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1
about 2 and a half feet wide. The ram can be Focus Component: A box with an assortment of
directed to attack a door or other piece of miniature tools worth 500 gold pieces.
construction upon being created, and can be
assigned to a new target by taking a Direct A Bigby’s Force Sculpture
Spell action (a move-equivalent action). The Evocation [Force]
battering ram makes one attack per round, using Level: Sor/Wiz 4
your base attack with a –1 size penalty (Large Component: V, S, M
size). There is no penalty for lack of proficiency. Casting Time: 1 round
The ram deals 3d6 damage, just as a normal ram, Range: Close (25 ft. + 5 ft./2 levels)
but without requiring any crew. Instead, assume Effect: Visible, shapeable plane of force
the crew has a total Strength modifier equal to Duration: 10 min./level (D)
your caster level (maximum of +20). See the Saving Throw: None
DMG pg. 100 for more information. Spell Resistance: Yes
If the wall strikes a door that is magically shut, This very flexible spell enables you to create a
such as by an arcane lock, you make a dispel visible (though translucent) plane of force that can
check (maximum of +15) against a DC of the be shaped into any form you desire. You could
spell’s caster level +11. Success dispels the spell create a table, ladder, club, bucket, stilts, or cane,
and allows the ram to continue attacking, but a for example. Once an object is formed, it retains
failure on the dispel check results in the Bigby’s its form for the duration of the spell. The object
battering gauntlet being destroyed instead. imitated must be fairly rigid, can have no moving
The ram cannot target anything but construction parts, cannot have a sharp point or edge, and
(such as walls or doors). The ram is effected by cannot possess finely detailed features. A rope,
spells and physical attacks as a Bigby’s bow, sword, chariot, or accurate statue cannot be
interposing hand, including identical AC and hit created with the spell. Objects formed of force in
points. this matter are invulnerable to physical attacks,
Focus Component: A metal rod with a chain mail and react to magic as a wall of force. The object
gauntlet slipped over one end. simulated cannot have any single dimension larger
than one foot per caster level. That is, a 10th level
Bigby’s Construction Crew caster could create a 10 ft. x 10 ft. x 10 ft. object,
Evocation or anything smaller. If the object’s dimension
Level: Sor/Wiz 4 would be measured as a radius, halve the
Component: V, S, F maximum size of the simulated object.
Casting Time: 1 standard action Material Component: A lump of soft clay with
Range: Medium (100 ft. + 10 ft./level) diamond dust (worth 50 gold pieces) mixed into
Effect: One human-sized hand/caster level it.
Duration: 12 hours (D)
Saving Throw: None Bigby’s Fantastic Fencers
Spell Resistance: No Evocation
This spell creates as many pairs of hands as your Level: Sor/Wiz 5
caster level. All of the hands come equipped with Component: V, S, F
a carpentry tool. Each hand has a different Casting Time: 1 standard action
carpentry tool, and they are very adept at working Range: Close (25 ft. + 5 ft./2 levels)
together. You direct the hands to build whatever Effect: One sword-wielding hand/3 caster levels
you desire, and they will work on it throughout Duration: 1 round/level (D)
the duration of the spell. The hands can even be Saving Throw: None
ordered to continue building a partially-completed Spell Resistance: Yes
structure. Each hand is the equivalent to one rank This spell creates one hand for every three levels
in Craft (carpentry), and the hands’ ranks stack (to of the caster, each of which holds a rapier. Each
a maximum of 25 ranks or hands). The hands hand is an expert at the disarm maneuver, and will
react to spells and physical attacks in the same attempt to disarm the caster’s enemies. The hands
manner as the hand created by Bigby’s may be directed verbally, but may only make
interposing hand, except these hands each have an disarm attempts (they may not actually attack an
AC of 21 (+2 size, +9 natural) with hit points opponent). Each hand uses your base attack
equal to your caster level. bonus, modified by your Intelligence or Charisma
2
(for wizards and sorcerers, respectively), and a +2 space, and the target is now considered grappled.
bonus from size. The hands do not provoke an Each round the hands use their one attack to
attack of opportunity for the disarm attempt, but if continue making grapple checks to deal damage.
the disarm is failed the opponent does get to make The victim may escape the grapple as per the rules
his own disarm attempt as normal for that combat in the Player’s Handbook, or the hands can be
maneuver. Should a hand be disarmed, it is attacked directly. The hands react to spells and
immediately dispelled (although other hands physical attacks in the same manner as the hand
created by this spell continue to function created by Bigby’s interposing hand, except these
normally). The hands react to spells and physical hands have an AC of 21 (+2 size, +9 natural) with
attacks in the same manner as the hand created by hit points equal to your own fully healthy total.
Bigby’s interposing hand, except these hands each The hands can benefit from and provide a flanking
have an AC of 21 (+2 size, +9 natural) with hit bonus when assisted by another attacker (if they
points equal to your caster level (maximum of 15 are not already grappling their target).
hit points each). The hands can benefit from and Focus Component: A pair of leather gloves sewn
provide a flanking bonus when assisted by another into a clutching grip around the neck of a bottle.
attacker.
Focus Component: A silver amulet shaped like a Bigby’s Besieging Bolt
mailed gauntlet holding a gem-encrusted sword Evocation [Force]
(total value of the amulet is at least 1,000 gold Level: Sor/Wiz 6
pieces). Component: V, S, M
Casting Time: 1 round
Bigby’s Strangling Grip Range: Long (400 ft. + 40 ft./level)
Evocation Effect: One siege bolt/2 caster levels
Level: Sor/Wiz 5 Duration: Concentration
Component: V, S, F Saving Throw: None
Casting Time: 1 standard action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels) With this spell you are able to fire one magic
Effect: Human-sized pair of hands siege bolt for every two caster levels. The bolts
Duration: 1 round/level (D) appear next to you and fling outward to attack as
Saving Throw: None directed by you. You may launch one bolt each
Spell Resistance: Yes round for as long as you maintain concentration
This spell creates a pair of disembodied hands (although the spell ends once you have launched
that will seek out a creature’s throat and strangle one bolt for every two caster levels). The bolts
the creature with the same effect as an attack with strike their target unerringly, and all damage
a garrote (see S&S pp. 86-87). The pair of hands inflicted is considered force damage. The type of
attack once per round, with a base attack bonus siege missile the bolt mimics depends on your
equal to your caster level (maximum of 20th caster level.
level), +7 for Strength modifier (Strength 25), and
a +2 size bonus. The hands may only make Level Siege Bolt Damage
strangling attacks, but do not provoke attacks of 11th Light catapult 4d6
opportunity for doing so. To begin the garrote 13th Heavy catapult 6d6
attack, the hands make a melee touch attack 15th Trebuchet 8d6
against any target designated by you whose head
and throat are within the range of this spell. See Material Component: A small stone sprinkled
the garrote rules in S&S for special modifiers to with diamond dust (worth 100 gold pieces).
the target’s touch AC. If you miss with the melee
touch attack, the hands may try again next round. Bigby’s Superior Force Sculpture
Once the hands have a hold of the target’s throat, Evocation [Force]
they use their next attack to make a grapple check. Level: Sor/Wiz 6
The hands count as Tiny size for this check As Bigby’s force sculpture, except as noted
(receiving a –8 size modifier). The hands deal 1d8 above, and objects formed from force can be more
+10 (one and one-half times Strength modifier) if complex, composed of large, moving parts, or
the grapple check is successful. The hands are have an edge or points, but still must be fairly
automatically considered to move into the target’s rigid. A wagon, quiver of quarrels, shovel, sword,
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or water wheel could all be simulated, but not a cast is reduced by half. The mount must be able to
mechanical timepiece, crossbow, or spring. Fine at least lift the unaltered weight of the items
details can be worked into an object, although the placed on it before the spell is cast (overloading
caster must make appropriate Craft checks to do the mount by more than this causes the spell to
so. Working fine details into an object cause it to fail).
slowly take shape over a period of 2d4 rounds. New items placed onto the animal do not have
The object simulated cannot have any single their weights reduced without further castings of
dimension larger than five feet per caster level. this spell. An item’s weight is only effectively
Material Component: A lump of soft clay with reduced for the animal, and has no other effects
diamond dust (worth 200 gold pieces) mixed into (such as lighter arrows being harder to fire from
it. the animal’s back). See the Encumbrance rules in
the Player’s Handbook for more information on
Bigby’s Most Excellent Force Sculpture overloading a creature and the effects on speed,
Evocation [Force] Dexterity, and other rules.
