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Game License v1.0a.

SPELLS !"#$
!cid !rro%
Con&uration Creation$ '!cid( Level: Sor)*i+ , Components: -, S, ., / Casting Time: 1 standard action Range: Lon0 100 ft. 2 10 ft.)level$ Effect: One arro% of acid Duration: 1 round 2 1 round per three levels Saving Throw: 3one Spell Resistance: 3o ! ma0ical arro% of acid sprin0s from 4our hand and speeds to its tar0et. 5ou must succeed on a ran0ed touch attac6 to hit 4our tar0et. The arro% deals ,d1 points of acid dama0e %ith no splash dama0e. /or ever4 three caster levels to a ma7imum of 18th$, the acid, unless someho% neutrali+ed, lasts for another round, dealin0 another ,d1 points of dama0e in that round. Material Component: Po%dered rhubarb leaf and an adder9s stomach. Focus: ! dart.

!cid /o0
Con&uration Creation$ '!cid( Level: Sor)*i+ :, *ater ; Components: -, S, .)</ Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Effect: /o0 spreads in ,0"ft. radius, ,0 ft. hi0h Duration: 1 round)level Saving Throw: 3one Spell Resistance: 3o Acid fog creates a billo%in0 mass of mist4 vapors similar to that produced b4 a solid fog spell. =n addition to slo%in0 creatures do%n and obscurin0 si0ht, this spell9s vapors are hi0hl4 acidic. Each round on 4our turn, startin0 %hen 4ou cast the spell, the fo0 deals ,d: points of acid dama0e to each creature and ob&ect %ithin it. Arcane Material Component: ! pinch of dried, po%dered peas combined %ith po%dered animal hoof.

!cid Splash
Con&uration Creation$ '!cid( Level: Sor)*i+ 0 Components: -, S Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Effect: One missile of acid Duration: =nstantaneous Saving Throw: 3one Spell Resistance: 3o 5ou fire a small orb of acid at the tar0et. 5ou must succeed on a ran0ed touch attac6 to hit 4our tar0et. The orb deals 1d? points of acid dama0e.

!id
Enchantment Compulsion$ '.ind"!ffectin0( Level: Clr ,, Good ,, Luc6 , Components: -, S, </ Casting Time: 1 standard action Range: Touch Target: Livin0 creature touched Duration: 1 min.)level Saving Throw: 3one

Spell Resistance: 5es harmless$ Aid 0rants the tar0et a 21 morale bonus on attac6 rolls and saves a0ainst fear effects, plus temporar4 hit points e@ual to 1d8 2 caster level to a ma7imum of 1d8210 temporar4 hit points at caster level 10th$.

!ir *al6
Transmutation '!ir( Level: !ir 1, Clr 1, <rd 1 Components: -, S, </ Casting Time: 1 standard action Range: Touch Target: Creature Gar0antuan or smaller$ touched Duration: 10 min.)level Saving Throw: 3one Spell Resistance: 5es harmless$ The sub&ect can tread on air as if %al6in0 on solid 0round. .ovin0 up%ard is similar to %al6in0 up a hill. The ma7imum up%ard or do%n%ard an0le possible is 1> de0rees, at a rate e@ual to one"half the air %al6er9s normal speed. ! stron0 %ind ,12 mph$ can push the sub&ect alon0 or hold it bac6. !t the end of its turn each round, the %ind blo%s the air %al6er > feet for each > miles per hour of %ind speed. The creature ma4 be sub&ect to additional penalties in e7ceptionall4 stron0 or turbulent %inds, such as loss of control over movement or ph4sical dama0e from bein0 buffeted about. Should the spell duration e7pire %hile the sub&ect is still aloft, the ma0ic fails slo%l4. The sub&ect floats do%n%ard :0 feet per round for 1d: rounds. =f it reaches the 0round in that amount of time, it lands safel4. =f not, it falls the rest of the distance, ta6in0 1d: points of dama0e per 10 feet of fall. Since dispellin0 a spell effectivel4 ends it, the sub&ect also descends in this %a4 if the air walk spell is dispelled, but not if it is ne0ated b4 an antimagic field. 5ou can cast air walk on a speciall4 trained mount so it can be ridden throu0h the air. 5ou can train a mount to move %ith the aid of air walk counts as a tric6A see Bandle !nimal s6ill$ %ith one %ee6 of %or6 and a <C ,> Bandle !nimal chec6.

!larm
!b&uration Level: #rd 1, C0r 1, Sor)*i+ 1 Components: -, S, /)</ Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Area: ,0"ft."radius emanation centered on a point in space Duration: , hours)level <$ Saving Throw: 3one Spell Resistance: 3o !larm sounds a mental or audible alarm each time a creature of Tin4 or lar0er si+e enters the %arded area or touches it. ! creature that spea6s the pass%ord determined b4 4ou at the time of castin0$ does not set off the alarm. 5ou decide at the time of castin0 %hether the alarm %ill be mental or audible. Mental Alarm: ! mental alarm alerts 4ou and onl4 4ou$ so lon0 as 4ou remain %ithin 1 mile of the %arded area. 5ou note a sin0le mental Dpin0E that a%a6ens 4ou from normal sleep but does not other%ise disturb concentration. ! silence spell has no effect on a mental alarm. Audible Alarm: !n audible alarm produces the sound of a hand bell, and an4one %ithin :0 feet of the %arded area can hear it clearl4. Ceduce the distance b4 10 feet for each interposin0 closed door and b4 ,0 feet for each substantial interposin0 %all. =n @uiet conditions, the rin0in0 can be heard faintl4 as far as 180 feet a%a4. The sound lasts for 1 round. Creatures %ithin a silence spell cannot hear the rin0in0. Ethereal or astral creatures do not tri00er the alarm. Alarm can be made permanent %ith a permanency spell. Arcane Focus: ! tin4 bell and a piece of ver4 fine silver %ire

!li0n *eapon
Transmutation 'see te7t( Level: Clr , Components: -, S, </ Casting Time: 1 standard action Range: Touch Target: *eapon touched or fift4 pro&ectiles all of %hich must be in contact %ith each other at the time of castin0$ Duration: 1 min.)level

Saving Throw: *ill ne0ates harmless, ob&ect$ Spell Resistance: 5es harmless, ob&ect$ Align weapon ma6es a %eapon 0ood, evil, la%ful, or chaotic, as 4ou choose. ! %eapon that is ali0ned can b4pass the dama0e reduction of certain creatures. This spell has no effect on a %eapon that alread4 has an ali0nment. 5ou can9t cast this spell on a natural %eapon, such as an unarmed stri6e. *hen 4ou ma6e a %eapon 0ood, evil, la%ful, or chaotic, align weapon is a 0ood, evil, la%ful, or chaotic spell, respectivel4.

