New and Converted Spells for Pathfinder 1E

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Class Abbreviations

Adp (adept), Alch (alchemist), Ant (antipaladin), Asn (assassin), Bld (bloodrager), Blk (blackguard), Brd (bard), Clr (cleric), Drd (druid), Inq (inquisitor), Med (Medium), Mes (Mesmerist), Mgs (magus), Occultist (Occ), Pal (paladin), Psy (Psychic), Rgr (ranger), Shm (shaman), Smr (summoner), Sor/Wiz (sorcerer/wizard), Spt (spiritualist), Wtc (witch)


Table: Searchable Spell List

School Filter Options: Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Universal

Spell School Description Level
Army M Conjuration Summons earthen troops that act as unified units and deal automatic damage. Sor/Wiz 9
Battletide Transmutation Weakens enemies while granting bonuses to attacks, saves, speed, and an extra attack. Clr 5, Inq 5, Shm 5
Bombard Evocation Calls down repeated stone impacts that deal damage, knock creatures prone, and create difficult terrain. Sor/Wiz 8
Cling Transmutation Anchors a creature to a surface, preventing movement and granting strong resistance to forced movement. Adp 1, Asn 1, Sor/Wiz 1, Alch 1, Mgs 1, Wtc 1
Continual Faerie Fire Evocation Creates permanent glowing light that outlines creatures and objects within its area. Clr 2, Drd 2, Shm 2
Damage Mirror Abjuration Reflects melee damage in an area burst when struck, harming all nearby creatures. Mgs 3, Sor/Wiz 3, Wtc 3
Death Spider Necromancy Transforms a limb into a parasitic mass that deals damage, sickens, and can damage Constitution. Ant 4, Asn 4, Blk 4, Clr 4, Shm 4, Sor/Wiz 4, Wtc 4
Dread Blast Necromancy Fires a ray of negative energy that damages living creatures and heals undead. Clr 4, Shm 4, Sor/Wiz 4, Wtc 4
Dying Curse Necromancy Curses a creature as you fall, imposing a powerful lasting curse with a penalty to resist. Clr 6, Wtc 6
Fire Eyes Evocation Grants the ability to fire one or two rays of heat each round, dealing scaling fire damage. Clr 3, Inq 3, Sor/Wiz 3
Foothold Transmutation Creates grasping hands that entangle creatures and turn the area into difficult terrain. Drd 3, Sor/Wiz 3, Wtc 3
Guardian Hammer, Lesser Evocation Wards an area with a triggered force hammer that strikes and knocks creatures prone. Clr 2, Inq 2, Sor/Wiz 2
Guardian Hammer Evocation Wards an area with a powerful force hammer that strikes, knocks prone, and can stun targets. Clr 4, Inq 4, Sor/Wiz 4
Ichor Gout Evocation Fires a ray that deals acid damage and sickens the target with poison. Alch 2, Sor/Wiz 2, Wtc 2
Immunity to Adherence Abjuration Grants immunity to webs, adhesive effects, and sticky terrain while allowing movement through them. Alch 2, Drd 2, Rgr 2, Sor/Wiz 2
Ladder Conjuration Creates a force ladder that can serve as a bridge or ramp and supports significant weight. Brd 2, Mgs 2, Sor/Wiz 2, Wtc 2
Lorloveim's Creeping Shadow Illusion Projects a shadow that spreads across terrain, amplifies your voice, and frightens nearby creatures. Ant 4, Sor/Wiz 4, Wtc 4
Metamorphose Liquids Transmutation Transforms one nonmagical liquid into another of equal volume within strict limits. Alc 2, Clr 3, Drd 3, Shm 3, Sor/Wiz 3, Wtc 3
Missile Mastery Transmutation Lets you deflect incoming missiles and redirect physical projectiles at a new target. Mgs 3, Sor/Wiz 3
Mystic Lash Evocation Creates a ranged energy lash that deals damage and can daze targets. Ant 4, Blk 4, Clr 4, Inq 5
Night's Mantle M Abjuration Protects a creature from harmful effects of sunlight and sunlight-based spells. Clr 4, Shm 4
Protection from Lycanthropes Abjuration Creates a barrier that blocks weaker lycanthropes and damages stronger ones that enter. Clr 3, Drd 3, Inq 3, Shm 3, Wtc 3
Protection from Plants Abjuration Creates a barrier that blocks weaker plant creatures and damages stronger ones that enter. Clr 4, Drd 4, Shm 4
Ray of Ondovir Enchantment Forces a target to repeat its previous round’s actions and lowers its defenses. Sor/Wiz 2, Wtc 2
Reverse Missile Abjuration Reflects incoming ranged attacks and rays back at their originators. Sor/Wiz 6
Rockburst Transmutation Causes stone to erupt in shards, dealing damage and creating difficult terrain. Clr 3, Drd 3, Sor/Wiz 3
Safeguarding Abjuration Protects you and allies from the harmful effects of your own area spells. Clr 5, Inq 4, Sor/Wiz 4, Wtc 4
Shandaril's Tracer Divination Marks an object to track its location, detect interaction, and aid in targeting it with magic. Psy 5, Sor/Wiz 5, Wtc 5
Skull of Secrets Illusion Creates a floating skull that delivers a message and unleashes a damaging shadow flame when triggered. Clr 4, Shm 4, Wtc 4
Skyhook Evocation Creates an invisible force hook that supports weight, anchors gear, and blocks movement. Mgs 2, Sor/Wiz 2
Soul Shift M Necromancy Transfers your soul into a corpse, granting a new body with long-term risks and penalties. Sor/Wiz 9, Wtc 9
Speak with Deadite Necromancy Temporarily animates a corpse with a chaotic spirit for cryptic Q&A, risking supernatural disturbances. Clr 4, Sor/Wiz 4, Warpriest 4, Wtc 4
Spelltrap M Abjuration Absorbs targeted spells and stores them for later release, with a damaging overload if exceeded. Sor/Wiz 7
Spellweb Conjuration Creates anchored webs that entangle creatures, hinder movement, and burn away with fire. Clr 2, Drd 2, Shm 2
Spider Bite Necromancy Grants a poisonous bite attack that deals Strength damage and improves poison resistance. Clr 3, Drd 3, Shm 3, Sor/Wiz 3, Wtc 3
Spidereyes Divination Lets you see through a spider's senses while rendering you blind to your own surroundings. Clr 1, Drd 1, Rgr 1, Shm 1, Sor/Wiz 1, Wtc 1
Stone Trap Transmutation Suspends stone that falls when triggered, dealing heavy damage and knocking creatures prone. Clr 4, Drd 4, Sor/Wiz 4
Stonefire Transmutation Ignites stone into burning terrain that damages nearby creatures and weakens structures. Clr 4, Drd 4, Shm 4, Sor/Wiz 4
Stop Transmutation Fixes a creature in place, preventing movement while allowing other actions. Mgs 3, Sor/Wiz 3
Target Transmutation Marks a creature to improve ranged attack accuracy, damage, and range penalties. Mgs 3, Rgr 3, Sor/Wiz 3
Thunderball Evocation Unleashes a burst of lightning or a focused strike that deals damage and deafens targets. Brd 2, Sor/Wiz 2
Undead Battlemight Necromancy Enhances skeletons and zombies with Dexterity, speed, saves, and an extra attack. Clr 3
Ward Enchantment Creates a fear field that frightens low-HD creatures and prevents reentry. Brd 1, Clr 1, Drd 1, Inq 1, Rgr 1, Sor/Wiz 1, Wtc 1
Web of Shadows, Greater Conjuration Creates a floating web of shadow that deals cold damage, slows creatures, hinders movement, inflicts Strength damage, and can flare with fire. Sor/Wiz 9
Web of Shadows, Lesser Conjuration Creates a drifting web that deals cold damage, slows creatures, creates difficult terrain, inflicts Strength damage, and can ignite to deal fire damage. Sor/Wiz 7
Witchweed Evocation Creates a smoke cloud that obscures vision and disrupts spellcasting. Drd 3, Sor/Wiz 3, Wtc 3
Xult's Magical Doom Transmutation Wards an object to polymorph nearby creatures into animals when triggered. Sor/Wiz 5, Wtc 5

