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EBERRON SPELL LISTS

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Artificer Infusion List


1st Level
Ablative Armor: reduce damage from next attack by 5 + caster level (max 15)
Armor Enhancement, LesserM*: Armor or shield gains special ability with a +1 bonus market proce
modifier.
Energy AlterationM*: Item using one kind of energy uses another instead.
Enhancement Alteration*: Magic shields enhancement bonus applies to shield bash attacks, or magic
weapons enhancement bonus applies to Two-Weapon Defense.
IdentifyM: Determine the properties of magic item.
Indisputable Possession: Call an iten back to your hand if it leaves your possession
Inflict Light Damage*: Deals 1d8 + 1/level damage (maximum +5) to a construct.
Light: Object shines like a torch.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus
Metamagic Scroll: Imbue spell completion item with a metamagic feat
Natural Weapon Augmentation, Personal: One of your natural weapons gains special ability with +1
bonus market price modifier.
Pending Potion: Target potion or oil takes effect at a later time
Repair Light Damage*: Cures 1d8+1/level damage (max +5) to a construct.
Resistance Item*: Item bestows +1 or better resistance bonus on saving throws.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Skill Enhancement*: Item bestows circumstance bonus on skill checks.
Spell Storing Item*: Store one spell in an item.
Weapon Augmentation, Personal*: Your weapon gains special ability with a +1 bonus market price.

2nd Level
Align Weapon: Weapon becomes good, evil, lawful or chaotic.
Armor EnhancementM*: Armor or shield gains special ability with up to +3 bonus market proce
modifier.
Bears Endurance: Subject gains +4 to Constitution for 1 min.level.
Bulls Strength: Subject gains +4 to Strength for 1min/level.
Cats Grace: Subject gains +4 to Dexterity for 1min/level.
Chill Metal: Cold metal damages those who touch it.
Construct Essence, Lesser: Grants a living construct qualities of the construct type.
Eagles Splendor: Subject gains +4 Charisma for 1min/level.
Elemental Prod: Move an elemental creature a short distance
Foxs Cunning: Subject gains +4 to Intelligence for 1 min/level.
Heat Metal: Malke metal so hot it damages those who touch it.
Inflict Moderate Damage*: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Lucky Blade: Weapon grants a single reroll of an attack
Natural Weapon Augmentation, LesserM: Natural weapon gains special ability with +1 bonus market
price modifier.
Owls Wisdom: Subject gains a +4 to Wisdom for 1 min./level.
Reinforce Construct: Construct gains 1d6 +1/level temporary hit points
Repair Moderate Damage*: Cures 2d8+1/level damage (max. +10) to a construct.
Supress Dragonmark: Supress spell-like abilities of targets dragonmark.
Toughen Construct*: Grants construct +2 (or higher) enhancement bonus to natural armor.
Unseen Crafter: Invisible force obeys your command and can use the craft skill.
Weapon Augmentation, LesserM*: Weapon gains special ability with +1 bonus market price modifier.

3rd Level
Adamantine Weapon: Transform weapon into adamantine
Armor Enhancement, GreaterM*: Armor or shield gains special ability with up to +5 bonus market
price modifier.
Blast Rod: Infused rod stores 1d8/level destructive energy
Construct Energy Ward*: Construct gains resistance 10 to specified energy type.
Humanoid Essence, Lesser: Grants a construct the ability to accept healing magic.
Inflict Serious Damage*: Deals 3d6+1/level damage (max +15) to a construct.
Lucky Cape: Cape grants a single reroll of a saving throw
Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
Metamagic Item*: Imbue spell trigger iten with metamagic feat.
Power SurgeX*: Charged spell trigger iten gains temporary charges.
Repair Serious Damage*: Cures 3d8+1/level damage (max. +15) to a construct.
Spell Snare: Dragonshard absorbs a spell or spell-like ability of up to 3rd level
Stone ConstructM*: Construct gains DR 10/adamantine
Suppress RequirementM*: Item that requires class features, race, ability score, or alignment to
function to its fullest potential no longer carries that requirement.

4th Level
Censure Elemental: Deal 2d4 + 1/level damage each round to elemental
Concurrent Infusions: Cast three 1st level infusions simultaneously
Construct Energy Ward, Greater*: Construct gains immunity to specified energy type.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
Inflict Critical Damage*: Causes 4d8+1/level damage (max. +20) to a construct
Item Alteration*: Item that provides a certain type of bonus provides a different type of bonus to the
same value or roll.
Iron Construct*: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Minor Creation: Creates one cloth or wood object.
Natural Weapon AugmentationM: Natural weapon gains special ability with up to +3 bonus market
price modifier.
Repair Critical Damage*: Cures 4d8+1/level damage (max. +20) to a construct.
Rusting Grasp: Your touch corrodes iron and alloys.
Shield of Faith, Legions: Allies gain +3 or higher AC bonus.
Weapon AugmentationM*: Weapon gains special ability with up to a +3 bonus market price.

5th Level
Construct Essence: As lesser construct essence, but grants more qualities of the construct type.
Disrupting Weapon: Melee weapon destroyes undead.
Dominate Living Construct: As dominate person, but affecting a living construct.
Fabricate: Transforms raw materian into finished items.
Inflict Light Damage, Mass: Deals 1d8 damage +1/level to many constructs.
Major Creation: As minor creation, plus stone and metal.
Repair Light Damage, Mass: Repairs 1d8 damage +1/level for many constructs.
Slaying Arrow: Creates a projectile deadly to a specific creature type
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.

6th Level
Blade Barrier: Wall of blades deals 1d6/level damage.
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Disable Construct*: Deals 10/level damage to target construct.
Globe of Invulnerability: as lesser globe of invulnerability, plus 4th-level spell effects.
Hardening*: Items hardness increases by 1 per 2 levels.

Humanoid Essence, Greater: Gives a construct the humanoid type


Inflict Moderate Damage, Mass: Deals 2d8 damage +1/level to many constructs
Move Earth: Digs trenches and builds hills.
Natural Weapon Augmentation, GreaterM: Natural weapon gains special ability with up to +5 bonus
market price modifier.
Repair Moderate Damage, Mass: Repairs 2d8 damage +1/level for many constructs.
Spell Snare, Greater: Dragonshard absorbs a spell or spell-like ability of up to 6th level.
Total Repair*: Repair 10 points/level of damage to a construct.
Wall of IronM: 30hp/four levels; can topple onto foes.
Weapon Augmentation, GreaterM*: Weapon gains special ability with up to +5 bonus market price
modifier.

NEW BARD SPELLS


1ST LEVEL
Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check
Distracting shadows: -5 penalty to Search and Spot checks in a 20-foot radius spread.
Hidden Ward: Hide magical effects on an object.

2ND LEVEL
Clothiers Closet: Conjure several sets of clothing
Dimensional Leap: Teleport 10/level
Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate and Sense Motive against
affected creature.
Misrepresent AlignmentF: Projects a false alignment for an object or creature
Unseen Crafter: Invisible force obeys your command and can use the craft skill.

4RD LEVEL
Insideous Suggestion: Suggestion repeats over and over in creatures mind.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Reflex save.

5TH LEVEL
Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused.
Unfettered Heroism: Spend more than one action point per round plus gain one free action point per
round.

6TH LEVEL
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or enter prophetic favor as an immediate action.

NEW CLERIC SPELLS AND DOMAINS


1ST LEVEL
Detect Dragonmark: Detect and identify dragonmarks within 60ft.
Touch of Jorasco: Touch heals up to 2hp/level divided among multiple targets.

2ND LEVEL
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse
Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus
Sense Weakness: Automatically confirm one critical

Shared Healing: Subject creature can cure up to twice your caster level of its own hit points
Unseen Crafter: Invisible force obeys your command and can use the craft skill.

3RD LEVEL
Furnace Within: Flame bursts from your body, deals 1d8/level damage in 10-ft radius
Humanoid Essemce, Lesser: Grants a construct the ability to accept healing magic.
Irians Light: Ranged touch attack heals 2d8 damage +1ray/4 levels (max 3)
Misrepresent AlignmentF: Projects a false alignment for an object or creature

4TH LEVEL
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Relfex save.

5TH LEVEL
Humanoid Essence: Imposes upon a construct some of the weakness of the humanoid type.
Orb of Dancing Death: Orb you control bestows one negative level each round.
Scry Trap: Scry attempt against target deals 1d6/level damage and blind scrying creature.
Undying Aura: Subject gains immunity to death effects, energy drain, and negative energy; can harm
one undead or heal one deathless.

6TH LEVEL
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or entery prophetic favor as an immediate action.
Magic Weapon, Greater Legions: Allies weapons gain +2 or greater enhancement bonus.
Semblance of Life: Undead take 3d6 damage per round; intelligent undead also dazed 1 round.

7TH LEVEL
Humanoid Essence, Greater:Gives a construct the humanoid type
Leech Undeath: Harm undead to gain temporary hit points

8TH LEVEL:
Golem Immunity: Grants a construct the magic immunity special quality of a particular golem
Illusion Purge: Dispels Illusions within 5ft/level.

9TH LEVEL
Feast of Champions*: Food for one creature/level heals and grants comprehensive bonus.

CLERIC DOMAINS
Air Domain: Balinor
Animal Domain: Balinor

ARTIFICE DOMAIN
Deities: Onatar, the Traveller
Granted Power: Gain +4 competence bonus on Craft checks. You cast creation spells at +1 caster level.

Artifice Domain Spells


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Animate Rope: Make a rope move at your command.


Wood Shape: Rearranges wooden objects to suit you
Stone Shape: Sculpts stone into any shape.
Minor Creation: Creates one cloth or wood object
Fabricate: Transforms raw materials into finished items.
Major Creation: as minor creation, plus stone and metal.
Hardening*: Items hardness increases by 1 per 2 caster levels.

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True CreationX*: As major creation, but items are permanent.


Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Chaos Domain: Dol Dorn, the Shadow, the Traveller

CHARM DOMAIN:
Deities: Kol Korran
Granted Power: You can boost your Charisma by 4 points once per day. Activating this power is a free
action. The charisma increase lasts 1 minute.

Charm Domain Spells


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Charm Person: Makes one person your friend


Calm Emotions: Calms creatures, negating emotion effects.
Suggestion: Compels subject to follow stated course of action.
Heroism: Gives +2 bonus on attack rolls, saves and skill checks.
Charm Monster: Makes monster believe it is your ally.
Geas/Quest: As lesser geas, plus it affects any creature
Insanity: subject suffers continuous insanity
Demand: As sending, plus you can send suggestion.
Dominate Monster: As dominate person, but any creature.

COMMERCE DOMAIN:
Deities: Kol Korran
Granted Power: You gain a +10 competence bonus on Profession checks made to earn a living (not
checks to accomplish a specialized task)
Add Appraise to your list of cleric class skills.

Commerce Domain Spells


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Comprehend Languages: You understand all spoken and written languages.


Zone of Truth: Subjects within range cannot lie.
Tongues: Speak any language
Glibness: you gain a +30 on Bluff checks, and your lies can escape magical discerning.
True SeeingM: Lets you see all things as they really are.
Leomunds Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
RefugeM: Alters item to transport its possessor to you.
Analyze DweomerF: Reveals magical aspects of subject.
Polymorth Any Object: Changes any subject into anything else.

COMMUNITY DOMAIN:
Deities: Bolderei
Granted Power: You can use calm emotions as a spell-like ability once per day. You also gain a +2
competence bonus on Diplomacy checks.

Community Domain Spells


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Bless: Allies gain a +1 bonus on attack rolls and saves against fear.
Status: Monitors condition, position of allies.
Prayer: Allies gain +1 bonus on most rolls, enemies take a 1 penalty.
Status, Greater*: As status, but cast some spells through bond.
Rarys Temepathic Bond: Link lets allies communicate.
Heroes Feast: Food for one creature /level cures and grants combat bonuses.
RefugeM: Alters item to transport possessor to you.
SympathyF: Object or location attracts certain creatures.
Heal, Mass: As heal, but with several subjects.

Death Domain: The Keeper, the Blood of Vol

DEATHLESS DOMAIN:
Deities: The Undying Court
Granted Power: Once per day, you can perform a greater rebuking against deathless creatures in place of
one of your turn undead attempts. The greater rebuking is like a normal rebuking except that the deathless
creatures that would be rebuked are commanded instead.
Deathless Domain Spells
1 Detect Undead: Reveals undead or deathless within 60ft.
2 ConsecrateM: Fills area with positive energy, making undead weaker and deathless stronger.
3 Halt Deathless*: Immobilizes deathless for 1 round/level.
4 Spirit Steed*: Channels an ancient spirit into your steed, increasing its speed and granting other
benefits.
5 HallowM: Designates location as holy.
6 Create DeathlessM*: Create undying soldier.
7 Control Deathless*: Deathless dont attack you while under your command.
8 Create Greater DeathlessM*: Create undying councilor.
9 Heros Blade*: Channel the spirit of a greater hero into a melee weapon

DECAYS DOMAIN:
Deities: The Keeper
Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability
that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee
touch attack to affect a creature (using the rules for touch spells). If you touch a living creature including
constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead
creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1
point per cleric level.

Deathless Domain Spells


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Doom: One subject takes 2 on attack rolls, damage rolls, saves, and checks.
Ray of Enfeeblement: Ray deals 1d6+1/two levels Str damage.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Antilife Shell: 10-ft-radius field hedges out living creatures.
Withering Palm*: Touch attack deals 1 point Str and 1 point Con damage per 2 caster levels.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Energy Drain: Subject gains 2d4 negative levels.

Destruction Domain: The Devourer, the Mockery

DRAGON BELOW DOMAIN:


Deities: Cults of the Dragon Below
Granted Power: You gain Augment Summoning as a bonus feat.

Dragon Below Domain Spells


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Cause Fear: One creature of 5HD or less flees for 1d4 rounds
Death Knell: Kill dying creatures and gain 1d8 temporary hp, +2 to Ste and +1 caster level.
Bestow Curse: -6 to an ability score, -4 on attack rolls, saves and checks; or 50% chance of losing
each action.
Planar Ally, LesserX: Exchange services with a 6HD extraplanar creature.
Slay Living: Touch attack kills subject.
Planar AllyX: As lesser planar ally, but up to 12HD.
Blasphemy: Kills, paralyzes weakens or dazes non-evil subjects.

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Planar Ally, GreaterX: As lesser planar ally, but up to 18HD.


GateX: Connects two planes for traveling or summoning.

Earth Domain: Balinor, Cults of the Dragon Below


Evil Domain: The Devourer, the Fury, the Keeper, the Mockery, the Shadow, the Blood of Vol, the Cults
of the Dragon Below.

EXORCISM DOMAIN:
Deities: Church of the Silver Flame
Granted Power: You have the supernatural ability to force possessing spirits out of the bodies they inhabit
You make a Charisma check and consult the Turning Undead table (PHBp159), using your Cleric level. If
the result from the table is at least equal to the HD of the possessing creature, you force it out of the body.
If the spirit belongs to a spellcaster using majic jar, the spirit returns to the receptacle. If it is a ghost or a
possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to
possess the same victim again for 24 hours.

