5 ft. Effect: Burst of fire extending 5 ft. from you Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: YesFireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of you. All creatures within that area, except for you, take 1d8 points of fire damage per caster level (maximum 5d8). The burst does not affect you or any creatures or objects in your space. Material Component: A bit of sulfur. FIREBURST, GREATEREvocation [Fire] Level: Sor/Wiz 5, Wmg 5 Effect: Burst of fire extending 10 ft. from youThis spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of damage to each one. GUIDING LIGHTEvocation [Light] Level: Clr 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Targets: Creatures in a 5-ft.-radius burst Duration: 1 min./level (D) Saving Throw: None Spell Resistance: YesLight shines over the affected area, illuminating all targets within it. The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area. Spellcasters in battle sometimes use this spell to designate targets for archers. RIGHTEOUS FURYEvocation [Good] Level: Pal 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject’s charge attacks deal double damage. (The subject does not have to be mounted or wielding a lance). If the subject makes more than one attack on a charge, the double damage applies only to the first attack. SLASHING DARKNESSEvocation Level: Clr 3 Components: V, S Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: YesA hissing, hurtling ribbon of pure darkness flies from your hand. A creature struck by this ray of darkness takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8). VEIL OF SHADOWEvocation [Darkness] Level: Asn 2, Blk 2, Clr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./levelSwirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is active even if the attacker has darkvision. This spell effect is suppressed in daylight or in the area of a light spell of 3rd level or higher. See invisibility does not counter the veil of shadow’s concealment effect, but a true seeing spell does. INVISIBILITY, SWIFTIllusion (Glamer) Level: Asn 2, Brd 2 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 roundThis spell functions like invisibility (see page 245 of the Player’s Handbook), except as noted above. CURSE OF IMPENDING BLADESNecromancy Level: Brd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 min./level Saving Throw: None Spell Resistance: YesThe subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Arcane Material Component: A nail through a piece of leather. CURSE OF IMPENDING BLADES, LEGION’SNecromancy Level: Brd 3, Rgr 3, Sor/Wiz 3 Range:Medium (100 ft. + 10 ft./level) Targets: Enemies in a 20-ft.-radius burstThis spell functions like curse of impending blades, except that it affects multiple enemies. CURSE OF PETTY FAILINGNecromancy Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 min./level Saving Throw: None Spell Resistance: YesThe subject takes a –2 penalty on attack rolls and saving throws. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. CURSE OF PETTY FAILING, LEGION’SNecromancy Level: Clr 5 Range:Medium (100 ft. + 10 ft./level) Targets: Enemy creatures in a 20-ft.-radius burstThis spell functions like curse of petty failing, except that it affects multiple enemies out to medium range. DELAY DEATHNecromancy Level: Clr 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of –9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to –1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than –9 hit points when the spell’s duration expires, he or she dies instantly. LIVING UNDEATHNecromancy Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject becomes not subject to sneak attacks and critical hits, just as undead are. While the spell is in effect, the subject takes a –4 penalty to its Charisma score (to a minimum of 1). ALIGN FANGTransmutation Level: Drd 3 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic-aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons. You can’t cast this spell on a manufactured weapon, such as a sword. When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align weapon is a good, evil, lawful, or chaotic spell, respectively. ALIGN FANG, LEGION’STransmutation Level: Drd 5 Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burstThis spell functions like align fang, except that it affects multiple allies at a distance. ALIGN WEAPON, LEGION’STransmutation [see text for align weapon] Level: Clr 4 Range:Medium (100 ft. + 10 ft./level) Targets: Allies’ weapons in a 20-ft.