!lter Self
Transmutation Level: #rd ,, Sor)*i+ , Components: -, S Casting Time: 1 standard action Range: Personal Target: 5ou Duration: 10 min.)level <$ 5ou assume the form of a creature of the same t4pe as 4our normal form. The ne% form must be %ithin one si+e cate0or4 of 4our normal si+e. The ma7imum B< of an assumed form is e@ual to 4our caster level, to a ma7imum of > B< at >th level. 5ou can chan0e into a member of 4our o%n 6ind or even into 4ourself. 5ou retain 4our o%n abilit4 scores. 5our class and level, hit points, ali0nment, base attac6 bonus, and base save bonuses all remain the same. 5ou retain all supernatural and spell"li6e special attac6s and @ualities of 4our normal form, e7cept for those re@uirin0 a bod4 part that the ne% form does not have such as a mouth for a breath %eapon or e4es for a 0a+e attac6$. 5ou 6eep all e7traordinar4 special attac6s and @ualities derived from class levels, but 4ou lose an4 from 4our normal form that are not derived from class levels. =f the ne% form is capable of speech, 4ou can communicate normall4. 5ou retain an4 spellcastin0 abilit4 4ou had in 4our ori0inal form, but the ne% form must be able to spea6 intelli0ibl4 that is, spea6 a lan0ua0e$ to use verbal components and must have limbs capable of fine manipulation to use somatic or material components. 5ou ac@uire the ph4sical @ualities of the ne% form %hile retainin0 4our o%n mind. Ph4sical @ualities include natural si+e, mundane movement capabilities such as burro%in0, climbin0, %al6in0, s%immin0, and fli0ht %ith %in0s, to a ma7imum speed of 1,0 feet for fl4in0 or :0 feet for nonfl4in0 movement$, natural armor bonus, natural %eapons such as cla%s, bite, and so on$, racial s6ill bonuses, racial bonus feats, and an4 0ross ph4sical @ualities presence or absence of %in0s, number of e7tremities, and so forth$. ! bod4 %ith e7tra limbs does not allo% 4ou to ma6e more attac6s or more advanta0eous t%o" %eapon attac6s$ than normal. 5ou do not 0ain an4 e7traordinar4 special attac6s or special @ualities not noted above under ph4sical @ualities, such as dar6vision, lo%"li0ht vision, blindsense, blindsi0ht, fast healin0, re0eneration, scent, and so forth. 5ou do not 0ain an4 supernatural special attac6s, special @ualities, or spell"li6e abilities of the ne% form. 5our creature t4pe and subt4pe if an4$ remain the same re0ardless of 4our ne% form. 5ou cannot ta6e the form of an4 creature %ith a template, even if that template doesn9t chan0e the creature t4pe or subt4pe. 5ou can freel4 desi0nate the ne% form9s minor ph4sical @ualities such as hair color, hair te7ture, and s6in color$ %ithin the normal ran0es for a creature of that 6ind. The ne% form9s si0nificant ph4sical @ualities such as hei0ht, %ei0ht, and 0ender$ are also under 4our control, but the4 must fall %ithin the norms for the ne% form9s 6ind. 5ou are effectivel4 dis0uised as an avera0e member of the ne% form9s race. =f 4ou use this spell to create a dis0uise, 4ou 0et a 210 bonus on 4our <is0uise chec6. *hen the chan0e occurs, 4our e@uipment, if an4, either remains %orn or held b4 the ne% form if it is capable of %earin0 or holdin0 the item$, or melds into the ne% form and becomes nonfunctional. *hen 4ou revert to 4our true form, an4 ob&ects previousl4 melded into the ne% form reappear in the same location on 4our bod4 the4 previousl4 occupied and are once a0ain functional. !n4 ne% items 4ou %ore in the assumed form and can9t %ear in 4our normal form fall off and land at 4our feetA an4 that 4ou could %ear in either form or carr4 in a bod4 part common to both forms at the time of reversion are still held in the same %a4. !n4 part of the bod4 or piece of e@uipment that is separated from the %hole reverts to its true form.

!nal4+e <%eomer
<ivination Level: #rd :, Sor)*i+ : Components: -, S, / Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Targets: One ob&ect or creature per caster level Duration: 1 round)level <$ Saving Throw: 3one or *ill ne0atesA see te7t

Spell Resistance: 3o 5ou discern all spells and ma0ical properties present in a number of creatures or ob&ects. Each round, 4ou ma4 e7amine a sin0le creature or ob&ect that 4ou can see as a free action. =n the case of a ma0ic item, 4ou learn its functions, ho% to activate its functions if appropriate$, and ho% man4 char0es are left if it uses char0es$. =n the case of an ob&ect or creature %ith active spells cast upon it, 4ou learn each spell, its effect, and its caster level. !n attended ob&ect ma4 attempt a *ill save to resist this effect if its holder so desires. =f the save succeeds, 4ou learn nothin0 about the ob&ect e7cept %hat 4ou can discern b4 loo6in0 at it. !n ob&ect that ma6es its save cannot be affected b4 an4 other analyze dweomer spells for ,1 hours. Analyze dweomer does not function %hen used on an artifact. Focus: ! tin4 lens of rub4 or sapphire set in a small 0olden loop. The 0emstone must be %orth at least 1,>00 0p.

!nimal Gro%th
Transmutation Level: <rd >, C0r 1, Sor)*i+ > Components: -, S Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Targets: Fp to one animal Gar0antuan or smaller$ per t%o levels, no t%o of %hich can be more than ?0 ft. apart Duration: 1 min.)level Saving Throw: /ortitude ne0ates Spell Resistance: 5es ! number of animals 0ro% to t%ice their normal si+e and ei0ht times their normal %ei0ht. This alteration chan0es each animal9s si+e cate0or4 to the ne7t lar0est, 0rants it a 28 si+e bonus to Stren0th and a 21 si+e bonus to Constitution and thus an e7tra , hit points per B<$, and imposes a G, si+e penalt4 to <e7terit4. The creature9s e7istin0 natural armor bonus increases b4 ,. The si+e chan0e also affects the animal9s modifier to !C and attac6 rolls and its base dama0e. The animal9s space and reach chan0e as appropriate to the ne% si+e, but its speed does not chan0e. The spell also 0rants each sub&ect dama0e reduction 10)ma0ic and a 21 resistance bonus on savin0 thro%s. =f insufficient room is available for the desired 0ro%th, the creature attains the ma7imum possible si+e and ma4 ma6e a Stren0th chec6 usin0 its increased Stren0th$ to burst an4 enclosures in the process. =f it fails, it is constrained %ithout harm b4 the materials enclosin0 itH the spell cannot be used to crush a creature b4 increasin0 its si+e. !ll e@uipment %orn or carried b4 an animal is similarl4 enlar0ed b4 the spell, thou0h this chan0e has no effect on the ma0ical properties of an4 such e@uipment. !n4 enlar0ed item that leaves the enlar0ed creature9s possession instantl4 returns to its normal si+e. The spell 0ives no means of command or influence over the enlar0ed animals. .ultiple ma0ical effects that increase si+e do not stac6.

!nimal .essen0er
Enchantment Compulsion$ '.ind"!ffectin0( Level: #rd ,, <rd ,, C0r 1 Components: -, S, . Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Target: One Tin4 animal Duration: One da4)level Saving Throw: 3oneA see te7t Spell Resistance: 5es 5ou compel a Tin4 animal to 0o to a spot 4ou desi0nate. The most common use for this spell is to 0et an animal to carr4 a messa0e to 4our allies. The animal cannot be one tamed or trained b4 someone else, includin0 such creatures as familiars and animal companions. Fsin0 some t4pe of food desirable to the animal as a lure, 4ou call the animal to 4ou. =t advances and a%aits 4our biddin0. 5ou can mentall4 impress on the animal a certain place %ell 6no%n to 4ou or an obvious landmar6. The directions must be simple, because the animal depends on 4our 6no%led0e and can9t find a destination on its o%n. 5ou can attach some small item or note to the messen0er. The animal then 0oes to the desi0nated location and %aits there until the duration of the spell e7pires, %hereupon it resumes its normal activities. <urin0 this period of %aitin0, the messen0er allo%s others to approach it and remove an4 scroll or to6en it carries. The intended recipient 0ains no special abilit4 to communicate %ith the animal or read an4 attached messa0e if it9s %ritten in a lan0ua0e he or she doesn9t 6no%, for e7ample$. Material Component: ! morsel of food the animal li6es.

!nimal Shapes
Transmutation Level: !nimal ;, <rd 8 Components: -, S, </ Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Targets: Fp to one %illin0 creature per level, all %ithin ?0 ft. of each other Duration: 1 hour)level <$ Saving Throw: 3oneA see te7t Spell Resistance: 5es harmless$ !s polymorph, e7cept 4ou pol4morph up to one %illin0 creature per caster level into an animal of 4our choiceA the spell has no effect on un%illin0 creatures. !ll creatures must ta6e the same 6ind of animal form. Cecipients remain in the animal form until the spell e7pires or until 4ou dismiss it for all recipients. =n addition, an individual sub&ect ma4 choose to resume its normal form as a full"round actionA doin0 so ends the spell for that sub&ect alone. The ma7imum B< of an assumed form is e@ual to the sub&ect9s B< or 4our caster level, %hichever is lo%er, to a ma7imum of ,0 B< at ,0th level.