Exorcism Domain Spells


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Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and
outsiders.
Magic Circle against Evil: As protection from evil, but 10-ft radius and 10 min/level.
Remove Curse: Frees object or person from curse.
Dismissal: Forces a creature to return to native plane.
Dispel Evil: +4 bonus against attacks.
Banishment: Banishes 2HD/level of extraplanar creatures.
Holy Word: Kills, paralyzes, blinds or deafens non-good subjects.
Holy AuraF: +4 to AC, +4 to resistance and SR 25 against evil spells.
Freedom: Releases creatre from imprisonment.

FEAST DOMAIN:
Deities: Olladra
Granted Power: You have immunity to ingested poisons and diseases spread by ingestion.

Feast Domain Spells


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Goodberry: 2d4 berries each cure 1 hp (max 8hp/24 hours)


Delay Poison: Stops poison from harming subject for 1 hour/level
Create Food and Water: Feeds three humans (or 1 horse)/level.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Leomunds Secure Shelter: Creates sturdy cottage.
Heroes Feast: Food for one creature per level cures and grants combat bonuses.
Mordenkainens Magnificent MansionF: Door leads to extradimensional mansion.
Detoxify*: Neutralize poison in 30-ft; radius
Feast of Champions*: Food for one creature/level heals and grants comprehensive bonuses.

Fire Domain: Onatar


Good Domain: Church of the Silver Flame, Arawai, Boldrei, Dol Arrah, Dol Dorn, Olladra, Onatar, the
Undying Court.
Healing Domain: Olladra
Knowledge Domain: Aureon
Law Domain: Church of the Silver Flame, Aureon, Boldrei, Dol Arrah, the Blood of Vol, the Path of
Light.

LIFE DOMAIN:
Deities: Arawai
Granted Power: Once per day, you can grant 1d6 temporary hp +1 per cleric level to a creature you touch.

These temporary hp last for a maximum of 1 hour/level.

Life Domain Spells


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Hide from Undead: Undead cant perceive one subject/level.


Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Plant Growth: Grows vegetation, improves crops.
Death Ward: Grants immunity to death spells and negative energy effects.
Disrupting Weapon: Melee weapon destroys undead.
Animate Objects: Objects attack your foes.
Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (maximum +35)
Animate Plants: One or more trees animate and fight for you.
Heal, Mass: As heal; but with several subjects.

Luck Domain: Olladra

MADNESS DOMAIN:
Deities: The Fury, the Cults of the Dragon Below
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and
all Will saves. However, once per day, you can see and act with the clarity of true madness: add your
level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the
check or save is rolled.

Madness Domain Spells


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Confusion, Lesser: One creature acts randomly for 1 round


Touch of Madness*: Dazes 1 creature for 1 round/level.
Rage: Subject gains +2 Str and Con, +1 on Will saves 2 to AC.
Confusion: Makes subject behave oddly for 1 round/level.
Bolts of Bedevelment*: One ray/round, dazes for 1d3 rounds.
Phantasmal Killer: Fearsome illusion kills one creature or deals 3d6 damage.
Insanity: Subject suffers continuous confusion.
Maddening Scream*: Subject has 4 to AC, no shield, Reflex save on 20 only.
Weird: As phantasmal killer, but affects all within 30 ft.

Magic Domain: Aureon, the Shadow

MEDITATION DOMAIN:
Deities: The Path of Light
Granted Power: Once per day, you can cast one spell as though it had the Empower Spell feat applied to
it. However, you cast the spell at its normal level, not at two levels higher, and use the normal casting
time of the spell. You need not know the Empower Spell feat to use this ability.

Meditation Domain Spells


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Comprehend Languages: You understand all spoken and written languages.


Owls Wisdom: Subject gains +4 to Wis for 1 min/level.
Locate Object: Senses direction toward object
Tongues: Speak any language
Spell Resistance: Subject gains SR 12+ level.
Find the Path: Shows most direct way to a location.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Astral Projection: Projects you and companions onto Astral Plane.

NECROMANCER DOMAIN:
Deities: The Blood of Vol
Granted Power: You cast necromancy spells at +1 caster level.

Necromancer Domain Spells


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Ray of Enfeeblement: Ray deals 1d6 +1/two levels Str damage


Command Undead: Undead creature obeys your commands
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Enervation: Subject gains 1d4 negative levels.
Waves of Fatigue: several targets become fatigued
Eyebite: Target becomes panicked, sickened and comatose.
Control Undead: Undead dont attack you while under your command.
Horrid Wilding: Deals 1d6/level damage within 30ft.
Energy Drain: Subject gains 2d4 negative levels.

PASSION DOMAIN:
Deities: The Fury
Granted Power: For a total time per day of 1 round per cleric level, as a free action you can act as if under
the effect of the rage spell. This granted power is a supernatural effect.

Passion Domain Spells


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Cause Fear: One creature of 5HD or less flees for 1d4 rounds.
Tashas Uncontrollable Hideaous Laughter: Subject loses actions for 1 round/level.
Confusion: Makes subject behave oddly for 1 round/level.
Crushing Despair: Subjects take 2 on attack rolls, damage rolls, saves and checks.
Command, Greater: As command, but affects one subject/level.
Heroism, Grater: Gives +4 bonus on attacks, saves, skill checks; immunity to fear; temporary hit
points.
Song of Discord: Forces targets to attack each other.
Ottos Irresistable Dance: Forces subject to dance.
Dominate Monster: As dominate person, but any creature.

Plant Domain: Arawai


Protection Domain: Church of the Silver Flame, Boldrei, the Path of Light, the Undying Court.

REVERED ANCESTOR DOMAIN:


Deities: Spirits of the Past
Granted Power: You gain Exotic Weapon Proficiency (Valenar double scimitar) as a bonus feat. If
you already have that feat, you gain Weapon Focus (Valenar double scimitar) instead.

Revered Ancestor Domain Spells


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Magic Weapon: Weapon gains a +1 bonus


Aid: +1 on attack rolls and saves against feat, 1d8 temporary hp + 1/level (max +10)
Heroism: Gives +2 on attack rolls, saves and skill checks
Spirit Steed: Channels an ancient spirit into your steed, increasing its speed and granting other
benefits.
Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear;
temporary hp.
VisionMX: As legend lore, but quicker and more strenuous
Earthquake: Intense tremor shakes 5-ft/level radius (Valenar call this spell thundering hooves)
Heroes Blade: Channel the spirit of a great hero into a melee weapon.

SHADOW DOMAIN:
Deities: The Shadow
Granted Power: Grant Blind-fight as a bonus feat.

Shadow Domain Spells


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Obscuring Mist: Fog surrounds you.


Darkness: 20-ft radius of supernatural shadow.
Deeper Darkness: Object sheds supernatural shadow in a 60-ft radius.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shadow Evocation: Mimics evocation below 5th, but only 20% real
Shadow Walk: Step into shadow to travel rapidly
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shades: As shadow conjuration, but up to 8th level and 80% real.

Strength Domain: Dol Dorn


Sun Domain: Dol Arrah

TRANSFORMATION DOMAIN
Deities: No deity includes the Transformation domain as part of its portfolio. Any creature with the
shapechanger subtype that does not worship a specific deity may select this domain as one of its domain
choices.
Granted Power: You cast transmutation spells at +1 caster level.

Transformation Domain Spells


1. Enlarge Person: Humanoid Creature doubles in size
2. Alter Self: Assume form of a similar Creature
3. Gaseous Form: Subject becomes insubstantial and can fly slowly
4. Involuntary Shapeshifting: If able to do so, target must change shape
5. Polymorph: Gives one willing subject a new form.
6. Baleful Polymorph: Transforms subject into harmless animal
7. Doppelganger TransformationM: You gain physical and mental bonuses
8. Polymorph any Object: Change any subject into anything else.
9. ShapechangeF: Transforms you into any creature, and change forms once per round.
Travel Domain: Kol Korran, the Traveler
Trickery Domain: The Mockery, the Traveler

TRUTH DOMAIN
Deities: Church of the Silver Flame, the Path of Light
Granted Power: You gain a bonus on Sense Motive checks equal to your cleric level. You cast
divination spells at +1 caster level.

Truth Domain Spells


1. Detect Thoughts: Allows listening to surface thoughts
2. Zone of Truth: Subjects within range cannot lie
3. See Invisible: Reveals invisible creatures or objects
4. Discern Lies: Reveals Deliberate Falsehoods
5. True SeeingM: Lets you see all things as they really are
6. Force Shapechange: Forces shapechanger into natural form
7. Illusion Purge: Dispel illusions within 5ft/level
8. Discern Location: Reveals exact location of creature or object
9. True Seeing, Mass: As true seeinf, but affects multiple creatures.
War Domain: Dol Arrah, Dol Dorn, the Mockery
Water Domain: The Devourer

WARFORGED DOMAIN:

Deities: The Becoming God, Lord of Blades, Onatar


Granted Power: Rebuke, command or bolster construct creatures as an evil cleric rebukes undead. Use
these abilities a total number of times per day equal to 3 + your Cha modifier. This granted power is a
supernatural ability.

Warforged Domain Spells


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9

Repair Light Damage: Repairs 1d8 + 1/level damage (maximum +5) to a construct.
Construct Essence, Lesser: Grants a living construct qualities of the construct type:
Stone Construct: Construct gains DR 10/adamantine
Repair Critical Damage: Repairs 4d8 + 1/level damage (maximum +20) to a construct.
Construct Energy Ward, Greater: Construct gains immunity to specific energy type
Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Total Repair: Repair 10/level damage to a construct
Summon Warforged Champion: Summons a mighty warforged titan.

WEATHER DOMAIN
Deities: Arawai, the Devourer
Granted Power: Your vision is unobstructed by nonmagical weather conditions. Add Survival to your
list of cleric class skills. You gain a +2 bonus on all weather-related Survival checks.

Weather Domain Spells


1
2
3
4
5
6
7
8
9

Obscuring Mist: Fog surrounds you


Fog Cloud: Fog obscures vision
Call Lightning: Calls down lightning bolts (3d6 per bold) from the sky
Sleet Storm: Hampers vision and movement
Call Lightning Storm: as call lightning, but 5d6 damage per bolt.
Control Winds: Change wind direction and speed.
Control Weather: Change weather in local area.
Whirlwind: Cyclone deals damage and can pick up creatures
Storm of Vengeance: Storm rains acid, lightning and hail.

NEW DRUID SPELLS


Spells marked with a G are available only to druids who are part of the ancient Gatekeeper tradition. Druids
with the Gatekeeper feet, or Eldeen rangers of the Gatekeeper sect, add these spells to their spell list.

1st Level
Detect Aberration*G: Reveals Aberrations within 60 ft.

2nd Level
Leap into Animal: Merge with an animal and control its actions.
Zone of Natural Purity* G: Aberrations in the area become weaker, fey and plants become stronger.

3rd Level
Winds Favor: Create strong wind for 1hr/level

4th Level
Natures Wrath* G: Damages and dazes aberrations, damages other creatures.

7th Level
Return to Nature* G: Reduces Intelligence and magical abilities of target.

NEW PALADIN SPELLS


2ND LEVEL
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse
Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus

NEW RANGER SPELLS


2ND LEVEL
Leap into Animal: Merge with an animal and control its actions.

NEW SORCERER/WIZARD SPELLS


1ST LEVEL
Div
Div
Evo
Ill
Div
Trans

Ancient Knowledge: Gain a +5 insight bonus on a single Knowledge check


Detect Dragonmark: Detect and identify dragonmarks within 60ft.
Distracting Darkness: -5 penalty on Search and Spot checks in a 20-ft-radius spread.
Hidden Ward: Hide magical effects on an object.
Magecraft*: +5 competence bonus on one Craft check.
Repair Light Damage*: Cures 1d8+1/level damage (maximum +5) to a construct.

2ND LEVEL
Conj
Conj
Div
Trans
Ench
Trans
Div
Trans
Trans
Abj

Clothiers Closet: Conjure several sets of clothing


Dimensional Leap: Teleport 10/level
Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse
Magic Weapon, Legions: Allies weapons gain +1 enhancement bonus
Mindburn: Target loses a spell or infusion each round.
Repair Moderate Damage*: Cures 2d8+1/level damage (max +10) to a construct.
Sense Weakness: Automatically confirm one critical
Speaking Stones: Pass a 25-word message between two magically linked stones.
Suffer the Flesh: Take Constitution damage to make your spellcasting more potent.
Supress DragonmarkF: Supress the spell-like abilities of targets dragonmark.

3RD LEVEL
Abj
Trans

Khyber Trap: Trap extraplanar creature within a Khyber dragonshard.


Repair Serious Damage*: Cures 3d8+1/level damage (max +15) to a construct.

4TH LEVEL
Trans
Abj
Conj

Repair Critical Damage*: Cures 6d8+1/level damage (max +20) to a construct.


Spell Snare: Dragonshard absorbs a spell of up to 3rd level.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight
bonus on one Reflex save.

5TH LEVEL
Ench
Trans
Necro
Abj
Evo

Glimpse of Eternity: Target takes 1d6 nonlethal damage/level and is confused.


Magic Weapon, Greater Legions: Allies weapons gain +2 or greater enhancement bonus.
Orb of Dancing Death: Orb you control bestows one negative level each round.
Scry Trap: Scry attempt against target deals 1d6/level damage and blind scrying creature.
Storm Touch: Touch deals 9d6 electrical damage and stuns victim for 1 round: Useable a number
of times equal to level.

6TH LEVEL
Trans
Ench
Div
Trans
Evo

Construct Essence, Mass Lesser: Grants many living constructs qualities of the construct type.
Control Elemental: Gain control of an elemental creature.
Glimpse of the Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to
caster level on one save, or enter prophetic favor as an immediate action.
Hardening*: Items hardness increases by 1 per 2 levels.
Overwhelming Revelations: Creatures take 2d6 penalty to Wisdom and are confused for 1
round.

8TH LEVEL
Ench

Maddening Scream*: Subject has 4 to AC, no shield, Reflex save on 20 only.

NEW SPELLS AND INFUSIONS


The spells and infusions in this section are
presented in alphabetical order.
ABLATIVE ARMOR
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Suit of armor touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
Armor imbued with this infusion absorbs 5
points of damage from the next attack that deals
damage to the creature that wears it (treat this as
one-time damage reduction 5/-). Forms of
damage that arent affected by damage reduction
likewise overcome ablative armor. Once the
infused item has prevented damage from a single
attack (even if not all the damage reduction is
needed), the magic fades.
The damage reduction increases by 1 for
every caster level above 1st, to a maximum of
15/0 at 10th level.
Special: A character with any Mark of
Sentinel dragonmark, or with the Favored in
House (Deneith0 feat casts this infusion at +1
caster level.
Material Component: A shard of scrap metal
from a forge.