Level: Sor/Wiz 8 Material Components: A small lodestone and a
Casting Time: 10 minutes pinch of metal filings.
Duration: 1 hour/level (D)
As Bigby’s force sculpture, except as noted Drawmij’s Light Step
above, and the object formed can be highly Transmutation
complex, containing many moving parts, such as a Level: Sor/Wiz 1
siege machine or a sailing ship. Parts of an object Component: V, S, M
simulated could be as flexible as a rope or the Casting Time: 1 standard action
wood of a bow, also a large net, ballista, or even a Range: Touch
rope bridge (although some of these would Target: Creature touched
assume multiple castings to piece together the Duration: 1 min./level (D)
item). Fine details can be worked into an object, Saving Throw: Will negates (harmless)
although the caster must make appropriate Craft Spell Resistance: Yes (harmless)
checks to do so. Working fine details into an This spell gives a creature a very limited form of
object cause it to slowly take shape over a period levitate. The target creature walks normally over
of 2d4 rounds. The object simulated cannot have almost any surface, but walks so lightly that no
any single dimension larger than ten feet per tracks are left behind. If the creature breaks into a
caster level. charge or run, the spell ends immediately.
Material Component: A lump of soft clay with The creature can also move across a fluid as well
diamond dust (worth 1,000 gold pieces) mixed as a solid surface, but the target’s speed is reduced
into it. to one-half normal speed, as the creature must
step very carefully to avoid sinking through the
liquid. This spell will not enable a creature to
Drawmij’s Spells: walk across turbulent water or ocean waves,
however, since the chaotic motion of the fluid
Drawmij’s Beast of Burden disturbs the levitation field. The target creature is
Transmutation assumed to weigh 1/8 normal weight for purposes
Level: Sor/Wiz 1 of setting off pit traps and other such devices. This
Component: V, S, M spell does not allow the creature to leap higher or
Casting Time: 1 round jump safely from a cliff, only to walk with a
Range: Close (25 ft. + 5 ft./2 levels) lighter step. The target of this spell is also
Target: One animal rendered immune to the Tremorsense special
Duration: 1 hour/level (D) quality for the duration.
Saving Throw: None Material Components: A bit of fur taken from a
Spell Resistance: Yes (harmless) cat’s paw and a duck’s feather.
This spell partially lightens goods placed upon a
single mount or beast of burden. The effective
weight of everything loaded on the target animal, Drawmij’s Adventurer’s Luck
including riders and their gear, when this spell is Transmutation
Level: Sor/Wiz 2
4
Component: V, S, M that requires targets to detect its odor (such as the
Casting Time: 1 round ghast’s Stench ability) then the special ability is
Range: Touch negated for the duration of this spell with a failed
Target: Creature touched saving throw.
Duration: 30 minutes Material Component: A scentless flower.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) Drawmij’s Swift Mount
This spell bestows upon the touched creature Transmutation
incredible luck. For the duration of the spell, the Level: Sor/Wiz 2
recipient of this magic gains a +1 luck bonus/4 Component: V, S, M
caster levels (maximum of +5 bonus) on saving Casting Time: 1 round
throws, ability checks, and skill checks. Range: Touch
Material Components: Ruby dust to be sprinkled Target: Animal or magical beast touched
over the target’s head (worth 50 gold pieces). Duration: 1 hour/level (D)
Saving Throw: None
Drawmij’s Breath of Life Spell Resistance: Yes (harmless)
Transmutation This spell will double all speeds (including
Level: Sor/Wiz 2 flying, swimming, climbing, burrowing, and so
Component: S on) of any animal or magical beast. The increase
Casting Time: 1 free action to speed counts as an enhancement bonus. After
Range: Medium (100 ft. + 10 ft./level) the spell expires, the target is fatigued. If the
Targets: One creature/level target creature is carrying more than a light load
Duration: 1 hour (D) this spell automatically fails.
Saving Throw: Fortitude negates (harmless) Material Components: A hare’s foot and a bit of
Spell Resistance: Yes (harmless) fur from a cheetah.
With the power of this spell, you can endow one
or more creatures with sufficient endurance to Drawmij’s Iron Sack
hold their breath for one full hour. Affected Transmutation
creatures cannot drown or be subjected to the Level: Sor/Wiz 3
effects of inhaled gases or poisons while holding Component: V, S, M
their breath. Casting Time: 1 round
You can cast this spell instantly, quickly enough Range: Touch
to get one last breath should you become Target: Touched cloth storage device
unexpectedly immersed. Casting this spell is a Duration: 1 hour/level (D)
free action, like casting a quickened spell, and it Saving Throw: None
counts towards the normal limit of one quickened Spell Resistance: Yes (harmless, object)
spell per round. You may even cast this spell This spell will provide greater protection for the
when it isn't your turn. contents of one non-magical bag, sack, backpack,
or other mostly-cloth storage device. The affected
Drawmij’s Scent Mask item is protected as if it were lined with inch-thick
Illusion (Glamer) iron, although the item becomes no heavier or less
Level: Sor/Wiz 2 flexible. The storage device gains a hardness of 10
Component: V, S, M and 30 hit points. The device also gains base saves
Casting Time: 1 standard action as if it were a magic item (2 + one-half your caster
Range: Touch level). Anything stored inside the cloth storage
Target: Touched creature weighing no more than device only needs to make saves against area
100 lbs./level effects if the bag itself fails.
Duration: 10 min./level (D) Material Component: A strip of leather with
Saving Throw: Will negates (harmless) chain mail sewn onto one side.
Spell Resistance: Yes (harmless)
This spell will conceal all odors emanating from Drawmij’s Marvelous Shield
a creature for the duration of the spell. The target Abjuration [Force]
cannot be detected by the Scent special quality. If Level: Sor/Wiz 3
cast upon a creature with an extraordinary ability As shield, except for above, and the tower
5
shield-like force disk becomes more of a globe wooden tool box.
that completely envelopes and surrounds you. The
force globe does not interfere with your own Drawmij’s Handy Timepiece
attacks, but does provide a +1 enhancement bonus Evocation
per four caster levels (maximum of +5 at 20th Level: Sor/Wiz 4
level) to the shield bonus normally granted by the Component: V, S, M, F
shield spell. Casting Time: At least 1 round (see text)
Range: Personal
Drawmij’s Tool Box Target: You
Conjuration (Creation) Duration: 48 hours or until discharged
Level: Sor/Wiz 3 You can cast another spell that is timed and
Component: V, S, M warns you shortly before the duration expires. The
Casting Time: 1 round full-round casting time is the minimum casting
Range: Close (25 ft. + 5 ft./2 levels) time of this spell and the spell to be timed
Effect: One tool box (assuming the timed spell has a casting time of 1
Duration: 10 min./level (D) standard action or less). If the casting time of the
Saving Throw: None timed spell is longer, use that casting time instead.