Spell Descriptions


Army

School conjuration (summoning) [earth]; Level sorcerer/wizard 9

Components V, S, M (a diamond worth 5,000 gp, crushed)

Casting Time 1 full round

Range long (400 ft. + 40 ft./level)

Area one or more earthen troops (see text)

Duration 1 minute/level

Saving Throw none; Spell Resistance no

Source Converted from Old Empires.

You call forth an army of earthen soldiers that rise from the ground and fight as unified formations.

You summon one earthen troop per 6 caster levels (maximum 3 troops). Each troop must appear within range and occupies a 20-foot-by-20-foot area.

These troops use the troop subtype and act on your initiative. You may direct all troops as a move action.

EARTHEN SOLDIER TROOP

N Huge construct (troop)

AC 24

hp 120

Fort +8, Ref +3, Will +3

Speed 20 ft.

Melee troop (4d6+8 bludgeoning)

Space 20 ft.; Reach 10 ft.

Defensive Abilities construct traits, troop traits

DR 10/magic

Immune mind-affecting effects

SR 20

Troop Traits (Ex) As per the troop subtype. The troop deals automatic damage to creatures in its space or reach and takes 50% more damage from area effects.

Battletide

School transmutation; Level cleric 5, inquisitor 5, shaman 5

Components V, S, DF

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Area you and up to one enemy creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates (harmless for you); Spell Resistance yes

Source Converted from Magic of Faerûn.

You siphon vigor from your enemies, weakening them while empowering yourself.

Affected enemies take a -2 penalty on attack rolls, weapon damage rolls, and saving throws.

As long as at least one affected enemy remains under the effect of battletide, you gain the following benefits:

  • a +2 sacred bonus (if you are good) or profane bonus (if you are evil) on attack rolls and damage rolls
  • a +2 sacred bonus (if you are good) or profane bonus (if you are evil) on saving throws
  • a +10-foot bonus to your speed

If you are neither good nor evil, you choose whether these bonuses are sacred or profane when you cast battletide; this choice cannot be changed for the duration of the spell.

In addition, when making a full attack, you may make one additional attack at your highest base attack bonus. This effect is not cumulative with similar effects that grant additional attacks, such as haste.

If all affected enemies are no longer under the effect of battletide (such as by death, successful saving throw, or dispel), the spell immediately ends.

Bombard

School evocation [earth]; Level sorcerer/wizard 8

Components V, S, M (a piece of meteoric iron)

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius cylinder (40 ft. high)

Duration 1 round/level

Saving Throw Reflex half; Spell Resistance yes

Source Converted from Old Empires.

You call down a relentless barrage of massive stones that crash from above.

When you cast bombard, designate a point within range. Each round at the start of your turn, a rain of massive stones strikes the area.

Creatures in the area take 6d6 points of bludgeoning damage (Reflex half). A creature that fails its save must also succeed at a Reflex save or be knocked prone.

The area is treated as difficult terrain.

As a move action, you may shift the center of the bombard up to 20 feet.

Cling

School transmutation; Level adept 1, assassin 1, sorcerer/wizard 1, alchemist 1, magus 1, witch 1

Components V, S

Casting Time 1 standard action

Range touch

Target creature touched

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes (harmless)

Source Converted from Menzoberranzan boxed set.

The subject gains the ability to adhere to a solid surface with supernatural tenacity. Upon casting the spell, the subject must be in contact with a solid surface; thereafter, it cannot be moved from its space while it remains in contact with that surface.

While under the effect of cling, the subject cannot take move actions to change its position. It is not considered helpless and may act normally otherwise.

The subject gains a +20 circumstance bonus to its CMD against bull rush, drag, reposition, and trip attempts, and against any effect that would forcibly move it. Effects that would move the subject against its will instead move it only if they succeed by 10 or more.

If the subject voluntarily moves from its space for any reason, the cling spell immediately ends.

The subject can end this spell as a free action.

This spell does not reduce or prevent falling damage. If the surface to which the subject is adhered is destroyed or moved, the spell ends.

Continual Faerie Fire

School evocation [light]; Level cleric 2, druid 2, shaman 2

Components V, S, DF

Casting Time 1 standard action

Range touch

Area object touched or 10-ft.-radius area

Duration permanent

Saving Throw none; Spell Resistance no

Source Converted from Drow of the Underdark.

You cause the target to glow with a soft, steady radiance of a color you choose.

This illumination provides light equivalent to normal illumination in its area. The light is not as bright as sunlight and does not harm creatures sensitive to sunlight.

Creatures and objects within the illuminated area are limned in faint light. Creatures leaving the area retain this outline until the end of their next turn.

This spell is often used decoratively, allowing intricate patterns, murals, or markings of glowing light to be created across surfaces, so long as the illuminated area remains continuous.

The effect can be dispelled by dispel magic.

Damage Mirror

School abjuration; Level magus 3, sorcerer/wizard 3, witch 3

Components V, S, M (crushed glass from a broken mirror)

Casting Time 1 standard action

Range personal

Area you

Duration 1 minute/level or until discharged

Saving Throw Reflex half; Spell Resistance yes

Source Converted from Old Empires.

You surround yourself with a fragile field of reflective force that lashes out when you are struck.

The first time during the damage mirror spell's duration that you take damage from a melee attack, the spell is triggered and ends.

When triggered, all creatures within 10 feet of you, including yourself, take force damage equal to the damage dealt by the triggering attack (maximum 10 points of damage per caster level). A successful Reflex save halves this damage.

This effect originates from you and affects all creatures in the area indiscriminately.

Death Spider

School necromancy; Level antipaladin 4, assassin 4, blackguard 4, cleric 4, shaman 4, sorcerer/wizard 4, witch 4

Components V, S, M (a live spider, a drop of digestive fluid, and a tooth)

Casting Time 1 standard action

Range touch

Target one living creature

Duration 1 round/level

Saving Throw Fortitude negates; see text; Spell Resistance yes

Source Converted from Drow of the Underdark.

You transform one of the target's limbs into a writhing, spider-like mass that gnaws at its host.

On a failed save, the target takes 1d6 points of damage at the start of each of its turns and is sickened. In addition, the affected limb becomes impaired, imposing a -2 penalty on attack rolls, skill checks, and Strength- and Dexterity-based ability checks.

At the end of each of its turns, the target may attempt a new Fortitude save. Success ends the death spider spell.

If the target fails two consecutive saving throws against death spider, the parasitic mass burrows deeper, dealing 1d4 points of Constitution damage. This damage is in addition to the spell's normal effects, which continue unchanged. This effect can occur only once.

