Planar Spells - Planescape Boxed Set Spells

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


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Acidic Blast (Evocation)
Level: Sor/Wiz3Components: V, S
Casting Time: 1 actionRange: Medium (100 yards)
Area of Effect: 5-ft radiusDuration: Instantaneous
Saving Throw: No or Reflex NegatesSpell Resistance: Yes
  • Acidic blast conjures forth a bolt of powerful caustic fluid that emerges from the caster’s hand with great force. The acid shoots in a straight line for up to 100 yards, and causes 3d6 points of damage to the target (no save). The splash also inflicts 1d6 points of damage to any within 5 feet of the target (Reflex negates).
  • Airy Earth (Abjuration [Air, Earth])
    Level: Sor/Wiz6Components: M
    Casting Time: 1 actionRange: Personal
    Area of Effect: 10-ft. radius sphereDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell turns normal earth (rock, sand, mineral, and so on) into a less dense, breathable substance. The rate of movement depends on the type of earth: 7’ per round through Sand, 4’ through Soil, and 1’ through Rock. Any complicated maneuver should be treated as underwater. The globe is centered and moves with the caster. The material components are a pinch of salt and a drop of acid. This spell only works in the Elemental Planes.
  • Armor of Light (Evocation [Good])
    Level: Sor/Wiz3Components: V, S, F
    Casting Time: 1 actionRange: Touch
    Area of Effect: One creatureDuration: 1 round + 1 round / level
    Saving Throw: NoneSpell Resistance: Yes (harmless)
  • This dweomer, favored among aasimon visiting the Prime Material Plane, envelops the recipient in a protective, shimmering aura of light. The armor of light resembles a suit of dazzling plate mail, but it has no material form, and thus does not restrict the recipient's movement or attack capability in any way. Armor of light sheds light equivalent to full daylight and instantly dispels any darkness spells or effects with which it comes into contact. In addition, the armor's brightness penalizes opponent attack rolls against the recipient by –4 ( or –6 for beings who are particularly sensitive to bright light, such as goblins or drow). Focus: A piece of crystal with a light spell cast upon it.
  • Aura of Terror (Enchantment [Good, Mind-Affecting])
    Level: Clr4Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: No
  • This spell surrounds the caster with a soft aura of shimmering silver and golden hues. Any evil creature (including evil-aligned mortals) that sees this aura must make a Will save or become frightened, suffering a –2 morale penalty to attack rolls, saves, and checks, as well as fleeing from the character as quickly as they can. Those who successfully save don’t need to flee. These effects last for a period determined by the creature's Hit Dice: those with 2 HD or fewer are affected for 1d6+1 rounds; those with more than 2 HD are affected for 1d3 rounds. This spell was developed by the aasimon, who share it with priests of Upper Planar deities. Aura of terror has no effect on nonintelligent creatures and is not even visible to creatures of non-evil alignments.
  • Avoid Planar Effects (Abjuration)
    Level: All1Components: V
    Casting Time: Free ActionRange: Touch
    Area of Effect: 1 creatureDuration: 1 round / 5 levels
    Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)
  • Protects the user completely from any natural effects from any plane.

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    Baatezu Bane (Evocation [Chaotic])
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1 actionRange: Medium (10 yards / level)
    Area of Effect: 1 baatezu (devil)Duration: Instantaneous
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • This spell is only effective against Baatezu. The target takes 4d6+6 points of damage and is stunned for 1d4+1 rounds. A Fortitude save negates the stun effect. Spell resistance is checked, but at a +5 bonus due to the nature of the spell. The material component is a bit of baatezu ichor, flesh, or bone.
  • Babble (Transmutation [Chaotic])
    Level: Brd2, Clr4, Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Close
    Area of Effect: 20’ burstDuration: 1d10 minutes
    Saving Throw: NoneSpell Resistance: No
  • All sound inside the area of effect is warped. Noises are unrecognizable, verbal communication is impossible, spells with verbal components can’t be cast, anything that relies of sound doesn’t function, sonic damage has no effect.
  • Bestow Wings (Transmutation [Good])
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1 actionRange: Medium (100 ft. + 10 ft. / level)
    Area of Effect: One living creatureDuration: 10 minutes + 10 minutes / level
    Saving Throw: Fortitude negatesSpell Resistance: Yes (harmless)
  • This aasimon-developed spell causes the recipient to sprout wings, with which he may fly. The caster must select the wing type bestowed from the choices listed below and may not alter that decision once the wings have appeared. In addition to the power of flight, these wings afford the recipient certain other benefits, as noted below:

    Wing TypeFly SpeedOther Benefits
    Butterfly50 ft. (poor) Blink (as the wizard spell)
    Dragonfly90 ft. (good) +2 dodge bonus to save vs. fire and cold magic
    Eagle80 ft. (average) Dive attack grants +2 haste bonus to hit
    Hornet60 ft. (good) +4 dodge bonus to Reflex saves vs. magical confinement
    Swan30 ft. (poor) Extra wing buffet attack (2d4 damage)

  • This spell has no effect on winged creatures. Material Components: A sprinkle of pollen and a feather.
  • Blessed Forgetfulness (Enchantment, Transmutation [Mind-affecting, Good, Archon])
    Level: Clr4Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: Instantaneous
    Saving Throw: Will NegatesSpell Resistance: Yes
  • Though it seems a simply more powerful version of the wizard’s forget spell, the archon magic of blessed forgetfulness serves a higher purpose: to ease scarred and injured minds. Blessed forgetfulness negates the injurious effects of failed fear or horror checks, and removes any madness suffered from contact with the howling winds of Pandemonium or the terrors of the Abyss.
  • Break Gate Seal (Abjuration)
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 actionRange: Touch or special
    Area of Effect: 1 gate or battlefieldDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell counters and dispels gate seal. Material Component: Iron spike.
  • Break Gate Ward (Abjuration)
    Level: Sor/Wiz2Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 portalDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: No
  • This spell counters and dispels gate ward. Material Component: Iron spike.
  • Break Major Gate Ward (Abjuration)
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 gateDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell counters and dispels major gate ward. Material Component: Silver spike (worth al least 50gp).
  • Breathe Earth (Transmutation [Air, Earth])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level + 1d4 hours
    Saving Throw: NoneSpell Resistance: No
  • This spell allows the character to survive in an environment of solid earth or stone. The caster can divide the duration among the recipients with a minimum of half an hour each. Material Component: Small green feather.
  • Breathe Fire or Magma (Transmutation [Air, Earth, Fire])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level + 1d4 hours
    Saving Throw: NoneSpell Resistance: No
  • This spell allows the character to survive in an environment comprised mostly or entirely of fire or magma. The caster can divide the duration among the recipients with a minimum of half an hour each. Material Component: Drop of pure, cold water.
  • Breath of the Elements (Abjuration [Fire, Earth, Air, Water])
    Level: Clr4, Drd4Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level
    Saving Throw: NoneSpell Resistance: No
  • This spell allows the priest and his companions to breathe in the Elemental planes. At the time of casting, the priest name the appropriate element – fire, salt, ash, earth, and so forth. The priest can divide the duration among the recipients with a minimum of half an hour each.
  • Breathe Smoke, Dust, or Ash (Transmutation [Air, Earth, Fire])
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level + 1d4 hours
    Saving Throw: Yes (harmless)Spell Resistance: Yes (harmless)
  • This spell allows the character to survive in hostile, choking atmospheres, such as those on the plane of Smoke, Dust, or Ash. On the Prime Material as well as other planes, this spell allows subjects to breathe freely in areas that would normally incapacitate him due to thick vapor or particulate matter in the air. The subject of this spell is still vulnerable to magically created vapors. The caster can touch any number of creatures, but the duration is divided equally among all of them. The material component is a handful of pine needles.