!nimal Trance
Enchantment Compulsion$ '.ind"!ffectin0, Sonic( Level: #rd ,, <rd , Components: -, S Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Targets: !nimals or ma0ical beasts %ith =ntelli0ence 1 or , Duration: Concentration Saving Throw: *ill ne0atesA see te7t Spell Resistance: 5es 5our s%a4in0 motions and music or sin0in0, or chantin0$ compel animals and ma0ical beasts to do nothin0 but %atch 4ou. Onl4 a creature %ith an =ntelli0ence score of 1 or , can be fascinated b4 this spell. Coll ,d: to determine the total number of B< %orth of creatures that 4ou fascinate. The closest tar0ets are selected first until no more tar0ets %ithin ran0e can be affected. ! ma0ical beast, a dire animal, or an animal trained to attac6 or 0uard is allo%ed a savin0 thro%A an animal not trained to attac6 or 0uard is not.

!nimate <ead
3ecromanc4 'Evil( Level: Clr ?, <eath ?, Sor)*i+ 1 Components: -, S, . Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: =nstantaneous Saving Throw: 3one Spell Resistance: 3o This spell turns the bones or bodies of dead creatures into undead s6eletons or +ombies that follo% 4our spo6en commands. The undead can follo% 4ou, or the4 can remain in an area and attac6 an4 creature or &ust a specific 6ind of creature$ enterin0 the place. The4 remain animated until the4 are destro4ed. ! destro4ed s6eleton or +ombie can9t be animated a0ain.$ Ce0ardless of the t4pe of undead 4ou create %ith this spell, 4ou can9t create more B< of undead than t%ice 4our caster level %ith a sin0le castin0 of animate dead. The desecrate spell doubles this limit$ The undead 4ou create remain under 4our control indefinitel4. 3o matter ho% man4 times 4ou use this spell, ho%ever, 4ou can control onl4 1 B< %orth of undead creatures per caster level. =f 4ou e7ceed this number, all the ne%l4 created creatures fall under 4our control, and an4 e7cess undead from previous castin0s become uncontrolled. 5ou choose %hich creatures are released.$ =f 4ou are a cleric, an4 undead 4ou mi0ht command b4 virtue of 4our po%er to command or rebu6e undead do not count to%ard the limit. Skeletons: ! s6eleton can be created onl4 from a mostl4 intact corpse or s6eleton. The corpse must have bones. =f a s6eleton is made from a corpse, the flesh falls off the bones. Zombies: ! +ombie can be created onl4 from a mostl4 intact corpse. The corpse must be that of a creature %ith a true anatom4.

Material Component: 5ou must place a blac6 on47 0em %orth at least ,> 0p per Bit <ie of the undead into the mouth or e4e soc6et of each corpse 4ou intend to animate. The ma0ic of the spell turns these 0ems into %orthless, burned"out shells.

!nimate Ob&ects
Transmutation Level: #rd :, Chaos :, Clr : Components: -, S Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Targets: One Small ob&ect per caster levelA see te7t Duration: 1 round)level Saving Throw: 3one Spell Resistance: 3o 5ou imbue inanimate ob&ects %ith mobilit4 and a semblance of life. Each such animated ob&ect then immediatel4 attac6s %homever or %hatever 4ou initiall4 desi0nate. !n animated ob&ect can be of an4 nonma0ical material. 5ou ma4 animate one Small or smaller ob&ect or an e@uivalent number of lar0er ob&ects per caster level. ! .edium ob&ect counts as t%o Small or smaller ob&ects, a Lar0e ob&ect as four, a Bu0e ob&ect as ei0ht, a Gar0antuan ob&ect as si7teen, and a Colossal ob&ect as thirt4"t%o. 5ou can chan0e the desi0nated tar0et or tar0ets as a move action, as if directin0 an active spell. This spell cannot animate ob&ects carried or %orn b4 a creature. Animate ob ects can be made permanent %ith a permanency spell.

!nimate Plants
Transmutation Level: <rd ;, Plant ; Components: Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Targets: One Lar0e plant per three caster levels or all plants %ithin ran0eA see te7t Duration: 1 round)level or 1 hour)levelA see te7t Saving Throw: 3one Spell Resistance: 3o 5ou imbue inanimate plants %ith mobilit4 and a semblance of life. Each animated plant then immediatel4 attac6s %homever or %hatever 4ou initiall4 desi0nate as thou0h it %ere an animated ob&ect of the appropriate si+e cate0or4. 5ou ma4 animate one Lar0e or smaller plant, or an e@uivalent number of lar0er plants, per three caster levels. ! Bu0e plant counts as t%o Lar0e or smaller plants, a Gar0antuan plant as four, and a Colossal plant as ei0ht. 5ou can chan0e the desi0nated tar0et or tar0ets as a move action, as if directin0 an active spell. Fse the statistics for animated ob&ects, e7cept that plants smaller than Lar0e usuall4 don9t have hardness. Animate plants cannot affect plant creatures, nor does it affect nonlivin0 ve0etable material. !ntangle: !lternativel4, 4ou ma4 imbue all plants %ithin ran0e %ith a de0ree of mobilit4, %hich allo%s them to ent%ine around creatures in the area. This usa0e of the spell duplicates the effect of an entangle spell. Spell resistance does not 6eep creatures from bein0 entan0led. This effect lasts 1 hour per caster level.

!nimate Cope
Transmutation Level: #rd 1, Sor)*i+ 1 Components: -, S Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Target: One ropeli6e ob&ect, len0th up to >0 ft. 2 > ft.)levelA see te7t Duration: 1 round)level Saving Throw: 3one Spell Resistance: 3o 5ou can animate a nonlivin0 ropeli6e ob&ect. The ma7imum len0th assumes a rope %ith a 1"inch diameter. Ceduce the ma7imum len0th b4 >0I for ever4 additional inch of thic6ness, and increase it b4 >0I for each reduction of the rope9s diameter b4 half. The possible commands are DcoilE form a neat, coiled stac6$, Dcoil and 6not,E Dloop,E Dloop and 6not,E Dtie and 6not,E and the opposites of all of the above Duncoil,E and so forth$. 5ou can 0ive one command each round as a move action, as if

directin0 an active spell. The rope can en%rap onl4 a creature or an ob&ect %ithin 1 foot of itHit does not sna6e out%ardHso it must be thro%n near the intended tar0et. <oin0 so re@uires a successful ran0ed touch attac6 roll ran0e increment 10 feet$. ! t4pical 1" inch" diameter hempen rope has , hit points, !C 10, and re@uires a <C ,? Stren0th chec6 to burst it. The rope does not deal dama0e, but it can be used as a trip line or to cause a sin0le opponent that fails a Cefle7 savin0 thro% to become entan0led. ! creature capable of spellcastin0 that is bound b4 this spell must ma6e a <C 1> Concentration chec6 to cast a spell. !n entan0led creature can slip free %ith a <C ,0 Escape !rtist chec6. The rope itself and an4 6nots tied in it are not ma0ical. This spell 0rants a 2, bonus on an4 Fse Cope chec6s 4ou ma6e %hen usin0 the transmuted rope. The spell cannot animate ob&ects carried or %orn b4 a creature.

!ntilife Shell
!b&uration Level: !nimal :, Clr :, <rd : Components: -, S, </ Casting Time: 1 round Range: 10 ft. Area: 10"ft."radius emanation, centered on 4ou Duration: 10 min.)level <$ Saving Throw: 3one Spell Resistance: 5es 5ou brin0 into bein0 a mobile, hemispherical ener04 field that prevents the entrance of most t4pes of livin0 creatures. The effect hed0es out animals, aberrations, dra0ons, fe4, 0iants, humanoids, ma0ical beasts, monstrous humanoids, oo+es, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell ma4 be used onl4 defensivel4, not a00ressivel4. /orcin0 an ab&uration barrier a0ainst creatures that the spell 6eeps at ba4 collapses the barrier.