Spell Resistance: No A small golden gong appears in front of you and
This useful spell permits you to temporarily softly chimes a warning exactly one minute before
acquire a number of tools when needed. The spell the timed spell ends. This spell only works with
creates a toolbox anywhere you designate within spells that have a duration of more than five
range. The box is immovable, and appears to be minutes but less than 48 hours.
empty to anyone but the caster. You may remove Material Components: A feather from a
up to ten pounds worth of the following tools migratory bird, a fruit fly, a few grains of sand,
from the box at a time: canvas sheet (1 lb./sq. and a silver pendulum worth 10 gold pieces.
yard), chain (2 lbs./10 ft.), chisel (1 lb.), crowbar Focus Component: A solid gold orb of excellent
(5 lbs.), hacksaw (2 lbs.), hammer (2 lbs.), metal craftsmanship, worth 500 gold pieces.
stakes (1/2 lb.), net (5 lbs./25 sq. ft.), rope (10
lbs./50 ft.), shovel (3 lbs.), or sledge hammer (10 Drawmij’s Instant Exit
lbs.). Other tools appropriate to carpentry could be Conjuration [Teleportation]
inside the box with DM’s permission. Level: Sor/Wiz 4
You may place tools back into the box and Component: V, S, F
remove other tools at any time during the duration Casting Time: 1 standard action
of the spell, so long as no more than 10 lbs. worth Range: Close (25 ft. + 5 ft./2 levels)
of tools are outside the box at any given time. Any Effect: Extradimensional door
tool you are no longer holding melts away into Duration: 1 round
nothingness (and counts as having been returned Saving Throw: None
to the box). You may pull out any number of the Spell Resistance: Yes (harmless)
same tool as long as it is under the weight limit. This spell enables you and a few others to use a
For instance, you could have 5 hammers out of the limited and risky form of teleportation. When this
box at one time, or 20 metal stakes. All items in spell is cast a silver door decorated with tiny
the box constitute masterwork tools, and so grant rubies suddenly appears on a wall or other flat
a +2 circumstance bonus on any Craft checks surface within range of this spell. The caster and
made while using them. as many others as can pass through the door in
Once the toolbox is created the caster is not one round are transported to an extradimensional
required to stay within range of the box. Tools can space by passing through the doorway. Any
be removed and taken outside of the original number of people may fit inside the
range of the spell with no adverse effects. No extradimensional space, although creatures too
matter how far away a tool is, nothing taken from large to pass through the doorway will not be able
the box will last after the duration of the spell. to enter. The doorway is a “normal” size for the
Successfully targeting the toolbox or any item caster. A human-sized caster creates a standard
taken from it with a dispel magic or similar spell doorway, while a giant-sized caster would create a
destroys the toolbox and all tools. very large doorway.
Material Component: A carving of a miniature When the door is closed behind you, all those
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within the extradimensional space are teleported Mordenkainens’s Spells:
to a random location. The door can be closed
before the spell expires, but if left open the door Mordenkainen’s Protection from Avians
automatically closes when the spell duration Abjuration
expires. Dispelling the spell also causes the door Level: Sor/Wiz 1
to slam shut (and thereby activating the Components: V, S, M
teleportation effect). The door disappears after Casting Time: 1 standard action
those inside have been teleported. Range: Touch
The group inside the extradimensional space Target: Creature touched
have no control over where they will be teleported Duration: 10 min./level (D)
to. The DM secretly rolls 2d% and adds your Saving Throw: Will negates (harmless)
caster level. The result is the number of feet Spell Resistance: Yes (harmless)
everyone inside the extradimensional space is A creature protected by this spell receives a +2
teleported. Then roll deviation (using a d8) from insight bonus to his AC, but only against avians.
the Throw Splash Weapons in the PH to For purposes of this spell, an “avian” is defined as
determine a random direction. This spell will not any animal or magical beast with a fly speed and
allow the group to appear inside a solid object. feathers. Hawks (even familiars), ravens, griffons,
Any teleported within such a location will appear giant owls, and many other creatures will trigger
in the next closest open space. The group appears this effect. Note that spell resistance and saving
in the same locations each was occupying inside throws against this spell do not apply to the avian,
the extradimensional space just before the door but to the target being protected. The spell
closed. actually grants the target magical understanding of
Note: Creating an extradimensional space within the attack patterns of such creatures, and helps
or taking an extradimensional space into an him learn to avoid being struck.
existing extradimensional space is hazardous. Material Component: A feather from any bird
Focus Component: A miniature silver door wrapped with a strip of tough leather.
decorated with ruby chips worth 500 gold pieces.
Mordenkainen’s Defense Against
Drawmij’s Flying Carpet Lycanthropes
Transmutation Abjuration
Level: Sor/Wiz 5 Level: Sor/Wiz 3
Component: V, S, M Components: V, S, M
Casting Time: 1 round Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
Target: One object of up to 50 lbs./level Target: Creature touched
Duration: 10 min./level Duration: 10 min./level (D)
Saving Throw: Reflex negates (harmless, object) Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, object) Spell Resistance: Yes (harmless)
This special flying spell is not cast upon a A creature protected by this spell receives a +2
creature but an object. The targeted object gains insight bonus to his AC, but only against creatures
the power to fly at the rate of 180 ft. with perfect with the Shapechanger subtype (not just
maneuverability, under your control. You must lycanthropes). Also, no matter how many times
remain within range of the targeted object at all the protected target is struck during the duration
times, and directing its movement is a move- of this spell by a were-creature, he will not
equivalent action for you. The target object may contract lycanthropy. Lastly, the target receives a
not make double moves, run, charge, or dive. The +2 insight bonus per four caster levels (maximum
object may carry aloft up to 100 lbs./level, not of +10) to all Survival checks made to track a
including its own weight. The target object must shapechanger. Note that spell resistance and
be able to normally support any weight placed saving throws against this spell do not apply to the
upon it. During any round in which you do not Shapechanger, but to the target being protected.
spend a move-equivalent action directing the The spell actually grants the target magical
motions of the target object, the object does not understanding of the attack patterns of such
move but merely hovers in place. creatures, and helps him learn to avoid being
Material Component: A wing feather of a roc.
7
struck. enhancement bonus. Concurrently, you suffer a –4
Material Component: A handful of crushed enhancement penalty on saves against all gaze
moonstone. attacks during the spell’s duration. This spell will
work in combination with any sort of enhanced or
Mordenkainen’s Defense Against Reptiles magical vision, including darkvision, lowlight
Abjuration vision, and spells like see invisibility.
Level: Sor/Wiz 3 Focus Component: A crystal disc with eight eyes
Components: V, S, M inscribed upon it, spaced at 45 degree intervals
Casting Time: 1 standard action around the edge of the disc (valued at 150 gold
Range: Touch pieces). The disc must remain on the target’s
Target: Creature touched person, or the spell’s duration immediately ends.
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless) Mordenkainen’s Protection from Insects
Spell Resistance: Yes (harmless) Abjuration
A creature protected by this spell receives a +2 Level: Sor/Wiz 3
insight bonus to his AC, but only against reptiles Component: V, S, M
or amphibians of the animal or magical beast type. Casting Time: 1 standard action
This includes (but is not limited to): snakes, frogs, Range: Touch
dinosaurs, toads (including familiars), turtles, and Target: Creature touched
many others. Also, the target gains a +1 insight Duration: 10 min./level (D)
bonus per 4 caster levels (maximum of +5) to all Saving Throw: Will negates (harmless)
saves against poisons from creatures on the above Spell Resistance: Yes (harmless)
list. Lastly, the target receives a +2 insight bonus A creature protected by this spell receives a +2
per four caster levels (maximum of +10) to all insight bonus to his AC, but only against vermin.
Survival checks made to track any of the above Also, the target gains a +1 insight bonus per 4
creatures. Note that spell resistance and saving caster levels (maximum of +5) to all saves against
throws against this spell do not apply to the special attacks (including poison) from any type
reptile, but to the target being protected. The spell of vermin. Note that spell resistance and saving
actually grants the target magical understanding of throws against this spell do not apply to the
the attack patterns of such creatures, and helps vermin, but to the target being protected. The spell
him learn to avoid being struck. actually grants the target magical understanding of
Material Components: A bit of snake skin, and a the attack patterns of such creatures, and helps
dried frog’s leg, placed in a pouch of hardened him learn to avoid being struck.
leather. Material Component: An insect trapped in
amber.