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    Cacofiend (Conjuration [Summoning])
    Level: Sor/Wiz7Components: V, S, M
    Casting Time: 1d8 hoursRange: Close (10 feet)
    Area of Effect: Creature summonedDuration: Special
    Saving Throw: SpecialSpell Resistance: Yes
  • This perilous spell summons a powerful fiend: a true Tanar’ri, a greater Baatezu, or a greater Yugoloth. If the caster is interrupted during the casting, the spell fails. If an interruption occurs after the fiend appears, there’s a 10% chance that the fiend can escape it’s boundaries and attack the wizard. This chance is cumulative each round of interruption. The fiend is entitled a special saving throw: if he rolls the caster level or more in 2d10 the spell fails. This means the name wasn’t correct or the fiend is dead or imprisoned, so another name must be used. In any case, the true name of the creature must be known. The fiend can be coerced to perform some deed in one of 3 ways: Threatening to cast a Spirit Wrack on him; Offering some tribute; or targeting him with a Trap the Soul spell.
  • Calm Wind (Transmutation, Air)
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 actionRange: 10 yards / level
    Area of Effect: 10-ft cube / levelDuration: 10 minutes + 1 minute / level
    Saving Throw: SpecialSpell Resistance: No
  • This elemental spell calms high velocity winds, creating a safe spot within even the harshest storms. Once cast, the air within the area of effect remains calm no matter what the conditions are elsewhere. Creatures flying under their own power must succeed a Reflex save (with a special bonus due to fly category: Perfect +4, Good +2, Average 0, Poor -2, Clumsy -4) or loose control and fall (assuming gravity is in effect). Gliding creatures add a -4 extra penalty to this roll.
  • The spell’s area of effect can be mobile if cast upon an object. The material component for the spell is a small straw hand fan that is consumed upon the casting.
  • Celestial Protection (Abjuration [Good])
    Level: Clr6Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • The warded creature gains the following benefits: Immune to Electricity and Petrification; Cold and Acid Resistance 20; +4 to saves against poison; DR 10/+1. Material Component: A vial of holy water which is poured over the recipient’s head.
  • Close Gate (Transmutation)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 gateDuration: 1 day / level
    Saving Throw: NoneSpell Resistance: No
  • It can close temporarily any portal, or shut down any mortal made portal, as those made by the gate spell. This spell counters and dispels open gate. Material Component: A bar of silver (50 gp) engraved with the wizard’s seal and bend into a circle.
  • Crown of Brilliance (Evocation [Good, Archon]
    Level: Clr6Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 piece of headgearDuration: 1 minute / level
    Saving Throw: See BelowSpell Resistance: No
  • This spell turns a piece of headgear into a blazing source of golden light as soon as the wearer engages in hand-to-hand combat. All opponents in hand-to-hand combat with the caster must succeed a Reflex save or be blinded for 1d4 rounds. If not blinded, the opponent suffers a -2 penalty to attack rolls against the wearer due to the dazzling brilliance of the headgear.
  • Creatures with an aversion to sunlight or a penalty when fighting in bright light are affected more severely (drow, derro, duergar, goblins, many undead, etc). Those within a 30 foot radius must succeed a Will save or flee. Those who do not flee suffer their usual penalty for fighting in bright light. Undead other than skeletons and zombies take an additional 1d6 hp damage each round they stay within the affected area.
  • The spell must be cast on a piece of headgear: hat, crown, tiara, helmet, circlet, and so on. The headgear must be properly worn or the spell does not function. The spell effect is triggered as soon as the wearer strikes a blow in melee. The effect lasts one round for every two levels of the caster (rounded up). The material component of this spell is an opal worth at least 100 gp, carried on the caster’s person. It shatters upon the completion of the spell (if shattered prematurely, the spell ends).
  • Crown of Cold (Evocation [Cold, Good])
    Level: Clr3, Pal 3Components: V, S, F, DF
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 round + 1 round / level
    Saving Throw: NoneSpell Resistance: No
  • Crown of cold is a spell used by the archons and petitioners of Mount Celestia. The crown of cold surrounds the caster with ripples of cold, blue light. All innately evil creatures (including fiends, undead, evil spirits, and evil faeries, but not evil-aligned characters or petitioners) within 10 ft. of the caster suffer 2d4 points of damage per round. Creatures who are usually resistant or impervious to cold suffer half damage, as the source of the damage is as much divine as it is physical cold. Creatures who normally are resistant to cold attacks receive full damage from this spell. Evil creatures (such as yugoloths) that normally suffer double damage from cold-based attacks suffer 4d4 points of damage per round while within 10 ft. of the caster. Focus: A holy symbol and a small piece of ice or a sliver of cold-wrought iron.
  • Crown of Flame (Evocation [Good, Archon])
    Level: Clr5Components: V, M
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 10 minutes / level
    Saving Throw: NoSpell Resistance: No
  • The crown of flame is often seen among the sword archons, who invoke it before going into battle. The caster becomes a blazingly hot beacon of the powers of good, burning all innately evil creatures within 10 feet for 2d6 points of damage per round. This includes fiends, undead, evil spirits, and evil faeries, but not merely evil characters or petitioners.
  • Crown of Glory (Evocation [Good, Archon])
    Level: Clr7Components: V, S, M
    Casting Time: 1 actionRange: 60 foot radius
    Area of Effect: CasterDuration: 1 round / level
    Saving Throw: Will NegatesSpell Resistance: No
  • This crown temporarily bestows the aura of a powerful proxy of good on any lesser creature, awing all lesser creatures with the recipient’s terrible perfection and righteousness. The aura creates a sense of awe in creatures (6 HD or fewer are affected automatically), so that they cease whatever they are doing and turn to face the caster. When the caster speaks, his words are treated as a suggestion spell, and are telepathically understood by the listeners, even if the caster does not speak any language intelligible to the listening creatures.
  • Crown of Radiance (Evocation [Good, Archon])
    Level: Clr3, Pal 3Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: One living creatureDuration: Until dawn
    Saving Throw: NoneSpell Resistance: No (harmless)
  • Crown of radiance is a spell used by the archons and petitioners of Mount Celestia. It creates a shining light centered on the recipient and extending outward in a 10-ft. radius. The visible aspect of the spell indicates how successful petitioners and archons have been with the paths they have chosen; those who are close to completing their paths have bright crowns, while those with far to go have tarnished ones.
  • Cubehopper (Transmutation)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 roundRange: Personal
    Area of Effect: 2 cubes of AcheronDuration: 1 hour / level (D)
    Saving Throw: NoneSpell Resistance: No
  • Opens a gate between two cubes in the same layer in Acheron. The spell lasts until a number of creatures equal to the caster’s level has passed through or its duration expires. Material Component: A chip of iron from the 2 cubes to be connected.