!ntima0ic /ield
!b&uration Level: Clr 8, .a0ic :, Protection :, Sor)*i+ : Components: -, S, .)</ Casting Time: 1 standard action Range: 10 ft. Area: 10"ft."radius emanation, centered on 4ou Duration: 10 min.)level <$ Saving Throw: 3one Spell Resistance: See te7t !n invisible barrier surrounds 4ou and moves %ith 4ou. The space %ithin this barrier is impervious to most ma0ical effects, includin0 spells, spell"li6e abilities, and supernatural abilities. Li6e%ise, it prevents the functionin0 of an4 ma0ic items or spells %ithin its confines. !n antimagic field suppresses an4 spell or ma0ical effect used %ithin, brou0ht into, or cast into the area, but does not dispel it. Time spent %ithin an antimagic field counts a0ainst the suppressed spell9s duration. Summoned creatures of an4 t4pe and incorporeal undead %in6 out if the4 enter an antimagic field" The4 reappear in the same spot once the field 0oes a%a4. Time spent %in6ed out counts normall4 a0ainst the duration of the con&uration that is maintainin0 the creature. =f 4ou cast antimagic field in an area occupied b4 a summoned creature that has spell resistance, 4ou must ma6e a caster level chec6 1d,0 2 caster level$ a0ainst the creature9s spell resistance to ma6e it %in6 out. The effects of instantaneous con&urations are not affected b4 an antimagic field because the con&uration itself is no lon0er in effect, onl4 its result.$ ! normal creature can enter the area, as can normal missiles. /urthermore, %hile a ma0ic s%ord does not function ma0icall4 %ithin the area, it is still a s%ord and a master%or6 s%ord at that$. The spell has no effect on 0olems and other constructs that are imbued %ith ma0ic durin0 their creation process and are thereafter self"supportin0 unless the4 have been summoned, in %hich case the4 are treated li6e an4 other summoned creatures$. Elementals, corporeal undead, and outsiders are li6e%ise unaffected unless summoned. These creatures9 spell"li6e or supernatural abilities, ho%ever, ma4 be temporaril4 nullified b4 the field. #ispel magic does not remove the field. T%o or more antimagic fields sharin0 an4 of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected b4 antimagic field see the individual spell descriptions$. !rtifacts and deities are unaffected b4 mortal ma0ic such as this. Should a creature be lar0er than the area enclosed b4 the barrier, an4 part of it that lies outside the barrier is unaffected b4 the

field. Arcane Material Component: ! pinch of po%dered iron or iron filin0s.

!ntipath4
Enchantment Compulsion$ '.ind"!ffectin0( Level: <rd J, Sor)*i+ 8 Components: -, S, .)</ Casting Time: 1 hour Range: Close ,> ft. 2 > ft.), levels$ Target: One location up to a 10"ft. cube)level$ or one ob&ect Duration: , hours)level <$ Saving Throw: *ill partial Spell Resistance: 5es 5ou cause an ob&ect or location to emanate ma0ical vibrations that repel either a specific 6ind of intelli0ent creature or creatures of a particular ali0nment, as defined b4 4ou. The 6ind of creature to be affected must be named specificall4. ! creature subt4pe is not specific enou0h. Li6e%ise, the specific ali0nment to be repelled must be named. Creatures of the desi0nated 6ind or ali0nment feel an overpo%erin0 ur0e to leave the area or to avoid the affected item. ! compulsion forces them to abandon the area or item, shunnin0 it and never %illin0l4 returnin0 to it %hile the spell is in effect. ! creature that ma6es a successful savin0 thro% can sta4 in the area or touch the item but feels uncomfortable doin0 so. This distractin0 discomfort reduces the creature9s <e7terit4 score b4 1 points. Antipathy counters and dispels sympathy. Arcane Material Component: ! lump of alum soa6ed in vine0ar.

!ntiplant Shell
!b&uration Level: <rd 1 Components: -, S, </ Casting Time: 1 standard action Range: 10 ft. Area: 10"ft."radius emanation, centered on 4ou Duration: 10 min.)level <$ Saving Throw: 3one Spell Resistance: 5es The antiplant shell spell creates an invisible, mobile barrier that 6eeps all creatures %ithin the shell protected from attac6s b4 plant creatures or animated plants. !s %ith man4 ab&uration spells, forcin0 the barrier a0ainst creatures that the spell 6eeps at ba4 strains and collapses the field.

!rcane E4e
<ivination Scr4in0$ Level: Sor)*i+ 1 Components: -, S, . Casting Time: 10 minutes Range: Fnlimited Effect: .a0ical sensor Duration: 1 min.)level <$ Saving Throw: 3one Spell Resistance: 3o 5ou create an invisible ma0ical sensor that sends 4ou visual information. 5ou can create the arcane eye at an4 point 4ou can see, but it can then travel outside 4our line of si0ht %ithout hindrance. !n arcane eye travels at ?0 feet per round ?00 feet per minute$ if vie%in0 an area ahead as a human %ould primaril4 loo6in0 at the floor$ or 10 feet per round 100 feet per minute$ if e7aminin0 the ceilin0 and %alls as %ell as the floor ahead. =t sees e7actl4 as 4ou %ould see if 4ou %ere there. The e4e can travel in an4 direction as lon0 as the spell lasts. Solid barriers bloc6 its passa0e, but it can pass throu0h a hole or space as small as 1 inch in diameter. The e4e can9t enter another plane of e7istence, even throu0h a gate or similar ma0ical portal. 5ou must concentrate to use an arcane eye" =f 4ou do not concentrate, the e4e is inert until 4ou a0ain concentrate. Material Component: ! bit of bat fur.

!rcane Loc6
!b&uration Level: Sor)*i+ , Components: -, S, . Casting Time: 1 standard action Range: Touch Target: The door, chest, or portal touched, up to ?0 s@. ft.)level in si+e Duration: Permanent Saving Throw: 3one Spell Resistance: 3o !n arcane lock spell cast upon a door, chest, or portal ma0icall4 loc6s it. 5ou can freel4 pass 4our o%n arcane lock %ithout affectin0 itA other%ise, a door or ob&ect secured %ith this spell can be opened onl4 b4 brea6in0 in or %ith a successful dispel magic or knock spell. !dd 10 to the normal <C to brea6 open a door or portal affected b4 this spell. ! knock spell does not remove an arcane lock$ it onl4 suppresses the effect for 10 minutes.$ Material Component: Gold dust %orth ,> 0p.

!rcane .ar6
Fniversal Level: Sor)*i+ 0 Components: -, S Casting Time: 1 standard action Range: 0 ft. Effect: One personal rune or mar6, all of %hich must fit %ithin 1 s@. ft. Duration: Permanent Saving Throw: 3one Spell Resistance: 3o This spell allo%s 4ou to inscribe 4our personal rune or mar6, %hich can consist of no more than si7 characters. The %ritin0 can be visible or invisible. !n arcane mark spell enables 4ou to etch the rune upon an4 substance %ithout harm to the material upon %hich it is placed. =f an invisible mar6 is made, a detect magic spell causes it to 0lo% and be visible, thou0h not necessaril4 understandable. See in%isibility, true seeing, a gem of seeing, or a robe of eyes li6e%ise allo%s the user to see an invisible arcane mark" ! read magic spell reveals the %ords, if an4. The mar6 cannot be dispelled, but it can be removed b4 the caster or b4 an erase spell. =f an arcane mark is placed on a livin0 bein0, normal %ear 0raduall4 causes the effect to fade in about a month. Arcane mark must be cast on an ob&ect prior to castin0 instant summons on the same ob&ect see that spell description for details$.

!rcane Si0ht
<ivination Level: Sor)*i+ ? Components: -, S Casting Time: 1 standard action Range: Personal Target: 5ou Duration: 1 min.)level <$ This spell ma6es 4our e4es 0lo% blue and allo%s 4ou to see ma0ical auras %ithin 1,0 feet of 4ou. The effect is similar to that of a detect magic spell, but arcane sight does not re@uire concentration and discerns aura location and po%er more @uic6l4. 5ou 6no% the location and po%er of all ma0ical auras %ithin 4our si0ht. !n aura9s po%er depends on a spell9s functionin0 level or an item9s caster level, as noted in the description of the detect magic spell. =f the items or creatures bearin0 the auras are in line of si0ht, 4ou can ma6e Spellcraft s6ill chec6s to determine the school of ma0ic involved in each. .a6e one chec6 per auraA <C 1> 2 spell level, or 1> 2 one"half caster level for a nonspell effect.$ =f 4ou concentrate on a specific creature %ithin 1,0 feet of 4ou as a standard action, 4ou can determine %hether it has an4 spellcastin0 or spell"li6e abilities, %hether these are arcane or divine spell"li6e abilities re0ister as arcane$, and the stren0th of the most po%erful spell or spell"li6e abilit4 the creature currentl4 has available for use. Arcane sight can be made permanent %ith a permanency spell.