ADAMANTINE WEAPON
Transmutation
Level: Artificer 3
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 1 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
This infusion temporarily alters the substance of
one weapon, transforming it into adamantine.
This effect replaces the properties of any other
special material the weapon might be constructed
from. Only weapons made of metal can benefit
from this infusion.
Material Component: A pinch of powdered
adamantine.
ANCIENT KNOWLEDGE
Divination
Level: Bard 1, sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You tap the ancient knowledge of fate and
fortune, giving you a greater ability to focus on
particularly difficult academic problems. Before
making a Knowledge check, you can ecide to
discharge this spell as an immediate action to
give yourself a +5 insight bonus on the check. If
you do not have any ranks in the Knowledge
skill, it is treated as an untrained check.
Special: A character with any Mark of
Finding dragonmark, or with the Favored in
House(Tharashk) feat treats any Knowledge
check made in conjunction with this spell as a
trained check, even if he doesnt have any ranks

in the skill.
Focus: A piece of ivory worth at least 100gp,
ARCANE SEAL
Abjuration
Level: Magewright 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: The door, chest or portal touched, up to
30 ft2/level in size.
Duration: Permanant
Saving Throw: None
Spell Resistance: No
This spell can be cast upon a door, chest or
portal. This magically seals the target and
attaches a mystical alarm to this location. The
focus of the spell is a platinum key; this key is
mystically bound to the target of the spell and
cannot be used again. The bearer of the key may
freely pass the arcane seal 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. In addition, if the door is
opened in any manner, the bearer of the key
receives a mental alert: a single word, set when
the spell is cast.
A knock spell suppresses the seal for 10
minutes. Dispel magic permanently destroys the
seal if the dispel check is successful. However,
the seal sends its mental alert even if the magic is
dispelled. A rogue or artificer can sense the
presence of an arcane seal by making a
successful Search check (dc28). A rogue or
artificer can temporarily disable the alarm using
an arcane key.
Focus: A finely crafted platinum key worth
50gp.
ARMOR ENHANCEMENT
Transmutation
Level: Artificer 2
As lesser enhancement, but you can choose any
special ability whose market price is equivalent
to a bonus of up to +3 or up to 35,000gp, such as
ghost touch or acid resistance.
Material Component: An ointment costing
50gp.
ARMOR ENHANCEMENT, GREATER
Transmutation
Level: Artificer 3

As lesser enhancement, but you can choose any


special ability whose market price is equivalent
to a bonus of up to +5 or up to 100,000gp, such
as etherealness or greater fire resistance.
Material Component: An ointment costing
100gp.
ARMOR ENHANCEMENT, LESSER
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Armor or shield touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
The armor or shield you touch temporarily gains
a special ability commonly found on magic
armor or shields. You can choose any special
ability whose market price is equivalent to a +1
bonus or up to 5,000gp, such as light fortification
or shadow. The armor or shield does not need to
have an existing enhancement bonus, nor does it
gain one when you imbue it with this infusion.
Material Component: An ointment made from
rare spices and minerals costing 25gp.
ASPECT OF THE WEREBEAST
Transmutation [Mindset]
Level: Druid 4, ranger 4
Components: V, S, shifter
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min/level
When you cast this spell, you tap into your
shifter nature to transform yourself into a hybrid
of your natural form and a specific animal.
This transformation resembles the hybrid
forms of some lycanthropes, and grants similar
abilityes. When you cast aspect of the werebeast,
choose one of the animal forms listed below to
determine your hybrid form.
Bear: You gain a +4 enhancement to Strength
and Constitution. In addition, if you have a
natural claw attack, you gain the improved grab
special attack. This ability allows you yo make a
free grapple attempt against a foe at least one
size category smaller than you whenever you hit
with your natural claw attack.
Tiger: You gain a +4 enhancement bonus to
Strength and Dexterity. In addition, you gain the
pounce special attack, allowing you to follow a

charge with a full attack (including rake attacks)


Wolf: You gain a +4 enhancement bonus to
Dexterity and Constitution and a +10 feel
enhancement bonus to your lant speed. In
addition, if you have a natural bite attack, you
can attempt to trip your opponent as a free action
without making a touch attack or provoking an
attack of opportunity. If this trip attempt fails,
your opponent cannot react to trip you.
Razorclaw shifters tend to prefer the bear or
tiger aspects of this spell, while longtooth
shifters prefer the wolf aspect.
As with other spells and effects, aspect of the
werebeast does not stack with itself. You cannot
gain multiple benefits from the spell even if you
cast it multiple times with different aspects.
Mindset: While this spell is prepared, the
duration of your shifting is increased by 1 round.
BLAST ROD
Evocation
Level: Artificer 3
Components: S, F
Casting Time: 1 minute
Range: Touch
Target: Rod touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: Yes
You store energy within a rod, then unleash it in
rays of destructive power. The blast rod can deal
a total of 1d8 points of damage per caster level
(maximum 10d80, either focused into a single
blast, or divided up among multiple blasts.
To use the rod, you designate how many dice
of damage you wish to release, then make a
ranged touch attack as a standard action against
any target within 60 feet. Regardless of whether
the attack hits or not, the damage dice you
specified are subtracted from the total stored in
the rod.
Focus: the rod to be infused.
BOLTS OF BEDEVILMENT
Enchantment [Mind-affecting]
Level: Madness 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Armor or shield touched
Duration: 1 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell empowers you with the ability to use


three ray attacks, one per round, during the
period of one round per level. Using a ray attack
is a standard action. The ray affects one living
creature, clouding his mind so that he takes no
actions. The subject is dazed, not stunned, so
attackers get no special advantage against him.
CENSURE ELEMENTAL
Abjuration
Level: Artificer 4
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 min/level
Saving Throw: None (object) or Will half; see
text
Spell Resistance: No (object) or Yes; see text
When artifivers began construction of some of
the first elemental vessels, they wanted a way to
keep elementals from wreaking havoc prior to
being bound. This infusion was developed as a
means of conditioning elementals through
negative reinforcement.
Typically cast into a pole or other prod, this
infusion creates a field that can harm elemental
creatures. When held aloft (a standard action),
the infused item deals 2d4 points of damage plis
1 point per caster level (maximum +15) to any
elemental creatures within a 20-foot-radius area.
This damage repeats each round at the start of
the artificers turn as long as the item is held
aloft (a standard action). A successful Will save
halves the damage, and spell resistance applies
against this effect.
The caster can designate up to one elemental
creature per level to have immunity to the effects
of the infusion.
Special: A character with the Mark of
Making dragonmark, or with the Favored in
House (Cannith) feat casts this spell at a +1
caster level.
Material Component: a pinch of kilnhardened mud.

CLOTHIERS CLOSET
Conjuration (creation)
Level: Bard 2, Sorcerer/wizard 2
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25ft + 5ft/2 levels
Target: One or more sets of clothes
Duration: 1 hour/level (d); see text
Saving Throw: None
Spell Resistance: No

CONCURRENT INFUSIONS
Transmutation
Level: Artificer 4
Components: S, M
Casting Time: 1 minutes
Range: Touch
Target: Object touched
Duration: Instantaneous
Saving Throw: None (object)
Spell Resistance: No (object)

When you and your companions need to attend a


gala reception at the last minute, you need not
despair over your clothing. When you cast
clothier's closet, you conjure a 3 inch diameter
wooden rod up to 10 feet in length between any
two upright supports you choose. For example,
you could summon the rod to appear between
two walls of a corridor or alcove. On the rod
hang a number of outfits as determined by you,
each of a size and type you specify while the
spell is cast.
The conjured rod can hold a variety of
separate outfits whose total price does not exceed
100gp. The outfit types that you can specify
include the following: artisan's outfit (1gp),
cleric's vestments (5gp), entertainer's outfit
(3gp), explorer's outfit (10gp), cold weather
outfit (8gp), courtier's outfit (30gp), monk's
outfit (5gp), noble's outfit (75gp), scholar's outfit
(5gp), or traveler's outfit (1gp).
The conjured clothing is normal in all
respects and does not radiate magic. Even after
the duration elapses and the rod and hangers
disappear, the clothes remain.
Special: A character with the Mark of
Hospitality dragonmark or with the Favored in
House (Ghallanda) feat, can cast this spell
without the material component, but the conjured
clothing last only as long as the spell's duration.
Material Component: A gem worth 100gp.

You channel your artificer talents through an


increased number of minor infusions. When you
cast this infusion, you can imbue the target
object with the effects of three different 1st
level infusions chosen at the time of casting. The
infusions function exactly as if you had cast
them on the object, and do not count against your
daily allotment.
Material Component: An oak twig with at
least three forks along its length.

CONSTRUCT ENERGY WARD


Abjuration
Level: Artificer 3
Components: S
Casting Time: 1 round
Range: Touch
Target: Construct touched
Duration: 10 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As resist energy except that the target must be a
construct.

CONSTRUCT ENERGY WARD


Abjuration
Level:Artificer 3
Components: S
Casting Time: 1 round
Range: Touch
Target: Construct touched
Duration: 10 min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As resist energy except that the target must be a
construct.
CONSTRUCT ENERGY WARD, GREATER
Abjuration
Level: Artificer 4
Components: S
Casting Time: 1 round
Range: Touch
Target: Construct touched
Duration: 10 min/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As protection from energy except that the target
must be a construct.
CONSTRUCT ESSENCE
Transmutation
Level: Artificer 5, sorcerer/wizard 5
As lesser construct essence with the following
additional effects. The living construct becomes

immune to critical hits, sneak attacks, ability


damage, ability drain, and necromancy effects.
The living construct also gains darkvision out to
60 feet.
This spell counters and dispels lesser
humanoid essence and humanoid essence. If this
spell is cast on a creature under the effect of
lesser humanoid essence, the latter spell is
automatically ended. If this spell is cast on a
creature under the effect of humanoid essence,
both spells are dispelled and have no effect. It
has no effect if cast on a creature under the effect
of greater humanoid essence.
CONSTRUCT ESSENCE, GREATER
Transmutation
Level: sorcerer/wizard 9
Saving Throw: Will negates
Spell Resistance: Yes
As construct essence, with the following
additional effects.
The target loses the living construct subtype
for the duration of the spell. It becomes immune
to mind-affecting spells and the abilities and any
effect that requires a Fortitude save (unless the
effect is harmless or also affects objects). The
target living construct is no longer affected by
spells that affect living creatures (such as cure
light wounds and harm), and spells from the
healing sub-school provide no benefit.
The target living construct has no
Constitution score, although its hit points remain
the same. If reduced to 0 to -9 hit points, it is not
destroyed, but the spell ends. If reduced to -10
hit points, the living construct is killed as
normal.
This spell counters and dispells greater
humanoid essence, lesser humanoid essence, and
humanoid essence. If this spell is cast on a
creature under the effect of lesser humanoid
essence or humanoid essence, the latter spell is
automatically ended. If this spell is cast on a
creature under the effect of greater humanoid
essence, both spells are dispelled and have no
effect.

CONSTRUCT ESSENCE, LESSER


Transmutation
Level: Artificer 2, Sorcerer/wizard 2, Warforged
2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living construct touched
Duration: 1 minute per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When this spell is cast upon a construct, it takes
on more of the qualities of a true construct. The
living construct gains the moderate fortification
armor special quality, negating critical hits and
sneak attacks 75% of the time. As well. the
living constructs gains low-light vision and
immunity to nonlethal damage and stunning.
This spell counters and dispels lesser
homanoid essence. If this spell is cast on a
creature under the effect of lesser humanoid
essence, both spells are dispelled and have no
effect. It has no effect if cast on a creature under
the effect of humanoid essence or greater
humanoid essence.
CONSTRUCT ESSENCE, MASS LESSER
Transmutation
Level: Artificer 6, Sorcerer/wizard 6, Warforged
7
Range: Close (25ft. + 5.ft/2 levels)
Target: One living construct/level, no two of
which can be more than 30ft. apart.
As lesser construct essence, except as noted
above.
CONTROL DEATHLESS
Necromancy
Level: Deathless 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: Up to 2 HD of deathless creatures/level,
no two of which can be more than 30 feet apart.
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command deathless
creatures for a short period of time. You
command the creatures by voice, and the
creatures understand you no matter what
language you speak. Even if vocal
communication is impossible (in the area of a

silence spell, for instance), the controlled


deathless do not attack you. At the end of the
spell, the controlled deathless revert to their
normal behavior. Intelligent deathless remember
that you controlled them.
CONTROL ELEMENTAL
Enchantment (Compulsion) [Mind-affecting]
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Target: One elemental with HD no greater than
twice your caster level
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command an elemental
for a short period of time. While a spellcaster
does not normally have line of effect on a bound
elemental, which remains bound by a Khyber
shard, a caster can establish line of effect by
maintaining physical contact with the
dragonshard while casting this spell. In such a
case, the caster of control elemental would also
need to have contact with the Khyber shard
binding the elemental, or in the case of an
elemental vessel, access to the helm, whenever
he whished to give the elemental an order.
The elemental is commanded by voice and
understands you, no matter what language you
speak. Even if the vocal communication is
impossible (in the area of a silence spell, for
instance), the targeted elemental does not attack
you. When the spells duration expires, the target
elemental reverts to its normal behavior and
remembers that you controlled it.
CREATE DEATHLESS
Necromancy [Good]
Level: Deathless 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Calling on the celestial powers, you restore life
to a corpse, creating an undying soldier, a type of
deathless creature. Created deathless are not
automatically under the control of their animator.
If you are capable of commanding deathless, you
may attempt to command the deathless as it

forms.
Your campaign may include additional types
of deathless creatures. Your DM will inform
you if you can create different creatures with this
spell. No spell can create an ascendant
councilor.
Material Components: a clay pot filled with
grave dirt and another filled with pure water.
The spell must be cast on a dead body. You
must place a moonstone gem worth at least 50gp
per HD of the deathless to be created into the
mouth or eyesocket of each corpse. The magic
of the spell turns these gems into worthless dust.
CREATE GREATER DEATHLESS
Necromancy [Good]
Level: Deathless 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25ft + 5 ft/2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As create deathless except that this spell
allows you to create an undying councilor, a
more powerful and intelligent deathless creature.
Your campaign may include additional types
of deathless creatures. Your DM will inform
you if you can create different creatures with this
spell.
CREATE SPIRIT IDOL
Necromancy
Level: Cleric 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: Corpse touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This ritual binds the subjects soul to his physical
remains, preventing its passage to Dolurrh. This
is a voluntary effect; the subjects spirit must be
willing, or the spell automatically fails. Once
bound to the body, the spirit remains in a state of
torpor.
If a speak with dead spell is cast upon a spirit
idol by a caster whose alignment matches the
alignment of the spirit in life, the spirit is woken
to consciousness for 1 minute per caster level of
the speak with dead effect. In this state, it can
percieve its surroundings and communicate

verbally (in any language it knew in life) with


the caster of speak with dead. (This effect occurs
instead of the normal effect of speak with dead.)
The spirit idols communication is typically
brief, cryptic or repetetive, but does not
intentionally give false answers.
A spirit idol can be restored to life by raise
dead or similar means. The spell preserves both
the body and spirit perfectly, allowing such
magic to be cast after the usual time limit has
expired. If the body is destroyed or
dismembered, the spell effect is broken and the
soul passes into Dolurrh.
Material Component: A clay pot filled with
grave dirt and another filled with pure water.
XP Cost: 100XP
DANCING BLADE
Transmutation
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
With a word and a gesture, the sword in your
hand leaps to life with a swooping salute.
This spell animates a melee weapon currently
in your possession, causing it to fight as you
direct it. Once each round as a free action, you
can direct the blade to attack an adjacent fow (a
weapon with reach can always attack a foe 10
feet away). The weapon's bonus on attack rolls is
equal to your caster level + your key ability
modifier, plus any enhancement bonus the
weapon might have. It deals damage equal to the
normal damage of the weapon, plus your key
ability modifier and any enhancement bonus or
other bonus on damage inherent in the weapon.
The weapon attacks once per round. Despite the
spell's name, it works on any melee weapon (not
just blades).
While your weapon is dancing, it cannot
make attacks of opportunity, and you are not
considered armed with the weapon. It remains in
your space and accompanies you everywhere,
whether you move by physical or magical
means. The weapon cannot be disarmed.
Focus: The melee weapon that serves as the
target of the spell.