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    Demiplane Seed (Transmutation)
    Level: Sor/Wiz8Components: V, S, M
    Casting Time: SpecialRange: Touch
    Area of Effect: SpecialDuration: Permanent
    Saving Throw: NoneSpell Resistance: No
  • Preparations must be done prior to the actual casting of this spell. First, the wizard needs a flawless gem worth at least 2000 cages (the seed itself). Every day, for 100 consecutive days the gem must be enchanted with: Enchant an Item, Distance Distortion, and Rope Trick. At the end of the 100 days it must be treated with an oil of etherealness, and a priest must be available to cast Extradimensional Pocket. As the magic of the spell touches the gem, it grows into an actual demiplanes 10 feet radius per caster level, at a rate of 1 feet per day. After that, the rate descends drastically to about 2 feet per year. The environment within the demiplanes can be anything the caster desires (decided at the moment of casting the spell) but no effect can be greater than a 3rd level spell. The spell cannot create life, nor constructions.
  • Despair (Enchantment(compulsion) [Mind-Affecting])
    Level: Sor/Wiz4, Brd3, Wch3Components: V, S
    Casting Time: 1 actionRange: Close (30 yards)
    Area of Effect: 1 creature + 1 creature / 3 levels (max 4)Duration: 3 rounds
    Saving Throw: Will negatesSpell Resistance: Yes
  • When this spell is cast, a number sentient creatures with intelligences of 3 or better in the area of effect lapse into a severe depression: victims are unable to attack, cast spells, move, or even eat or drink. They are considered helpless defenders. If the target is damaged, however, he receives another will save (if he isn’t dead from the coup de grace).
  • Divest (Transmutation)
    Level: Clr5Components: V, S
    Casting Time: One full roundRange: Medium (100 ft. + 10 ft. / level)
    Area of Effect: One creatureDuration: See text
    Saving Throw: NoneSpell Resistance: Yes
  • Divest can accomplish any one of the following, at the caster’s choice:
  • Deprive a creature of one innate spell-like ability (caster’s choice or random selection) for one day per caster level. A caster wishing to divest a creature of some specific power must be familiar with the exact effect – either from seeing it in action or from using it personally.
  • Randomly remove one spell (of 5th-level or lower) that a creature has prepared. The victim can cast the spell only after preparing it once more. A caster who knows that the target creature has studied a particular spell may select that one for removal. If, however, the cleric errs by trying to rid the target’s mind of a spell that the target does not know, the divest spell is wasted.
  • Reduce a creature’s spell resistance by 1 per caster level. The duration of such a loss is one day per caster level.
  • Remove one of the creature’s innate immunities (such as immunity to fire or electricity) for one day per caster level. This does not work against natives of the Inner Planes.
  • The spell cannot nullify a creature’s Damage Resistance. Divest is one of many used by the aasimon in their forays against the forces of the Lower Planes.
  • Dolorous Motes (Evocation, Enchantment [Mind-Affecting])
    Level: Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Long (400 ft. + 40 ft. / level)
    Area of Effect: 10-foot cube / levelDuration: 1 round / level
    Saving Throw: Will negatesSpell Resistance: Yes
  • With this spell, the caster can create one or more clouds filled with flickering motes of light. Creatures caught within a cloud must make a successful Will saving throw or succumb to mental anguish, suffering –4 morale penalties to all of their attack rolls, skill checks, attribute checks, and saving throws for as long as they are in contact with the motes. Spellcasters who fail their saving throws while caught within a cloud may miscast any spells attempted while in contact with it (% chance equal to 50 – victim’s Intelligence score).
  • To escape from a cloud, the victim must make a Will saving throw vs. spell (this is a full-round action). Anyone who fails may try again in any subsequent round, but the DC increases by 1 for each saving throw attempted after the first.
  • The caster can choose to invoke the dancing motes anywhere within the spell’s range and need not keep the individual clouds together. For example, a 4th-level caster could create four 10-foot cubic clouds, targeting three of them on a band of enemies ahead and the fourth on a single spellcaster standing apart from that group. All the clouds must be within the spell’s range, and each cloud is stationary once placed.

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    Elemental Breach (Transmutation)
    Level: Clr7, Drd7Components: V, S, M
    Casting Time: 1 roundRange: Medium (10 yards / level)
    Area of Effect: One 10-foot x 10-foot square / levelDuration: 1 hour / level
    Saving Throw: NoneSpell Resistance: No
  • In any Elemental Plane you can create a rift to an adjoining plane. The material from each plane drifts into the another creating material pockets in either plane. This can create habitable areas or destroy them. Tearing holes in the metaphysical barriers can attract the attention of a high-up elemental being, or even a True power. There’s a cumulative 25% chance (during the year) to do so.
  • Elemental Protection (Abjuration)
    Level: Clr5Components: V, S, M
    Casting Time: 1 roundRange: Touch
    Area of Effect: One creatureDuration: 1 hour / level
    Saving Throw: None (harmless)Spell Resistance: Yes (harmless)
  • At the time of casting one element must be chosen. The spell renders the target immune to the effects of that element for the duration of the same in two principal ways: Passive Damage and Active Damage.
  • Passive Damage is environmental damage. The recipient is completely immune to this effets.
  • Active Damage is the result of an attack. The recipient of this spell suffers only 50% of the damage inflicted by such attacks, and receives a +4 bonus to its saving throws against the same attacks.

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    Foesight (Divination)
    Level: Clr4Components: V, S, DF
    Casting Time: 10 minutesRange: Personal
    Area of Effect: ½ mile / level radiusDuration: 24 hours
    Saving Throw: NoneSpell Resistance: No
  • The spell lets the caster detect his enemies in advance, giving him time to flee or prepare a defense. The effect is centered in the caster and moves with him. If a being who means harm to the caster comes within the area of an active foesight, the caster immediately senses the enemy’s presence. Two rounds later, the caster knows the approximate distance, the general direction from which it comes, the speed at which it travels, and the general sense of the foe’s numbers. This spell dispels and counters hidden hatred.
  • Fostered Protection (Abjuration)
    Level: Clr3Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • Adds a bonus to the characters spell resistance of +1 every two levels (1 at 1st, 2 at 3rd, 3 at 5th, etc. ) Maximum is 30. It doesn’t works on creatures with no protection whatsoever. Material Component: A drop of blood from a magical resistant creature (not the caster’s of the subject’s own blood).

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    Gate Seal (Abjuration)
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 actionRange: Touch or special
    Area of Effect: 1 gate or battlefieldDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell can close any portal with both exits in the same plane. The second use is only usable in Acheron, when cast in a battlefield, prevents any teleportation from this cube to another by any means (including spells asa cubehopper). This spell counters and dispels break gate seal.
  • Gate Ward (Abjuration)
    Level: Sor/Wiz2Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 portalDuration: 1 round / level
    Saving Throw: NoSpell Resistance: No
  • This spell shuts down any portal that connects to points in the same plane. A sealed gate displays the seal of the mage who cast the spell (those without personal seal, display their faces instead). Material Component: A steel bar engraved with the wizards seal (or clear if no personal seal), bend into a circle.

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    Hand of Divine Wrath (Invocation [Good, Law])
    Level: Clr8Components: V, S
    Casting Time: One full roundRange: Special
    Area of Effect: One creatureDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: Yes
  • With this spell, the archons invoke a manifestation of a divine hand to strike down one creature anywhere on the same plane. The spell has been shared with other deities of Mount Celestia; there are rumours that other gods have attempted to copy its effects.
  • The cleric must know the true name of the target creature; otherwise the hand floats menacingly in the sky for a moment, and then the spell ends. With a single blow, the hand of divine wrath reduces the victim to 1 hit point. The stunning force of the strike also causes the victim to be disoriented for 2d6 rounds, incurring a –6 penalty to all rolls (attack, damage, surprise, initiative, skill checks, attribute checks, and so forth).
  • This spell is reserved for only the most devout clerics. Use of the hand of divine wrath permanently drains 1d6 hit points from the caster’s total. Only a deity can return such a loss; a restoration spell is ineffective. Thus, most clerics resort to this spell only in the direst circumstances. The spell’s target need not be evil, although if a priest invokes the hand of divine wrath in an arbitrary manner he will certainly be required to answer for his transgressions, possibly making amends by completing some perilous endeavor.
  • This spell does no harm to gods, their avatars, or their proxies. Such beings can sense and identify anyone who attempts to use the spell against them.
  • Hidden Hatred (Divination)
    Level: Clr4Components: V, S, DF
    Casting Time: 10 minutesRange: Personal
    Area of Effect: YouDuration: 24 hours
    Saving Throw: NoneSpell Resistance: No
  • This spell dispels and counters foesight up to a distance of 10’.
  • Howl of Pandemonium (Conjuration)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 actionRange: 0
    Area of Effect: 30 foot radius or ConeDuration: Special
    Saving Throw: SpecialSpell Resistance: Yes
  • The spell last as long as the caster concentrates, to a maximum of 1 round / level (the spell must be maintained one full round at least to be effective). The effects lingers after the spell ends, lasting as long as the howl was maintained.
  • All sound-based effects are negated. All creatures in the area are deafened and disoriented. Communication is impossible, and creatures suffer a -2 penalty to attacks and saves. Any creature trying to approach the caster must succeed a Fort save to get closer. Any non-magical missile is automatically deflected. In addition, creatures with less HD / level than the caster must succeed a Will save or became confused (as the spell). Creatures with 2 or less HD / levels wh fail their save became catatonic for 2d6 hours. Petitioners and monsters native to pandemonium are immune. Material Component: A pebble from pandemonium, which must be consumed by the caster.