!rcane Si0ht, Greater


<ivination

Level: Sor)*i+ ; This spell functions li6e arcane sight, e7cept that 4ou automaticall4 6no% %hich spells or ma0ical effects are active upon an4 individual or ob&ect 4ou see. &reater arcane sight doesn9t let 4ou identif4 ma0ic items. Fnli6e arcane sight, this spell cannot be made permanent %ith a permanency spell.

!stral Pro&ection
3ecromanc4 Level: Clr J, Sor)*i+ J, Travel J Components: -, S, . Casting Time: ?0 minutes Range: Touch Targets: 5ou plus one additional %illin0 creature touched per t%o caster levels Duration: See te7t Saving Throw: 3one Spell Resistance: 5es #4 freein0 4our spirit from 4our ph4sical bod4, this spell allo%s 4ou to pro&ect an astral bod4 onto another plane alto0ether. 5ou can brin0 the astral forms of other %illin0 creatures %ith 4ou, provided that these sub&ects are lin6ed in a circle %ith 4ou at the time of the castin0. These fello% travelers are dependent upon 4ou and must accompan4 4ou at all times. =f somethin0 happens to 4ou durin0 the &ourne4, 4our companions are stranded %herever 4ou left them. 5ou pro&ect 4our astral self onto the !stral Plane, leavin0 4our ph4sical bod4 behind on the .aterial Plane in a state of suspended animation. The spell pro&ects an astral cop4 of 4ou and all 4ou %ear or carr4 onto the !stral Plane. Since the !stral Plane touches upon other planes, 4ou can travel astrall4 to an4 of these other planes as 4ou %ill. To enter one, 4ou leave the !stral Plane, formin0 a ne% ph4sical bod4 and e@uipment$ on the plane of e7istence 4ou have chosen to enter. *hile 4ou are on the !stral Plane, 4our astral bod4 is connected at all times to 4our ph4sical bod4 b4 a silver4 cord. =f the cord is bro6en, 4ou are 6illed, astrall4 and ph4sicall4. Luc6il4, ver4 fe% thin0s can destro4 a silver cord. *hen a second bod4 is formed on a different plane, the incorporeal silver4 cord remains invisibl4 attached to the ne% bod4. =f the second bod4 or the astral form is slain, the cord simpl4 returns to 4our bod4 %here it rests on the .aterial Plane, thereb4 revivin0 it from its state of suspended animation. !lthou0h astral pro&ections are able to function on the !stral Plane, their actions affect onl4 creatures e7istin0 on the !stral PlaneA a ph4sical bod4 must be materiali+ed on other planes. 5ou and 4our companions ma4 travel throu0h the !stral Plane indefinitel4. 5our bodies simpl4 %ait behind in a state of suspended animation until 4ou choose to return 4our spirits to them. The spell lasts until 4ou desire to end it, or until it is terminated b4 some outside means, such as dispel magic cast upon either the ph4sical bod4 or the astral form, the brea6in0 of the silver cord, or the destruction of 4our bod4 bac6 on the .aterial Plane %hich 6ills 4ou$. Material Component: ! &acinth %orth at least 1,000 0p, plus a silver bar %orth > 0p for each person to be affected.

!tonement
!b&uration Level: Clr >, <rd > Components: -, S, ., /, </, KP Casting Time: 1 hour Range: Touch Target: Livin0 creature touched Duration: =nstantaneous Saving Throw: 3one Spell Resistance: 5es This spell removes the burden of evil acts or misdeeds from the sub&ect. The creature see6in0 atonement must be trul4 repentant and desirous of settin0 ri0ht its misdeeds. =f the atonin0 creature committed the evil act un%ittin0l4 or under some form of compulsion, atonement operates normall4 at no cost to 4ou. Bo%ever, in the case of a creature atonin0 for deliberate misdeeds and acts of a 6no%in0 and %illful nature, 4ou must intercede %ith 4our deit4 re@uirin0 4ou to e7pend >00 KP$ in order to e7pun0e the sub&ect9s burden. .an4 casters first assi0n a sub&ect of this sort a @uest see geas'(uest$ or similar penance to determine %hether the creature is trul4 contrite before castin0 the atonement spell on its behalf. Atonement ma4 be cast for one of several purposes, dependin0 on the version selected. )e%erse Magical Alignment Change: =f a creature has had its ali0nment ma0icall4 chan0ed, atonement returns its ali0nment to its ori0inal status at no cost in e7perience points. )estore Class: ! paladin %ho has lost her class features due to committin0 an evil act ma4 have her paladinhood restored to her b4 this spell. )estore Cleric or #ruid Spell *owers: ! cleric or druid %ho has lost the abilit4 to cast spells b4 incurrin0 the an0er of his or

her deit4 ma4 re0ain that abilit4 b4 see6in0 atonement from another cleric of the same deit4 or another druid. =f the trans0ression %as intentional, the castin0 cleric loses >00 KP for his intercession. =f the trans0ression %as unintentional, he does not lose KP. )edemption or +emptation: 5ou ma4 cast this spell upon a creature of an opposin0 ali0nment in order to offer it a chance to chan0e its ali0nment to match 4ours. The prospective sub&ect must be present for the entire castin0 process. Fpon completion of the spell, the sub&ect freel4 chooses %hether it retains its ori0inal ali0nment or ac@uiesces to 4our offer and chan0es to 4our ali0nment. 3o duress, compulsion, or ma0ical influence can force the sub&ect to ta6e advanta0e of the opportunit4 offered if it is un%illin0 to abandon its old ali0nment. This use of the spell does not %or6 on outsiders or an4 creature incapable of chan0in0 its ali0nment naturall4. Thou0h the spell description refers to evil acts, atonement can also be used on an4 creature that has performed acts a0ainst its ali0nment, %hether those acts are evil, 0ood, chaotic, or la%ful. ,ote: 3ormall4, chan0in0 ali0nment is up to the pla4er. This use of atonement simpl4 offers a believable %a4 for a character to chan0e his or her ali0nment drasticall4, suddenl4, and definitivel4. Material Component: #urnin0 incense. Focus: =n addition to 4our hol4 s4mbol or normal divine focus, 4ou need a set of pra4er beads or other pra4er device, such as a pra4er %heel or pra4er boo6$ %orth at least >00 0p. -* Cost: *hen cast for the benefit of a creature %hose 0uilt %as the result of deliberate acts, the cost to 4ou is >00 KP per castin0 see above$.

!u0ur4
<ivination Level: Clr , Components: -, S, ., / Casting Time: 1 minute Range: Personal Target: 5ou Duration: =nstantaneous !n augury can tell 4ou %hether a particular action %ill brin0 0ood or bad results for 4ou in the immediate future. The base chance for receivin0 a meanin0ful repl4 is ;0I 2 1I per caster level, to a ma7imum of J0IA this roll is made secretl4. ! @uestion ma4 be so strai0htfor%ard that a successful result is automatic, or so va0ue as to have no chance of success. =f the augury succeeds, 4ou 0et one of four resultsL M *eal if the action %ill probabl4 brin0 0ood results$. M *oe for bad results$. M *eal and %oe for both$. M 3othin0 for actions that don9t have especiall4 0ood or bad results$. =f the spell fails, 4ou 0et the Dnothin0E result. ! cleric %ho 0ets the Dnothin0E result has no %a4 to tell %hether it %as the conse@uence of a failed or successful augury" The augury can see into the future onl4 about half an hour, so an4thin0 that mi0ht happen after that does not affect the result. Thus, the result mi0ht not ta6e into account the lon0"term conse@uences of a contemplated action. !ll auguries cast b4 the same person about the same topic use the same dice result as the first castin0. Material Component: =ncense %orth at least ,> 0p. Focus: ! set of mar6ed stic6s, bones, or similar to6ens of at least ,> 0p value.

!%a6en
Transmutation Level: <rd > Components: -, S, </, KP Casting Time: ,1 hours Range: Touch Target: !nimal or tree touched Duration: =nstantaneous Saving Throw: *ill ne0ates Spell Resistance: 5es 5ou a%a6en a tree or animal to humanli6e sentience. To succeed, 4ou must ma6e a *ill save <C 10 2 the animal9s current B<, or the B< the tree %ill have once a%a6ened$. The awakened animal or tree is friendl4 to%ard 4ou. 5ou have no special empath4 or connection %ith a creature 4ou a%a6en, althou0h it serves 4ou in specific tas6s or endeavors if 4ou communicate 4our desires to it.