Mordenkainen’s Encompassing Vision
Transmutation Mordenkainen’s Electric Arc
Level: Sor/Wiz 3 Evocation [Electricity]
Components: V, S, F Level: Sor/Wiz 4
Casting Time: 1 round Component: V, S, M
Range: Touch Casting Time: 1 standard action
Target: Creature touched Range: Close (25 ft. + 5 ft./2 levels)
Duration: 10 min./level (D) Targets: One primary target, plus one secondary
Saving Throw: Fortitude negates (harmless) target/3 levels (each must be within 30 ft. of the
Spell Resistance: Yes (harmless) primary)
This spell grants a creature a full 360-degree Duration: Instantaneous
field of vision, so the creature can see sides and Saving Throw: Reflex half
rear as well as it sees front. Flanking opponents Spell Resistance: Yes
gain no bonus on their attack rolls instead of +2, This spell causes a bright flash of lightning to
and rogues are denied their sneak attack because erupt from your fingertips and strike one or more
you do not lose your Dexterity bonus (but they opponents. One arc of lightning strikes the
may still sneak attack you if you are caught flat- primary target, and one more arc is evoked for
footed). Your Spot checks gain a +3 enhancement every three caster levels. The primary target is
bonus, and your Search checks gain a +1 dealt 1d6 points of electricity damage per caster
8
level (maximum of 15d6). After the primary bolt a Direct A Spell action once each round).
strikes, lightning arcs to one secondary target for Each round after the first, you can use a Direct A
every three caster levels (maximum of 10 Spell action (a move-equivalent action) to switch
secondary targets). The secondary arcs each deal those being blocked by the two phantoms (a single
half as much damage as the primary (round action changes both phantoms). The force beings
down). All subjects can attempt Reflex saving cannot be damaged by physical attacks, but dispel
throws for half damage. Each arc must be aimed magic, disintegrate, a Sphere of Annihilation, or a
at a different target, and all secondary targets must Rod of Cancellation affects it. The phantoms' AC
be within 30 ft. of the primary target. You can against touch attacks is 13.
choose to affect fewer secondary targets than the If a creature being blocked by the phantoms has
maximum (to avoid allies in the area, for SR, the resistance is checked the first time the
example). creature attempts to strike you. If the SR resists
Material Component: A bit of fur and a glass the spell, that creature is immune to this casting of
rod. the spell. If not, the spell does not need to check
against that creature’s SR for its remaining
Mordenkainen’s Faithful Phantom Shield- duration.
Bearers Focus Component: A pair of tiny crystal shields
Abjuration [Force] tied with silk string to a miniature wooden figure
Level: Sor/Wiz 4 of the caster (valued at 300 gold pieces total).
Components: V, S, F
Casting Time: 1 standard action Mordenkainen’s Protection from Slime
Range: Close (25 ft. + 5 ft./2 levels) Abjuration
Effect: Two shield-bearers Level: Sor/Wiz 4
Duration: 1 round/level (D) Components: V, S, M
Saving Throw: None Casting Time: 1 standard action
Spell Resistance: Yes Range: Touch
This spell causes a pair of shimmering, phantom Target: Creature touched
beings made of force to stay by your side and Duration: 10 min./level (D)
protect you from attackers. Each of the two Saving Throw: Will negates (harmless)
phantom shield bearers can provide protection Spell Resistance: Yes (harmless)
from up to three attackers, granting you a +2 A creature protected by this spell receives a +2
shield bonus against them. If the two phantoms insight bonus to his AC, but only against ooze.
each protect you from the same beings, the shield Also, the target gains a +1 insight bonus per 4
bonuses stack with themselves (but not with other caster levels (maximum of +5) to all saves against
shield bonuses) for a +4 shield bonus to AC. Each special attacks from any type of ooze. Lastly, the
of the phantoms’ shields gain an enhancement protected creature gains acid resistance 20 for the
bonus of +1 per five caster levels, to a maximum duration of the spell, as does his equipment. Note
of +3 enhancement bonus at 15th caster level. that spell resistance and saving throws against this
The shield bonus is not lost even if flat-footed, as spell do not apply to the vermin, but to the target
the phantoms are never caught unaware or being protected. The spell actually grants the
surprised. As a force bonus, the AC boost is not target magical understanding of the attack patterns
lost against incorporeal attacks, and since the of such creatures, and helps him learn to avoid
shields are not in physical contact with you, the being struck.
shield bonus is not lost against touch attacks, Material Components: A bit of food mold
either. pressed between two flat stones, and a pinch of
The phantoms cannot leave the range of the diamond dust (usually worth less than 1 gold
spell, but can be ordered to move about within the piece).
range of the spell as a Direct A Spell action. You
only gain the AC benefit if they are occupying Mordenkainen’s Penultimate Cogitation
your space (being mostly insubstantial this does Transmutation
not interfere with you) or an immediately adjacent Level: Wiz 7
space. The phantoms can provide their shield Component: V, S
bonus to another creature chosen by you (the Casting Time: 1 standard action
person they are defending can also be changed as Range: Personal
9
Target: You within a 10-ft. radius globe. All creatures within
Duration: Instantaneous the area who fail their Reflex save are blinded for
This spell permits you to call to mind one spell 1d4 rounds. Those who make their saving throw
from any of your spellbooks, as long as that managed to look away in time, and are merely
spellbook is within one mile per caster level. The dazzled for the same length of time. This spell is
spell cannot be called from a scroll, or another considered a “Reflex half” type of save for those
wizard’s spellbook. The called spell can be of any with Evasion or Improved Evasion. Creatures
level, up to 6th. The called spell is then treated in outside the area see the flash of light, but are far
all ways as if memorized normally. enough away to not be blinded or dazzled by the
flash. Sightless creatures are not affected by this
spell. Note that this spell will not function within
Nystul’s Spells: the area of a Darkness spell of higher level.
10
Nystul’s Blazing Beam causes the spell to discharge as the dagger releases
Conjuration its positive energy into the undead creature’s
Level: Sor/Wiz 2 body. The dagger slowly melts away if you
Components: V, S release your grip on it, although it does retain its
Casting Time: 1 round form long enough for a single throwing attack. A
Range: Medium (100 ft. + 10 ft./level) creature’s spell resistance must only be overcome
Effect: Ray once. When the creature is first struck by the
Duration: Instantaneous dagger, make a check against the spell resistance.
Saving Throw: Fortitude partial Should this check fail the creature is immune to
Spell Resistance: Yes this casting of Nystul’s crystal dagger.
This spell draws a parcel of energy from the Focus Component: A tiny dagger made from fine
Positive Energy Plane to your hand. At the end of lead crystal (worth 250 gold pieces).
the casting time the spell has built up enough
power to be used, but you must make an Nystul’s Crystal Dirk
immediate Will saving throw (against this spell’s Conjuration (Summoning)
DC) to control it. If you fail the saving throw, the Level: Sor/Wiz 3
beam bursts in front of you, causing you to be Duration: 1 min./level
dazed for one entire round. As Nystul’s crystal dagger, except as above, and
If you succeed at the Will save to control the the dagger has a +1 enhancement bonus to hit and
positive energy, you may fire a ray at any target damage as well as its Bane special quality. Lastly,
within range. A creature is allowed a Fortitude the spell is not discharged when scoring a critical
saving throw, and a successful save results in the hit against undead.
target only being dazed for one round. A failed Focus Component: A tiny dirk made from fine
save causes the target to be stunned for one round, lead crystal (worth 350 gold pieces).
and blinded for 2d4 rounds.
Undead creatures not only do not receive saves, Nystul’s Golden Revelation
but also take damage rather than suffer from the Divination
above effects. An undead creature struck by the Level: Sor/Wiz 3
beam takes 1d6 positive energy damage for every Components: V, S, M
caster level, to a maximum of 5d6 damage. Casting Time: 1 standard action
Nystul’s blazing beam counters Nystul’s Range: 60 ft.
blackmote. Area: Quarter circle emanating from you to the
extreme of the range
Nystul’s Crystal Dagger Duration: Concentration, up to 1 min./level
Conjuration (Summoning) Saving Throw: Will negates (see text)
Level: Sor/Wiz 2 Spell Resistance: Yes
Component: V, S, F With this spell, you can reveal hidden,
Casting Time: 1 standard action concealed, or invisible creatures within the area.
Range: 0 ft. The concealed creature will be surrounded with an
Effect: one crystal dagger easily-visible aura of golden light, shining out in a
Duration: 1 round/level or until discharged 5-ft. radius around the concealed being. The spell
Saving Throw: None could reveal someone using the hide skill, a
Spell Resistance: Yes creature blocked by full cover (if the spell can
This spell summons into your hand a dagger penetrate the barrier providing cover – see below),
composed of material from the quasi-elemental an invisible creature, or even an ethereal creature.