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    Inspiration (Divination)
    Level: Clr4, Pal 4Components: V, DF
    Casting Time: One full roundRange: Personal
    Area of Effect: CasterDuration: Instantaneous
    Saving Throw: See textSpell Resistance: No
  • By means of this spell, the caster calls upon the wisdom of a powerful aasimon (such as a planetar or solar) to learn the answer to one question or unlock the solution to one problem. For example, the spell could reveal the weakness of a particular monster, the answer to a riddle, the hidden way into a fiendish stronghold, or the command word of a magical item.
  • The response to the caster’s question tends to be vague and subject to interpretation, for the celestial is not speaking directly to the cleric, but rather sharing the intuitive powers of its subconscious mind. Thus, the cleric must make a Will saving throw (DC 15) to interpret it. Success indicates that the caster learns the needed information; failure means that the cleric cannot fathom the enigmatic thoughts of the celestial correspondent.
  • This spell is typically only used by the lesser aasimon. The celestials sometimes grant a mortal cleric permission to call upon the wisdom of their leaders; this permission is symbolized by a kiss upon the forehead. If a mortal priest attempts to cast this spell without previously-granted permission, the celestial contacted will realize this and the spell ends immediately.
  • The inspiration spell cannot reveal solutions to problems that have none. For instance, if the caster is somehow teleported to a chamber without exist and sees no means of escaping, the inspiration spell cannot provide the priest with a solution if none exists. If, however, there is a hidden means of egress, inspiration will reveal it, provided that the cleric interprets the information correctly. This spell is usable only once per day.
  • Divine Focus: The holy symbol and a sprinkle of ashes, touched upon the forehead.
  • Inverted Magic (Transmutation)
    Level: Clr5Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: Instantaneous
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • Losses a percentage of their hit points equal to its Spell Resistance x 4 to a maximum of 95%, and it’s stunned for a number of rounds equal to the hit points lost divided by 10 (round down). Material Component: A silver holy / unholy symbol worth 100gp at least.

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    Know Faction (Divination)
    Level: Sor/Wiz1Components: V, S
    Casting Time: 1 actionRange: 20 yards
    Area of Effect: personalDuration: 1 round / level
    Saving Throw: Will negatesSpell Resistance: Yes
  • Enables the caster to determine the faction of anyone he looks at within range. The caster can analyze one person per round. Anarchists are immune to this spell because they take their role to the heart. Deeply rooted affiliation could be confused with allegiance to a given faction (for example a priest of a death power could be confused with a Dustman).

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    Lift Enchantment (Transmutation)
    Level: Sor/Wiz7Casting Time: 1 hour
    Components: V, S, M, XPRange: Touch
    Area of Effect: One magical itemDuration: Permanent
    Saving Throw: NoneSpell Resistance: No
  • You siphon the power from one magic item and transfer it into another. For example, if you found +2 leather armor with the death ward enchantment (a total of +5), you may use lift enchantment to transfer the +2 enhancement bonus and/or the death ward enchantment into another suit of armor or item capable of receiving these enchantments. If your new item already had the enchantment, similar bonuses will not stack, though they may overlap. In the case above, transferring the enchantments to a suit of +5 full plate would make the final armor +5 full plate of death ward (a total of +8). The magical item drained is no longer magical, though it is, naturally, still a masterwork item. You need not have any prerequisite item creation feats when you cast this spell. The DM may need to determine items appropriate for lift enchantment. You cannot make an item greater than +10 value, nor can you cast lift enchantment on minor or major artifacts.
  • XP cost: 50XP per 1000gp value added to the final item. A +5 sword finalized as a +10 weapon would therefore cost 7, 500XP ((200,000 – 50,000)/20) to transfer. This is identical to normal experience costs for upgrading the item.

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    Magic Circle against Prime (Abjuration)
    Level: Brd4, Clr4, Sor/Wiz4
  • As magic circle against evil, except that it is similar to protection from prime instead of protection from evil.
  • Major Gate Ward (Abjuration)
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 gateDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell can close any portal. This spell counters and dispels break major gate ward.
  • Major Pact (Abjuration [Evil])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: See textRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: Caster and one baatezuDuration: See text
    Saving Throw: NoneSpell Resistance: No
  • Major pact is a more serious version of minor pact. The basic method is the same, but a major pact creates a long-term relationship between a baatezu and the spellcaster. This is usually a patron-client relationship, with the wizard agreeing to act as the baatezu’s agent in return for specified favors. The baatezu is likely to try to wriggle out of the agreement, but it may use the mortal for a long time before doing so.
  • The bargaining process is quite important, and should be role-played. Thus, the casting time of this spell is a minimum of twenty minutes.
  • The terms of a major pact usually last for one to five years, though longer pacts are possible. Many baatezu serving under a major pact strictly limit the number of times they can be summoned during this period. Writing out the contract is useful for later reference in the campaign.
  • Material Components: A vellum scroll worth 100 gp, ink made of dragon blood (250 gp), and a quill from a cockatrice (worth 500 gp).
  • Mantle of the Heavens (Abjuration [Good])
    Level: Sor/Wiz9Components: V, S, M
    Casting Time: 1 actionRange: 30 ft.
    Area of Effect: 1 creature / levelDuration: 10 rounds + 2 rounds / level
    Saving Throw: NoneSpell Resistance: Yes (harmless)
  • This spell grants protection identical to that afforded by the 6th-level spell starmantle to multiple creatures. The caster designates which targets within range receive the benefits.
  • Material Component: A pinch of dust from a faerie’s wing.
  • Minor Pact (Abjuration [Evil])
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: See textRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: Caster and one baatezuDuration: See text
    Saving Throw: NoneSpell Resistance: No
  • This spell is a ritualized means to make bargains with baatezu. The character begins by opening up a magical connection between herself and the target baatezu, who must already be present (likely at the behest of a summoning spell). This takes 1 full-round action, and involves the caster calling down dreadful curses on those who break the pact. Once the connection is established, the bargaining can begin. This process must be role-played, and it is up to the player and the DM to devise an actual agreement. The bargaining can take as little as one minute or as much as several hours. Once an agreement has been reached, the caster casts the spell (another full-round action).
  • The minor pact is a temporary agreement. The caster can bargain for one task, which should not take the baatezu longer than one week to complete. Baatezu must live up to the letter of an agreement, but they are masters of deception. A common task is the protection of the caster for the length of a particular journey. The baatezu does not travel with the caster, but can be summoned by an appropriate spell at any point during the specified time. It is up to the DM to decide what is a proper task.
  • Material Components: A scroll of fine vellum (worth 50 gp), ink made with the blood of a snake (10 gp), and a quill.
  • Misfortune (Enchantment)
    Level: Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 person / levelDuration: 10 minutes / level
    Saving Throw: Will negatesSpell Resistance: Yes
  • There’s need for a Melee Touch Attack or touch in any other way the target. In addition, because the amount of targets grows, as long as the spell is effective the caster can add new targets up to the spells maximum. However, the duration of the spell for all the victims is the same, and it’s determined by the initial casting of the spell. Will Negate.
  • Modron Mind (Transmutation [Lawful])
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 actionRange: Personal
    Area of Effect: YouDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • +2 to all saves versus spells that fool the senses or the mind such as confusion, misdirection, and all illusions. +1 bonus to all saves versus wild magic spells and effects. +1 bonus to all INT-related skills. While under the influence of this spell, the caster’s personality becomes somewhat less emotional and more analytical. His speech becomes monotone and dry.
  • Move Fire or Magma (Transmutation [Earth, Fire])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: SpecialRange: Medium (10 yards / level)
    Area of Effect: SpecialDuration: Special
    Saving Throw: NoneSpell Resistance: No
  • Just like the Move Earth spell. The spell affects an area of 40 yards x 40 yards x 10 feet depth for every minute of uninterrupted casting, up to a maximum of 240 yards x 240 yards x 60 feet depth (which takes a little more than 20 minutes). The area remains free of fire and magma for a period no shorter than 10 times the casting time. Material Component: Several small chunks of coal and a small bag of wet sand.