!n awakened tree has characteristics as if it %ere an animated ob&ect, e7cept that it 0ains the plant t4pe and its =ntelli0ence, *isdom, and Charisma scores are each ?d:. !n awakened plant 0ains the abilit4 to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human9s. !n awakened animal 0ets ?d: =ntelli0ence, 21d? Charisma, and 2, B<. =ts t4pe becomes ma0ical beast au0mented animal$. !n a%a6ened animal can9t serve as an animal companion, familiar, or special mount. !n awakened tree or animal can spea6 one lan0ua0e that 4ou 6no%, plus one additional lan0ua0e that 4ou 6no% per point of =ntelli0ence bonus if an4$. -* Cost: ,>0 KP.

#aleful Pol4morph
Transmutation Level: <rd >, Sor)*i+ > Components: -, S Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Target: One creature Duration: Permanent Saving Throw: /ortitude ne0ates, *ill partialA see te7t Spell Resistance: 5es !s polymorph, e7cept that 4ou chan0e the sub&ect into a Small or smaller animal of no more than 1 B<. =f the ne% form %ould prove fatal to the creature the sub&ect 0ets a 21 bonus on the save. =f the spell succeeds, the sub&ect must also ma6e a *ill save. =f this second save fails, the creature loses its e7traordinar4, supernatural, and spell"li6e abilities, loses its abilit4 to cast spells if it had the abilit4$, and 0ains the ali0nment, special abilities, and =ntelli0ence, *isdom, and Charisma scores of its ne% form in place of its o%n. =t still retains its class and level or B<$, as %ell as all benefits derivin0 therefrom such as base attac6 bonus, base save bonuses, and hit points$. =t retains an4 class features other than spellcastin0$ that aren9t e7traordinar4, supernatural, or spell"li6e abilities. =ncorporeal or 0aseous creatures are immune to bein0 polymorphed, and a creature %ith the shapechan0er subt4pe can revert to its natural form as a standard action.

#ane
Enchantment Compulsion$ '/ear, .ind"!ffectin0( Level: Clr 1 Components: -, S, </ Casting Time: 1 standard action Range: >0 ft. Area: !ll enemies %ithin >0 ft. Duration: 1 min.)level Saving Throw:*ill ne0ates Spell Resistance: 5es .ane fills 4our enemies %ith fear and doubt. Each affected creature ta6es a G1 penalt4 on attac6 rolls and a G1 penalt4 on savin0 thro%s a0ainst fear effects. .ane counters and dispels bless.

#anishment
!b&uration Level: Clr :, Sor)*i+ ; Components: -, S, / Casting Time: 1 standard action Range: Close ,> ft. 2 > ft.), levels$ Targets: One or more e7traplanar creatures, no t%o of %hich can be more than ?0 ft. apart Duration: =nstantaneous Saving Throw: *ill ne0ates Spell Resistance: 5es ! banishment spell is a more po%erful version of the dismissal spell. =t enables 4ou to force e7traplanar creatures out of 4our home plane. !s man4 as , Bit <ice of creatures per caster level can be banished. 5ou can improve the spell9s chance of success b4 presentin0 at least one ob&ect or substance that the tar0et hates, fears, or other%ise opposes. /or each such ob&ect or substance, 4ou 0ain a 21 bonus on 4our caster level chec6 to overcome the tar0et9s spell resistance if an4$, the savin0 thro% <C increases b4 ,.

Certain rare items mi0ht %or6 t%ice as %ell as a normal item for the purpose of the bonuses each providin0 a 2, bonus on the caster level chec6 a0ainst spell resistance and increasin0 the save <C b4 1$. Arcane Focus: !n4 item that is distasteful to the sub&ect optional, see above$.

#ar6s6in
Transmutation Level: <rd ,, C0r ,, Plant , Components: -, S, </ Casting Time: 1 standard action Range: Touch Target: Livin0 creature touched Duration: 10 min.)level Saving Throw: 3one Spell Resistance: 5es harmless$ .arkskin tou0hens a creature9s s6in. The effect 0rants a 2, enhancement bonus to the creature9s e7istin0 natural armor bonus. This enhancement bonus increases b4 1 for ever4 three caster levels above ?rd, to a ma7imum of 2> at caster level 1,th. The enhancement bonus provided b4 barkskin stac6s %ith the tar0et9s natural armor bonus, but not %ith other enhancement bonuses to natural armor. ! creature %ithout natural armor has an effective natural armor bonus of 20.

#ear9s Endurance
Transmutation Level: Clr ,, <rd ,, C0r ,, Sor)*i+ , Components: -, S, </ Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min.)level Saving Throw:*ill ne0ates harmless$ Spell Resistance: 5es The affected creature 0ains 0reater vitalit4 and stamina. The spell 0rants the sub&ect a 21 enhancement bonus to Constitution, %hich adds the usual benefits to hit points, /ortitude saves, Constitution chec6s, and so forth. Bit points 0ained b4 a temporar4 increase in Constitution score are not temporar4 hit points. The4 0o a%a4 %hen the sub&ect9s Constitution drops bac6 to normal. The4 are not lost first as temporar4 hit points are.

#ear9s Endurance, .ass


Transmutation Level: Clr :, <rd :, Sor)*i+ : Range: Close ,> ft. 2 > ft.), levels$ Targets: One creature)level, no t%o of %hich can be more than ?0 ft. apart Mass bear /s endurance %or6s li6e bear /s endurance, e7cept that it affects multiple creatures.

#esto% Curse
3ecromanc4 Level: Clr ?, Sor)*i+ 1 Components: -, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: *ill ne0ates Spell Resistance: 5es 5ou place a curse on the sub&ect. Choose one of the follo%in0 three effects. M G: decrease to an abilit4 score minimum 1$. M G1 penalt4 on attac6 rolls, saves, abilit4 chec6s, and s6ill chec6s. M Each turn, the tar0et has a >0I chance to act normall4A other%ise, it ta6es no action. 5ou ma4 also invent 4our o%n curse, but it should be no more po%erful than those described above. The curse besto%ed b4 this spell cannot be dispelled, but it can be removed %ith a break enchantment, limited wish, miracle,

remo%e curse, or wish spell. .estow curse counters remo%e curse.