This spell is a curse effect. Effects such as remove curse or break enchantment end death spider immediately.

Dread Blast

School necromancy; Level cleric 4, shaman 4, sorcerer/wizard 4, witch 4

Components V, S

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area one ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

Source Converted from Lords of Darkness.

You fire a black ray of negative energy at a single target.

You must succeed at a ranged touch attack to strike your target. A living creature struck by the ray takes 3d8 points of negative energy damage +1 point per caster level (maximum +20).

Undead creatures struck by dread blast are instead healed of this amount.

This spell has no effect on constructs or objects.

Dying Curse

School necromancy [curse]; Level cleric 6, witch 6

Components V, S

Casting Time 1 immediate action (see text)

Range long (400 ft. + 40 ft./level)

Area one creature

Duration permanent

Saving Throw Will negates (–4 penalty); Spell Resistance yes

Source Converted from Old Empires.

You call down a terrible curse upon one who brings about your downfall.

You may cast dying curse as an immediate action when you are reduced to 0 or fewer hit points or slain by a creature within range, even if you would be killed outright. The target must be the creature directly responsible for your condition.

This spell functions as major curse except that the saving throw is made at a -4 penalty.

Fire Eyes

School evocation [fire]; Level cleric 3, inquisitor 3, sorcerer/wizard 3

Components V, S, DF

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area one or two rays

Duration 1 round/level

Saving Throw none; Spell Resistance yes

Source Converted from Dwarves Deep.

Your eyes glow with intense heat, allowing you to project searing beams of fire.

As a standard action each round, you may fire one or two rays, each requiring a ranged touch attack. You may target the same or different creatures with these rays.

Each ray deals 2d6 points of fire damage +1 point per caster level (maximum +10).

A creature struck by a ray that is wearing metal armor or carrying metal equipment takes an additional 1d6 points of fire damage as the heated metal burns them.

Using this ability does not prevent you from taking other actions, but firing the rays requires a standard action each round.

Foothold

School transmutation [earth]; Level druid 3, sorcerer/wizard 3, witch 3

Components V, S, M (a vulture's claw)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 minute/level (D)

Saving Throw Reflex negates; Spell Resistance no

Source Converted from Old Empires.

You cause stony hands to erupt from the ground, grasping at creatures within the area.

The area becomes difficult terrain. Creatures in the area when the foothold spell is cast must succeed at a Reflex save or become entangled.

A creature that is entangled by foothold cannot move from its square but can otherwise act normally. An entangled creature can break free as a move action with a successful Strength check or Escape Artist check against your spell save DC. Once free, the creature can move normally but treats the area as difficult terrain.

Creatures that enter the area after the foothold spell is cast must succeed at a Reflex save or become entangled. A creature that succeeds at its save can move through the area as difficult terrain.

Airborne creatures are unaffected.

Guardian Hammer, Lesser

School evocation [force]; Level cleric 2, inquisitor 2, sorcerer/wizard 2

Components V, S, DF, M (a drop of sweat, spittle, or a tear from the caster, a strand of hair from any creature, and a pebble or lump of ice)

Casting Time 1 minute

Range touch

Area one object, doorway, or 5-ft. square

Duration permanent until discharged

Saving Throw Reflex partial; Spell Resistance yes

Source Converted from Dwarves Deep.

You ward an area with an invisible field of force that lashes out when disturbed.

When casting lesser guardian hammer, you set the conditions that trigger the effect. These conditions function as those for glyph of warding.

Typically, any creature entering the warded area or interacting with the warded object without speaking a designated password triggers the effect. You may also set the trigger based on physical characteristics (such as height or weight), creature type or subtype, alignment, or whether a creature is a follower of your deity. The trigger cannot be based on class, Hit Dice, or level. The ward responds to invisible creatures normally but is not triggered by creatures traveling ethereally.

When the spell is triggered, a hammer-shaped force effect appears and strikes one creature within the area (chosen randomly if multiple creatures are present).

The hammer makes a melee touch attack using your caster level + your casting ability modifier as its attack bonus. On a hit, it deals 2d12 points of force damage, and the target must succeed at a Reflex save or be knocked prone.

Once triggered, the spell ends.

Guardian Hammer

School evocation [force]; Level cleric 4, inquisitor 4, sorcerer/wizard 4

Components V, S, DF, M (a drop of sweat, spittle, or a tear from the caster, a strand of hair from a dwarven stonemason, and a pebble or lump of ice)

Casting Time 10 minutes

Range touch

Area one object, doorway, or 5-ft. square

Duration permanent until discharged

Saving Throw Reflex partial; Spell Resistance yes

Source Converted from Dwarves Deep.

You ward an area with a powerful invisible field of force that lashes out when disturbed.

When casting guardian hammer, you set the conditions that trigger the effect. These conditions function as those for glyph of warding.

Typically, any creature entering the warded area or interacting with the warded object without speaking a designated password triggers the effect. You may also set the trigger based on physical characteristics (such as height or weight), creature type or subtype, alignment, or whether a creature is a follower of your deity. The trigger cannot be based on class, Hit Dice, or level. The ward responds to invisible creatures normally but is not triggered by creatures traveling ethereally.

When the spell is triggered, a hammer-shaped force effect appears and strikes one creature within the area (chosen randomly if multiple creatures are present).

The hammer makes a melee touch attack using your caster level + your casting ability modifier as its attack bonus.

On a hit, it deals 4d12 points of force damage, and the target must succeed at a Reflex save or be knocked prone. If the target fails this save, it is also stunned for 1 round.

Once triggered, the spell ends.

Ichor Gout

School evocation; Level alchemist 2, sorcerer/wizard 2, witch 2

Components V, S, M (a small amount of poison and a spark or flame)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Area one ray

Duration instantaneous; see text

Saving Throw none; Spell Resistance yes

Source Converted from Menzoberranzan boxed set (original name venom bolt).

You expel a stream of caustic, black ichor that streaks toward your target.

You must succeed at a ranged touch attack to hit the target. The ichor deals 4d4 points of acid damage.

In addition, the corrosive fluid sickens the target for 1 round (Fortitude negates the sickened condition). This is a poison effect.

This spell has no effect on objects or creatures without a discernible anatomy.

Immunity to Adherence

School abjuration; Level alchemist 2, druid 2, ranger 2, sorcerer/wizard 2

Components V, S, M/DF (a windborne seed and a drop of liquid)

Casting Time 1 standard action

Range touch

Area creature touched

Duration 10 minutes/level

Saving Throw none; Spell Resistance yes (harmless)

Source Converted from Menzoberranzan boxed set.

The subject becomes resistant to substances and effects that impede movement through adhesion or stickiness.

The subject is immune to the effects of webs (including those created by web), adhesive or glue-like substances (such as tanglefoot bags or similar effects), and natural or supernatural abilities that rely on adhesion to hold or entangle a creature. Such effects automatically fail to hold or entangle the subject, though they may still affect the area normally.

This spell also allows the subject to move through naturally adhesive or semi-solid impediments (such as thick mud, quicksand, or similar terrain) without becoming stuck or slowed, though such terrain may still count as difficult terrain.

This spell does not allow the subject to automatically escape grapples, restraints, or bindings that do not rely on adhesion, nor does it protect against paralysis, petrification, or other effects that restrict movement by means other than adhesion.