DETECT ABERRATION
Divination
Level: Druid 1 (Gatekeeper)
Components: V, S, DF
Casting Time: 1 standard action
Range: 60
Target: cone shaped emanation
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
You can detect the presence of aberrations by
observing the disruption of the natural order
around them. The amount of information
revealed depends on how long you study a
particular area.
1st round: Presence or absence of aberration
2nd round: Number of aberrations in the area
and the strength of the strongest aberrations
aura. If the strongest aberration auras strength
is overwhelming (see below) and the creature has
HD of at least twice your character level, you are
stunned for 1 round and the spell ends.
3rd round: The strength and location of each
aberrations aura. If an aura is outside your line
of sight, then you discern its direction but not its
exact location.
Aura strength: The strength of an aberrations
aura is determined by HD of the aberration, as
given on the following table.
HD
1 or less
2-4
5-10
11 or more

Strength
Faint
Moderate
Strong
Overwhelming

Unlike similar spells, detect aberration does not


reveal lingering auras.
Each round, you can turn to detect aberrations
in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt
blocks it.
DETECT DRAGOMNARK
Divination
Level: Cleric 1, sorcerer/wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60
Target: cone shaped emanation
Duration: Concentration, up to 10 min/level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of dragonmarks. The


amount of information you receive about a
particular dragonmark depends on how long you
study a particular area or subject.
1st round: Presence or absence of a
dragonmark.
2nd round: Number of dragonmarks in the
area and the type (aberrant, least lesser, greater,
Siberys) of the most potent mark.
3rd round: The location of each
dragonmarks aura. If the onjects or creatures
bearing the dragonmarks are in line of sight, you
can attempt Spellcraft checks to determine the
name of the spell-like ability granted by the mark
(see page 47 of the Eberron Campaign Setting
for the appropriate DC). If you beat the DC by 5
or more, you also learn whether the marks spelllike ability has any remaining uses for the day.
Arcane Material Component: A scale from a
true dragon (not an item found in a normal spell
component pouch)
DETECT MANIFEST ZONE
Divination
Level: Adept 1, Cleric 1, Paladin 1,
Sorcerer/wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 120
Target: 120-ft-radius emanation, centered on
you.
Duration: Concentration, up to 10 min/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of manifest zones,
areas in which the energies and traits of another
plane leak over into the world of Eberron. The
amount of information revealed depends on how
long you study a particular area or subject.
1st Round: Presence or absence of a manifest
zone. (In some cases, manifest zones are obvious
to the naked eye. In such instances, you gain no
new information on the first round.) If the zone
is in range but not in your line of sight, you
discern its direction but not its exact location.
2nd Round: Age of the manifest zone. You
gain a very general sense of how long it has
existed, as indicated on the following table. If
the zone is going to fade within the next 24
hours, you learn that, as well. Otherwise, you
gain no sense of how long it will last.
3rd Round: The plane to which the manifest
zone is connected. If the zone is small, and fits
entirely within the area of your spell, you learn
exact borders and dimensions. If the zone is

larger than that, you do not know the precise


location or dimension of the zone outside your
spell area.
The Spell can penetrate barriers, but a thin
sheet of lead, 1 inch of common metal, 1 foot of
stone, or 3 feet of wood or dirt blocks it.
MANIFEST ZONE AGE CATEGORIES
CATEGORY
AGE
Nascent
Less than 1 day
New
1-30 days
Young
1-12 months
Mature
1-10 years
Old
11-100 years
Ancient
More than 100 years.
DETONATE
The creature you point at explodes in a massive
spray of fire.
Evocation [Death, Fire]
Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
If the target fails its saving throw, this spell slays
the creature, and the explosion extends out to a
20-foot-radius burst around it. Creatures in this
area take 1d6 points of fire damage per caster
level (maximum 20d6), though they can attempt
Reflex saves for half damage. The exploded
creature's remains are scattered and vaporized,
leaving nothing but dry ash.
If the target succeeds on its saving throw, it is
wracked by a series of small explosions and
takes 7d6 points of fire damage. If this damage
kills the creature, it explodes as described above.
Detonate has no effect on creatures that have
immunity to fire.
Material Component: A tindertwig and a
piece of string

DETOXIFY
Conjuration (Healing)
Level: Feast 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 30
Target: creatures and objects in 30ft radius
spread
Duration: Instantaneous and 10 min/level; see
text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You detoxify any sort of venom within 30 fet of
you. A poisoned creature suffers no additional
effects from the poison, and any temporary
effects are ended, but the spell does not reverse
instantaneous effects, such as hit point damage,
ability damage, or effects that dont go away on
their own. This effect is instantaneous; no
immunity to later poisoning is conveyed by the
spell.
The venom of any creature affected by the
spell loses its potency for 10 minutes per caster
level.
Any poison in the air, in food, on weapons or
traps, or otherwise in the radius of the spell is
instantly neutralized.
DIMENSION SHUFFLE
With a slight shimmer of energy and an audible
pop, a number of creatures around you
disappear and reappear in new positions.
Conjuration (Teleport)
Level: Sorcerer/Wizard 5
Components: V
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Targets: One creature/level, no two of which are
more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Will negates, see text
Spell Resistance: Yes
You instantly transfer any subject creature from
its current location to any other spot within 30
feet. You must have line of sight to its new
location. An unwilling creature can make a Will
saving throw to negate this effect. The creature
must be placed on solid ground capable of
supporting its weight. If you attempt to place a
creature within a solid object or into a space
where it cannot fit, the spell fails.

DIMENSION STEP
All the creatures you target with this spell gain a
dark, shimmering pattern of runes on their shoes
and feet. The runes blaze with arcane light for a
moment. Less than a second later, the targets
have shifted position on the battlefield.
Conjuration (Teleport)
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/2 levels)
Targets: One willing creature/3 levels, no two of
which are more than 30 feet apart.
Duration: Instantaneous
Saving Throw: Fortitude negates, harmless
Spell Resistance: Yes (harmless)
This spell allows you to make a short teleport.
All creatures targeted by this spell can teleport a
distance equal to their base land speed. A target
can teleport to any square within its line of sight.
This movement does not provoke attacks of
opportunity. A creature can teleport up to a
ledge, down to the base of a flight of stairs, and
so forth as long as it observes the restrictions and
limits given above.
DIMENSIONAL LEAP
Conjuration (Teleportation)
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: 10-feet/level
Target: you and touched objects
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You instantly transfer yourself from your current
location to another spot within range. The
distance traveled must be an increment of 10
feet. You always arrive at exactly the spot
desired, whether simply by visualizing the area
or by stating directions and distance. You can
bring along any objects you are touching as the
spell is cast, so long as their weight doesnt
exceed your maximum load. You cannot bring
along other creatures.
If this spell would put you in a place that is
already occupied by a solid body, the spell fails.
Special: A character with any Mark of
Passage dragonmark, or the Favored in House
(Orien) feat, uses his character level rather than
his caster level to determine the distance
teleported.

DISABLE CONSTRUCT
Transmutation
Level: Artificer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: ConceInstantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Disable construct transmutes the structure of a
construct to deal 10 points of damage per caster
level ( to a maximum of 150 points at 15th level).
If the construct successfully saves, disable
construct deals half this amount, but it cannot
reduce the targets hit points to less than 1.
DISCERN SHAPESHIFTER
Divination
Level: sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
By taking a standard action to concentrate, you
can see the true form of creatures within 60 feet.
Each round, you can examine one creature you
can see to determine whether it is polymorphed,
disguised or transmuted, and what its true form
is. If you look at a shapechanger in its true form,
you immediately sense its shapechanging ability,
but you can't determine what other forms it
might be capable of assuming.
For the purpose of this spell, a shapechanger
is any creature with the shapechanger type or a
supernatural or extraordinary ability that allows
it to assume an alternate form. A wizard who
knows alter self is not a shapechanger (since a
spell is not a supernatural or extraordinary
ability), but a barghest is (since it has the
supernatural ability to assume alternate forms,
even though its type is outsider).
Material Component: A balm of honey and
lotus flowers, applied to your eyelids.

DISTRACTING SHADOWS
Evocation [Darkness]
Level: Bard 1, sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 24 hours (D)
Saving Throw: No
This spell causes an onject to radiate distracting
shadows in a 10-foot-radius spread. Casual
scrutiny of an affected area doesnt reveal
anything out of the ordinary; however, cracks,
crannies, corners, hidden traps, and secret
entrances or exits within the area become harder
to spot.
Creatures within the area or looking into it are
subliminally confused by the distracting shadows
and take a 5 penalty on all Spot and Search
checks. However, the shadows do not provide
sufficient concealment for a creature to make a
Hide check.
Distracting shadows counters or dispels any
light or darkness spell of equal or lower level.
Distracting shadows can be made permanent
with a permanency spell (minimum caster level
10th: cost 1,000XP).
Special: A character with any Mark of
Shadow dragonmark or with the Favored in
House (Phiarlan or Thuranni) feat, can cast this
spell to fill a 20-foot-radius spread.
Material Component: A bit of bat fur and
either a drop of pitch or a piece of coal.
DIVINE RETALIATION
A spectra weapon composed of pure energy
springs into existence next to you. Each time a
foe strikes you, the weapon springs into action,
chopping into your foe and dealing a grievous
wound.
Evocation (Force)
Level: Cleric 3, Paladin 4
Components: V, S, DF
Casting Time: 1 swift action
Range: 0 ft
Effect: Magic weapon of force
Duration: 1 round
Saving Throw: None
Spell Resistance: No
This spell creates a divine weapon that mimic's
your deity's favored weapon. Any time you are
struck for damage by a melee attack, this weapon
strikes at your foe. It has a base attack bonus

equal to your caster level + your Strength


modifier or Wisdom modifier (your choice). It
deals damage as per your deity's favored
weapon, and is of a size equal to your current
size. The weapon gains a bonus on damage rolls
equal to 1-1/2 times your Strength modifier or
Wis modifier (your choice).
There is no limit to the number of attacks this
weapon can make. If a hydra bites at and hits you
six times, this weapon in turn strikes at the hydra
six times. The weapon has reach or range
appropriate to it's type. It shares a space with
you. If you are Large or larger, it counts as
occupying each square of the space you fill.
DOMINATE LIVING CONSTRUCT
Enchantment(Compulsion)[Mind-Affecting]
Level: Artificer 5
Components: V, S,
Casting Time: 1 roundClose (25 ft/ + 5 ft/2
levels)
Target: One living construct
Duration: One day/level
Saving Throw: Will negate
Spell Resistance: Yes
As the spell dominate person, except that it
affects a living construct.
DOPPELGANGER TRANSFORMATION
Transmutation [Mindset]
Level: Transformation 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You take on some of the qualities of a
doppelgander, gaining improved mental and
physical abilities. When you cast this spell, you
gain a +4 enhancement bonus to Wisdom and a
+2 enhancement bonus to Strength, Dexterity,
Constitution and Charisma. Your skin toughens,
granting you a +4 natural armor bonus to AC
(though this doesn;t stack with existing natural
armor). You also gain darkvision out to 60 feet
and are immune to sleep and charm effects for
the duration of the spell.
Special: Changeling spellcasters cast this
spell at +1 caster level.
Mindset: While this spell is prepared, you
gain a +2 bonus on Bluff and Disguise checks
and a +2 bonus on saving throws against sleep
and charm effects.

ELEMENTAL PROD
Transmutation
Level: Artificer 2
Components: S
Casting Time: 1 minute
Range: Touch
Target: Staff or pole touched
Duration: 1 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
The need to control elementals more easily
during the binding process led to the creation of
an infusion that imbues a staff or pole with the
ability to move elementals.
As a standart action, the wielder of an
elemental prod can gesture with the staff,
indicating the starting and ending position for a
target elemental creature. The total distance
covered must be no greater than 10 feet + 5
feet/2 caster levels. The target creature
immediately understands the command to
mkove, and it can elect to be pushed along
without resisting. Elementals that choose to
resist take 1d6 points of damage and are moved
only 5 feet in the desired direction.
EMBRACE OF ENDLESS DAY
Conjuration
Level: Cleric 4, Paladin 3
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: creature touched
Duration: 1 minute/level or until expended
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue a target with positive energy
which he can then release, in controlled amounts
or all at once. You bestow 3 points of
positive energy per caster level (maximum 30).
The target can expend this energy to heal
with a touch or harm creatures vulnerable to
positive energy, as a paladins lay on hands
ability. Each point of positive energy removes
or deals 1 point of damage.
The target also gains a +1 sacred bonus
on saves against necromantic and death effects
until all the bestowed energy has been expended.

ENERGY ALTERATION
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 round
Range: Touch
Target: Magic item touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (Object)

ENHANCEMENT ALTERATION
Transmutation
Level: Artificer 1
Components: S
Casting Time: 1 round
Range: Touch
Target: Weapon or shield touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You alter an item that employs an energy type or


grants protection from an energy type, to employ
or protect against a different energy type. For
example, you could change a +2 flaming
battleaxe to a +2 frost battleaxe, or a ring of
minor energy resistance (acid) to a ring of minor
energy resistance (sonic). The amount of
damage dealt by energy, protection offered from
energy, and all other effects remain the same.
Material Component: An alchemical
ointment formed from materials representing all
five energy types and costing 50gp.

This spell has two distinct versions, both


involving an alteration of an existing
enhancem,ent bonus. If you imbue a shield with
this infusion, some or all of its enhancement
bonus applies to shield bash attacks made with
the shield instead of to the wielders shield bonus
to Armor Class. You can choose any portion of
its enhancement bonus to shift in this fashion.
If you imbue a weapon with this infusion,
some or all of its enhancement bonus applies to
the wielders Armor Class if he chooses to fight
defensively, uses the total defense action, uses
the Combat Expertise feat, or uses the weapon in
his off hand and has the Two-Weapon Defense
feat. This enhancement bonus you shift no
longer applies to the wielders attack rolls and
damage rolls with the weapon. As with the
shield version, you can choose any portion of its
enhancement bonus to shift in this fashion.
If the weapon or shield is attended, the
wielder can make a Will saving throw to negate
the effect.

ENHANCED SHIFTING
Transmutation
Level: Druid 3
Components: V, shifter
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: See text
You use divine energy to enhance the power of
your shifting ability. This spell functions only if
cast while you are shifting, and lasts until your
shifting ends. While shifting, you receive the
following benefits:
The bonus granted to the ability score
govorned by your shifter trait improves from
+2 to +4.
If you gain a natural weapon while shifting,
you gain a bonus on damage rolls with that
natural weapon of +1 per four caster levels
(maximum +5).
If you gain a new form or movement while
shifting (or if an existing form of movement
is improved), you gain an enhancement
bonus of +10 feet to that movement form.
The duration of your shifting is extended by
1 round per 4 caster levels (maximum +5
rounds).