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    Native Item (Enchantment)
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 magical itemDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell makes an item works as if in its home plane. For each item enchanted in this manner in the possession of a person there’s a 10% cumulative chance that a backlash occurs. A backlash deals 6d6 planar energy damage on the person that carries them, and each item has a flat 20% chance of returning to its home plane. The backlash check is rolled every time a new enchanted object is added to the person belongings. Material Component: Rub the item with a bit of soil or water (or closest equivalent) from the item’s home plane.
  • No Breath (Transmutation)
    Level: Sor/Wiz6Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: Creature(s) touchedDuration: 1 hour / level +1d4 hr.
    Saving Throw: NoneSpell Resistance: No
  • The recipients of this spell need not to breathe as long as the spell lasts. In addition, they became immune to poisonous gases and choking effects. The duration can be divided equally among any number of targets.

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    Open Gate (Transmutation)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 gateDuration: 1 day / level
    Saving Throw: NoneSpell Resistance: No
  • This spell counters and dispels close gate.

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    Pain Mirror (Abjuration)
    Level: Sor/Wiz6Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 minute / level or until discharged (see text)
    Saving Throw: NoneSpell Resistance: No
  • Anytime you are injured in combat, the creature responsible for damaging you takes ½ of the damage you received unless the creature is immune or resistant to that form of damage. Thus, if you take 94 points of damage from a meteor swarm, the creature casting it upon you takes 47 points of fire damage. The mirror effect is calculated from final damage, not potential damage, so if you possess damage reduction or resistance that blocks damage, it is not mirrored. Charms, death-effects, and other instances where you are simply killed or incapacitated are not mirrored, though damage incurred from successful saves (such as with finger of death) would be transferred. The pain mirror can reflect 10 points of damage / level, up to a maximum of 200 points at 20th level, before ending. Spell resistance is checked against each mirror effect.
  • Portal Alarm (Abjuration)
    Level: Sor/Wiz2Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 portalDuration: 1 hour / level
    Saving Throw: NoSpell Resistance: No
  • If anyone crosses the portal, the caster receives a mental alarm as long as he’s within any of the two planes the portal connects. A detect magic spell can discover this spell.
  • Portal Beacon (Evocation)
    Level: Sor/Wiz/Bar 1Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 portalDuration: 1 hour / level
    Saving Throw: NoSpell Resistance: No
  • The portal being targeted emits a mental beacon to up to six intelligent creatures chosen by the caster. The beings must be know to the caster, but need not be present at the time of casting. Those affected always know the direction and distance to the portal as long as they remain in any of the two planes it connects.
  • Protection from Earth (Abjuration [Earth])
    Level: Clr3, Drd3Components: V, S, DF
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: Special
    Saving Throw: NoneSpell Resistance: No
  • If the spell is cast on the caster, it grants complete invulnerability to stone and earth attacks (up to 12 hp per caster level). The spell lasts until the protection expires or 10 minutes / level have passed.
  • If the spell is cast on another creature, it reduces the damage by half and a +4 bonus to save against such attacks (if applicable).
  • Protection from Prime (Abjuration)
    Level: Sor/Wiz2Components: V, S, M
    Casting Time: 1 actionRange: touch
    Area of Effect: 1 creatureDuration: 2 rounds / level
    Saving Throw: NoSpell Resistance: Yes
  • As protection from evil, but from primes. Material Component: Trace a 3 foot diameter circle on the floor with the powdered bone of a prime material creature.
  • Protection from Silver (Abjuration)
    Level: Clr1, Drd1Components: S, DF
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: 1 hour / level
    Saving Throw: NoneSpell Resistance: No
  • This spell overrides the silver vulnerability of some creatures for the duration of the same. Any hit with a silver weapon is treated like a normal one.
  • Protection from Winds (Abjuration [Air])
    Level: Clr3, Drd3Components: V, S, DF
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: Special
    Saving Throw: NoneSpell Resistance: No
  • If the spell is cast on the caster, it grants complete invulnerability to air and wind attacks (up to 12 hp per caster level). The spell lasts until the protection expires or 10 minutes / level have passed.
  • If the spell is cast on another creature, it reduces the damage by half and a +4 bonus to save against such attacks (if applicable).

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    Radiant Messenger (Conjuration (Summoning) [Good])
    Level: Clr3Components: V, S
    Casting Time: 1 actionRange: See text
    Area of Effect: One globe of lightDuration: See text
    Saving Throw: NoneSpell Resistance: No
  • This spell opens a gate to the inner plane of Radiance through which a radiant, quasi-sentient globe of light is summoned. This entity can remember and deliver any message that requires no longer than a single round to convey. The caster must utter the message, then speak the true name and present location of the desired recipient. If the caster lacks either piece of information, the radiant messenger immediately dissipates and perishes without attempting delivery. Otherwise, once it has the required information, it enters the nearest source of illumination, then jumps from light source to light source until it reaches the recipient. If the recipient and the caster are on the same plane, the radiant messenger reaches its destination within one hour, regardless of the precise distance. An interplanar delivery requires a full day. The caster can use this spell to deliver a single message only; a radiant messenger can perform no other services of any sort.
  • The radiant messenger derives its energy from radiant, illuminating objects, so it cannot enter an area of total darkness – even to answer the spell’s initial summons. Likewise, the delivery site must have some light source (such as sunlight, a torch, a candle, or even a pool of reflected starlight) from which the entity can emerge. It cannot deliver a message to anyone in a completely dark room. It also cannot enter dead magic zones or areas protected by antimagic zones. Any radiant messenger that cannot reach the intended recipient of its message dissipates and perishes without delivering the information.
  • A radiant messenger has no substance and cannot be injured. However, a successful darkness, dispel magic, or dismissal spell immediately banishes it to the plane of Radiance, ending the spell. Otherwise, the radiant messenger returns to its home plane upon delivering the message.
  • The eladrins of Arborea are known to have first learned the chant and song that opens the gate to Radiance, and they have been known to teach the spell to clerics of creative, artistic, or freedom-loving deities.
  • Renewed Ability (Transmutation)
    Level: Clr2, Drd2Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: YouDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: No
  • This spell "Recharges" one use of any spell-like ability of 3rd level or less. Only creatures that have innate spell-like powers can use this spell.