Ladder

School conjuration (creation) [force]; Level bard 2, magus 2, sorcerer/wizard 2, witch 2

Components V, S, M (a knot of wood)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Area ladder of force

Duration 1 minute/level

Saving Throw none; Spell Resistance no

Source Converted from Old Empires.

You create a rigid ladder of magical force anchored between two points within range.

The ladder is 1 foot wide and up to 10 feet long per caster level (maximum 60 feet). It must be anchored to at least one solid surface, but may extend outward into open space.

The ladder can be oriented vertically, horizontally, or at any angle, allowing it to function as a ladder, ramp, or narrow bridge.

Creatures climbing the ladder gain a +10 circumstance bonus on Climb checks. The ladder can support up to 300 pounds per caster level.

The ladder is made of force and is immune to damage from nonmagical attacks. It can be destroyed by effects that damage force effects or by disintegrate.

Lorloveim's Creeping Shadow

School illusion (shadow); Level antipaladin 4, sorcerer/wizard 4, witch 4

Components V, S

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Area shadow projection (see text)

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes

Source Converted from AD&D 2nd Edition Tome of Magic.

Your shadow stretches and swells into a vast, terrifying projection, looming across terrain and surfaces at great distances.

The shadow extends from your position and may spread across the ground, walls, and other surfaces within range. It may grow to a height of up to 100 feet per caster level (maximum 1,000 feet), climbing mountainsides, stretching across structures, and looming over vast areas. The shadow remains anchored to your position and moves as you move.

The shadow can be seen at any distance where it would be visible given lighting conditions and line of sight.

Your voice issues from the shadow, booming and echoing unnaturally. It can be clearly heard at a distance of up to 1 mile, and over ambient noise such as battle, wind, or marching creatures. Creatures perceiving the shadow do not automatically know your true location.

Creatures within 30 feet of you that can see the shadow must succeed at a Will save or become shaken for as long as they remain within the area and for 1 round thereafter. A creature that succeeds at its save is immune to this effect for 24 hours.

Metamorphose Liquids

School transmutation; Level alchemist 2, cleric 3, druid 3, shaman 3, sorcerer/wizard 3, witch 3

Components V, S, M/DF (a drop of the desired liquid, which the caster consumes)

Casting Time 1 standard action

Range touch

Area one nonmagical liquid

Duration permanent

Saving Throw Will negates (object); Spell Resistance no

Source Converted from AD&D 2nd Edition Tome of Magic.

You transmute one nonmagical liquid into an equal volume of another nonmagical liquid of your choice.

You must touch the liquid itself (not merely its container). The volume affected is up to 1 cubic foot per caster level.

This spell affects only unattended, nonliving liquids and has no effect on liquids within creatures or on creatures composed of liquid.

The resulting liquid must be a common, naturally occurring, nonmagical substance (such as water, saltwater, wine, vinegar, or lamp oil). This spell cannot create rare, refined, or valuable liquids, nor can it create alchemical substances, poisons, or magical liquids.

Missile Mastery

School transmutation; Level magus 3, sorcerer/wizard 3

Components V, S

Casting Time 1 standard action

Range personal

Area you

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance no

Source Converted from The Magister.

You gain the ability to seize control of missiles in flight.

Once per round, when you would be hit by a ranged weapon attack or targeted by a projectile (such as an arrow, bolt, thrown weapon, or similar physical missile), you can attempt to deflect it as an immediate action. Make a caster level check (1d20 + your caster level) against a DC equal to the attack roll. If you succeed, the attack is negated.

If you successfully negate a physical missile, you may immediately redirect it at a target within range. Resolve this as a ranged attack using your base attack bonus + your spellcasting ability modifier. The missile deals its normal damage.

You cannot redirect more than one missile per round.

This spell has no effect on siege weapons or unusually massive projectiles.

If you target a magic missile with this ability, you negate one missile (chosen randomly if multiple are present), but cannot redirect it.

Mystic Lash

School evocation; Level antipaladin 4, blackguard 4, cleric 4, warpriest 4, inquisitor 5

Components V, S, DF

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area one energy lash

Duration 1 round/level (D)

Saving Throw Fortitude partial; Spell Resistance yes

Source Converted from Lords of Darkness.

You create a whip of crackling red energy that lashes out at your foes.

The mystic lash functions as spiritual weapon, except as noted here. The lash makes ranged touch attacks, using your base attack bonus + your spellcasting ability modifier. It deals 1d8 points of electricity damage +1 point per two caster levels (maximum +5).

A creature struck by the mystic lash must succeed at a Fortitude save or be dazed for 1 round. A creature that succeeds at its save is immune to this effect from the same casting of mystic lash for 24 hours.

The mystic lash is treated as a whip for the purpose of reach and can strike targets up to 15 feet away, but it does not threaten squares.

Night's Mantle

School abjuration; Level cleric 4, shaman 4

Components V, S, M (powdered ruby worth 1,000 gp)

Casting Time 1 standard action

Range touch

Area creature touched

Duration 10 minutes/level (D)

Saving Throw none; Spell Resistance no

Source Converted from Lords of Darkness.

You shroud the target in an invisible mantle that shields it from the harmful effects of sunlight.

The subject takes no damage, penalties, or harmful effects from natural sunlight or effects that specifically mimic or replicate sunlight, such as sunbeam or sunburst. Creatures that are normally harmed or destroyed by sunlight (such as vampires) can function normally while under this spell.

This spell does not remove or suppress any aversion the target may have to sunlight, nor does it protect against effects that do not rely on sunlight, even if they produce light.

night's mantle can be dispelled normally. Effects that create or manipulate sunlight interact with this spell as appropriate to their descriptions.

Protection from Lycanthropes

School abjuration; Level cleric 3, druid 3, inquisitor 3, shaman 3, witch 3

Components V, S, M/DF (crushed wolfsbane)

Casting Time 1 standard action

Range 10 ft.

Area 10-ft.-radius emanation centered on you

Duration 10 minutes/level (D)

Saving Throw Will negates; Spell Resistance yes

Source Converted from Dreams of the Red Wizards.

An invisible barrier holds back a specific type of lycanthrope, chosen at the time of casting (such as werewolves, wererats, or wereboars).

Lycanthropes of the chosen type with Hit Dice less than one-third your caster level cannot penetrate the barrier.

Lycanthropes of the chosen type with Hit Dice equal to or greater than one-third your caster level can attempt a Will save to enter the area. Even if they succeed, crossing the barrier deals 2d6 points of damage to the creature. Remaining within the barrier is uncomfortable, discouraging prolonged contact.

Lycanthropes already within the area when the spell is cast are unaffected unless they leave and attempt to reenter.

Protection from Plants

School abjuration; Level cleric 4, druid 4, shaman 4

Components V, S, M/DF (ash from burned plant matter)

Casting Time 1 standard action

Range 10 ft.

Area 10-ft.-radius emanation centered on you

Duration 10 minutes/level (D)

Saving Throw none or Will negates; Spell Resistance yes

Source Converted from Dreams of the Red Wizards.

An invisible barrier holds back plant creatures.

Plant creatures with Hit Dice less than one-third your caster level cannot penetrate the barrier.

Plant creatures with Hit Dice equal to or greater than one-third your caster level can attempt a Will save to enter the area. Even if they succeed, crossing the barrier deals 2d6 points of damage to the creature. Plant creatures that remain within the barrier experience discomfort, discouraging further contact.