EXPOSE THE DEAD


Divination
Level: Cleric 2, paladin 2, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You gain a sixth sense that allows you to better
locate undead creatures, as well as to investigate
corpses. Your eyes turn white while under the
effect of the spell, making it seem as though you
were blind (although you can see as well as
normal).
While this spell is in effect, you gain an
insight bonus equal to your caster level
(maximum +10) on Survival checks made to
track undead, and you can follow undead tracks
with a DC above 10 as if you had the Track feat.
You gain the same insight bonus on Listen and
Spot checks made against undead creatures.

In addition, you gain an insight bonus equal


to your caster level (maximum +10) on Search
checks made when examining a dead body, and
you are treated as if you had the Investigate feat
when doing so.
Finally, while this spell is active, increase the
save DC of any speak with dead spell you cast
by 2.
Arcane Material Component: A dwarf's
fingerbone.
EXTEND SHIFTING
Transmutation
Level: Druid 1, Ranger 1, sorcerer/wizard 1
Components: V, shifter
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you cast this spell while shifting, you
magically extend the duration of that use of your
shifting ability by 4 rounds. When that use of
your shifting ends, you become fatigued for 10
minutes. If you are already fatigued, or if another
effect causes you to become fatigued during this
time, you become exhausted.
FEAST OF CHAMPIONS
Conjuration (Creation)
Level: Cleric 9, Feast 9
Components: V, S, DF
Casting Time: 10 minutes
Range: 25 + 5/2 levels
Target: feast for one creature/level
Duration: 1 hour + 12 hours ; see text
Saving Throw: None
Spell Resistance: No
You bring forth a magnificent feast, including a
grand table, chairs, service, and food and drink.
The feast takes 1 hour to consume, and the
beneficial effects do not set in until this hour is
over. Every creature partaking of the feast is
cured of all disease, sickness, nausea, fatigue and
exhaustion. Any poison affecting a creature is
neutralized, and creatures sharing the feast
become immune to poison for 12 hours. The
nectarlike beverage that is part of the feast cures
2d6 points of damage +1 point per caster level
(max +20) and grants 1d8 temporary hit points
+1 per two caster levels (maximum +10). The
food of the feast grants each creature that
partakes a +1 morale bonus on attack rolls, skill
checks, ability checks and saving throws, and
immunity to fear effects for 12 hours.

If the feast is interrupted for any reason, the


spell is ruined and all effects are negated.
FORCE HAMMER
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Force hammer is designed to bring down a
single opponent without causing lasting harm.
You fire a ray of force at a single target, taking a
ranged touch attack. If you hit, the bolt deals 1d4
points of non-lethal damage per level (maximum
10d4). If the target fails a Fortitude save, it is
dazed for one round. (A successful saving throw
does not reduce the damage.) Force hammer has
no effect on nonliving creatures or objects.
Creatures that are immune to non-lethal damage
cannot be dazed by this spell.

FORCE SHAPECHANGE
Abjuration
Level: Truth 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature/level
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
When you cast this spell, you specify targets you
know or believe to be shapechangers. Any
shapechangers targeted by the spell takes 3d10
points of damage from wracking pain and reverts
to its true form for the duration of the spell. A
successful save negates the reversion and halves
the damage dealt.
For the purpose of this spell, a shapechanger
is any creature with the shapechanger type or a
supernatural or extraordinary ability that allows
it to assume an alternate form. A wizard who
knows alter self is not a shapechanger (since a
spell is not a supernatural or extraordinary
ability), but a barghest is (since it has the
supernatural ability to assume alternate forms,
even though its type is outsider).

FURNACE WITHIN
Evocation [Fire, Mindset]
Level: Cleric 3, sorcerer/wizard 2
Components: V, S, DF, dwarf
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft-radius burst, centered on you.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The dwarves of the Mror Holds embrace an
ancient connection to the fiery heart of the
Ironroot Mountains. Throughout their long
history, dwarf spellcasters have sought to tap this
kinship with their mountain homes and turn it
into a more literal expression of the fiery dwarf
heart.
When you cast this spell, you release a great
burst of energy that deals 1d8 points of fire
damage per two caster levels (maximum 5d8).
The blast of flame sets fire to combustables and
damages objects in the area. If an interposing
barrier shatters or breaks due to damage from
this spell, the blast of heat may continue beyond
the barrier if the area permits; otherwise it stops
at the barier just as any spell does.
Mindset: The energies you manipulate while
preparing this spell cause an intense heat to well
up within you. Although it doesn't harm you, this
heat makes your unarmed strikes, natural weapon
attacks, and melee attacks with metallic weapons
deal 1 point of fire damage in addition to their
normal damage. This heat dissipates when the
spell is cast.
GLIMPSE OF ETERNITY
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 5, sorcerer/wizard 5, Revered
Ancestor 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: 1 round/3 levels
Saving Throw: Will partial; see text
Spell Resistance: Yes
You call upon the ancestral memory and
experience of the long-lived elves, visiting all the
burden of that knowledge on a single creature.
The target of teh spell takes 1d6 points of
nonlethal damage per caster level (maximum
15d6) and is confused for the duration of the
spell unless it makes a Will save. A successful
save results in half damage and negates the
confusion.

Elves and similarly long-lived creatures are


affected normally by this spell. No creature can
experience millenia of knowledge in such a short
time without feeling its weight.
Material component: A pinch of dust from an
hourglass.
GLIMPSE OF THE PROPHECY
Divination
Level: Bard 6, cleric 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
You gain powerful insight into the workings of
the draconic Prophecy, granting you inner
strength and a potent sixth sense in relation to
your surroundings. You gain a +1 insight bonus
on Armor Class and a +1 insight bonus on saving
throws for the duration of the spell.
Once during the spell's duration, you can gain
an insight bonus equal to one-half your caster
level (maximum +10) on any saving throw.
Activating this effect is an immediate action, but
it must be done before you make the roll to be
modified. Once this ability is used, the spell
ends.
If you have the Dragon Prophesier feat, you
can enter a state of prophetic favor as an
immediate action instead of a full-round action
while this spell is in effect. This still counts as
one of your daily uses of prophetic favor. Once
this ability is used, the spell ends.
You cannot have more than one glimpse of
the Prophecy spell active on you at the same
time.
GOLEM IMMUNITY
Transmutation
Level: Cleric 8, sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The construct touched gains the magical
immunity special quality of a particular golem,
chosen at the time of casting. The construct's
body becomes covered with a thin skin of clay,
flesh, iron, or stone (depending on the type of
golem immunity chosen), and it gains immunity

to any spell or spell-like ability that allows spell


resistance. In addition, certain spells and effects
function differently against the construct,
depending on the type of golem immunity
conferred by the spell.
Clay: a move earth spell drives the construct
back 120 feet and deals 3d12 points of damage to
it. A disintegrate spell slows the construct (as the
slow spell) for 1d6 rounds and deals 1d12 points
of damage. An earthquake spell cast directly at
the construct stops it from moving on its next
turn and deals 5d10 points of damage. The
construct gets no saving throw against any of
these effects.
Any magical attack against the construct that
deals acid damage heals 1 point of damage for
every 3 points of damage it would otherwise
deal. If the amount of healing would cause the
construct to exceed its full normal hit points, it
gains an excess as temporary hit points. The
construct gets no saving throw against magical
attacks that deal acid damage.
Flesh:A magical attack that deals cold or fire
damage slows the construct (as a slow spell) for
2d6 rounds, with no saving throw. A magical
attack that deals electricity damage breaks any
slow effect on the construct and heals 1 point of
damage for every 3 points of damage the attack
would otherwise deal. If the amount of healing
would cause the construct to exceed its full hit
point, it gains any excess as temporary hit points.
The construct gets no saving throw against
attacks that deal electrical damage.
Iron: A magical attack that deals electricity
damage slows the construct (as a slow spell) for
3 rounds, with no saving throw. A magical attack
that deals fire damage breaks any slow effect on
the construct and heals 1 point of damage for
every 3 points of damage the attack would
otherwise deal. If the amount of healing would
cause the construct to exceed its full hit point, it
gains any excess as temporary hit points. The
construct gets no saving throw against attacks
that deal fire damage.
The construct is affected as an iron construct by
rust attacks, such as that of a rust monster or a
rusting grasp spell, regardless of its original
composition.
Stone: A transmute rock to mud. spell slows
the construct (as the slow spell) for 2d6 rounds,
with no saving throw, while transmute mud to
rock acts as a Total Repair spell. A stone to flesh
spell does not actually change the construct's
structure but negates its immunity to magic for 1
full round.

HALT DEATHLESS
Necromancy
Level: Deathless 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 100 + 10/level
Target: up to three deathless, no two of which
can be more than 30 ft apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell renders up to three deathless creatures
immobile. If the spell is successful, it renders
the deathless paralyzed for the duration of the
spell (similar to the effect of hold person on a
living creatre). The effect is broken if the halted
creatures are attacked or take damage.
HARDENING
Transmutation
Level: Artifice 7, Artificer 6, Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: one item of a volume no greater than 1cu. Ft/level; see text
Duration: Permanant
Saving Throw: None
Spell Resistance: Yes (object)
This spell increases the hardness of materials.
Paper becomes harder to tear, glass becomes
harder to break, wood becomes more durable,
and so on. For every two caster levels, add 1
point of hardness to the material targeted by the
spell. This hardness increase improves only the
materials resistance to damage. Nothing else is
modified by the improvement. For example, a
longsword (hardness 10) affected by a hardening
spell cast by a 12th level caster would have a new
hardness of 16 for purposes of ignoring damage
caused by an opponents successful sunder
attempt. The swords hit points, attack and
damage modifiers, and other factors are not
affected. The hardening spell does not in any
way affect the items resistance to other forms of
transformation. Ice still melts, paper and wood
still burn, rock still becomes transmutable to
mud with the proper spell, and so on.
This spell affects up to 10 cubic feet of
material per level of the caster. If cast upon a
metal or mineral, the volume is reduced to 1
cubic foot per level.

HEROS BLADE
Necromancy
Level: Deathless 9
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: melee weapon touched
Duration: 1 min/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You channel the spirit of a mighty elf hero of old
into a melee weapon. For the duration of the
spell, the weapon gains the following benefits.
The weapon deals an extra 2d6 points of
damage to evil creatures, or an extra 2d8 points
of damage to evil outsiders and undead. Con a
critical hit, the weapon deals an extra 2d10
points of damage to evil creatures and an extra
2d12 points of damage to evil outsiders and
undead. (Against undead, the weapon damage is
not multiplied on a critical hit, but the undead
creature still takes increased damage from this
effect. Other creatures immune to extra damage
from critical hits do not take extra damage from
this effect.)
The weapon becomes good-aligned, allowing
the weapon to overcome the damage reduction of
certain evil creatures.
The weapons threat range doubles, as though
it were effected by a keen edge spell (this does
not stack with the benefit of the keen special
ability or the keen edge spell, but it does stack
with the benefit of the Improved Critical feat).
When it scores a critical hit against an evil
foe, the weapon blinds and deafens the opponent
for 1d4 rounds (a successful Will save negates
the blindness). Spell resistance applies to this
effect.
When the weapon scores a critical hit against
an evil extraplanar creature, the creature must
make a successful Will save or be instantly
banished back to its home plane. A creature so
banished cannot return for at least 24 hours.
Spell resistance applies to this effect.
HIDDEN WARD
Illusion (Glammer)
Level: Bard 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: No

This spell helps disguise the presence of any


spells (including glyph of warding) that have
been cast upon the target object. If detect magic
or a similar effect is used to detect the presence
of magical auras on the object, the caster must
succeed on a caster level check (DC 10 + your
caster level) to find any magical auras that are
the result of active spells. (The DM should make
the roll in secret to prevent suspicion by the
players.) A single successful check will reveal
both the hidden ward and the spells it hides.
In addition, casting this spell on a magic trap
(such as a fire trap cast on an object) increases
the Search DC to find the trap by one-half your
caster level (Maximum +5. This spell cannot be
used to conceal non-magical traps, nor does it
hide the magical properties of an item that arent
dependent on active spells (such as the magic
aura of a +1 longsword.
HUMANOID ESSENCE
Transmutation
Level: Artificer 4, Cleric 4
Saving Throw: Will negates
Spell Resistance: Yes
As lesser humanoid essence with the following
additional effects. The constrruct becomes
subject to critical hits, sneak attacks, nonlethal
damage, stunning, ability damage, ability drain,
death effects, and necromancy effects. In
addition, a warforged affected by this spell loses
its racial fortification bonus against critical hits
and sneak attacks (including any improvements
to that fortification).
This spell counters and dispels lesser
construct essence and construct essence. If this
spell is cast on a creature under the effect of
esser construct essence, the latter spell is
automatically ended. If this spell is cast on a
creature under the effect of construct essence,
both spells are dispelled and have no effect. It
has no effect if cast on a creature under the effect
of greater construct essence.
HUMANOID ESSENCE, GREATER
Transmutation
Level: Artificer 6, Cleric 7
Saving Throw: Will negates
Spell Resistance: Yes
As lesser humanoid essence with the following
additional effects. The target construct's type
changes to humanoid, and it loses the living
construct subtype if it has it. The target is now

subject to critical hits, sneak attacks,nonlethal


damage, ability damage, ability drain, fatigue,
exhaustion, energy drain, mind-affecting spells
and abilities, poison, paralysis, stunning, disease,
death effects and necromancy effects. It can also
be affected by spells and effects that only affect
humanoids, such as charm person.
In addition, a warforged affected by this spell
loses its racial fortification against critical hits
and sneak attacks (including any improvements
to that fortification).
This spell counters and dispels lesser
construct essence, construct essence or greater
construct essence. If this spell is cast on a
creature under the effect of lesser construct
essence or construct essence, the latter spell is
automatically ended. If this spell is cast on a
creature under the effect of greater construct
essence, both spells are dispelled and have no
effect.
HUMANOID ESSENCE, LESSER
Transmutation
Level: Artificer 3, Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct Touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When this spell is cast upon a construct, it takes
on more of the qualities of a a living creature.
The construct gains the full benefit of spells from
the healing subschool.
This spell counters and dispels lesser
construct essence'. If this spell is cast on a
creature under the effect of lesser construct
essence, both spells are dispelled and have no
effect. It has no effect if cast on a creature under
the effect of construct essence or greater
construct essence.
ILLUSION PURGE
Transmutation
Level: Cleric 8, sorcerer/wizard 8, Truth 7
Components: V, S
Casting Time: 1 standard action
Range: 5ft./level
Area: 5ft-radius/level emanation centered on
you
Duration: 1 minute/level (D)
You surround yourself with a powerful sphere of
magical clarity that negates all illusions of 7th

level or lower. Anything concealed or altered by


illusion appears in the natural state while in that
area.
INDISPUTABLE POSSESSION
Conjuration (teleportation)
Level: Artificer 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: Nos (object)
This infusion creates a bond between you and an
object. If that item ever leaves your possessioin,
you canm call it back to your hand as a move
action. The bond is severed if the item is out of
your possession for more than 1 minute per
artificer level. A creature holding onto an item
you are trying to retreive can make a Will save to
retain its grasp on the item, but that creature
must be holding or wearing it, not merely
carrying the object among its possessions.
INFLICT CRITICAL DAMAGE
Transmutation
Level: Artificer 4
As inflict light damage, except inflict critical
damage deals 4d8 points of damage +1 point per
caster level (max +20).
INFLICT LIGHT DAMAGE
Transmutation
Level: Artificer 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
When laying your hand upon a construct, you
transmute its structure to deal 1d8 points of
damage +1 point per caster level (maximum +5).