Plane of Mineral, strongly infused with the Any concealed creature within the area of this
essence of the Positive Energy Plane. The dagger spell may make a Will saving throw to prevent
is of masterwork quality, and functions as a Bane being discovered, and if the save is failed the
weapon against undead (although it has no other creature may make a new save each round until
enhancement bonus). Lastly, the weapon can successful. Once a concealed being has made a
score a critical hit against undead, and if it does so successful saving throw against Nystul’s golden
the undead creature acts as if dazed for one round revelation, the golden aura fades and they are
in addition to any damage dealt. Scoring a critical immune to that particular casting of the spell.
hit with the dagger against an undead opponent Spell resistance is only checked once, but failing
11
to overcome spell resistance also makes the The creature travels a number of feet equal to the
creature immune to this casting of the spell. damage dealt. If this places the victim inside a
Note: Each round you can turn to detect things in solid object he appears in the nearest open
a new area. The spell can penetrate barriers, but 1 location. The teleport scrambles the creature in
foot of stone, 1 inch of common metal, a thin transit, and deals an additional 1d6 points of
sheet of lead, or 3 feet of wood or dirt blocks it. damage for every five feet traveled (minimum of
Material Component: A box wrapped with wax 1d6), including additional distance moved to
parchment, containing a glowworm. avoid solid objects.
Material Component: A crystal prism that
Nystul’s Radiant Baton shatters when the spell is cast.
Conjuration (Creation) Focus Component: A set of seven small, silver
Level: Sor/Wiz 3 rods (they can be obtained for as little as 50 gold
Components: V, S, M, F each).
Casting Time: 1 standard action
Range: 0 ft. Nystul’s Blacklight Burst
Effect: One baton Necromancy [Darkness]
Duration: 1 round/level (D) Level: Sor/Wiz 4
Saving Throw: See text Components: V, S, M
Spell Resistance: Yes Casting Time: 1 standard action
When you cast this spell, it forms a slender baton Range: Close (25 ft. + 5 ft./2 levels)
made of energy from the quasi-elemental Plane of Area: 20-ft.-radius burst
Radiance. The baton can be any one of the seven Duration: Instantaneous
colors of the rainbow, as you choose. The colors Saving Throw: Fortitude partial
and their effects coincide with those from the Spell Resistance: Yes
various prismatic spells. This powerful spell brings forth a blast of energy
Color Effect from the Negative Energy Plane for an instant.
Red 1 fire damage/level (maximum You must make a Will save against this spell to
of 10 damage) successfully control the incredible energies.
Orange 1 acid damage/level (maximum Failure indicates that the spell fails, but does stun
of 10 damage) you for one round as the painful backlash rages
Yellow 1 electricity damage/level through your body.
(maximum of 10 damage) If the Will save succeeds, you may target the
Green 1 point of temporary Constitution spell normally. All those in the area suffer 1d4
damage with a failed Fortitude save. points of negative energy damage per 2 caster
Blue 1 point of temporary Dexterity levels (to a maximum of 10d4 damage). Affected
damage with a failed Fortitude save. creatures are also stunned for one round by the
Indigo 1 point of temporary Wisdom extreme pain of negative energy running rampant
damage with a failed Will save. through their bodies. A successful Fortitude save
Violet Randomly teleported on a does not reduce the spell’s damage, but does
critical hit. negate the stunning effect.
The baton counts as a club, including dealing out Since undead are powered by negative energy,
a base of 1d6 damage per strike, plus any this spell cures them of a like amount of damage,
additional effects listed on the chart above. rather than harming them. Also, undead are not
Formed mostly from energy, however, the baton stunned, but instead act as if hasted for one round.
requires only a melee touch attack roll to strike its Note that this spell will not function within the
target. Spell resistance is checked only the first area of a Light spell of higher level.
time a creature is struck by the baton. If you are Nystul’s blacklight burst counters Nystul’s
not in physical contact with the baton at any point lightburst.
in time the spell fades instantly. Material Component: A bit of earth taken from
The violet baton’s special damage only comes the grave of a ghoul or ghast.
into effect on a successful critical hit. As a
teleportation effect, the victim is teleported in a
random direction (use the random deviation charts
on pg. 158 of the PH to help determine direction).
12
Nystul’s Lightburst ranged touch attack each round at any creature
Conjuration [Light] within range. Choose one color from the list
Level: Sor/Wiz 4 below each round. The same color may be used
Components: V, S, M multiple times.
Casting Time: 1 standard action Color Effect
Range: Close (25 ft. + 5 ft./2 levels) Red 1d6 fire damage/level (maximum
Area: 20-ft.-radius burst of 15d6 damage), Fortitude half.
Duration: Instantaneous Orange 1d6 acid damage/level
Saving Throw: Fortitude partial (see text) (maximum of 15d6 damage) , Fortitude half.
Spell Resistance: Yes Yellow 1d6 electricity damage/level
This potent spell summons a burst of energy (maximum of 15d6 damage) , Fortitude half.
from the Positive Energy Plane for an instant. You Green 1d4 points of temporary
must make a Will save against this spell to Constitution damage, Fortitude negates.
successfully control the incredible energies. Blue 1d4 points of temporary
Failure indicates that the spell fails, but does daze Dexterity damage, Fortitude negates.
you for one round as the painful backlash rages Indigo 1d4 points of temporary Wisdom
through your body. damage, Will negates.
All those within the area are automatically Violet Randomly teleported 5 ft./level
blinded for one round. Those who make a (maximum of 75 ft.), Will negates.
successful Fortitude save are only dazzled for ten The violet color is a teleportation effect, and the
minutes in addition to the one round of blindness. victim is teleported in a random direction (use the
Those failing the Fortitude save are blinded for random deviation charts on pg. 158 of the PH to
4d6 rounds, and are dazed for one round. help determine direction). The creature travels 5
Furthermore, anyone facing the area of the spell feet per caster level (maximum of 75 feet). If this
(but not actually within it) must make a successful places the victim inside a solid object he appears
Reflex save or be blinded for 1d6 rounds (the in the nearest open location. The teleport
caster is not subject to this as he can automatically scrambles the creature in transit, and deals 1d6
look away just as he completes the spell). points of damage for every five feet traveled,
Undead within the area take damage rather than including additional distance moved to avoid solid
suffer from the above effects. Undead take 1d6 objects.
points of positive energy damage for every level Material Components: A crystal prism and a
of the caster (to a maximum of 15d6 damage), but small blackboard with a pinhole through the
do receive a Fortitude save for half damage. Note center.
that this spell will not function within the area of a
Darkness spell of higher level.
Nystul’s lightburst counters Nystul’s blacklight Otiluke’s Spells:
burst.
Material Component: A small solid gold orb Otiluke’s Bubbling Buoyancy
(worth 25 gold pieces). Transmutation
Level: Sor/Wiz 1
Nystul’s Radiant Arch Components: V, S, M
Conjuration Casting Time: 1 standard action
Level: Sor/Wiz 5 Range: Medium (100 ft. + 10 ft./level)
Component: V, S, M Target: One object of up to 100 lbs./level
Casting Time: 1 round Duration: 10 min./level
Range: Medium (100 ft. + 10 ft./level) Saving Throw: None
Target: One creature Spell Resistance: No
Duration: Concentration, up to 1 round/level By use of this spell, you can allow normally non-
Saving Throw: See text buoyant objects to float upon a layer of small
Spell Resistance: Yes crystal bubbles filled with air. Up to 100 lbs. per
This spell draws energy from the quasi-elemental caster level can be made to float, including gold,
Plane of Radiance to create a glimmering rainbow lead, stone, or any other object. An object that has
of light that arches between your open hands. The sunk will rise to the surface as long as it remains
rainbow of light may be used to fire off one
13
within range of this spell throughout the duration. Saving Throw: Reflex negates
Objects rise at the rate of 90 feet per round. Spell Resistance: Yes
Material Components: A small cork and a pinch This spell creates a cauldron-shaped container of
of bromine salt. force filled with boiling oil, which appears over
the target’s head. A successful Reflex save allows
Otiluke’s Smoky Sphere the victim to jump clear before the oil is poured.
Conjuration (Creation) A failed save results in the full dose of boiling oil
Level: Sor/Wiz 1 striking the victim, which deals 1d4 points of fire
Components: V, S, M damage per caster level (to a maximum of 10d4
Casting Time: 1 standard action fire damage). Furthermore, the oil slowly
Range: Close (25 ft. + 5 ft./2 levels) evaporates into nothingness over the next full
Effect: One smoke sphere round, but should the victim receive any amount
Duration: 3 rounds (see text) of fire damage before the oil disperses he bursts
Saving Throw: Fortitude negates into flame (see Catching on Fire - DMG pg. 303).