Protection from Undead

School abjuration; Level cleric 3, inquisitor 3, shaman 3, witch 3

Components V, S, DF (dust taken from a tomb associated with the chosen undead type)

Casting Time 1 round

Range touch

Area 10-ft.-radius emanation centered on you

Duration 10 minutes/level (D)

Saving Throw Will negates; Spell Resistance yes

Source Converted from Dreams of the Red Wizards.

An invisible barrier holds back a specific type or subtype of undead, chosen at the time of casting (such as skeletons, zombies, vampires, or wraith).

Undead of the chosen type with Hit Dice less than one-third your caster level cannot penetrate the barrier.

Undead of the chosen type with Hit Dice equal to or greater than one-third your caster level can attempt a Will save to enter the area. Even if they succeed, crossing the barrier deals 2d6 points of damage to the creature. Remaining within the barrier is uncomfortable, discouraging prolonged contact.

Undead already within the area when the spell is cast are unaffected unless they leave and attempt to reenter.

This spell protects against physical contact from the chosen undead but does not prevent their supernatural or spell-like abilities from affecting creatures within the area.

Ray of Ondovir

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 2, witch 2

Components V, S

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration 1 round

Saving Throw Will negates; Spell Resistance yes

Source Converted from The Magister.

You fire a ray of shimmering light that disrupts the target's sense of time.

You must succeed at a ranged touch attack to strike the target. A creature struck by the ray must succeed at a Will save or be forced to repeat its previous round's actions to the best of its ability.

On its next turn, the affected creature must attempt to take the same general actions it took on its previous turn, including movement, attacks, and other activities. The creature is not required to follow the exact same path or target the same creatures, but it must behave in a similar manner if able.

If the creature cannot reasonably repeat an action (such as casting a spell it no longer has available), that portion of its turn is wasted.

During this time, the creature takes a -2 penalty to AC and Reflex saves, as its movements are predictable and unfocused.

At the end of its turn, the effect ends.

Reverse Missile

School abjuration; Level sorcerer/wizard 6

Components V, S

Casting Time 1 standard action

Range personal

Area you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

Source Converted from Old Empires.

You surround yourself with a field of warped force that bends incoming missiles back toward their source.

The spell affects ranged weapon attacks, rays, and targeted spell effects that require an attack roll (such as magic missile and acid arrow).

Each time you would be hit by such an attack, the attack is negated and reflected back at its originator, using the original attack roll against the attacker's AC.

The reverse missile spell can reflect a total number of attacks equal to your caster level (maximum 15). Once this limit is reached, the spell ends.

Reflected attacks deal normal damage.

Area effects (such as fireball) and effects that do not require attack rolls are unaffected.

Rockburst

School transmutation [earth]; Level cleric 3, druid 3, sorcerer/wizard 3

Components V, S

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst (centered on a rock or stone surface)

Duration instantaneous

Saving Throw Reflex half; Spell Resistance no

Source Converted from Dwarves Deep.

You cause jagged shards of stone to violently burst outward from a rock or stone surface. The spell must target a stone surface or loose rock of at least a 5-foot cube in size.

Creatures within the area take 1d6 points of piercing and bludgeoning damage per caster level (maximum 10d6). Creatures within 5 feet of the origin point take an additional 2d6 points of damage. The area becomes difficult terrain until cleared.

The originating stone is not damaged; the rockburst spell draws forth and expels fragments without compromising the structure itself.

Safeguarding

School abjuration; Level cleric 5, inquisitor 4, sorcerer/wizard 4, witch 4

Components V, S, M/DF (a fragment of preserved skin from a creature with spell resistance)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Area you and one creature/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Source Converted from AD&D 2nd Edition Tome of Magic.

You ward yourself and your allies against the destructive effects of your own magic.

When you cast an area spell that deals hit point damage or imposes harmful effects, creatures affected by safeguarding are treated as though they were outside the area of that spell. They take no damage and suffer no harmful effects from your spells.

This protection applies only to spells you cast and does not protect against spells cast by other creatures, even if they are allies.

If a protected creature is the point of origin of one of your area spells, it is still unaffected by the spell.

This spell does not alter the area, shape, or targeting of your spells, only their effects on protected creatures.

Shandaril's Tracer

School divination; Level psychic 5, sorcerer/wizard 5, witch 5

Components V, S, M (a sliver of lodestone and a drop of the caster's blood)

Casting Time 1 round

Range touch

Area one object of up to 1 cubic foot

Duration permanent

Saving Throw none; Spell Resistance no

Source Converted from The Magister.

You place an invisible magical tracer upon a single nonliving object.

You can, as a standard action, concentrate on the shandaril's tracer to learn the direction and approximate distance to the object, as long as it is on the same plane. If the object is on another plane, you instead learn only that it is no longer on your current plane.

You are immediately aware whenever the object is handled or used by another creature, though this awareness does not reveal the creature's identity.

By concentrating for 3 consecutive rounds, you can gain a vague impression of creatures interacting with the object. You learn whether such creatures are strongly aligned along either the moral (good–evil) axis or the ethical (law–chaos) axis, chosen when you begin concentrating. This information reveals only a general tendency toward one end of the chosen axis and does not reveal precise alignment, strength of alignment, creature type, or any identifying details. You cannot use this ability to determine both axes of alignment for the same creature.

If the tracer is dispelled or the object is destroyed, you immediately become aware of this event.

The traced object serves as a strong focus for effects such as teleport or sending, granting a +5 bonus on caster level checks made to reach or affect the object.

Skull of Secrets

School illusion (figment) [shadow]; Level cleric 4, shaman 4, witch 4

Components V, S

Casting Time 1 full round

Range close (25 ft. + 5 ft./2 levels)

Area one illusory skull

Duration permanent until discharged

Saving Throw Reflex half; Spell Resistance yes

Source Converted from Lords of Darkness.

You create an intangible, floating skull wreathed in black flames. The skull is obviously illusory and cannot be damaged or physically interacted with.

The skull flies at a speed of 40 feet (perfect maneuverability) but cannot move more than 20 feet from the point where it was created. It drifts aimlessly within this area.

When casting the spell, you designate two triggering conditions. Each condition can be as general or specific as desired, but must be based on observable events.

Message Trigger When this condition is met, the skull delivers a spoken message of up to 25 words, as if by magic mouth.

Flame Trigger When this condition is met, the skull exhales a tongue of shadowy flame in a 5-foot-wide, 10-foot-long line. Creatures in the area take 1d8 points of damage per two caster levels (maximum 5d8). A successful Reflex save halves this damage.

The damage dealt by the flame is real, despite the skull's illusory nature.

Each trigger can occur only once. After both triggers have been activated, the skull disappears.

Skyhook

School evocation; Level magus 2, sorcerer/wizard 2

Components V, S, M (a small metal hook)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area one invisible hook of force

Duration 10 minutes/level (D)

Saving Throw none; Spell Resistance no

Source Converted from Drow of the Underdark.

You create an invisible hook of solid force at a point in space. The hook need not be anchored to any surface and remains fixed in place for the duration of the spell.

The hook can support up to 700 pounds. If this limit is exceeded, the skyhook spell immediately ends.

The hook is too small to stand upon, but it can be grasped by up to six Medium creatures or used to secure ropes, chains, or similar equipment.