INFLICT LIGHT DAMAGE, MASS


Transmutation
Level: Artificer 5
Range: Close (25ft. + 5ft/2 levels)
Target: One constcuct/level, no two of which
can be more than 30 ft apart.
Saving Throw: Will half
Spell Resistance: Yes
Transmuting energy spreads out around the
targets, dealing 1d8 points of damage !d point
poer caster level (maximum +25) to constructs.
INFLICT MODERATE DAMAGE
Transmutation
Level: Artificer 2
As inflict light damage, except inflict moderate
damage deals 2d8 points of damage +1 point per
caster level (max +10).
INFLICT MODERATE DAMAGE, MASS
Transmutation
Level: Artificer 6
This spell functions like mass inflict light
damage, except that it deals 2d8 points of
damage +1 point per caster level (maximum
+30).
INFLICT SERIOUS DAMAGE
Transmutation
Level: Artificer 3
As inflict light damage, except inflict serious
damage deals 3d8 points of damage +1 point per
caster level (max +15).
INSIDEOUS INSIGHT
Divination [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 round
Range: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
The gnomes of Zilargo use knowledge of any
sort as leverage to ensure that their negotiations
and social interactions lead to a preferred
outcome. Gnome spellcasters developed the
insidious insight spell for just this purpose,
turning the inner feelings and desires of
opposing creatures against them.

While this spell is in effect, you gain insight


into the target creature's secret motivations and
desires, granting you a +10 insight bonus on
Bluff, Diplomacy, Intimidate and Sense Motive
checks made against it.
Special: Gnome spellcasters cast this spell at
+1 caster level.
INSIDEOUS SUGGESTION
Enchantment (Compulsion) [LanguageDependant, Mind-Affecting, Mindset]
Level: Bard 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Creature
Duration: see text
Saving Throw: Will negates
Spell Resistance: Yes
Despite their peaceful and cheerful demeanor,
the gnomes of Zilargo practice many subtle
technicques to ensure their negotiations and
social interactions work out in their favor.
Although it is typically used only as a last resort
when nonmagical negotiations (or blackmail)
fails, the insidious suggestion spell comprises a
powerful part of a gnome negotiating strategy.
When you cast this spell, it functions like a
suggestion spell (page 285 of the Player's
Handbook), except that if the target makes its
saving throw, the same suggestion is repeated on
your turn in each subsequent round (maximum 1
round per caster level). The target creature must
makeanother saving throw each round or be
affected by the suggestion, action out the
specified course of action for up to 1 hour per
caster level until the action is completed (as per
the suggestion spell).
Special: Gnome spellcasters cast this spell at
+1 caster level.
Mindset: The energies you manipulate while
preparing this spell enhance your force of
personality, granting you a +2 competence bonus
on Bluff, Diplomacy and Intimidate checks.
INTENSIFY MANIFEST ZONE
Conjuration (Creation)
Level: Cleric 7, Druid 7
Components: V, S, F, XP
Casting Time: 8 hours
Range: Close (25-ft + 5 ft/ 2 levels)
Area: 40-ft-radius/level emanation
Duration: Permanant
Saving Throw: None
Spell Resistance: Yes

You enhance the effects of a manifest zone of a


specified plane.
The effects of the manifest zone increase by
one step. Since each zone is different, this can
have various effects. A zone that exists in rings
(such as The Gloaming in the Eldeen Reaches)
has stronger effects as one moves inward: this
spell increases the effect of a ring to that of the
next inmost. The innermost ring of such a zone
instead takes on one trait of the associated plane
that it does not already have; in the case of The
Gloaming again, the spell confirs the mildly
negative dominant trait on that ring. A zone that
has a uniform effect over the area takes on one
planar trait (of your choice) in the same way.
You cannot further enhance a manifest zone
(or ring within a zone) with additional intensify
manifest zone spells.
An intensify manifest zone effect cannot be
dispelled, but it can be removed with a limited
wish, miracle, planar bubble (Planar Handbook
102), or wish.
Focus: A gem, piece of precious metal, or
concentrated essence of the plane associated with
the manifest zone.
XP Cost: 500XP
INVOKE ELEMENTAL
Conjuration
Level: Artificer 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Vehicle with a bound elemental touched
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: No
You temporarily release a bound elemental and
compel it to obey you. In the round you imbue
the infusion, you must touch the vehicle to the
elemental has been bound, with the elemental
appearing adjacent to you when the casting is
complete. The elemental acts immediately upon
your turn, attacking your opponents to the best of
its ability. You can verbally direct the elemental
not to attack, to attack particular enemies, or to
perform other actions.
While the elemental is invoked, it is no
longer bound to the target vehicle. The vehicle is
treated as if the elementla is supressed until the
infusion ends (see Suppressing a Bound
Elemental). Should the elemental be destroyed or
affected by a spell that would send it back to its
plane of origin while it is invoked, it vanishes

and remains supressed for 24 hours, during


which time it cannot be invoked again with this
infusion. You can dismiss this effect as a free
action on your turn, sending the elemental back
to its bound state.
If the elemental is uncontrolled at the time the
infusion is imbued (or controlled by someone
other than you), it receives a Will saving throw ti
resist the infusion.
INVOLUNTARY SHAPESHIFTING
Transmutation
Level: Sorcerer/wizard 5, Transformation 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Creature
Duration: 1 round/2 levels (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
For the duration of the spell, you force the target
creature to change shape on its turn every round
if it has an extraordinary or supernatural ability
that allows it to do so. For example, a 5th level
druid under the effect of the spell must wild
shape until the duration expires (or until she runs
out of uses per day), a changeling must use its
minor shape change ability, a shifter must use its
shifting ability, and a doppelganger or rakshasa
must change shape. Changing shape in this way
requires as much time as the target creature's
ability normally requires, but it can perform
additional actions as it chooses (so long as it has
actions remaining in the round).
Each time that a creature affected by this
spell changes shape, it experiences wracking
pain, taking 1 point of damage per caster level
(maximum 15 points). Target creatures who are
able to adopt more than one alternative form can
choose what form involuntary shapeshifting
forces them to take. If the target of the spell does
not have an alternative form available, or if the
target's alternative form cannot be assumed (for
instance, while a creature with a supernatural
change shape ability is within an antimagic feel),
the spell has no effect.

IRIANS LIGHT
Evocation
Level: Cleric 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

ITEM ALTERATION
Transmutation
Level: Artificer 4
Components: S
Casting Time: 1 round
Range: Touch
Target: magic item touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

You channel the light of Irian, the Eternal Day,


into one or more brilliant rays of positive energy
that heal the living and reave the undead. You
may fire one ray, plus one additional ray for
every four levels beyond 3rd (so two rays at 7th
level and a maximum of three rays at 11th level).
Each ray requires a ranged touch attach to hit.
Any living or deathless creature struck by a ray
heals 2d8 points of damage. Any undead creature
struckby a ray takes 2d8 points of damage. The
rays may be fired at the same or different targets,
but all rays must be aimed at targets within 30
feet of each other and fired simultaneously.
Special: Aerenal elf spellcasters cast this
spell at +1 caster level.

You alter an item that provides a certain type of


bonus so that it provides a different type of
bonus to the same value or roll. For example,
you could change a ring of protection +1 so that
it provided a natural armor bonus to Armor Class
instead of a deflection bonus, or you could
change a cloak of resistance so that it provided a
circumstance bonus on saves instead of a
resistance bonus. You cannot use this infusion
to change an item so that it provides a sacred or
profane bonus, nor can you change an item that
already does so to make it provide a different
kind of bonus. You also cannot make an item
provide a dodge bonus to Armor Class.

IRON CONSTRUCT
Transmutation
Level: Artificer 4
Components: S, M
Casting Time: 1 round
Range: Touch
Target: construct touched
Duration: 1min/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transform an existing construct into a
powerhouse of hardened iron, similar to the
effect of the iron body spell. The construct gains
damage reduction 15/adamantine. It takes half
damage from acid and fire attacks of all kinds.
Even if it is not a golem, however, it becomes
vulnerable to all special attacks that affect iron
golems.
The construct gains a +4 enhancement bonus
to Strength, but takes a 4 penalty to Dexterity as
well (to a minimum Dexterity of 1).
The constructs weight increases by a factor
of 5.
Material Component: A small piece of iron
that was once part of an iron golem, a heros
armor, or a war machine.

KHYBER TRAP
Abjuration
Level: Sorcerer/wizard 3
Components: S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft/1 levels)
Target: One outsider or extraplanar creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell draws upon the binding power of a
Khyber dragonshard to trap an extraplanar
creature for a short duration. If the creature fails
its Will save, it is drawn into the Khyber shard. It
can take no actions inside the shard, though it
can communicate if it is capable of telepathy. If
the dragonshard containing the creature is
broken, the creature is released.
Focus: A Khyber dragonshard worth at least
100gp per HD of the target creature. The focus
can hold only one trapped creature at a time.

LEAP INTO ANIMAL


Transmutation
Level: Druid 2, ranger 2
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: You and one willing animal; see text
Duration: 1 min/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Leap into animal enables you yo meld your body
and up to 100 pounds of nonliving gear into a
single willing animal (such as an animal
companion). The animal must be your size
category or larger. To any observer, you appear
to leap into the animal; you are gone, while the
animal remains. For all intent and purposes, you
no longer exist while merged with the animal,
and you cannot be detected or affected by
anything as long as you remain within it.
While melded with the animal, you mentally
directi its actions. You can make it attack, run, or
take any other action it could normally
physically accomplish. However, because you
are directing the animal with your own
intelligence, it can undertake actions normally
beyond its own instincts (such as manipulating
objects with its claws or mouth). Suicidal or selfdestructive commands (including an order to
attack creatures two or more size categories
larger) are ignored. You receive direct sensory
input from the creature using its normal sense
and skill modifiers.
You cannot take any mental actions while
within the animal other than directing it or
dismissing the effect (such that you cannot
manifest a psionic power or cast a spell, even if it
has no components).
Injury to the animal has no effect on you. If
the animal is killed, if the spell is dispelled or
dismissed, or if the spell's duration expires, you
appear (as if leaping forth from the animal) in an
open space of your choice within 10 feet of the
animal's position. If no spalce exists, you are
shunted to the nearest open space and take 1d6
points of damage per 10 feet so moved.
Special: A character with the Mark of
Handling dragonmark or the Favored in House
(Vadalis) feat, can use this spell to merge with an
unwilling animal.
LEECH UNDEATH
Necromancy
Level: Cleric 7, sorcerer/wizard 8
Components: V, S, M/DF

Casting Time: 1 standard action


Range: Close (25 ft. + 5 ft./2 levels
Target: One undead creature
Duration: Instantaneous; see text
Saving Throw: Will half
Spell Resistance: Yes
This spell drains away a portion of the negative
energy that keeps an undead creature animated,
transferring it to you in the form of temporary
healing. The spell deals 5 points of damage per
caster level (maximum 100 points). At the same
time, you gain temporary hit points equal to the
damage dealt, up to a maximum equal to the
current hit points of the target. For example, a
13th-level cleric would normally deal 65 points
of damage to an undead creature. However, if
that creature had only 48 hit points remaining,
the caster would gain only 48 hit points (even as
the target was destroyed). These temporary hit
points last for 1 hour. A successful Will save
halves the damage dealt and the hit points
gained.
This spell is often cast on willing undead to
aid their living masters. Non-intelligent undead
cannot be commanded to voluntarily fail their
saves or lower any spell resistance, but
intelligent undead can be.
Arcane Material Component: A handful of
dead cockroaches.
LUCKY BLADE
Abjuration
Level: Artificer 2
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Weapon touched
Duration: 10 min/level or until discharged
Saving Throw: None (object)
Spell Resistance: No (object)
A weapon imbued with this infusion allows the
bearer to draw upon the luck stored within it,
gaining an immediate reroll of an attack roll (or
of the roll to confirm a critical threat) made with
that weapon. The decision to use this ability
must be made before the DM declares whether
the roll results in success or failure. The wearer
must take the result of the second roll, even if it
is worse. The magic of this infusion functions
only one time.
Material Component: A two-headed coin.

MADDENING SCREAM
Enchantment (Compulsion) [Mind-affecting]
Level: Madness8, Sorcerer/wizard 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject cannot keep from screaming,
gibbering and leaping about as though
completely mad. This spell makes it impossible
for the subject to do anything other than race
around caterwauling. The Armor Class of the
creature takes a 4 penalty, it succeeds on Reflex
saveing throws only on a roll of a 20, and it does
not benefit from any shield it may be bearing.
MAGECRAFT
Divination
Level: Sorcerer/wizard 1
Components: V, F
Casting Time: 1 round
Range: Personal
Target: you
You get a +5 competence bonus on one Craft
check representing a day of work crafting an
item. If you cast this spell every day for a week,
you can make a Craft check representing the
weeks work and still gain the +5 competence
bonus.
Focus: The tools and other equipment
normally required to use the Craft skill to which
you apply the bonus.
MAGIC WEAPON, GREATER LEGIONS
Transutation
Level: Cleric 6, sorcerer/wizard 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Melee or ranged weapons held by allied
creatures in a 20-ft/ radius burst
Duration: 1 minute/level
Saving Throws: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like greater magic weapon,
except as noted above and as follows. It only
affects weapons held by allies when the spell is
cast. It has no effect on ammunition.

MAGIC WEAPON, LEGIONS


Transutation
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Melee or ranged weapons held by allied
creatures in a 20-ft/ radius burst
Duration: 1 minute/level
Saving Throws: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except
as noted above and as follows. It only affects
weapons held by allies when the spell is cast. It
has no effect on ammunition.
METAMAGIC ITEM
Transmutation
Level: Artificer 3
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Spell trigger magic item touched
Duration: 1 round/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You temporarily apply a metamagic feat you
know to a single spell contained within a spell
trigger item. For the duration of the infusion,
anyone who casts that spell from the item gains
the benefit of that metamagic feat. For example,
you could imbue a wand of fireballs with the
Empower Spell feat or apply the Maximize Spell
feat to the cone of cold spell in a staff of power.
METAMAGIC SCROLL
Transmutation
Level: Artificer 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Spell completion magic item touched
Duration: 1 round/level or until used
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You apply a metamagic feat you know to a
single spell written or stored on a spell
completion item, such as a scroll or minor
schema. For the duration of this infusion, anyone
who used the imbued item applies the effect of
that metamagic feat to the spell.
You can only apply the benefit of a
metamagic feat that adjusts the spell's level by

two levels or less (Silent Spell or Empower


Spell, for example, but not Maximize Spell). No
more than one metamagic feat can be applied to
any single spell by way of metamagic scroll.