-radius burstThis spell functions like align weapon (see page 197 of the Player’s Handbook), except that it affects multiple weapons or projectiles at a distance. BLESS WEAPON, SWIFTTransmutation Level: Pal 1 Components: V Casting Time: 1 swift action Duration: 1 roundThis spell functions like bless weapon (see page 205 of the Player’s Handbook) except as noted above. EXPEDITIOUS RETREAT, SWIFTTransmutation Level: Brd 1 Components: V Casting Time: 1 swift action Duration: 1 roundThis spell functions like expeditious retreat (see page 228 of the Player’s Handbook), except as noted above. FLY, SWIFTTransmutation Level: Brd 2, Drd 3 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 roundThis spell functions like fly (see page 232 of the Player’s Handbook), except as noted above. HASTE, SWIFTTransmutation Level: Rgr 2 Components: V Casting Time: 1 swift action Target: You Duration: 1 roundThis spell functions as haste (see page 239 of the Player’s Handbook), except as noted above. HOLY SPURSTransmutation Level: Pal 2 Components: V Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: Your special mount Duration: 1 round Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)This spell increases your special mount’s base land speed by 40 feet. This adjustment is treated as an enhancement bonus. LIGHTFOOTTransmutation Level: Asn 1, Rgr 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 roundYou move with unearthly agility. You provoke no attacks of opportunity when moving. LION’S CHARGETransmutation Level: Drd 3, Rgr 4 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 roundThis spell grants you the pounce special ability (see page 313 of the Monster Manual). QUICK MARCHTransmutation Level: Clr 2, Pal 2 Components: V, S, DF Casting Time: 1 standard action Range:Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft.-radius burst Duration: 1 round Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)Quick march increases your allies’ base land speed by 30 feet. (This adjustment is considered an enhancement bonus). There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases a creature’s speed, this spell affects maximum jumping distance. REPAIR CRITICAL DAMAGETransmutation Level: Sor/Wiz 4As repair light damage, except repair critical damage repairs 4d8 points of damage +1 point per caster level (up to +20). REPAIR LIGHT DAMAGETransmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless)When laying your hands upon a construct that has at least 1 hit point remaining, you transmute its structure to repair damage it has taken. The spell repairs 1d8 points of damage + 1 point per caster level (up to +5). REPAIR MINOR DAMAGETransmutation Level: Sor/Wiz 0As repair light damage, except repair minor damage repairs only 1 point of damage. REPAIR MODERATE DAMAGETransmutation Level: Sor/Wiz 2As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (up to +10). REPAIR SERIOUS DAMAGETransmutation Level: Sor/Wiz 3As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (up to +15). SLIDETransmutation Level: Sor/Wiz 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will negates Spell Resistance: YesYou slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground). You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object. (If you attempt to slide the subject into such a space, the spell automatically ends). You can slide the subject fast enough to clear small gaps in the ground, such as narrow pits. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or the like. This movement does not provoke attacks of opportunity. SLIDE, GREATERTransmutation Level: Sor/Wiz 2 Range:Medium (100 ft. + 10 ft./level)This spell functions like slide, except that you can slide the subject creature 20 feet in a straight line. SNAKE’S SWIFTNESSTransmutation Level: Drd 1, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)The subject may immediately make one melee or ranged attack, even if it has already taken its action for the round. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails. Arcane Material Component: A few scales from a snake. SNAKE’S SWIFTNESS, LEGION’STransmutation Level: Drd 2, Sor/Wiz 3 Range:Medium (100 ft. + 10 ft./level) Targets: Allied creatures in a 20-ft.-radius burstThis spell functions like snake’s swiftness, except that it affects multiple allies out to medium range. TIGER’S TOOTHTransmutation Level: Drd 2 Components: V Casting Time: 1 swift action Range: Living creature touched Target: You Duration: 1 roundThis spell functions like greater magic fang (see page 250 of the Player’s Handbook), except as noted above. UNDENIABLE GRAVITYTransmutation Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One flying creature Duration: 1 min./level Saving Throw:Will negates Spell Resistance: YesA flying creature, which can be a creature that can fly by means of the fly spell or some similar magical effect, is grounded. If this spell is cast on a creature currently flying, that creature descends at a speed of 60 feet per round but does not fall (and thus is not subject to falling damage). The creature can still use its fly speed to move horizontally or down, but not up. Once it is on the ground, the subject can no longer use its fly speed. This spell does not affect incorporeal creatures. Material Component: A wing torn from a fly. UNDENIABLE GRAVITY, LEGION’STransmutation Level: Brd 4, Sor/Wiz 4 Range: Long (400 ft. + 40 ft./level) Targets: Creatures in a 20-ft.-radius burstThis spell functions like undeniable gravity, except that it affects multiple creatures. |