#indin0
Enchantment Compulsion$ '.ind"!ffectin0( Level: Sor)*i+ 8 Components: -, S, . Casting Time: One minute Range: Close ,> ft. 2 > ft.), levels$ Target: One livin0 creature Duration: See te7t <$ Saving Throw: *ill ne0atesA see te7t Spell Resistance: 5es ! binding spell creates a ma0ical restraint to hold a creature. The tar0et 0ets an initial savin0 thro% onl4 if its Bit <ice e@ual at least one"half 4our caster level. 5ou ma4 have as man4 as si7 assistants help 4ou %ith the spell. /or each assistant %ho casts suggestion, 4our caster level for this castin0 of binding increases b4 1. /or each assistant %ho casts dominate animal, dominate person, or dominate monster, 4our caster level for this castin0 of binding increases b4 a number e@ual to one"third of that assistant9s level, provided that the spell9s tar0et is appropriate for a binding spell. Since the assistants9 spells are cast simpl4 to improve 4our caster level for the purpose of the binding spell, savin0 thro%s and spell resistance a0ainst the assistants9 spells are irrelevant. 5our caster level determines %hether the tar0et 0ets an initial *ill savin0 thro% and ho% lon0 the binding lasts. !ll binding spells are dismissible. Ce0ardless of the version of binding 4ou cast, 4ou can specif4 tri00erin0 conditions that end the spell and release the creature %henever the4 occur. These tri00ers can be as simple or elaborate as 4ou desire, but the condition must be reasonable and have a li6elihood of comin0 to pass. The conditions can be based on a creature9s name, identit4, or ali0nment but other%ise must be based on observable actions or @ualities. =ntan0ibles such as level, class, Bit <ice, or hit points don9t @ualif4. Once the spell is cast, its tri00erin0 conditions cannot be chan0ed. Settin0 a release condition increases the save <C assumin0 a savin0 thro% is allo%ed$ b4 ,. =f 4ou are castin0 an4 of the first three versions of binding those %ith limited durations$, 4ou ma4 cast additional binding spells to prolon0 the effect, since the durations overlap. =f 4ou do so, the tar0et 0ets a savin0 thro% at the end of the first spell9s duration, even if 4our caster level %as hi0h enou0h to disallo% an initial savin0 thro%. =f the creature succeeds on this save, all the binding spells it has received are bro6en. The binding spell has si7 versions. Choose one of the follo%in0 versions %hen 4ou cast the spell. Chaining: The sub&ect is confined b4 restraints that 0enerate an antipathy spell affectin0 all creatures %ho approach the sub&ect, e7cept 4ou. The duration is one 4ear per caster level. The sub&ect of this form of binding is confined to the spot it occupied %hen it received the spell. Slumber: This version causes the sub&ect to become comatose for as lon0 as one 4ear per caster level. The sub&ect does not need to eat or drin6 %hile slumbering, nor does it a0e. This form of binding is more difficult to cast than chaining, ma6in0 it sli0htl4 easier to resist. Ceduce the spell9s save <C b4 1. .ound Slumber: This combination of chaining and slumber lasts for as lon0 as one month per caster level. Ceduce the save <C b4 ,. 0edged *rison: The sub&ect is transported to or other%ise brou0ht %ithin a confined area from %hich it cannot %ander b4 an4 means. The effect is permanent. Ceduce the save <C b4 ?. Metamorphosis: The sub&ect assumes 0aseous form, e7cept for its head or face. =t is held harmless in a &ar or other container, %hich ma4 be transparent if 4ou so choose. The creature remains a%are of its surroundin0s and can spea6, but it cannot leave the container, attac6, or use an4 of its po%ers or abilities. The binding is permanent. The sub&ect does not need to breathe, eat, or drin6 %hile metamorphosed, nor does it a0e. Ceduce the save <C b4 1. Minimus Containment: The sub&ect is shrun6 to a hei0ht of 1 inch or even less and held %ithin some 0em, &ar, or similar ob&ect. The binding is permanent. The sub&ect does not need to breathe, eat, or drin6 %hile contained, nor does it a0e. Ceduce the save <C b4 1. 5ou can9t dispel a binding spell %ith dispel magic or a similar effect, thou0h an antimagic field or Mage/s dis unction affects it normall4. ! bound e7traplanar creature cannot be sent bac6 to its home plane due to dismissal, banishment, or a similar effect. Components: The components for a binding spell var4 accordin0 to the version of the spell, but the4 al%a4s include a continuous chantin0 utterance read from the scroll or spellboo6 pa0e containin0 the spell, somatic 0estures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort for slumber bindin0s$, a bell &ar of the finest cr4stal, and the li6e. =n addition to the speciall4 made props suited to the specific t4pe of binding cost >00 0p$, the spell re@uires opals %orth at

least >00 0p for each B< of the tar0et and a vellum depiction or carved statuette of the sub&ect to be captured.

#lac6 Tentacles
Con&uration Creation$ Level: Sor)*i+ 1 Components: -, S, . Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Area: ,0"ft."radius spread Duration: 1 round)level <$ Saving Throw: 3one Spell Resistance: 3o This spell con&ures a field of rubber4 blac6 tentacles, each 10 feet lon0. These %avin0 members seem to sprin0 forth from the earth, floor, or %hatever surface is underfootHincludin0 %ater. The4 0rasp and ent%ine around creatures that enter the area, holdin0 them fast and crushin0 them %ith 0reat stren0th. Ever4 creature %ithin the area of the spell must ma6e a 0rapple chec6, opposed b4 the 0rapple chec6 of the tentacles. Treat the tentacles attac6in0 a particular tar0et as a Lar0e creature %ith a base attac6 bonus e@ual to 4our caster level and a Stren0th score of 1J. Thus, its 0rapple chec6 modifier is e@ual to 4our caster level 28. The tentacles are immune to all t4pes of dama0e. Once the tentacles 0rapple an opponent, the4 ma4 ma6e a 0rapple chec6 each round on 4our turn to deal 1d:21 points of blud0eonin0 dama0e. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. !n4 creature that enters the area of the spell is immediatel4 attac6ed b4 the tentacles. Even creatures %ho aren9t 0rapplin0 %ith the tentacles ma4 move throu0h the area at onl4 half normal speed. Material Component: ! piece of tentacle from a 0iant octopus or a 0iant s@uid.

#lade #arrier
Evocation '/orce( Level: Clr :, Good :, *ar : Components: -, S Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Effect: *all of %hirlin0 blades up to ,0 ft. lon0) level, or a rin0ed %all of %hirlin0 blades %ith a radius of up to > ft. per t%o levelsA either form ,0 ft. hi0h Duration: 1 min.)level <$ Saving Throw: Cefle7 half or Cefle7 ne0atesA see te7t Spell Resistance: 5es !n immobile, vertical curtain of %hirlin0 blades shaped of pure force sprin0s into e7istence. !n4 creature passin0 throu0h the %all ta6es 1d: points of dama0e per caster level ma7imum 1>d:$, %ith a Cefle7 save for half dama0e. =f 4ou evo6e the barrier so that it appears %here creatures are, each creature ta6es dama0e as if passin0 throu0h the %all. Each such creature can avoid the %all endin0 up on the side of its choice$ and thus ta6e no dama0e b4 ma6in0 a successful Cefle7 save. ! blade barrier provides cover 21 bonus to !C, 2, bonus on Cefle7 saves$ a0ainst attac6s made throu0h it.

#lasphem4
Evocation 'Evil, Sonic( Level: Clr ;, Evil ; Components: Casting Time: 1 standard action Range: 10 ft. Area: 3onevil creatures in a 10"ft."radius spread centered on 4ou Duration: =nstantaneous Saving Throw: 3one or *ill ne0atesA see te7t Spell Resistance: 5es !n4 nonevil creature %ithin the area of a blasphemy spell suffers the follo%in0 ill effects. Effect HD E@ual to caster level <a+ed

Fp to caster level G *ea6ened, da+ed 1 Fp to caster level G Paral4+ed, %ea6ened, da+ed > Fp to caster level G Nilled, paral4+ed, %ea6ened, da+ed 10 The effects are cumulative and concurrent. 3o savin0 thro% is allo%ed a0ainst these effects. #azed: The creature can ta6e no actions for 1 round, thou0h it defends itself normall4. 1eakened: The creature9s Stren0th score decreases b4 ,d: points for ,d1 rounds. *aralyzed: The creature is paral4+ed and helpless for 1d10 minutes. 2illed: Livin0 creatures die. Fndead creatures are destro4ed. /urthermore, if 4ou are on 4our home plane %hen 4ou cast this spell, nonevil e7traplanar creatures %ithin the area are instantl4 banished bac6 to their home planes. Creatures so banished cannot return for at least ,1 hours. This effect ta6es place re0ardless of %hether the creatures hear the blasphemy" The banishment effect allo%s a *ill save at a G1 penalt4$ to ne0ate. Creatures %hose Bit <ice e7ceed 4our caster level are unaffected b4 blasphemy"

#less
Enchantment Compulsion$ '.ind"!ffectin0( Level: Clr 1, Pal 1 Components: -, S, </ Casting Time: 1 standard action Range: >0 ft. Area: The caster and all allies %ithin a >0"ft. burst, centered on the caster Duration: 1 min.)level Saving Throw: 3one Spell Resistance: 5es harmless$ .less fills 4our allies %ith coura0e. Each all4 0ains a 21 morale bonus on attac6 rolls and on savin0 thro%s a0ainst fear effects. .less counters and dispels bane.

#less *ater
Transmutation 'Good( Level: Clr 1, Pal 1 Components: -, S, . Casting Time: 1 minute Range: Touch Target: /las6 of %ater touched Duration: =nstantaneous Saving Throw: *ill ne0ates ob&ect$ Spell Resistance: 5es ob&ect$ This transmutation imbues a flas6 1 pint$ of %ater %ith positive ener04, turnin0 it into hol4 %ater. Material Component: > pounds of po%dered silver %orth ,> 0p$.