Material Component: An ointment made


from rare spices and minerals costing 200gp.
Special: Warforged spellcasters cast this spell
at +1 caster level.

MINDBURN
Enchantment (Compulsion [Mind-affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature
Duration: 1 minute/3 levels
Saving Throws: Will negates; see text
Spell Resistance: Yes

NATURAL WEAPON AUGMENTATION, LESSER


Transmutation
Level: Artificer 2
Duration: 10 minutes/level
Range: Touch
Target: Creature Touched
Saving Throw: Will negates (harmless)(D)
Spell Resistance: Yes (harmless)
As personal natural weapon augmentation, but
the spell can be cast on one natural weapon of
any creature.
Material Component: An ointment made
from rare spices and minerals costing 20gp.
Special: Warforged spellcasters cast this spell
at +1 caster level.

This spell attacks a creatures mind, causing the


target to lose its highest-level remaining spell,
spell-slot, or infusion slot each round. The target
gets a save to avoid this effect each round. On its
first successful save, the spell ends.
Material Component: An empty crystal vial
MISREPRESENT ALIGNMENT
Illusion (Glamer)
Level: Bard 2, Cleric 3, sorcerer/wizard 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One Creature or object
Duration: 1 hour/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
A misrepresent alignment spell conceals the true
alignment of an object or creature from all forms
of divination, rendering a misleading result
determined by the caster. For example, a
spellcaster could cast misrepresent alignment on
a chaotic evil creature or magic item, making
that creature or item appear to be lawful good (or
any other alignment of the caster's choice) when
subjected to spells such as detect evil and detect
good.
Arcane Focus: A miniature, wavy mirror
worth 25gp that reflects a distorted image.
NATURAL WEAPON AUGMENTATION,
GREATER
Transmutation
Level: Artificer 6
As lesser natural weapon augmentation, but you
can choose any special ability whose market
price is equivalent to a bonus of up to +5 or up to
200,000gp, such as speed.

NATURAL WEAPON AUGMENTATION,


PERSONAL
Transmutation
Level: Artificer 1
Components: S,M
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 minute/level
One of your natural weapons temporarily gains a
special ability commonly found on magical
weapons. You can choose any special ability
whose market price is equivalent to a +1 bonus
or up to 10,000gp, such as flaming or keen. The
natural weapon does not have to have an existing
enhancement bonus, nor does it gain one when
you imbue it with this infusion.
Material Component: A cinder from a fire put
out by rain.
Special: Warforged spellcasters cast this spell at
+1 caster level.

NATURES WRATH
Evocation
Level: Druid 4 (Gatekeeper)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Target: Unnatural creatures in a 20-dt-radius
burst
Duration: Instantaneous and 1 round; see text
Saving Throw: Will partial or Will half; see text
Spell Resistance: Yes
You call upon the power of nature to smite your
enemies. Creatures that are part of the natural
world are unaffected; aberrations, undead and
similar corruptions of nature are harmed by the
spell.
The spell deals damage to creatures of certain
types within the area. Animals, constructs,
elementals, fey, outsiders with an elemental
subtype), oozes, plants, vermin and inanimate
objects are unharmed by the spell.
Aberrations take 1d6 points of damage per
caster level (maximum 10d6) and are dazed for
one round. A successful Will save reduces the
damage to half and negates the daze effect.
Creatures of other types (dragons, giants,
humanoids, magical beasts, monstrous
humanoids, and outsiders with no elemental
subtype) take 1d8 points of damage per two
caster levels (maximum 5d8). A successful Will
save reduces the damage to half.
ORB OF DANCING DEATH
Necromancy
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Orb of negative energy
Duration: 1 round/3 levels
Saving Throws: None
Spell Resistance: Yes
You call upon the dark necromantic energy to
drain the life force of your foes. You create a
small orb of pulsing black energy (about 6 inches
across) that flies toward a chosen creature,
striking as a ranged touch attack. If it hits, the
creature gains a negative level.
Each round as a move action, you can direct
the orb of dancing death to attack another
creature within range (including the previous
target, if desired). If not directed, the orb returns
to your side.
If a creature has at least as many negative

levels as HD, it dies. Each negative level gives a


creature a -1 penalty on attack rolls, saving
throws, skill checks, ability checks, and effective
level (for determining the power, duration, DC
and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell
slot from his or her highest available level.
Negative levels stack.
Assuming the subject survives, it regains lost
levels after a number of hours equal to your
caster level (maximum 15 hours). Usually,
negative levels have a chance of permanantly
draining the victems levels, but the negative
levels from the orb of dancing death dont last
long enough to do so.
An undead creature struck by the orb gains 5
temporary hit points for one hour.
Material Component: A piece of a zombies
skull
OVERWHELMING REVELATIONS
Evocation
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: 20-ft/ radius burst
Duration: Instantaneous
Saving Throws: Will partial
Spell Resistance: Yes
You tap the incredible complexity of the
draconic Prophecy, granting creatures in the area
a burst of insght powerful enough to threaten
their sanity. Creatures in the ares take a -2d6
penalty to Wisdom and are confused for 1 round.
A successful Will save reduces the penalties by
half and negates the confusion.
Special: Characters with the Dragon
Prophesier feat have immunity to the effect of
this spell. Furthermore, if within the are of the
spell, such a character can choose to enter
prophetic favor as an immediate action. This
counts as one of the characters daily uses of
prophetic favor.
Characters with a dragonmark take a -2
penalty on their saving throw against this spell.
Material Component: A scale from an adult
or older dragon.

PENDING POTION
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Vial of potion or oil touched
Duration: 10 min/level
Saving Throw: None (object)
Spell Resistance: No (object)
You magically delay the effects of a potion or
oil. Once imbued with this infusion, a potion can
be consumed or an oil applied, but the effects of
the potion or oil do not take place immediately.
Instead, the creature that consumed the potion or
had the oil applied to it can activate its effects as
a swift action at any time before the end of the
infusions duration. If the consumed potion or oil
is not activated before the duration expires, it
takes effect at that point.
An oil that is applied to an object is normally
activated by the wielder of the object, rather than
the character who applied the oil. However, if an
oil imbued with this infusion is applied to an
intelligent construct such as a warforged or a
homunculus., only the construct can activate the
effects of the oil. If an oil imbued with this
infusion is applied to a nonintelligentconstruct
such as a golem, only the character who applied
the oil can activate it.
No creature or object can have more than one
delayed effect potion or oil in effect at the same
time. If a second delayed-effect potion or oil is
consumed by the same creature or applied to the
same object, the duration of the first pending
poition infusion ends, and the potion or oil takes
effect immediately.
Material Components: a handful of needles
from an evergreen tree
POWER SURGE
Transmutation
Level: Artificer 3
Components: S, XP
Casting Time: 1 standard action
Range: Touch
Target: wand or staff touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
By touching a wand or staff that has at least 1
charge, you imbue it with 1 temporary charge per
five caster levels. These charges work like
temporary hit points: when a character uses the

item, deduct the charges spent from the


temporary charges first. When the power surge
expires, any remaining temporary charges are
lost.
XP Cost: 5 XP x the level of the highest-level
spell stored in the item.
REACHWALKERS WARINESS
Transmutation
Level: Druid 2, Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft-radius spherical emanation, centered
on you
Duration: 10 minutes/level
When this spell is in effect, you are
instantaneously aware of the exact position of
any aberration within the spell's area, as if you
had blindsense with respect to aberrations only.
See page 306 of the Monster Manual for details
on the blindsense ability.
Special: Shifter spellcasters cast this spell at
+1 caster level.
REINFORCE CONSTRUCT
Transmutation
Level: Artificer 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: 1 hour/level or until discharged; see
text
Saving Throw: Will negates (harmless)
Spell Resistance: No
You bolster a construct's frame, making it better
able to withstand blows. The construct gains
temporary hit points equal to 1d6+1 per caster
level (maximum +10). A warforged artificer who
imbues himself with this infusion instead gains
temporary hit points equal to 1d10 + 1 per caster
level (maximum +10).
Special: A character with a Mark of Making
dragonmark, or with the Favored in House
(Cannith) feat, casts this infusion at +1 caster
level.
REPAIR CRITICAL DAMAGE
Transmutation
Level: Artificer 4
As repair light damage, except repair critical
damage repairs 4d8 points of damage +1 point

per caster level (max +20).

per caster level (max +15).

REPAIR LIGHT DAMAGE


Transmutation
Level: Artificer 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

RESISTANCE ITEM
Abjuration
Level: Artificer 1
Components: S, M
Casting Time: 1 round
Range: Touch
Target: item touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

When laying your hand upon a construct that has


at least 1 hit point remaining, or a living
construct with 9 or more hit points, you
transmute its structure to repair damage it has
taken. This spell repairs 1d8 points of damage
+1 point per caster level (maximum +5).

A nonmagical item imbued with this infusion


grants a +1 resistance bonus on saving throws to
a character who wears or wields it. This bonus
increases by 1 for every four caster levels (to +2
at 4th level, _3 at 8th level, +4 at 12th level, and so
forth).
Material Components: Oil mixed with
various spices and minerals.

REPAIR LIGHT DAMAGE, MASS


Transmutation
Level: Artificer 5
Range: Close (25ft + 5ft/2 level)
Target:One construct/level, no two of which can
be more than 30 feet apart.construct touched
Saving Throw: Will half
Spell Resistance: Yes
Transmuting energy spreads out around the
targets, repairing 1d8 points of damage, +1 point
per caster level (maximum +25) to constructs.
REPAIR MODERATE DAMAGE
Transmutation
Level: Artificer 2
As repair light damage, except repair moderate
damage repairs 2d8 points of damage +1 point
per caster level (max +10).
REPAIR MODERATE DAMAGE, MASS
Transmutation
Level: Artificer 6
This spell functions like mass repair light
damage, except that it repairs 2d8 points of
damage, +1 point per caster level (maximum
+30).
REPAIR SERIOUS DAMAGE
Transmutation
Level: Artificer 3
As repair light damage, except repair serious
damage repairs 3d8 points of damage +1 point

RETURN TO NATURE
Transmutation
Level: Druid 7 (Gatekeeper)
Components: V, S, DF
Casting Time: 1 standard action
Range: 25ft + 5ft/2 levels
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The target creature draws closer to an idea state
of nature, with specific elements that depend on
the creatures type and abilities.
Animals, elementals, fey, outsiders with an
elemental subtype, oozes, plants and vermin are
unaffected by the spell.
Humanoids who are arcane spellcasters as
well as monstrous humanoids, gain 1d4 negative
levels when subjected to this spell.
Giants subjected to this spell become smaller,
as though affected by a reduce person spell. A
successful Fortitude save negates this effect.
Dragons and magical beasts subjected to this
spell take 1d6 points of Intelligence damage and
lose the use of 1d5 supernatural or spell-like
abilities, chosen at random. A successful
Fortitude save reduces the Intelligence damage
to half and negates the loss of abilities.
Outsiders with no elemental subtype take 1d8
points of damage per 2 caster levels (maximum
10d8) and lose the use of 2d4 supernatural or
spell-like abilities, chosen at random. A
successful Fortitude save reduces the damage to

half and negates the loss of abilities.


Aberrations take 1d6 points of damage per
caster level (maximum 20d6) and lose the use of
all supernatural and spell-like abilities. A
successful Fortitude save reduces the damage to
half and negates the loss of abilities.
Lost supernatural and spell-like abilities
return after 24 hours.
RIDE OF THE VALENAR
Transmutation
Level: Druid 1, Ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: you
Duration: 10 minutes/level
Seeking always to improve the handling of their
beloved horses, the spellcasters of Valenar have
long worked with magic that strengthens the
bond between rider and mount. While this spell
is in effect, you gain a +5 competence bonus on
Ride checks. If your mount is also your animal
companion, the competence bonus improves to
+10.
Special: Elf spellcasters from Valenar cast
this spell at +1 caster level.
SCALDING TOUCH
Evocation [Fire]
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to one creature/level touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand ignites with the white-hot fury of the
sun, dealing 13d6 points of fire damage with a
successful melee touch attack. Touched creatures
are also dazed for 1 round by the burning pain
unless they make a successful Fortitude saving
throw. You can use this melee touch attack up to
once per caster level.
SCORPION TAIL
Transmutation
Level: Sorcerer/Wizard 3
Components: V, S, drow
Casting Time: 1 standard action

Range: Willing creature touched


Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
The affected creature sprouts a black,
scorpionlike tail. As a free action each round, the
target creature may attack any adjacent foe with
the tail's stinger, using it's full melee attck bonus
and dealing 2d6 points of piercing damage (plus
Strength modifier) on a successful hit. The tail is
treated as a magic weapon for purposes of
overcoming damage reduction; any creature
wounded by the stinger must make a successful
Fortitude save or be stunned for 1 round.
SCRY TRAP
Abjuration
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: See text
Spell Resistance: See text
You ward a creature against scrying, granting it
defenses capable of terribly wounding any
would-be scryer. If the subject of this spell
comes within 10 feet of a sensor created by a
divination (scrying) spell, the scry trap
automatically activates. The caster of the scrying
spell takes 1d6 points of damage per your caster
level (maximum 15d6) and is blinded for 1
minute. A successful Will save halves the
damage and negates the blindness; spell
resistance also applies against this effect.
In addition, the caster of the scrying spell
must succeed on a caster level check (DC 10 +
your caster level) or the scrying spell is dispelled
immediately (spell resistance does not apply
against this effect). The subject of the scry trap
becomes automatically aware when the spell
triggers, although the subject gains no
knowledge as to the nature of the scrying spell or
its caster.
Special: A character with any Mark of
Detection dragonmark, or with the Favored in
House] (Medani) feat, casts this spell at +1 caster
level.
Material Component: Powdered glass from a
broken mirror

SEMBLANCE OF LIFE
Necromancy
Level: Cleric 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One or more undead creatures, no two
of which can be more than 30 feet apart.
Duration: 1 round/3 levels and 1 round; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
When this spell is cast, a solemn gret energy
quickly settles on all undead creatures you target.
This energy rapidly breaks apart the necromantic
power that holds the undead together, dealing
3d6 points of damage to each target each round
(no save).
In addition, intelligent undead creatures
affected by the spell become briefly aware of the
mockery of life they represent, and they might
become temporarily overwhelmed by grief and
pain over their condition. Such creatures are
dazed for one round, but are allowed a Will save
to negate this effect.
SENSE WEAKNESS
Divination
Level: Cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You grant the target creature the ability to cure


its own wounds. The subject can cure up to twice
your caster level in hit points (maximum 20 hit
points) while the spell's duration lasts, and can
spread this healing out among several uses.
Drawing on the power of the spell is a standard
action thaty does not provoke attacks of
opportunity. This spell does not allow the subject
to cure others.
If the target creature uses up its allotted
healing before the duration elapses, the spell
immediately ends. If any curing power remains
available when the spell ends, that curing is
immediately applied to the subject.
Special: A character with any Mark of Healing
dragonmark, or with the Favored in House]
(Jorasco) feat, casts this spell at +1 caster level.