Spell Resistance: Yes The new flames are nonmagical, and must be put
This spell creates a small crystalline sphere filled out in the normal fashion.
with a gray, hazy mass. The sphere appears in Material Components: A few drops of oil and a
your hand, and can be thrown as a grenade-like pinch of sulfur.
weapon at any target within range of the spell (see
PH pg. 158 for rules on random directions). The Otiluke’s Acid Cloud
sphere shatters against whatever it strikes, filling a Conjuration (Creation) [Acid]
10-ft. radius area with harsh, irritating smoke. All Level: Sor/Wiz 3
those who fail a Fortitude save suffer from a fit of Components: V, S, M
coughing, gasping, and choking for 1d4+1 rounds. Casting Time: 1 standard action
The fit of coughing results in a –2 morale penalty Range: Medium (100 ft. + 10 ft./level)
on all attacks, skill checks, and saving throws for Effect: One acid sphere
the duration of the coughing. Any spell with a Duration: 3 rounds (see text)
verbal component requires a Concentration check Saving Throw: Fortitude partial (see text)
to cast successfully (for casting while under the Spell Resistance: Yes
effects of a distracting spell). The smoke cloud This spell creates a small crystalline sphere filled
disperses in one round, although any strong wind with a yellowish-brown mist. The contents
will disperse the cloud instantaneously (although become useless and the sphere itself dissolves into
it still affects those initially within its area). nothingness after three full rounds. During that
The smoke sphere itself does not have to be time, the sphere can be thrown as a grenade-like
thrown immediately. The sphere will last for up to missile (see PH pg. 158 for rules on random
3 full rounds, and you may perform other actions directions) at any target within range of the spell.
(even spellcasting) in the interim. The sphere must The sphere shatters when it contacts anything, and
be thrown within those 3 rounds, however, or the the mist releases to fill the air with a 30-ft.-radius
smoke becomes inert and the sphere melts away cloud of yellowish acid fumes. The cloud persists
into nothingness. If an attacker manages to sunder for one full minute, but any strong winds or rain
the smoke sphere, by dealing it 1 or more points will disperse the cloud within a single round.
of damage, the sphere shatters immediately and The cloud deals out 1d6 points of acid damage
the smoke cloud is centered upon you. per 2 caster levels (maximum of 5d6 acid damage)
Material Components: A charred stick or piece each round to creatures within the area. Those
of charcoal, and a small, hollow glass ball. inside the cloud not only suffer from acid burns,
but also inhale caustic fumes that deal 1 point of
Otiluke’s Boiling Oil Bath temporary Constitution damage (an acid immunity
Conjuration (Creation) [Fire] allows the creature to ignore the Constitution
Level: Sor/Wiz 2 damage as well). A successful Fortitude saving
Components: V, S, M throw halves the acid damage and removes the
Casting Time: 1 standard action Constitution damage entirely, but the saving
Range: Medium (100 ft. + 10 ft./level) throw must be rolled anew each round that
Target: One creature damage is suffered.
Duration: Instantaneous Any exposed objects (generally only worn
14
clothing, items carried in hands, and other items Range: Medium (100 ft. + 10 ft./level)
as determined by the DM) are also subject to the Effect: One steam sphere
acid damage. Any such items may use the saving Duration: 3 rounds (see text)
throw result of the person holding or wearing Saving Throw: Fortitude partial
them. Spell Resistance: Yes
If an attacker manages to sunder the acid sphere, This spell causes a small crystalline sphere filled
by dealing it 1 or more points of damage, the with hot steam to appear in your hand. The steam
sphere shatters immediately and the acid cloud is within the sphere will remain active for 3 rounds,
centered upon you. but after that time the sphere fades away. The
Material Components: A small vial of pure water sphere can be hurled at any target within range as
mixed with a drop of sulfur. a grenade-like weapon (see PH pg. 158 for rules
on grenade-like weapons). When the sphere
Otiluke’s Force Umbrella strikes anything it instantly shatters, releasing a
Abjuration [Force] cloud of steam that will persist for one full
Level: Sor/Wiz 3 minute, but any strong winds or rain will disperse
Components: V, S, M the cloud within a single round.
Casting Time: 1 standard action The steam cloud fills a 30-ft.-radius area with
Range: Personal steaming mist. The steam cloud obscures vision of
Target: You any kind beyond 5 feet, and creatures within 5 feet
Duration: 10 min./level (D) have one-half concealment. The steam cloud deals
This spell, originally created simply to keep the out 1d4 points of fire damage per 2 caster levels
caster dry during rainstorms, creates a shimmering (maximum of 5d4 fire damage) each round to
violet, bowl-shaped dome of force above you. The creatures within the area. A successful Fortitude
dome will follow you wherever you travel, and save halves the fire damage. A creature who fails
always remains above you. The dome shields you its save not only takes full damage from the steam
from all rain, sleet, and snow, but also against cloud, but is incapacitated with the pain of his
attacks from above (such as siege missiles, giant- boiling insides, and is considered dazed for one
hurled boulders, or a breath weapon from a flying round. All creatures within the area must remake
dragon). Otiluke’s force umbrella provides a +10 their Fortitude save each round they remain within
cover bonus to AC and a +4 cover bonus to Reflex the steam cloud. A creature with fire immunity is
saves. Lastly, this spell negates all attempts to use also not dazed by this spell.
Otiluke’s boiling oil bath upon you. If an attacker manages to sunder the steam
The dome of force always remains above you, sphere, by dealing it 1 or more points of damage,
but “above” is a relative term for this spell. The the sphere shatters immediately and the steam
spell interprets “above” to mean the opposite side cloud is centered upon you.
of the ground you are standing upon. In most Material Components: A few drops of pure
situations this will cause the dome of force to water, a pinch of dust, and a bit of sulfur.
appear above your head. In some circumstances,
such as when on an extreme slope, the dome Otiluke’s Electrical Screen
might be more angled behind your back. In such Evocation [Electricity]
unusual situations, the DM will determine exactly Level: Sor/Wiz 5
where the dome is facing. In general, this dome Components: V, S, M
should never provide its cover bonus against a Casting Time: 1 standard action
creature in melee combat with the caster. Range: Close (25 ft. + 5 ft./2 levels)
Material Components: A miniature umbrella Effect: Wall whose area is up to one 10-ft.
made of wood and leather sprinkled with the square/level or a sphere or hemisphere with a
tiniest coating of diamond dust (about 5 gold radius of up to 1 ft./level
pieces worth). Duration: 1 min./level (D)
Saving Throw: Fortitude partial (see text)
Otiluke’s Steaming Sphere Spell Resistance: Yes
Conjuration (Creation) [Fire] This spell creates a shimmering, immobile
Level: Sor/Wiz 4 screen of electrical energy. Any creature or
Components: V, S, M unattended object passing through the screen
Casting Time: 1 standard action suffers a strong shock. The shock deals 1d8 points
15
of electricity damage per caster level (maximum This spell creates a fluctuating screen of energy
of 15d8), and causes the victim a –2 penalty on all drawn from the quasi-elemental Plane of
attack rolls for 1 minute due to numbness. A Radiance. The screen is immobile, and has a color
successful Fortitude save halves the damage and as chosen from the table below. The effect of the
negates the numbness. Any character in metal screen on anyone passing through it is also
armor receives a –4 circumstance penalty to the determined by the color chosen.
saving throw. A creature immune to electricity is Color Effect
also unaffected by the numbness. A disintegrate or Red 1d6 fire damage/level (maximum
successful dispel magic spell removes Otiluke’s of 15d6 damage), Fortitude half.
electrical screen. Orange 1d6 acid damage/level (maximum
Material Components: A bit of fur, a glass rod, of 15d6 damage) , Fortitude half.
and a thin sheet of fine crystal. Yellow 1d6 electricity damage/level
(maximum of 15d6 damage) , Fortitude half.
Otiluke’s Polar Screen Green 1d4 points of temporary
Evocation [Cold] Constitution damage, Fortitude negates.
Level: Sor/Wiz 5 Blue 1d4 points of temporary Dexterity
Components: V, S, M damage, Fortitude negates.
Casting Time: 1 standard action Indigo 1d4 points of temporary Wisdom
Range: Close (25 ft. + 5 ft./2 levels) damage, Will negates.