#less *eapon
Transmutation Level: Pal 1 Components: -, S Casting Time: 1 standard action Range: Touch Target: *eapon touched Duration: 1 min.)level Saving Throw: 3one Spell Resistance: 3o This transmutation ma6es a %eapon stri6e true a0ainst evil foes. The %eapon is treated as havin0 a 21 enhancement bonus for the purpose of b4passin0 the dama0e reduction of evil creatures or stri6in0 evil incorporeal creatures thou0h the spell doesn9t 0rant an actual enhancement bonus$. The %eapon also becomes 0ood, %hich means it can b4pass the dama0e

reduction of certain creatures. This effect overrides and suppresses an4 other ali0nment the %eapon mi0ht have.$ =ndividual arro%s or bolts can be transmuted, but affected pro&ectile %eapons such as bo%s$ don9t confer the benefit to the pro&ectiles the4 shoot. =n addition, all critical hit rolls a0ainst evil foes are automaticall4 successful, so ever4 threat is a critical hit. This last effect does not appl4 to an4 %eapon that alread4 has a ma0ical effect related to critical hits, such as a 6een %eapon or a vorpal s%ord.

#li0ht
3ecromanc4 Level: <rd 1, Sor)*i+ > Components: -, S, </ Casting Time: 1 standard action Range: Touch Duration: =nstantaneous Saving Throw: /ortitude halfA see te7t Spell Resistance: 5es This spell %ithers a sin0le plant of an4 si+e. !n affected plant creature ta6es 1d: points of dama0e per level ma7imum 1>d:$ and ma4 attempt a /ortitude savin0 thro% for half dama0e. ! plant that isn9t a creature doesn9t receive a save and immediatel4 %ithers and dies. This spell has no effect on the soil or surroundin0 plant life.

#lindness)<eafness
3ecromanc4 Level: #rd ,, Clr ?, Sor)*i+ , Components: Casting Time: 1 standard action Range: .edium 100 ft. 2 10 ft.)level$ Target: One livin0 creature Duration: Permanent <$ Saving Throw: /ortitude ne0ates Spell Resistance: 5es 5ou call upon the po%ers of unlife to render the sub&ect blinded or deafened, as 4ou choose.

#lin6
Transmutation Level: #rd ?, Sor)*i+ ? Components: -, S Casting Time: 1 standard action Range: Personal Target: 5ou Duration: 1 round)level <$ 5ou Dblin6E bac6 and forth bet%een the .aterial Plane and the Ethereal Plane. 5ou loo6 as thou0h 4ou9re %in6in0 in and out of realit4 ver4 @uic6l4 and at random. .linking has several effects, as follo%s. Ph4sical attac6s a0ainst 4ou have a >0I miss chance, and the #lind"/i0ht feat doesn9t help opponents, since 4ou9re ethereal and not merel4 invisible. =f the attac6 is capable of stri6in0 ethereal creatures, the miss chance is onl4 ,0I for concealment$. =f the attac6er can see invisible creatures, the miss chance is also onl4 ,0I. /or an attac6er %ho can both see and stri6e ethereal creatures, there is no miss chance.$ Li6e%ise, 4our o%n attac6s have a ,0I miss chance, since 4ou sometimes 0o ethereal &ust as 4ou are about to stri6e. !n4 individuall4 tar0eted spell has a >0I chance to fail a0ainst 4ou %hile 4ou9re blinking unless 4our attac6er can tar0et invisible, ethereal creatures. 5our o%n spells have a ,0I chance to activate &ust as 4ou 0o ethereal, in %hich case the4 t4picall4 do not affect the .aterial Plane. *hile blinking, 4ou ta6e onl4 half dama0e from area attac6s but full dama0e from those that e7tend onto the Ethereal Plane$. 5ou stri6e as an invisible creature %ith a 2, bonus on attac6 rolls$, den4in0 4our tar0et an4 <e7terit4 bonus to !C. 5ou ta6e onl4 half dama0e from fallin0, since 4ou fall onl4 %hile 4ou are material. *hile blinking, 4ou can step throu0h but not see throu0h$ solid ob&ects. /or each > feet of solid material 4ou %al6 throu0h, there is a >0I chance that 4ou become material. =f this occurs, 4ou are shunted off to the nearest open space and ta6e 1d: points of dama0e per > feet so traveled. 5ou can move at onl4 three"@uarters speed because movement on the Ethereal Plane

is at half speed, and 4ou spend about half 4our time there and half 4our time material.$ Since 4ou spend about half 4our time on the Ethereal Plane, 4ou can see and even attac6 ethereal creatures. 5ou interact %ith ethereal creatures rou0hl4 the same %a4 4ou interact %ith material ones. !n ethereal creature is invisible, incorporeal, and capable of movin0 in an4 direction, even up or do%n. !s an incorporeal creature, 4ou can move throu0h solid ob&ects, includin0 livin0 creatures. !n ethereal creature can see and hear the .aterial Plane, but ever4thin0 loo6s 0ra4 and insubstantial. Si0ht and hearin0 on the .aterial Plane are limited to :0 feet. /orce effects and ab&urations affect 4ou normall4. Their effects e7tend onto the Ethereal Plane from the .aterial Plane, but not vice versa. !n ethereal creature can9t attac6 material creatures, and spells 4ou cast %hile ethereal affect onl4 other ethereal thin0s. Certain material creatures or ob&ects have attac6s or effects that %or6 on the Ethereal Plane. Treat other ethereal creatures and ob&ects as material.

#lur
=llusion Glamer$ Level: #rd ,,Sor)*i+ , Components: Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min.)level <$ Saving Throw: *ill ne0ates harmless$ Spell Resistance: 5es harmless$ The sub&ect9s outline appears blurred, shiftin0 and %averin0. This distortion 0rants the sub&ect concealment ,0I miss chance$. ! see in%isibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the sub&ect i0nore the spell9s effect thou0h fi0htin0 an unseen opponent carries penalties of its o%n$.

#rea6 Enchantment
!b&uration Level: #rd 1, Clr >, Luc6 >, Pal 1, Sor)*i+ > Components: -, S Casting Time: 1 minute Range: Close ,> ft. 2 > ft.), levels$ Targets: Fp to one creature per level, all %ithin ?0 ft. of each other Duration: =nstantaneous Saving Throw: See te7t Spell Resistance: 3o This spell frees victims from enchantments, transmutations, and curses. .reak enchantment can reverse even an instantaneous effect. /or each such effect, 4ou ma6e a caster level chec6 1d,0 2 caster level, ma7imum 21>$ a0ainst a <C of 11 2 caster level of the effect. Success means that the creature is free of the spell, curse, or effect. /or a cursed ma0ic item, the <C is ,>. =f the spell is one that cannot be dispelled b4 dispel magic, break enchantment %or6s onl4 if that spell is >th level or lo%er. =f the effect comes from some permanent ma0ic item break enchantment does not remove the curse from the item, but it does frees the victim from the item9s effects.

#ull9s Stren0th
Transmutation Level: Clr ,, <rd ,, Pal ,, Sor)*i+ ,, Stren0th , Components: -, S, .)</ Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min.)level Saving Throw:*ill ne0ates harmless$ Spell Resistance: 5es harmless$ The sub&ect becomes stron0er. The spell 0rants a 21 enhancement bonus to Stren0th, addin0 the usual benefits to melee attac6 rolls, melee dama0e rolls, and other uses of the Stren0th modifier. Arcane Material Component: ! fe% hairs, or a pinch of dun0, from a bull.

#ull9s Stren0th, .ass


Transmutation Level: Clr :, <rd :, Sor)*i+ : Range: Close ,> ft. 2 > ft.), levels$ Targets: One creature)level, no t%o of %hich can be more than ?0 ft. apart This spell functions li6e bull/s strength, e7cept that it affects multiple creatures.

#urnin0 Bands
Evocation '/ire( Level: /ire 1, Sor)*i+ 1 Components: -, S Casting Time: 1 standard action Range: 1> ft. Area: Cone"shaped burst Duration: =nstantaneous Saving Throw: Cefle7 half Spell Resistance: 5es ! cone of searin0 flame shoots from 4our fin0ertips. !n4 creature in the area of the flames ta6es 1d1 points of fire dama0e per caster level ma7imum >d1$. /lammable materials burn if the flames touch them. ! character can e7tin0uish burnin0 items as a full"round action.

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