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    Sentinel of Light (Conjuration [Good])
    Level: Sor/Wiz6Components: V, S
    Casting Time: 1 minuteRange: 20 ft.
    Area of Effect: One creatureDuration: 10 rounds / level
    Saving Throw: NoneSpell Resistance: No
  • By means of this spell, the wizard summons a coalescent energy-being from the Positive Energy Plane to protect a designated creature within range for the duration of the spell. The caster chooses the entity’s form from among the six listed below at the time of casting. Both the sentinel’s form and the recipient of its protection are fixed for the duration of the spell.
  • The sentinel of light remains within 15 feet of its charge at all times. If anyone attacks the spell recipient in melee, the sentinel retaliates with an attack of its own that same round, regardless of initiative. Thereafter, it continues to attack the same target, striking first in each round, until that attacker moves out of the entity’s 15-foot range or other attackers present a greater danger to its charge. The sentinel can sense invisible and ethereal attackers as well as those hiding in shadows or otherwise hidden from the recipient’s view; it cannot be surprised. Missile and ranged spell attacks do not activate its protection, however, as retaliation would require moving further than 15 feet from the spell recipient.
  • The sentinel has AC 20, an attack bonus of +15, and hit points equal to those of the caster. The nature of its attack depends on the form selected, but it always strikes as a +3 magical weapon for the purposes of overcoming damage reduction.
  • Disc: The sentinel assumes a flat, disk-like shape approximately one yard in diametre. It swooshes through the air (Speed Fly 50 ft. [excellent]), striking opponents with its razor-sharp edge for 2d8+1 points of damage per attack. It can make up to three attacks per round, but no more than one of those against a single target.
  • Humanoid: The sentinel takes the form of a 7-foot-tall human, sprouting pseudopods that resemble a head and four limbs (Speed 40 ft. ). Each round, it attacks with two fists for 3d8+1 points of damage each.
  • Jellyfish: The sentinel assumes the form of a 3-ft. -diametre, undulating plasm with dozens of strands or tentacles hanging underneath it (Speed Fly 30 ft. [poor]). It makes one attack per round by wrapping these strands around its target, inflicting 1d8+1 points of damage per round thereafter until the spell ends, or until the victim either falls unconscious or breaks free with a successful Strength check (DC 16).
  • Star: The sentinel takes the form of a whirling, seven-pointed star measuring one yard in diametre (Speed Fl 120 [good]). It attacks one target per round by impaling its prey on 2d4-1 spikes for 1d8+1 point of damage each. Roll each round to determine how many spikes it uses.
  • Sword: The sentinel takes the form of a floating two-handed sword (Speed Fly 40 [average]) that strikes twice per round for 2d8+2 points of damage per hit. These attacks may be against the same or different targets, and they require separate attack rolls.
  • Worm: The sentinel assumes a 15-foot-long tubular form (Speed 40 ft. ) that enables it to constrict one small or medium-sized foe for 1d4+1 points of damage per round with a successful attack. Constriction lasts until the spell ends, or until the victim either falls unconscious or breaks free with a successful Strength check (DC 20).
  • The sentinel answers the summons of this spell due to ancient pacts between the celestials and certain unknown powers of the Positive Energy Plane; the spell’s verbal component is a recitation of these ancient pacts, in a language understood by few. Regardless of form, the sentinel cannot pass through solid objects or harm creatures native to the Positive Energy Plane.
  • Sever the Silver Cord (Transmutation [Evil])
    Level: Clr5, Drd5Components: V, S
    Casting Time: 1 actionRange: Medium (10 yards / level)
    Area of Effect: 1 Material CreatureDuration: Instantaneous
    Saving Throw: Fortitude negatesSpell Resistance: Yes
  • This spell instantly kills any astral traveler that is tied with a silver cord. If the caster can detect invisibility or otherwise see the silver cord, the target’s saving throw is modified by a -2.
  • Shield of the Tanar’ri (Abjuration [Evil])
    Shield of the Archons (Abjuration [Good, Archon])
    Level: Clr7Components: V
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 1 round/2 levels
    Saving Throw: NoneSpell Resistance: No
  • This spell creates a mystic shield of chaotic/lawful energies that was developed by Abyssal clerics/Celestial Archons. The shield interposes itself between the caster and incoming attacks by spell, spell-like ability, or magical items. Attacks on the caster within a 120° arc hit the shield instead, and each strike has a chance of shattering it. The player rolls 1d20 for every attack the shield intercepts. The shield of the tanar’ri shatters if the roll is less than the level of the intercepted magical attack. A shield that shatters still provides protection from the spell that destroyed it.
  • If an area-effect spell would include the caster but is not directly targeted on him, the shield provides a +4 saving throw bonus and reduces damage by –2 points per die (minimum 0).
  • If attacks are launched at the caster from different directions at the same time, the shield interposes itself between the caster and a random threat. (The shield of the Archons interposes itself between the caster and the most dangerous threat, as determined by the DM).
  • The shield provides no protection against attacks other than those specified. A caster can create a shield of the tanar’ri but once per day.
  • Shroud Presence (Illusion (Glamer))
    Level: Brd3, Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: CasterDuration: 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • The eladrins use this modified version of the invisibility spell to become invisible and inaudible to any, or all, intelligent creatures. At any time during the spell’s duration, the caster may designate one or more such creatures as exceptions to the effect, thereby becoming visible and audible only to them.
  • Thus, the caster can appear to selected individuals and carry on conversations with them while remaining unseen and unheard by those around them. Once granted, this privilege cannot be withdrawn from a designated individual for the remainder of the spell’s duration.
  • If the caster makes any attacks, the spell effect ends immediately. Shroud presence has no effect on non-intelligent creatures or undead.
  • Sphere of Survival (Abjuration)
    Level: Clr7, Drd7Components: V, S, DF
    Casting Time: 1 roundRange: Personal
    Area of Effect: 10-foot radius sphereDuration: 1 hour / level (D)
    Saving Throw: NoneSpell Resistance: No
  • This spell creates a bubble of protection that shields against one type of element (as the elemental protection spell) and provides a breathable atmosphere for all within.
  • Spirit Wrack (Abjuration)
    Level: Sor/Wiz6, Wch6Components: V, S, M, XP
    Casting Time: SpecialRange: Medium (10 feet + 10 feet / level)
    Area of Effect: One extraplanar creatureDuration: Special
    Saving Throw: SpecialSpell Resistance: Yes
  • This horrific spell is a weapon created against planar creatures by prime wizards. It takes three rounds to complete the incantations of the spell, however the target suffers effects each and every round. In the first round, the target is immobilized unless its spell resistance holds (no save). If resistance is made, the creature is wracked with pains (-2 to all rolls). Regardless of roll, at this point the creature is powerless to attack the wizard casting the spell. In the following round, the creature loses one hit point per character level. In the third round, the target loses fully 50% of his remaining hit points and exiles the creature to his home plane for a number of years equal to the level of the wizard. The victim of the spell become the sworn enemy of the caster and will typically attempt to hunt him or her down the moment the victim is freed from banishment. On a creature’s home plane, this is obviously less of a threat. In addition, creatures cannot be banished from Sigil, though the other affects still work. The power of a spirit wrack is such that its banishment cannot be undone by mortal magic.
  • Focus: This spell has several focus components. First, a scroll must be prepared, lined with the blood of the type of creature to be spirit wracked. Second, the True Name of the subject must be known and written into the scroll. And third, the caster must expend 1, 500 XP to finalize the scroll. The entire process takes 1d4+8 hours and costs 6, 000gp for the materials.
  • Stabilize Chaos (Transmutation)
    Level: Sor/Wiz3Components: V, S
    Casting Time: 1 actionRange: Personal
    Area of Effect: SpecialDuration: 1 hour + 10 minutes / level
    Saving Throw: NoneSpell Resistance: No
  • This spell allows a character who is concentrating on maintaining a safe pocket of stable reality to cease concentration yet maintaining the stability. This spell only functions on Limbo.
  • Starfire (Evocation)
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Long (400 ft. + 40 ft. / level)
    Area of Effect: 30-ft. spreadDuration: 3 rounds
    Saving Throw: See textSpell Resistance: Yes
  • This dweomer causes star-like embers to rain steadily from above. The caster must designate both the centre of the effect and the height (15 ft. minimum) from which the embers fall. The centre must be a fixed location, an object, or a creature. A living target is entitled to a Reflex saving throw; success indicates that the effect instead centers on a space about 1 ft. behind the creature. Once designated, these parameters remain fixed for the duration of the spell.
  • The falling embers inflict 5d6 points of damage per round to unprotected creatures they contact. Anyone caught within the area of effect must make a Reflex saving throw; success indicates that the victim suffers only half damage that round. Creatures may leave the area to avoid additional damage, but a new saving throw is required for each round a victim remains within the fiery downpour. Hard cover (such as a wide stone ledge or stone structure) provides complete protection from the effect, but structures made of wood or other flammable materials offer no safe haven after the first round, as the rain of fire ignites any such items it contacts. Creatures equipped with medium or large metal shields can use these to deflect the embers, reducing the damage to half normal (or none with a successful save).
  • If the effect has been successfully centered on a specific victim, that individual cannot avoid the flaming embers and suffers full damage every round (no saving throw). Such a creature can, however, attempt to include others in the area of effect by moving so that the fiery rain encompasses them. Such victims are entitled to the normal Reflex save to reduce damage by half.
  • Material Component: A pinch of stardust.
  • Starmantle (Abjuration)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 actionRange: Touch
    Area of Effect: One living creatureDuration: 10 rounds + 2 rounds / level
    Saving Throw: NoneSpell Resistance: Yes (harmless)
  • Seers of eladrin courts devised starmantle, a spell that creates a spectacular, shimmering glow of protection around the recipient. The effect resembles a cloak of tiny, cascading stars that seem to flicker out before touching the ground. The starmantle transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever. Contact with a starmantle does not destroy magical weapons or missiles or harm living or animated creatures, but the spell recipient is entitled to a Fortitude saving throw (DC = 10 + (damage/2(round down))) each time an opponent scores a hit with such a weapon. Success indicates that the wearer suffers half damage from the blow.
  • Material Component: A pinch of faerie dust from a creature of the Seelie Court.
  • Summon Greater Equar (Conjuration [Good, Summoning])
    Level: Sor/Wiz7Components: V, S, M
    Casting Time: One full roundRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: One equarDuration: 1 day / level
    Saving Throw: NoneSpell Resistance: No
  • This spell is similar to the 5th-level spell summon lesser equar, and the conjurer must have knowledge of that spell before learning this one. This version calls a greater equar, with enhanced abilities and statistics. In all other ways, this spell resembles the summon lesser equar spell.
  • Summon Least Baatezu (Conjuration [Evil, Lawful, Summoning])
    Level: Sor/Wiz3Components: V, S, M
    Casting Time: 1 full roundRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: One summoned creatureDuration: 1 round / level
    Saving Throw: NoneSpell Resistance: No
  • This spell is a specialized version of summon monster II that calls forth the lowest forms of the baatezu. Least baatezu – lemures and nupperibo – are mindless creatures that form the bulk of the rank-and-file troops of Baator. While they can be summoned, they cannot be bargained with. They simply lack the mental capacity to communicate. Like the subjects of other summon monster spells, least baatezu need only be pointed towards a foe and they will attack relentlessly.
  • The spell summons 2d4 lemures or 2d6 nupperibos (caster’s choice). The caster can command them to attack a particular foe or group of foes. The baatezu attack the indicated foes until they are killed or the spell’s duration ends. If the specified foes are killed and the spell is still active, the baatezu attack the creatures closest to them – which could be the caster and his allies.
  • Material Component: A freshly killed animal.
  • Summon Lesser Baatezu (Conjuration [Evil, Lawful, Summoning])
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1d8 minutesRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: One creatureDuration: 1 minute / level
    Saving Throw: NoneSpell Resistance: No
  • This spell summons up a lesser baatezu from the depths of Baator. The caster must know the true name of the baatezu being summoned. Baatezu torn from their duties are usually not happy about it, so the caster must chalk a warding diagram around him and cast a protection from evil spell before the casting begins. Spellcasters not protected in this way will be immediately attacked by the summoned baatezu.
  • Scrolls of this spell are often found with the name of a baatezu as part of the spell. A character can substitute a true name he has researched, or try his luck with the name supplied by the copyist. Those using the scroll as is should roll 1d20 and consult the list below:
      d20Result
      1-6Name is incorrect. No baatezu is summoned.
      7-9Named baatezu has been demoted to lemure status. While the lemure does appear when summoned, it is mindless and cannot be bargained with.
      10-11Black abishai
      12Green abishai
      13Red abishai
      14Spinagon
      15Osyluth
      16Barbazu
      17Erinyes
      18Kocrachon
      19Hamatula
      20Named baatezu has been promoted. Roll 1d20 again. On 1-10, an amnizu is summoned; 11-17 summons a gelugon; while 18-20 summons a pit fiend.
  • Once the baatezu has been summoned, the wizard has one minute per level to conduct his business. At the end of the duration, the baatezu returns to wherever it came from.
  • Material Components: 50 gp worth of incense, a calf or goat to sacrifice, and a ritual dagger.
  • Summon Lesser Equar (Conjuration [Summoning])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: One full roundRange: Close (25 ft. + 5 ft. /2 levels)
    Area of Effect: One creatureDuration: 1 day / level
    Saving Throw: NoneSpell Resistance: No
  • This spell was devised by natives of the Outer Planes, and is difficult for mortals to cast. Only those characters who have mastered the spells mount and summon monster II can successfully cast summon lesser equar.
  • By means of this spell, the spellcaster can summon an equar (planar steed) from one of the Outer Planes, causing it to appear one round after casting at any desired spot within the area of effect. Only one equar (which is always of the same alignment as the caster) answers the call.
  • The creature is under no compulsion to serve the character, but is usually willing to do so if the latter agrees to its terms: In exchange for proper care and feeding, it will serve the caster in a single endeavor for a period not longer than the spell’s listed duration. Any breach of these terms (improper feeding, betrayal to a creature of opposed alignment, or attack by allies of the caster) causes the equar to abandon the mission and return without its rider swiftly to its home plane. No other repercussions occur at that time, but if the caster tries to use the spell again without making amends for the transgression, the equars will not answer the call.
  • Equars may accept riders of similar alignments to their own at the caster’s request, but may prove to be difficult mounts, as they tend to be openly critical of any rider actions that they deem offensive. For example, a trothspyre (lawful good equar) might consent to bear a neutral good or lawful neutral rider, but might continuously extol the ways of virtue during the ride. In no case will a good-aligned equar stand tamely by and allow its companions to commit an act opposed to its alignment. If it cannot prevent the misdeed or convince them otherwise, it immediately leaves for its home plane, as above.
  • Material Component: An offering of food to the taste of the summoned equar.
  • Summon the Hag of Night (Conjuration [Evil, Summoning])
    Level: Sor/Wiz8Components: V, S, M
    Casting Time: 1 hourRange: 0 ft.
    Area of Effect: See textDuration: Special
    Saving Throw: NoneSpell Resistance: No
  • To use this spell, the spellcaster must inscribe a magic circle on a black granite floor with an iron chisel that was tempered by plunging it into the stomach of a living humanoid being, killing that being. The wizard must also know the true name of the night hag to be called. If the wizard fails to use the true name of a night hag in the summoning, then any hag summoned is free to leave the circle and attack the caster, if she wishes.
  • At the completion of the ritual, a night hag appears in the circle. When the night hag accepts the payment, the caster then gives the hag a personal possession belonging to the true victim of this spell. The hag uses this possession to track down and haunt the victim.
  • The caster can bargain for other services, such as spell information and item recovery, but sending the hag after some hapless victim is the most common use.
  • Material Component: A living, bound and trussed intelligent humanoid creature.
  • Surelock (Abjuration)
    Level: Clr4Components: V, S, M
    Casting Time: 1 hourRange: Personal
    Area of Effect: 60-foot radiusDuration: 1 day / level
    Saving Throw: NoneSpell Resistance: No
  • All means if inter-planar travel are blocked inside the area of effect of this spell. Plane Shift and Astral Travel doesn’t works, portals and gates don’t open. A gate spell cannot bring forth any creature or send it back. The area originally spreads from the priest but doesn’t move with him. No exceptions can be made inside the area of effect. Material Component: A crystal key that is shattered in the casting process.