Effect: Wall whose area is up to one 10-ft. Violet Randomly teleported 5 ft./level
square/level or a sphere or hemisphere with a (maximum of 75 ft.), Will negates.
radius of up to 1 ft./level The violet color is a teleportation effect, and the
Duration: 1 min./level (D) victim is teleported in a random direction (use the
Saving Throw: Fortitude partial (see text) random deviation charts on pg. 158 of the PH to
Spell Resistance: Yes help determine direction). The creature travels 5
This spell creates a misty, bluish-white, feet per caster level (maximum of 75 feet). If this
immobile screen of energy. Any creature passing places the victim inside a solid object he appears
through the screen will be affected as if just in the nearest open location. The teleport
passing through an intense blizzard. The extreme scrambles the creature in transit, and deals 1d6
ice and snow deals 1d8 points of cold damage per points of damage for every five feet traveled,
caster level (maximum of 15d8), and causes the including additional distance moved to avoid solid
victim to be fatigued from exposure until they objects. The distance teleported is always
spend 1 full minute in a warm environment (at measured from the edge of the screen, and never
least 50 degrees Fahrenheit). A successful allows the victim to appear inside a spherical or
Fortitude save halves the damage and negates the hemispherical screen. The victim is instead
fatigue. A creature immune to cold is also teleported to the nearest available location outside
unaffected by the fatigue effect. A disintegrate or the screen, just as if the inside of the screen were
successful dispel magic spell removes Otiluke’s one large, solid object.
polar screen. The screen will effect anything passing through
Material Components: A thin sheet of fine lead it. The caster can change the color of the screen as
crystal, and a few bluish-white quartz crystals. a free action once each round. A disintegrate or
successful dispel magic spell removes Otiluke’s
Otiluke’s Radiant Screen radiant screen.
Evocation Material Components: A crystal prism, and a
Level: Sor/Wiz 5 thin sheet of fine crystal with all colors of the
Components: V, S, M, F rainbow displayed prominently.
Casting Time: 1 standard action Focus Component: A beryl gemstone (valued at
Range: Close (25 ft. + 5 ft./2 levels) 500 gold pieces or more).
Effect: Wall whose area is up to one 10-ft.
square/level or a sphere or hemisphere with a
radius of up to 1 ft./level
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes
16
Otiluke’s Diamond Screen spell are described below:
Evocation Vacuum: The pain caused is due to
Level: Sor/Wiz 6 asphyxiation. Creatures who do not need to breath
Components: V, S, F are unaffected by this screen. Air creatures suffer
Casting Time: 1 standard action one extra damage per die of damage.
Range: Close (25 ft. + 5 ft./2 levels) Salt: The pain is the result of body moisture
Effect: Wall whose area is up to one 10-ft. drawn away from the creature. Creatures without
square/level or a sphere or hemisphere with a body fluids will not be affected (such as
radius of up to 1 ft./level constructs, undead, and some outsiders). Water
Duration: 1 round/level (D) creatures suffer one extra damage per die of
Saving Throw: Fortitude partial damage.
Spell Resistance: Yes Ash: The pain is caused by the sudden loss of
This spell creates an immobile, glittering screen the creature’s body heat. Undead, constructs, and
of energy. All creatures and unattended objects cold-based creatures remain unharmed by the
passing through the screen will be attacked by a screen. Fire creatures suffer one extra damage per
multitude of razor-sharp blades made of die of damage.
diamonds. Those appearing on the other side of Dust: The pain is produced by having part of
the screen are usually covered with hundreds of the creature’s solid body mass dispersed. Any
razor-thin cuts. The screen deals 1d8 points of creatures of a gaseous or liquid nature are the only
slashing damage per caster level (maximum of creatures not harmed by this screen. No creatures
20d8 slashing damage). A successful Fortitude receive additional damage from the screen,
save results in half damage. A disintegrate or however.
successful dispel magic spell removes Otiluke’s A disintegrate or successful dispel magic spell
diamond screen. removes Otiluke’s excruciating screen.
Focus Component: A leather bag filled with a Material Components: A crystal sheet and a
collection of sharp diamond chips valued at a hollow sphere, lump of salt, pinch of ash, or bit of
minimum of 500 gold pieces. dust, depending on the type of screen used.
Tenser’s Brawl
Tenser’s Spells: Transmutation
Level: Sor/Wiz 2
Tenser’s Eye of the Tiger Components: V, S, M
Transmutation Casting Time: 1 standard action
Level: Sor/Wiz 1 Range: Touch
Components: V, S, M Target: Creature touched
Casting Time: 1 standard action Duration: 1 round/level (D)
Range: Touch Saving Throw: Will negates (harmless)
Target: Creature touched Spell Resistance: Yes (harmless)
Duration: 1 min./level (D) This spell grants the recipient greater prowess in
Saving Throw: Will negates (harmless) weaponless combat. The target gains a +2
Spell Resistance: Yes (harmless) competence bonus to all attack rolls when fighting
By using this spell you can endow the target with unarmed, and on all grapple checks and unarmed
the ability to better make out details under trip attempts. Lastly, the target gains the unarmed
conditions of poor or no illumination. In melee, damage of a monk of your caster level (maximum
every time you miss because of concealment, you of 12th level or 2d6 damage). The target is
can reroll your miss chance percentile roll one considered to be armed even when fighting
time to see if you actually hit (see Concealment, unarmed.
Player’s Handbook pg. 152). This ability stacks Material Component: A bit of chest fur from a
with the reroll granted by the Blind-Fight feat, bear or gorilla.
allowing a character under the effects of this spell
who has the feat to reroll his percentile dice for Tenser’s Hunting Hawk
concealment twice per attack. This spell does not Transmutation
stack with itself. Level: Sor/Wiz 2
Material Components: A tiger’s whisker and Components: V, S, M
ground carrot. Casting Time: 1 standard action
Range: Touch
Tenser’s Steady Aim Target: One arrow touched
Transmutation Duration: 1 round/level or until discharged
Level: Sor/Wiz 1 Saving Throw: Reflex negates (harmless, object)
Components: V, S, M Spell Resistance: Yes (harmless, object)
Casting Time: 1 standard action When this spell is cast upon an arrow, the
Range: Touch ammunition gains a special dweomer that changes
Target: Creature touched the arrow into a hunting hawk as the arrow leaves
the bow. The arrow seems to warp and grow,
25
bursting in seconds into a wooden hawk with steel increased by one for the duration of the spell. For
talons. The hunting hawk is only effected by instance, a dagger has a threat range of 19-20/x2,
spells which effect objects. The construct bird but in your hands would use a threat range of 19-
attacks the target it was fired at for the remaining 20/x3. This will stack with any other effect which
duration of the spell. Use the following statistics increases critical multipliers. Secondly, you may
for the hunting hawk: choose to have any single attack you make deal
Hunting Hawk: Tiny construct; HD 1d10; hp maximum damage. Make this decision after
5; Init +0; rolling to hit (even after confirming a critical), but
Spd 10 ft., fly 60 ft. (good); AC 15 (touch 12, before rolling for damage. Choosing to inflict
flat-footed 15); maximum damage with this spell discharges it.
Atk +6 melee (1d8+4 damage); Space/Reach Only melee or thrown weapons are affected by
2-1/2 ft./0 ft.; SA —; this spell, device-propelled weapons (such as
SQ Construct traits, DR 10/adamantine; AL bows and crossbows) and spells (even those
N; SV Fort +0, Ref +0, Will +0; requiring melee or ranged touch attacks) are not
Str 19, Dex 10, Con —, Int —, Wis 11, Cha 1. enhanced in any way.