The hook is invisible to all creatures except you. It is immune to damage but can be dispelled by effects such as dispel magic. If successfully dispelled, the hook vanishes immediately.

A creature moving into the hook's space collides with it as though striking a solid object.

You can dismiss the hook as a standard action. You are aware when the spell is within 2 rounds of expiring.

Soul Shift

School necromancy; Level sorcerer/wizard 9, witch 9

Components V, S, M (a crushed ruby worth 5,000 gp and rare alchemical reagents worth 2,500 gp)

Casting Time 1 hour

Range touch

Area you and one corpse

Duration instantaneous

Saving Throw Will partial; Spell Resistance no

Source Converted from Old Empires.

You perform a dark and dangerous ritual that transfers your soul into a prepared corpse, abandoning your original body.

The target corpse must be intact, of the same creature type as you, and dead no longer than 1 day per caster level. It must not have died of old age and must be free of significant mutilation.

At the completion of the ritual, your soul permanently transfers into the corpse, restoring it to life. Your original body immediately dies.

You retain your class levels, memories, and mental ability scores, but you gain the physical ability scores of the new body. You take 2 points of Constitution drain and gain one permanent negative level.

You must succeed at a Will save (DC equal to the spell's save DC) or contract a form of madness (GM's choice or roll), as your mind struggles to reconcile its new form. Even on a successful save, you take a -2 penalty on Will saves for 24 hours.

Your new body is imperfectly bound to your soul. Each year, you must succeed at a Fortitude save (DC 15 + 1/2 the caster's level at the time of casting) or take 1 point of Constitution drain that cannot be restored except by wish or similar magic.

If the corpse is unsuitable or the ritual is interrupted, you die.

Speak with Deadite

School necromancy; Level cleric/oracle 4, sorcerer/wizard 4, warpriest 4, witch 4

Components V, S, DF/M (a sliver of bone from a slain undead)

Casting Time 10 minutes

Range 10 ft.

Target one mostly intact corpse

Duration 1 min./level

Saving Throw none; Spell Resistance no

Source Charles W. Plemons III

With this dangerous spell, you tap into an outer fringe of the multiverse, where deadite spirits writhe in endless mockery and nonsense. You call forth one of these spirits to momentarily possess a corpse and answer your questions—but their answers are often cruel jokes, taunting riddles, or confusing rhymes. They are gleefully unhinged but can provide occasional bits of insight.

The spell fails if the corpse has been subject to a speak with dead or speak with deadite spell within the last week. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse must at least have a mouth in order to speak at all.

The corpse animates, jerks upright, and begins cackling, sneering, or making inappropriate gestures. For the duration, you may ask one question per 5 caster levels (minimum 1). The base chance for a true (but still likely cryptic and rarely direct) answer is 40% + 2% per caster level (maximum 80%) adjusted by the Modifier Table below (all modifiers cumulative). The dice are rolled by the GM for each question, and you do not know the results.

Modifier Table

ConditionAnswer ModifierDisturbance Modifier
Corpse died recently or violently+10%+10%
Corpse was previously undead+5%+5%
Answer was not known by corpse-20%+20%
Answer would reveal a major secret-25%+25%
Spell used on this corpse before-10%+10%
Spell cast by you within last week-20% (per casting)+20% (per casting)
Spell cast within consecrate or hallow effect-10%+10%
Spell cast within desecrate or unhallow effect+10%+10%
Caster asks question in rhyme+5% per rhyme (max +15%)+5% per rhyme (max +15%)
Caster is chaotic-aligned+5%+5%
Caster is good-aligned-5%+5%
Caster is evil-aligned+5%+5%
Caster is lawful-aligned-5%+5%
Caster is intoxicated by alcohol or substance+10%+10%

Multiple questions about the same topic by the same caster, even with different corpses or castings of this spell, use the same dice result as the first attempt and yield the same answer each time.

Each time the spell is cast, the DM secretly rolls d% with a base chance for a disturbance equal to 25% adjusted by the Modifier Table (maximum 80%). If a disturbance occurs, the DM secretly rolls a 1d8 and consults the Disturbance Table. Disturbances last for 24 hours.

Disturbance Table

d8Disturbance
1Mocking Echo – The deadite's voice haunts you, snarking at everyone you meet. You take a -4 penalty on Diplomacy and Bluff checks as your words are occasionally overridden by ghostly interjections. "Tell her you love her. No, wait! Tell her about the worms!" NPC attitudes toward you are reduced by one step for every 10 minutes in which they are in your presence.
2Flicker of the Flesh – Your facial features subtly distort and twitch, as if trying to smile independently of your emotions. Take a -2 penalty on Disguise and all Charisma-based skill check and ability checks except Intimidate (gain a +2 bonus to that). Whenever you cast a spell with a verbal component, roll 1d10; on a 1, the spell fails and is lost.
3Unwholesome Chill – An unnatural cold clings to you. Living creatures who touch you (or are touched) feel clammy skin and get goosebumps. You only regain 75% of hit points from any natural or magical healing but gain a +2 bonus on saves vs. fire.
4Reflected Presence – Mirrors, still water, and polished metal surfaces show your face shifting into the deadite you just contacted, whispering secrets to you (and sometimes to others). You take a -2 penalty on Will saves due to the creeping doubt of your own identity and spells that prevent mental influence and control, such as protection from evil, do not provide that effect to you.
5Poltergeist – Once per hour, a random item in your possession (but not one worn or held in hand) is removed and hidden requiring a DC 20 Perception (by you and conscious allies) to notice as it happens. Finding it later requires a DC 25 Perception if in the right vicinity.
6Gremlins – Deadite spirits physically annoy and distract you by tying your shoelaces together, unbuckling straps, tapping on the shoulder, and otherwise making a nuisance of themselves. You take a -2 penalty on Initiative checks and whenever you cast a spell with a material component, roll 1d10; on a 1, the spell fails and is lost.
7Spasms – Your body reacts violently to exposure to deadite spirits causing you to shake and spasm. Take a -2 penalty on all Dexterity-based skill checks, ability checks, and ranged attack rolls and whenever you cast a spell with a divine focus or material component, roll 1d10; on a 1, the spell fails and is lost.
8Major Disturbance – The deadites gain a foothold in your world due to your actions and manifest 1d3 days later. This manifestation is in a manner deemed appropriate by the DM but could include the body animating as some form of undead, the area becoming affected by a haunt, swarms of vermin gathering and rampaging, trees animating as per animate object, and so on. Dangers brought on by major disturbances remain until slain or put to rest. Visions of the deadites' atrocities plague the caster preventing the ability to rest and recover spells until the manifestation is put down.

Spelltrap

School abjuration; Level sorcerer/wizard 7

Components V, S, M (a diamond worth 2,000 gp and a moonstone, both consumed)

Casting Time 1 standard action

Range personal

Area you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

Source Converted from The Magister.

You create a hovering sphere of silvery force that absorbs and stores hostile magic.

Any targeted spell or spell-like ability of 6th level or lower that is cast directly on you is absorbed by the spelltrap, negating its effect. Area spells are unaffected.

The spelltrap can store a total number of spell levels equal to twice your caster level. If this limit is exceeded, the spelltrap collapses in a violent burst, dealing 1d6 points of force damage per stored spell level (maximum 20d6) to all creatures within 10 feet (Reflex half), and the spell ends.