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    Tanar’ri Tribulation (Evocation [Lawful])
    Level: Sor/Wiz5Components: V, S, M
    Casting Time: 1 actionRange: Medium (10 yards / level)
    Area of Effect: 1 tanar’ri (demon)Duration: Instantaneous
    Saving Throw: Fortitude negatesSpell Resistance: Yes (Special)
  • This spell affects only Tanar’ri, and the resistance roll made by the caster has a +6 bonus. The target suffers 3d8+8 hp plus a random disability:
      1-3Permanently blinded.
      4-5Ravaged with pain. -2 to all rolls for 1d4 hours.
      6-7Ears are destroyed. Additional 1d8 damage and permanently deaf.
      8Additional 2d8 damage and one random limb withers.
      9Additional 2d8 damage and the fiend cannot use any innate abilities for 1d10 rounds.
      10Roll twice, disregarding rolls of 10.
  • Touch of the Styx (Enchantment, Evocation [Evil])
    Level: Clr4Components: Special
    Casting Time: 1 actionRange: Touch
    Area of Effect: 1 creatureDuration: Permanent
    Saving Throw: Will negatesSpell Resistance: Yes
  • An advanced version of the forget spell. It automatically deletes all memories from the past 24 hours from a creature’s mind. In addition to verbal and somatic components, the caster must have touched the true waters of the Styx sometime in his life.
  • Transmute Fire to Smoke (Transmutation [Air, Fire])
    Level: Sor/Wiz4Components: V, S, M
    Casting Time: 1 actionRange: Medium (10 yards / level)
    Area of Effect: 10-foot cube / level or 1 creatureDuration: 10 minutes + 1 round / level
    Saving Throw: NoneSpell Resistance: Yes
  • The resulting smoke negates all vision further than 2 feet, and incapacites for 1d4 rounds to all who doesn’t succeed a save versus poison. The smoke dissipates in 1d6+1 rounds under normal conditions. In the plane of fire, the affected area is free of flames for the duration of the spell, but instead a choking cloud of smoke is found. If cast directly into a fire creature the spell deals 3d6 points of damage. Material Component: Tiny, fire-blackened ball of iron.
  • True Name (Enchantment, Transmutation)
    Level: Sor/Wiz7, Wch7Components: V, S
    Casting Time: SpecialRange: Close (30 feet)
    Area of Effect: 1 creatureDuration: Special
    Saving Throw: SpecialSpell Resistance: Yes
  • You can say 2 verses per round (no condition can change this, not even time stop). The casting of the spell uses 1 verse for that round.
  • Multiple Suggestions: Each suggestion takes 1 verse. Will save negates.
  • Weakness and Surrender: Each verse reduces the target’s spell resistance, attack rolls, damage rolls, and saves by 1. With each round the target must save versus Fortitude or meekly surrender (this state lasts as a charm person).
  • Polymorph: No save. The transformation lasts 1 hour per caster level minus 10 minutes per each verse required to transform. The required verses depend on the nature of the transformation:
    Mineral to Animal10 Verses
    Mineral to Vegetable9 Verses
    Vegetable to Animal8 Verses
    Animal to Animal4 Verses
    Vegetable to Vegetable3 Verses
    Mineral to Mineral2 Verses
  • Transport: Like a teleport without error. The required verses depend on the destination:
    Same plane5 Verses
    One plane removed6 Verses
    Two planes removed7 Verses
    Three planes removed8 Verses
    No greater distances are allowed
  • Domination: The target is allowed a single save, if fails it must serve the caster to the best of his abilities for a full day. If the target’s required to perform an act highly against its code of ethics the subject’s allowed another save (with a -1 cumulative penalty for each failed roll, including the first). A body under domination is aware of what’s its body is doing, but he’s helpless to stop it.
  • Learning a true name may take anywhere from 2-24 months or even longer and requires extensive use of the legend lore spell and simple research. It is most often used to bind fiends. None of these effects can be dispelled in any way.
  • Twilight Touch (Enchantment [Good])
    Level: Brd1, Sor/Wiz1Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: One living creatureDuration: 1 round / level
    Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)
  • By means of this spell, the caster can impart the luck of the eladrins to one non-evil being. The recipient gain +1 bonus to all saving throws and attribute checks for the duration of the spell.