The hawk’s initial attack is considered a charge Material Component: A full set of tiger claws.
attack (+2 attack bonus, -2 AC penalty) because
of the force with which the hunting hawk leaves Tenser’s Eye of the Eagle
the bow, and it deals double damage on a Transmutation
successful strike. In following rounds, the hunting Level: Sor/Wiz 3
hawk appears to almost defy gravity as it wheels Components: V, S, M
about to make a single attack each round. Should Casting Time: 1 round
the target or the hunting hawk die, the spell is Range: Touch
discharged. Target: Creature touched
If Tenser’s hunting hawk is cast upon a magic Duration: 10 min./level (D)
arrow, the hunting hawk gains the magical Saving Throw: Will negates (harmless)
properties of the arrow. A hawk formed from an Spell Resistance: Yes (harmless)
arrow+2 would gain a +2 enhancement bonus on This spell endows the target with incredible
its attack and damage rolls. A shock arrow would eyesight by actually transforming his eyes to
cause the hunting hawk to deal an additional 1d6 become more like those of an eagle. The recipient
electricity damage on each successful strike. A gains a +8 racial bonus to all Spot checks. The
hunting hawk formed from an arrow of speed is range of the target’s vision is doubled, even those
considered hasted for the duration of its existence. of low-light vision or darkvision. For instance, a
Note that some ammunition properties, such as character with Darkvision 60 ft. would be able to
Distance and Returning, will have no effect upon use his darkvision out to a range of 120 ft. Low-
the hunting hawk. A hunting hawk fired from a light vision would allow the character to see three
magic bow does not gain the bow’s magical times as far as a human in conditions of poor
properties. illumination. Penalties for Spot checks accumulate
When the duration of this spell ends, or the spell for every 20 feet of distance, rather than every 10
is discharged, the arrow targeted by the spell feet.
crumbles away, leaving only a fine trace of dust. This incredible visual acuity greatly benefits
Material Component: A wing feather from any archers and other ranged combatants. All
hawk, falcon, or eagle. projectile weapons wielded by the target of this
spell have their range increment increased by half.
Tenser’s Deadly Strike This stacks with the Far Shot feat (providing a
Transmutation total of double normal range increments on
Level: Sor/Wiz 3 projectile weapons). All ranged attacks made by
Components: V, S, M the target within 30 feet gain a +2 competence
Casting Time: 1 standard action bonus.
Range: Personal Material Components: A few feathers from the
Target: You head of an eagle, and ground carrot.
Duration: 1 round/level or until discharged (D)
This spell improves your martial prowess. The Tenser’s Flaming Blade
critical multiplier of any weapon you wield is Transmutation
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Level: Sor/Wiz 4 Saving Throw: Reflex negates (harmless)
Components: V, S, M Spell Resistance: Yes (harmless)
Casting Time: 1 standard action This unusual spell improves the touched
Range: Close (25 ft. + 5 ft./2 levels) creature’s prowess with the touched melee
Target: One dagger weapon. Tenser’s master of arms literally expands
Duration: 1 round/level (D) upon the target’s current knowledge of combat.
Saving Throw: Reflex negates (harmless, object) The more skillful the target already is with the
Spell Resistance: Yes (harmless, object) weapon, the more benefit he will gain from this
This spell will endow a dagger with the Flaming spell. If the target character is not proficient with
Burst or Icy Burst weapon quality. The Flaming the touched weapon, he gains the appropriate
Burst option also causes the dagger to shed light Weapon Proficiency feat to wield the targeted
as a torch. The Icy Burst option allows the dagger melee weapon. A character who is already
to freeze solid up to one cubic foot of water per proficient with the target weapon instead gains a
round it is in contact with it. The limited +1 competence bonus to attack and damage rolls
quantities of water frozen with this option is with that weapon for every feat he possesses that
usually not enough to trap a living target. specifies the target weapon.
Material Components: A piece of phosphorous For example, you cast this spell and touch your
or quartz (for flame or frost versions, fighter companion and his longsword. As a fighter
respectively). he is already proficient with all martial weapons,
which is the same as having the Martial Weapon
Tenser’s Giant Strength Proficiency feat in every martial weapon. The
Transmutation fighter also has the feats Weapon Focus
Level: Sor/Wiz 4 (longsword), Weapon Specialization (longsword),
Components: V, S, M and Improved Critical (longsword). He would
Casting Time: 1 round therefore gain a +4 competence bonus on all
Range: Touch attack and damage rolls with the touched
Target: Creature touched longsword for the duration of this spell.
Duration: 10 min./level (D) In essence, you gain the +1 bonus for every feat
Saving Throw: Fortitude negates (harmless) you possess which states “You can gain this feat
Spell Resistance: Yes (harmless) multiple times. Its effects do not stack. Each time
This spell empowers the target with superhuman you take the feat, it applies to a new type of
physical strength. The recipient gains a +6 weapon.” Although the feat must specify the
enhancement bonus to Strength for the duration of touched weapon’s type.
the spell. Any weapon wielded by the target Material Component: A feather from a crane.
counts as a weapon of one size category larger for
determining the weapon’s base damage. For Tenser’s Running Warrior
example, a character targeted by this spell who is Transmutation
wielding a longsword would deal 2d6 damage Level: Sor/Wiz 4
with the sword. The actual size of the weapon Components: V, S, M
does not change due to this spell, only the damage Casting Time: 1 standard action
inflicted by weapons wielded by this spell’s Range: Medium (100 ft. + 10 ft./level)
target. Target: One creature
Material Component: A bit of hair from any Duration: 1 round/level
giant or a titan. Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Tenser’s Master of Arms This spell increases the target’s base land speed
Transmutation by 60 feet. (This adjustment is treated as an
Level: Sor/Wiz 4 enhancement bonus.) There is no effect on other
Components: V, S, M modes of movement, such as burrow, climb, fly,
Casting Time: 1 standard action or swim. As with any effect that increases speed,
Range: Touch this spell affects jumping distance as well (see the
Target: One creature touched and one melee Jump skill in the Player’s Handbook, page 77).
weapon touched The spell also imparts upon the target a special
Duration: 1 min./level (D) attack. As a full-round action the target may move
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up to its land speed in a straight line and attack a endows a willing target with a surge of rage and
number of opponents equal to his Dexterity bonus. energy rivaling that of a berserker. Spells of 5th
All those attacked must be within the target’s level and lower with the Fear descriptor will not
reach along his line of movement. He makes one work on the target of this spell. The target gains a
attack roll, adding all appropriate modifiers, and +4 morale bonus to Strength and Constitution, a
compares the result to the AC of each person he single extra attack each round at his highest base
attacked. If any hits are successful, make one attack bonus (not stacking with haste or the Speed
damage roll and add all the appropriate modifiers. weapon quality), and a –4 penalty to AC.
Each successful hit deals the full damage to that While under the effects of this spell the target
creature; do not divide the result of the damage cannot use any Charisma-, Intelligence-, or
roll amongst those attacked. Those attacked in this Dexterity-based skills (except for Balance, Escape
fashion do not get attacks of opportunity against Artist, Intimidate, and Ride), the Concentration
the target, but others who would be entitled to skill, or any abilities that require patience or
attacks of opportunity due to the target’s concentration. Nor can the target cast spells or
movement may take them. activate magic items that require a command
Material Component: A bit of fur taken from a word, a spell trigger (such as a wand), or spell
live wolf. completion (such as a scroll) to function. The
target can use any feat he has except Combat
Tenser’s Staff of Smiting Expertise, item creation feats, and metamagic
Transmutation feats.
Level: Sor/Wiz 4 This spell does carry a risk. The target of this
Components: V, S, M spell must attack those he perceives as foes to the
Casting Time: 1 standard action best of his ability. Should he run out of enemies
Range: Personal before the spell expires, his rampage continues.
Target: You He must then attack the nearest creature
Duration: 1 hour/level or until discharged (determine randomly if several potential foes are
This spell increases the power of your staff when equidistant), and fight that opponent without
wielded in melee combat. Any staff you are regard to friendship, innocence, or health (the
wielding for the duration of the spell gains a +1 victim’s or his own). While there is no initial save
enhancement bonus for every four caster levels against this spell, since the target must be willing
(maximum of +5). The staff may also be used to for the spell to be cast upon him, the target may
make a Smite attack. A Smite attack allows you to make Will saves against this spell’s DC in later
add your Intelligence or Charisma bonus (for rounds to end the spell. The target may attempt a
wizards or sorcerers, respectively) to the attack Will save against this spell once each round
roll, and your caster level to the damage roll throughout the duration (except for the first
(maximum of +20 to damage). You may make round). A single successful Will saves ends the
one Smite attack for every five caster levels spell’s duration immediately. A dispel magic or
(maximum of 4 Smite attacks). Once all of your similar spell will also return the target to his
Smite attacks have been used this spell is natural state.
discharged. Material Component: A bit of fur from a
Material Component: A small iron bar. wolverine or a grizzly bear.
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