Fax Celestis
2009-10-27, 02:21 PM
Acid Arrow
[Acid]
Level: Earth 2
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Acid Fog
[Acid]
Level: Water 6, Weather 7
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Aid
[Compulsion, Mind-Affecting]
Level: Glory 3, Life 2, Luck 2, Might 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Air Walk
[Air]
Level: Air 4, Travel 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
Alarm
[Abjuration]
Level: Wealth 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation centered on a point in space or object
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm
A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm
An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Align Weapon
[Aligned]
Level: Glory 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Weapon or quiver touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Align weapon makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
Analyze Dweomer
[Augury]
Level: Magic 6, Wealth 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature per caster level
Duration: 1 round/level
Saving Throw: None or Will negates; see text
Spell Resistance: No
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact.
Focus: This spell requires a tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
Animal Growth
[Polymorph]
Level: Animal 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, and its land speed (and climb and burrow speeds, if it possesses them) increases by 10'. The spell also grants each subject damage reduction/magic equal to your caster level (maximum DR 15/magic), and a +4 resistance bonus on saving throws.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.
Animal Messenger
[Compulsion, Mind-Affecting]
Level: Animal 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: No
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).
Animal Shapes
[Polymorph]
Level: Animal 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one willing creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form.
Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.
Animate Dead
[Animation]
Level: Undeath 3
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or the duration ends. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.)
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Animate Plants
[Animation]
Level: Plant 7
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle
Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Antilife Shell
[Abjuration]
Level: Darkness 6, Life 8, Water 6
Casting Time: 1 round
Range: 10'
Target: 10' radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, incarnations, or outsiders.
Antimagic Field
[Abjuration]
Level: Darkness 7, Magic 7
Casting Time: One standard action
Range: 10'
Target: 10' emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type and incorporeal undead "wink out" if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent "winked out" counts normally against the duration of the spell that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Incarnations, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Some spells and abilities--those with the [Force] descriptor, that deal force damage, and those that specifically state they function--remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Antipathy
[Compulsion, Mind-Affecting]
Level: Darkness 8, Fate 8, Fear 8, Wealth 9
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough.
Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort inflicts a -4 penalty to the creature's Dexterity.
Antipathy counters and dispels sympathy.
Antiplant Shell
[Abjuration]
Level: Plant 4
Casting Time: 1 standard action
Range: 10'
Target: 10' radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
An antiplant shell spell creates an invisible, mobile zone that harms creatures of the Plant type and animated plants (such as those created by an animate plants spell).
Plant creatures within the area take 1 points of damage per caster levels (max 15) upon entering the zone or if they are within the zone at the start of their turn. Creatures with the Plant type may make a Will save to negate each instance of the damage: animated plants do not get a saving throw. A successful saving throw negates one instance of damage, but the spell continues to inflict damage for as long as it persists and the creature is within the area of effect.
Arcane Lock
[Abjuration]
Level: Magic 2
Casting Time: 1 standard action
Range: Touch
Target: Door, chest, or portal touched, up to 30 sq. ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. A Disable Device check against this spell's DC is capable of suppressing its effects for 10 minutes; beating the DC by ten or more dispels the spell.
Arcane Sight
[Augury]
Level: Wealth 3
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell makes your eyes glow and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the descriptors for each effect. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane, divine, psionic, or otherwise (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Arcane sight can be made permanent with a permanency spell.
Arise
[Life]
Level: Death 5
Casting Time: 1 standard action
Range: Touch
Target: Touched corporeal, non-undead, non-construct, non-incarnate creature with less than 0 HP
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The creature (even if dead) that is touched by the spellcaster immediately regains consciousness, stabilizes, is set to 1 HP, and gains temporary hit points equal to 1/2 their total maximum HP. These temporary hit points disappear at the end of the spell's duration.
If the creature is dead, rather than dying, this spell only functions if they have died within one round per two caster levels.
Armor of Darkness
[Abjuration, Darkness]
Level: Darkness 4
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 10 minutes/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60'. Finally, the subject gains a +2 bonus on saving throws against any [Aligned: Good] or [Light] spells or effects.
Augury
[Augury]
Level: Fate 2
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
* Weal (if the action will probably bring good results).
* Woe (for bad results).
* Weal and woe (for both).
* Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Awaken
[Fortify]
Level: Animal 5, Life 5
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to human-like sentience. The touched animal must make a Will save to be affected. If you awaken a plant, use what the creature's will save would be if the awakening was successful.
The awakened animal or tree is indifferent toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it and it finds those desires to its liking.
An awakened tree has characteristics as if it were an animated object, except that it gains the Plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes Magical Beast (Augmented Animal). An awakened animal can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
This spell requires rare components valued at 5000 gp.
Spells B through Z forthcoming.