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    Up the Abyssal Walls (Transmutation)
    Level: Sor/Wiz6Components: V, S, M
    Casting Time: 1 actionRange: Personal
    Area of Effect: 10-foot radiusDuration: Instantaneous
    Saving Throw: NoneSpell Resistance: No
  • This spell only works in the Abyss. It acts as a specific teleport, transporting the caster and another creature for every two levels of the caster to another Abyssal layer. All the transported creatures, must be within 10 feet of the caster. The destination layer must be familiar to the caster. The arrival point is random unless the caster has previously visited some specific spot in the destination layer. Material Component: A small object, token, or relic from the destination layer.

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    Vrock’s Screech (Evocation)
    Level: Sor/Wiz4Components: V, M
    Casting Time: 1 actionRange: Personal
    Area of Effect: 30-foot radiusDuration: Instantaneous
    Saving Throw: None or Will negatesSpell Resistance: Yes
  • The caster produces a loud screech that deafens for 2d6 hours and stuns for 1 round all creatures in a 30 foot radius area. Creatures with 6 HD / levels or less are affected automatically. Material Component: A single vrock feather.

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    Warp Sense (Divination)
    Level: Sor/Wiz2Components: V, S
    Casting Time: 1 actionRange: Touch
    Area of Effect: 60 feetDuration: 1 round / level
    Saving Throw: Special WillSpell Resistance: No
  • The caster can scan a quarter circle path per round in search of gates and portals (conduits, vortices, or paths are not detected). Full concentration is required (no move, no actions other than scan). Once a portal is detected, the caster can try to obtain further information. A successful Will saving throw (DC 15) answers one question (key or destination), another save must be made to get the other piece of information, but if the first save is failed no further attempts are allowed for this particular use of the spell. If the caster has seen the portal in operation, he receives a +2 for the saves.
  • Wastequake (Transmutation)
    Level: Sor/Wiz9Components: V, S, M
    Casting Time: 20 minutesRange: Long (¼ mile)
    Area of Effect: 10-foot diameter / levelDuration: 3 rounds
    Saving Throw: SpecialSpell Resistance: Yes
  • This spell only functions on the Gray Waste. Similar to the spell Earthquake, this spell opens the ground beneath the target creatures, causing it to buck and heave and create general mayhem. The first round, the ground ripples; any creature standing on the surface must succeed a Reflex save with a -4 penalty or be knocked prone. During the second round, a gaping rift opens in the soil of the Waste; all creatures must succeed a Reflex save with a -2 penalty (those that were knocked the round before incur in an additional -2 penalty) or be pitched into the yawning chasm. During the third round, the rift closes and the quake subsides. Creatures on the surface suffer no further damage. Any creature that fell into the chasm suffer 15d6 hp. They are also buried below the ground, at a depth equal to 10 feet per caster level. This spell doesn’t damages permanent structures.
  • Winged Memory (Enchantment, Transmutation [Mind-affecting, Good, Archon])
    Level: Clr4Components: V, S, M
    Casting Time: 1 actionRange: 10 foot / level
    Area of Effect: 1 creature / levelDuration: Instantaneous
    Saving Throw: NegatesSpell Resistance: Yes
  • This spell restores the mind of any creature affected by the waters of the River Lethe, or similar loss of memory. If used on a creature with no memory loss, it restores a single previously-cast spell to the recipient’s mind for spellcasters, and provides the effects of a divination spell for non-spellcasters.

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         Melroch Eitheldor @ 2003 1 1