As a standard action, you may release one stored spell, targeting any valid target within the original spell's range. The spell functions as if cast by its original caster, except you determine its target.

If the spelltrap ends, any stored spells are lost.

Spellweb

School conjuration; Level cleric 2, druid 2, shaman 2

Components V, S, DF

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 minute/level

Saving Throw Reflex negates; see text; Spell Resistance no

Source Converted from Drow of the Underdark.

You create a mass of strong, sticky strands that fill the area, anchoring to two or more solid surfaces. If the strands cannot anchor, the spell fails.

Creatures in the area when the spell is cast must succeed at a Reflex save or become entangled and anchored in place. Creatures that succeed at their save are not entangled but treat the area as difficult terrain.

An entangled creature can attempt to break free as a standard action with a successful Strength check or Escape Artist check (DC equal to the spell's save DC). Creatures that fail remain entangled and cannot move from their space.

The entire area of the spellweb is difficult terrain.

The spellweb glows faintly, providing dim light in the area. Creatures within the web are easily visible and take a -2 penalty on Stealth checks.

You are aware whenever the spellweb is disturbed by movement or damage, though you do not automatically know the source.

The strands are flammable. Any fire effect burns away a 5-foot square of the web in 1 round. Creatures in burning webs take 2d4 points of fire damage and are freed as the strands burn away.

Spider Bite

School necromancy; Level cleric 3, druid 3, shaman 3, sorcerer/wizard 3, witch 3

Components V, S

Casting Time 1 standard action

Range touch

Area creature touched

Duration 1 minute/level or until discharged (see text)

Saving Throw Fortitude negates; Spell Resistance yes

Source Converted from Drow of the Underdark.

You imbue yourself with the venomous bite of a spider.

You gain a natural bite attack that deals 1d4 points of damage (for a Medium creature). This bite is treated as a primary natural attack.

A creature struck by this bite must succeed at a Fortitude save or be affected by poison.

Poison—injury; save Fortitude negates; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

You can deliver this poisoned bite once, plus one additional time for every 6 caster levels beyond 5th (maximum 3 bites at 17th level). Each successful bite expends one use of the poison.

If you do not discharge the bite before the duration expires, the effect is lost. You can hold the charge as normal for a touch spell.

While spider bite is active, you gain a +4 alchemical bonus on saving throws against poison.

Spidereyes

School divination; Level cleric 1, druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1

Components V, S, M (a living spider and a strand of spiderweb)

Casting Time 1 standard action

Range touch

Area one living arachnid touched

Duration 1 round/level (D)

Saving Throw Will negates (harmless); Spell Resistance no

Source Converted from Drow of the Underdark.

You perceive the world through the senses of the target arachnid.

For the duration of the spell, you can see through the spider's eyes as if you were in its space, using its visual senses (including darkvision, if any). You perceive this information clearly and can interpret it as easily as your own sight.

This spell does not grant you control over the spider, nor does it provide any insight into its thoughts, emotions, or intentions. The spider acts independently and may move or behave as it wishes.

There is no range limit on this effect so long as you and the spider remain on the same plane. Effects that block divination or scrying end the spidereyes spell.

You are blind to your own surroundings while perceiving through the spider's senses.

Stone Trap

School transmutation [earth]; Level cleric 4, druid 4, sorcerer/wizard 4

Components V, S, DF/M (a pinch of dust, a drop of liquid, and a small pebble)

Casting Time 10 minutes

Range medium (100 ft. + 10 ft./level)

Area suspended stone (see text)

Duration permanent until discharged

Saving Throw Reflex half; Spell Resistance no

Source Converted from Dwarves Deep.

You suspend a mass of stone in midair, rendering it invisible and held in place by magic until released.

The stone trap spell affects a contiguous mass of stone no larger than a 5-foot cube per four caster levels (maximum 5 cubes). The stone must originate within range and cannot be created by this spell.

The stone is suspended at a point in space within range and remains fixed in place until the spell is triggered.

When casting stone trap, you set the conditions that release the stone. These conditions function as those for glyph of warding.

When triggered, the stone becomes visible and falls immediately, striking creatures beneath it.

Creatures in the area take 1d6 points of bludgeoning damage per caster level (maximum 15d6), with a Reflex save for half damage. Creatures that fail their save are also knocked prone.

The area affected is determined by the size and shape of the falling stone (typically a 5-foot square per cube).

The stone remains after falling and may create difficult terrain at the GM’s discretion.

Stonefire

School transmutation [earth, fire]; Level cleric 4, druid 4, shaman 4, sorcerer/wizard 4

Components V, S, DF/M (a piece of stone and a pinch of saltpeter)

Casting Time 1 standard action

Range touch

Area one contiguous stone surface up to one 5-ft. square per level

Duration 1 round/level

Saving Throw Reflex partial; Spell Resistance no

Source Converted from Dwarves Deep.

You cause stone to ignite into roaring, unnatural flame, transforming it into a hazardous burning surface.

The affected stone glows, cracks, and burns with intense heat, filling the area with acrid smoke and searing flames.

Creatures within 10 feet of the affected stone take 2d6 points of fire damage each round (Reflex save for half). A creature that comes into direct contact with the burning stone takes 4d6 points of fire damage.

The area of burning stone is treated as difficult terrain.

The stone is not destroyed by this spell, but it becomes brittle and weakened. At the GM's discretion, fragile or already-damaged stone structures may crack or partially collapse, but the stonefire spell cannot be used to reliably destroy large structures or excavate tunnels.

Stop

School transmutation; Level magus 3, sorcerer/wizard 3

Components V, S

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Target one creature

Duration 1 round/level (D)

Saving Throw Will negates; see text; Spell Resistance yes

Source Converted from Drow of the Underdark.

You halt the target's movement in space, fixing it in its current position.

The target cannot leave its space by any means, including movement, forced movement, or effects such as bull rush, reposition, or trip. The target is not immobilized and can otherwise act normally, including making attacks, casting spells, and taking other actions that do not require it to change position.

A flying creature affected by stop hovers in place without needing to make Fly checks. A falling creature immediately stops falling and remains suspended in midair for the duration of the spell.

If the target succeeds at its saving throw, it is instead slowed (as slow) for 1 round.

A creature affected by freedom of movement or similar effects is immune to stop. A successful dispel magic ends the effect.

Target

School transmutation; Level magus 3, ranger 3, sorcerer/wizard 3

Components V, S

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Area one creature

Duration 1 round/level

Saving Throw Will partial; Spell Resistance yes

Source Converted from Old Empires.

You mark a creature with a subtle magical sigil that guides ranged attacks toward its weaknesses.

If the target fails its saving throw, it becomes fully marked. All ranged attacks against it gain a +2 bonus on attack rolls and deal an additional +2 points of damage. In addition, ranged attacks against the marked creature take only a -1 penalty per range increment instead of the normal -2.

If the target succeeds at its saving throw, ranged attacks against it gain a +1 bonus on attack rolls but no additional damage.

This spell does not negate concealment or reveal invisible creatures. However, if the target is already visible or otherwise precisely located, the bonuses from target apply normally.

Thunderball

School evocation [electricity, sonic]; Level bard 2, sorcerer/wizard 2

Components V, S, M (an amber rod)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius burst or one creature (see text)

Duration instantaneous; see text

Saving Throw Reflex half and Fortitude negates; Spell Resistance yes

Source Converted from Old Empires.