[Acid]
Level: Earth 2
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Acid Fog
[Acid]
Level: Water 6, Weather 7
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Aid
[Compulsion, Mind-Affecting]
Level: Glory 3, Life 2, Luck 2, Might 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Air Walk
[Air]
Level: Air 4, Travel 4
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
Alarm
[Abjuration]
Level: Wealth 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation centered on a point in space or object
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters or touches the warded area or object. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm
A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm
An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Align Weapon
[Aligned]
Level: Glory 2, War 2
Casting Time: 1 standard action
Range: Touch
Target: Weapon or quiver touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Align weapon makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
Analyze Dweomer
[Augury]
Level: Magic 6, Wealth 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature per caster level
Duration: 1 round/level
Saving Throw: None or Will negates; see text
Spell Resistance: No
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact.
Focus: This spell requires a tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
Animal Growth
[Polymorph]
Level: Animal 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, and its land speed (and climb and burrow speeds, if it possesses them) increases by 10'. The spell also grants each subject damage reduction/magic equal to your caster level (maximum DR 15/magic), and a +4 resistance bonus on saving throws.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.
Animal Messenger
[Compulsion, Mind-Affecting]
Level: Animal 2
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: No
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).
Animal Shapes
[Polymorph]
Level: Animal 8
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: Up to one willing creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form.
Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.
Animate Dead
[Animation]
Level: Undeath 3
Casting Time: 1 minute
Range: Touch
Target: One or more corpses touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed or the duration ends. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.)
Skeletons
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Animate Plants
[Animation]
Level: Plant 7
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don't have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle
Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
Antilife Shell
[Abjuration]
Level: Darkness 6, Life 8, Water 6
Casting Time: 1 round
Range: 10'
Target: 10' radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, incarnations, or outsiders.
Antimagic Field
[Abjuration]
Level: Darkness 7, Magic 7
Casting Time: One standard action
Range: 10'
Target: 10' emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to all magical effects, including spells, spell-like abilities, and supernatural abilities (but not preternatural abilities). Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type and incorporeal undead "wink out" if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent "winked out" counts normally against the duration of the spell that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out.
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Incarnations, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Some spells and abilities--those with the [Force] descriptor, that deal force damage, and those that specifically state they function--remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Antipathy
[Compulsion, Mind-Affecting]
Level: Darkness 8, Fate 8, Fear 8, Wealth 9
Casting Time: 1 hour
Range: Close (25'+5'/2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
You cause an object or location to emanate magical vibrations that repel a specific kind of intelligent creature as defined by you. The kind of creature to be affected must be named specifically: a creature subtype is not specific enough.
Creatures of the designated kind feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort inflicts a -4 penalty to the creature's Dexterity.
Antipathy counters and dispels sympathy.
Antiplant Shell
[Abjuration]
Level: Plant 4
Casting Time: 1 standard action
Range: 10'
Target: 10' radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
An antiplant shell spell creates an invisible, mobile zone that harms creatures of the Plant type and animated plants (such as those created by an animate plants spell).
Plant creatures within the area take 1 points of damage per caster levels (max 15) upon entering the zone or if they are within the zone at the start of their turn. Creatures with the Plant type may make a Will save to negate each instance of the damage: animated plants do not get a saving throw. A successful saving throw negates one instance of damage, but the spell continues to inflict damage for as long as it persists and the creature is within the area of effect.
Arcane Lock
[Abjuration]
Level: Magic 2
Casting Time: 1 standard action
Range: Touch
Target: Door, chest, or portal touched, up to 30 sq. ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. A Disable Device check against this spell's DC is capable of suppressing its effects for 10 minutes; beating the DC by ten or more dispels the spell.
Arcane Sight
[Augury]
Level: Wealth 3
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell makes your eyes glow and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the descriptors for each effect. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a non-spell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane, divine, psionic, or otherwise (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Arcane sight can be made permanent with a permanency spell.
Arise
[Life]
Level: Death 5
Casting Time: 1 standard action
Range: Touch
Target: Touched corporeal, non-undead, non-construct, non-incarnate creature with less than 0 HP
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The creature (even if dead) that is touched by the spellcaster immediately regains consciousness, stabilizes, is set to 1 HP, and gains temporary hit points equal to 1/2 their total maximum HP. These temporary hit points disappear at the end of the spell's duration.
If the creature is dead, rather than dying, this spell only functions if they have died within one round per two caster levels.
Armor of Darkness
[Abjuration, Darkness]
Level: Darkness 4
Casting Time: 1 standard action
Range: Touch
Target: Touched creature
Duration: 10 minutes/level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60'. Finally, the subject gains a +2 bonus on saving throws against any [Aligned: Good] or [Light] spells or effects.
Augury
[Augury]
Level: Fate 2
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
* Weal (if the action will probably bring good results).
* Woe (for bad results).
* Weal and woe (for both).
* Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Awaken
[Fortify]
Level: Animal 5, Life 5
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to human-like sentience. The touched animal must make a Will save to be affected. If you awaken a plant, use what the creature's will save would be if the awakening was successful.
The awakened animal or tree is indifferent toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it and it finds those desires to its liking.
An awakened tree has characteristics as if it were an animated object, except that it gains the Plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes Magical Beast (Augmented Animal). An awakened animal can't serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
This spell requires rare components valued at 5000 gp.
Spells B through Z forthcoming.