You create a crackling burst of lightning accompanied by a deafening thunderclap.

When casting thunderball, you may choose one of two effects:

Burst

You create a 20-foot-radius burst of electricity and sound. Creatures in the area take 1d6 points of electricity damage per two caster levels (maximum 5d6) and must succeed at a Fortitude save or be deafened for 1d4 rounds.

Focused Strike

You target a single creature. The target takes 1d6 points of electricity damage per caster level (maximum 10d6) and is deafened for 1d4 rounds. A successful Fortitude save halves the damage.

Undead Battlemight

School necromancy; Level cleric 3

Components V, S, DF

Casting Time 1 standard action

Range touch

Area up to one skeleton or zombie/level, no two of which can be more than 30 ft. apart

Duration 1 round/level

Saving Throw none; Spell Resistance yes (harmless)

Source Converted from Menzoberranzan boxed set.

You infuse mindless undead with unnatural speed and martial vigor, enhancing their combat effectiveness.

Affected skeletons and zombies gain a +2 enhancement bonus to Dexterity, a +2 competence bonus on initiative checks, and a +2 resistance bonus on saving throws.

In addition, each affected undead gains a +10-foot enhancement bonus to its base speed. This increase affects all modes of movement the creature possesses.

When making a full attack, an affected undead can make one additional attack at its highest base attack bonus. This effect is not cumulative with similar effects that grant additional attacks, such as haste.

Ward

School enchantment (compulsion) [fear, mind-affecting]; Level bard 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1, witch 1

Components V, S, M (the feathers of a vulture)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Area 10-ft. cube

Duration 10 minutes/level

Saving Throw Will negates; Spell Resistance yes

Source Converted from Old Empires.

You create an invisible field of magical dread within the affected area.

Creatures with 4 Hit Dice or fewer that enter or begin their turn within the warded area must succeed at a Will save or become frightened for 1 round. A frightened creature must immediately flee the area by the safest available route and cannot willingly reenter the warded area while the spell lasts.

Creatures that succeed at their saving throw are immune to that casting of ward.

Creatures with 5 or more Hit Dice are unaffected by this spell. Undead are immune to this effect.

Web of Shadows, Greater

School conjuration [cold]; Level sorcerer/wizard 9

Components V, S, M (a fragment of spiderweb gathered in darkness)

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Area 40-ft.-radius spread

Duration 1 round/level (D)

Saving Throw Reflex partial; see text; Spell Resistance no

Source Converted from Menzoberranzan boxed set.

You conjure a vast lattice of shadowy, semi-real strands of force that fill the area, forming a dense, floating web of chilling darkness. The strands are not anchored to surfaces and are unaffected by wind or physical force.

Creatures in the area when the spell is cast take 10d6 points of cold damage (Reflex half). A creature that succeeds at this save can immediately move up to its speed to the nearest space outside the area. A creature that fails this save remains within the web and is subject to its full effects.

A creature within the greater web of shadows is affected as though by slow. This effect persists while the creature remains in the area and until the end of its turn on the round it leaves.

The area of the greater web of shadows is difficult terrain. In addition, movement within the greater web of shadows is severely hindered: a creature's speed is reduced to 5 feet unless it succeeds at a Strength or Escape Artist check (DC equal to the spell's save DC) as a move action, which allows it to move at half speed for that round.

A creature that begins its turn in the area or enters the area takes 3d6 points of cold damage and must succeed at a Fortitude save or take 1d6 points of Strength damage (half damage on a successful save, minimum 1).

A creature reduced to 0 Strength by this spell falls prone and is helpless but remains conscious. Strength damage caused by this spell heals normally.

If any part of the greater web of shadows is exposed to fire (including a torch, alchemist's fire, or a fire spell), the entire greater web of shadows ignites in an instant, though it is not destroyed. For 1d4 rounds, creatures within the area take an additional 4d6 points of fire damage each round (Reflex half). This fire damage is in addition to the greater web of shadows's normal cold damage.

The greater web of shadows immediately dissipates if you dismiss it or if you become unconscious or die.

Web of Shadows, Lesser

School conjuration [cold]; Level sorcerer/wizard 7

Components V, S, M (a fragment of spiderweb gathered in darkness)

Casting Time 1 standard action

Range long (400 ft. + 40 ft./level)

Area 30-ft.-radius spread

Duration 1 round/level (D)

Saving Throw Reflex partial; see text; Spell Resistance no

Source Converted from Menzoberranzan boxed set.

You conjure a lattice of shadowy, semi-real strands of force that fill the area, forming a drifting web of chilling darkness. The strands are not anchored to surfaces and are unaffected by wind or physical force.

Creatures in the area when the spell is cast can attempt a Reflex save. A creature that succeeds at this save can immediately move up to its speed to the nearest space outside the area and takes only 2d6 points of cold damage. A creature that fails this save remains within the web and is subject to its full effects.

A creature within the lesser web of shadows is affected as though by slow. This effect persists while the creature remains in the area and until the end of its turn on the round it leaves.

The area of the lesser web of shadows is difficult terrain.

A creature that begins its turn in the area or enters the area takes 2d6 points of cold damage and must succeed at a Fortitude save or take 1d4 points of Strength damage (1 point on a successful save).

A creature reduced to 0 Strength by this spell falls prone and is helpless but remains conscious. Strength damage caused by this spell heals normally.

If any part of the lesser web of shadows is exposed to fire (including a torch, alchemist's fire, or a fire spell), the entire lesser web of shadows ignites in an instant, though it is not destroyed. For 1d4 rounds, creatures within the area take an additional 2d6 points of fire damage each round (Reflex half). This fire damage is in addition to the lesser web of shadows's normal cold damage.

The lesser web of shadows immediately dissipates if you dismiss it or if you become unconscious or die.

Witchweed

School evocation; Level druid 3, sorcerer/wizard 3, witch 3

Components V, S, M/DF (burning tobacco or another noxious plant)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 round/level

Saving Throw none; Spell Resistance no

Source Converted from Old Empires.

You create a choking, acrid cloud of smoke that interferes with spellcasting.

The cloud obscures vision as fog cloud.

Any creature attempting to cast a spell within the cloud must succeed at a concentration check (DC 15 + the spell's level) or lose the spell.

The cloud is stationary but can be dispersed by strong wind, such as from gust of wind.

Xult's Magical Doom

School transmutation (polymorph); Level sorcerer/wizard 5, witch 5

Components V, S, M (a caterpillar cocoon and a pinch of dust)

Casting Time 10 minutes

Range touch

Area one object of up to 10 sq. ft.

Duration permanent until discharged

Saving Throw Fortitude negates; Spell Resistance yes

Source Converted from The Magister.

You inscribe subtle magical runes upon a written or inscribed object, such as a book, scroll, or map, warding it against unauthorized use.

The runes are invisible except to effects such as detect magic and can be removed with dispel magic. You may designate a password or specific creatures that can safely interact with the object.

Any other creature that reads or closely examines the object triggers the ward.

When triggered, the ward releases a burst of transformative magic affecting the triggering creature and all creatures within 5 feet. Affected creatures must succeed at a Fortitude save or be transformed, as per baleful polymorph, except the new form is always a Tiny or smaller animal (typically a bat, frog, toad, or snake; GM's choice or random).

The transformation is permanent.

A creature that succeeds at its save instead becomes confused for 1 round.

Once triggered, the Xult's magical doom spell ends.