SHIELD OF FAITH, LEGIONS


Abjuration
Level: Artificer 4, Cleric 4
Range: Touch
Target: Allied creatures within a 20-ft-radius
burst.
This spell functions like shield of faith, except
that it affects multiple allies at a distance.
SHIFTER PROWESS
Transmutation
Level: Druid 1, Ranger 1, sorcerer/wizard 1
Components: V, S, shifter
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: see text

You grant the subject of the spell insight into the


vulnerability of a single opponent. Once over the
next 24 hours, the subject can automatically
confirm a single critical threat. The subject must
declare the use of the spell after the threat is
rolled but before rolling to confirm the critical
hit (so the spell cannot be used to reroll a failed
critical confirmation roll).

You infuse your senses with the latent power of


your lycanthrope heritage, increasing your racial
bonuses on Balance, Climb and Jump checks by
+8. This spell functions only if cast while you
are shifting, and lasts until your shifting ends.

SHARED HEALING
Conjuration (Healing)
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

SHOCKWAVE
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft/2 levels)
Effect: 20-ft-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Even if a battle is for a just cause, using a fireball


on a crowded city street places innocents at risk.
The shockewave spell creates a burst of
concussive force that disorients victims without
causing any permanent damage, dealing 1d4
points of nonlethal damage per caster level
(maximum 10d4) to every creature within the
area and dazes them for 1 round. A successful
Fortitude save reduces the damage by half and
negates the dazed effect. The shockwave has no
effect on nonliving creatures or objects.
Creatures that are immune to nonlethal damage
cannot be dazed by this spell.
Material Component: A small crystal sphere
SKILL ENHANCEMENT
Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 round
Range: Touch
Target: item touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
An imbued item with this infusion grants a +2
circumstance bonus on a specific skill check
(determined by the caster) to a character who
wears or wields it. This bonus increases by 1 for
every two caster levels (to +3 at 2nd level, +4 at
4th level, +5 at 6th level, and so on).
Material Components: A length of fine black
tread.
SLAYING ARROWS
Transmutation [see text]
Level: Artificer 5
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Arrow or bolt touched
Duration: 10 minutes/level
Saving Throw: Minute (object) or Fortitude
negates; see text
Spell Resistance: No (object)
An arrow or bolt imbued with this infusion
becomes extremely deadly against creatures of a
type specified when the infusion is cast (such as
dragons or outsiders), and also gains a +1
enhancement bonus on attack rolls and damage
rolls. If the embued projectile successfully hits a
creature of the type to which it is keyed, the
target must make a Fortitude save or die (or, in

the case of an unliving target, be destroyed).


Even creatures normally exempt from Fortitude
saves, such asn undead and constructs, are
subject to this effect. If the save is successful, the
target takes no additional damage beyond the
actual projectile.
When keyed to a living creature (as opposed
to a construct or undead), this is a death effect.
Material Component: A drop of viper blood
SPEAKING STONES
Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Two normal objects touched, weighing
up to 1 lb. each
Duration: 24 hours or until discharged; see text
Saving Throw: None
Spell Resistance: No
This spell allows you to fashion a magical link
between two stones (or any other mundane,
nonmagical objects weighing up to 1 pound
each). This link allows each stone to pass a
single message to the other, no matter how great
the distance between them after the spell is first
cast.
Once the stones are transmuted with this
spell, a creature holding one stone can send a
message of no more than twenty-five words as a
standard action. The message instantly sounds
fromt he other stone, loud enough to be heard by
anyone within 5 feet of it. The spell ends after
each stone passes one message to its twin, or the
spell's duration elapses, whichever occurs first.
Messages are not transmitted across planar
boundaries. If the bearer of one speaking stone
attempts to pass a message while the other stone
is on another plane, the message rebounds and
plays back on the original stone. This playback
counts as that stone's single message
transmission.
No object can have more than one speaking
stones spell cast upon it. A second speaking
stones cast upon the same object ends the first
spell.
Special: A character with any Mark of
Scribing dragonmark, or with the Favored in
House (Sivis) feat, can send a message of up to
100 words through any object upon which she
casts the spell.

SPELL SNARE
Abjuration
Level: Artificer 3, sorcerer/wizard 4
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: Eberron dragonshard touched
Duration: 10 minutes/level
Saving Throw: None (object)
Spell Resistance: No (object)

SPELL STORING ITEM


Transmutation
Level: Artificer 1
Components: S, XP (see text)
Casting Time: 1 minute
Range: Touch
Target: item touched
Duration: 1 hour per level or until discharged
Saving Throw: None (object)
Spell Resistance: No (Object)

A spell snare takes advantage of an Eberron


dragonshard's innate magical affinity, tuning the
shard do that it readily absorbs the energy of a
spell. The next spell or spell-like ability of 3rd
level or lower that targets the bearer of the spell
snare is absorbed into the dragonshard and has
no effect. Only spells or spell-like abilities that
affect a single target, or orb or ray spells directed
at the bearer can be absorbed. Once the spell
snare has absorbed a spell, its magic expires and
the dragonshard disintegrates. It requires no
action to absorb a spell, but you must have the
dragonshard in hand.
A spell snare does not discriminate between
harmful or beneficial spells, and will just as
readily absorb a cure light wounds spell as a
vampiric touch (though a character could
temporarily put the shard away or aside to
receive a beneficial spell).
A character can only benefit from one spell
snare at any given time. If more than one
affected shard is carried, they will all activate
(and be destroyed) by the first spell to target the
Material Component: An Eberron
dragonshard worth at least 25gp. Inlike most
material components, the dragonshard is
consumed when the spell snare effect functions,
not when the spell is cast.

This infusion allows you to place a spell effect


into an item to draw it forth later, at your
command. The item becomes, in effect, a wand
with a single charge, which only you can use.
You can imbue any spell of 4th level or lower
into an item, as long as its spell level is no
greater than one-half your artificer level. You
must make a successful Use Magic Device check
(DC 20 + [spell levelx3] ) to emulate the spell
and store it in the item. If you fail this check by
10 or more, you suffer a mishap, as with scroll
mishaps. As a default, either the spell is
activated immediately instead of being placed in
the item, affecting you if possible, or the spell
erupts in a burst of uncontrolled energy, dealing
2d6 points of damage to you.
A single item can carry only one spell at a
time.
You must provide any expensive material
components or XP component the spell requires
at the time you imbue it into the item. You must
provide any focus the spell requires at the time
you cast it from the item.
XP Cost: Your caster level x the spell level.
For example, to place a scorching ray spell in an
item, you must spend XP equal to your caster
level x 2.

SPELL SNARE, GREATER


Abjuration
Level: Artificer 6, sorcerer/wizard 7
As spell snare, except that the dragonshard
component of this spell can absorb a spell or
spell-like ability of up to 6th level.
Material Component: An Eberron
dragonshard worth at least 100gp. Unlike most
material components, the dragonshard is
consumed when the spell snare effect functions,
not when the spell is cast.

STATUS, GREATER
Divination
Level: Community 4
Components: V, S, DF
Casting Time: 1 standard action.
Range: Touch
Target: one creature touched/3 levels
Duration: 1 hour per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As status, but you can also cast a limited
selection of spells through the link, as if you
were touching the target. You can cast any spell
that meets the following conditions:
Level 0, 1st or 2nd
Range: Touch

Target: Creature Touched


Saving Throw: Yes (harmless)
For example, if you become aware (through the
greater status spell) that one of your linked
companions is dying, you can cast cure moderate
wounds to try to revive her.
STONE CONSTRUCT
Transmutation
Level: Artificer 3
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: construct touched
Duration: 10 min/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The construct you touch gains resistance to
blows, cuts, stabs and slashes. The subject gains
damage reduction 10/adamantium. Once the
spell has prevented a total of 10 points of
damage per artificer level you possess
(maximum 150 points), it is discharged.
Material Component: Granite and 250gp
worth of diamond dust sprinkled on the
construct.
STONE CONSTRUCT
Transmutation
Level: Artificer 3
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: construct touched
Duration: 10 min/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The construct you touch gains resistance to
blows, cuts, stabs and slashes. The subject gains
damage reduction 10/adamantium. Once the
spell has prevented a total of 10 points of
damage per artificer level you possess
(maximum 150 points), it is discharged.
Material Component: Granite and 250gp
worth of diamond dust sprinkled on the
construct.
STORM TOUCH
Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch

Target: Up to one creature/level touched


Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand crackles with the pent-up energy of
storm-tossed lightning, dealing 9d6 points of
electricity damage with a successful melee touch
attack. Touched creatures are also stunned for 1
round by the burning pain unless they make a
successful Fortitude saving throw. You can use
this melee touch attack up to one time per level.
Special: A character with any Mark of Storm
dragonmark, or with the Favored in House
(Lyrandar) feat, deals an extra 1d6 points of
electrical damage with each touch.
SUFFER THE FLESH
Transmutation
Level: sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Targets: You
Duration: 1 round
You can draw upon your physical endurance to
increase the power of your spells. You
voluntarily deal Constitution damage to yourself
when you cast this spell. For each 2 points of
damage dealt, your caster level increases by 1.
You cannot take more Constitution damage than
your caster level (maximum 10 points for a +5
caster level increase).
Your maximum and current hit points drop
appropriately for your lower Constitution score.
A creature that has no Constitution score, or that
has immunity to Constitution damage, cannot
cast this spell.
Material Component: A ruby worth 250gp.
SUMMON WARFORGED CHAMPION
Conjuration (Summoning)[Lawful]
Level: Warforged 9
Components: V, S, DF
Casting Time: 1 full action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell is similar to monster summoning
IX, except that it can only summon a single
(advanced) warforged titan.
The warforged titan is advanced to 24

HD (172hp); its other statistics improve as


follows: BAB +18; Grp +35, Atk Axe +25 melee
(2d8+9/x3) or maul +25 melee (2d8+9/x3); SV
Fort +8, Ref +7, Will +8; Jump +44. It gains the
following feats: Great Cleave, Greater Powerful
Charge (bringing the extra charge damage to
+4d6), Improved Damage Reduction (twice,
increasing its DR to 12/adamantine).
In addition, as long as the warforged titan
summoned by this spell is within 15 feet of you,
is active, and is under your control, it
unconsciously protects you from attacks. It
grants you a +5 shield bonus to your AC.
SUPRESS DRAGONMARK
Abjuration
Level: Artificer 2, sorcerer/wizard 2
Components: S, F
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One dragonmarked creature
Duration: 24 hours
Saving Throw: Will negates
Spell Resistance: No
Using an inversely charged Siberys
dragondshard, this spell absorbs the magical
energy of the creature's dragonmark. In casting
the spell, you must touch the target creature with
the charged dragonshard, requiring either a
ranged or melee touch attack. If the creature is
struck by the Siberys shard and fails its Will
save, it loses the ability to use any spell-like
abilities granted by its dragonmark for the
duration of the spell.
Focus: A Siberys dragonshard wirth at least
25 gp and inversely tuned, a process requiring 1
hour of uninterrupted concentration. Once the
spell is cast, the inverse tuning must be repeated
for the focus to work again.
SUPRESS REQUIREMENT
Transmutation
Level: Artificer 3
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: magic item touched
Duration: 10 min/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You alter a magic item that requires a certain
class feature, race, ability score, or alignment to
function to its fullest potential, so that it no
longer carries that requirement. You must make

a Use Magic Device check sufficient to emulate


the requirement as if you were attempting to use
the item yourself. If you succeed, the
requirement is suppressed for the duration of this
infusion.
Material Component: Powdered gemstones
worth a total of 500gp.
TOTAL REPAIR
Transmutation
Level: Artificer 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: creature touched
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
Total repair enables you to transmute the
structure ofa construct to wipe away damage and
afflictions. It immediately ends any and all of
the following adverse conditions affecting the
target: ability damage, blinded, confused dazed
dazzled, deafened, feeblemind, and insanity. It
also repairs 10 points of damage per l;evel of the
caster, to a maximum of 150 points at 15th level.
TOUCH OF JORASCO
Conjuration (Healing)
Level: Cleric 1
Components: V, S, F, halfling
Casting Time: 1 standard action
Range: Personal and touch, see text
Target: You and creature touched; see text
Duration: see textWill negates (harmless)
Spell Resistance: Yes (harmless)
Whether roaming the broad Talenta plains or
attending a glittering social gathering in the
heights of Sharn, the halflings of House Jorasco
understands more of healing than any other
power in Eberron, and work to perfect
specialized healing magic. This spell imbues the
caster with an ability to heal minor wounds that
lasts throughout the day.
When you cast this spell, you store healing
energy within your own form that can then be
used to heal a number of hit points equal to twice
your caster level (maximum 10 hp). You may
choose to divide this healing among multiple
recipients, and you don't have to use it all at
once. Delivering healing with this spell requires
a touch (a standard action) but does not provoke
attacks of opportunity.
The effects of multiple touch of Jorasco

spells do not stack, meaning that you can only


store healing energy from one such spell at a
time. If you cast the spell again before
discharging all of the healing from a previous
casting, the new total simply replaces the earlier
one, effectively ending the previous spell.
As with all healing spells, touch of Jorasco
deals damage to undead creatures. Using the
spell in this way requires a successful melee
touch attack but doesn't provoke attacks of
opportunity. You decide how many points of
healing energy to discharge as damage after
successfully touching an undead creature.
TOUCH OF MADNESS
Enchantment [ Mind-affecting]
Level: Madness 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 2 rounds/level
Saving Throw: Will negates
Spell Resistance: Yes
By touching a creature, you cloud his mind sop
that he takes no actions. The subject is dazed,
not stunned, so attackers get no special
advantages against him.
TOUGHEN CONSTRUCT
Transmutation
Level: Artificer 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: construct touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: Yes, harmless)
Toughen construct thickens the unloving matter
that forms a constructs skin. The effect grants a
+2 enhancement bonus to the creatures existing
natural armor bonus. This enhancement bonus
increases by 1 for every three caster levels above
3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by a
toughen construct stacks with the targets natural
armor bonus, but not with other enhancement
bonuses to natural armor. A creature without
natural armor has an effective natural armor
bonus of +1.

TRUE CREATION
Conjuration (Creation)
Level: Artificer 8
Components: V, S, M, XP
Duration: Instantaneous
As major creation, except items created are
permanent and cannot be negated by dispelling
magic or negating powers. For all intents and
purposes, these items are completely real.
XP Cost: The items gold poece value, or a
minimum of 1 XP.
TRUE SEEING, MASS
Divination
Level: Truth 9
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature/level, no teo of which can
be more than 30 ft apart.
This spell functions like the true seeing spell,
except that it affects multiple creatures.
Material Component: An ointment for the
eyes that costs 1000gp and is made from
mushroom powder, saffron and fat.

UNDYING AURA
Transmutation
Level: Cleric 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Living Creature Touched
Duration: 1 minute/level or until discharged
Saving Throw: Will partial
Spell Resistance: Yes
Undying aura wreathes the target creature in a
golden shield of positive energy, granting it
immunity to death effects, energy drain effects,
and any negative energy effects (such as from
chill touch or an inflict spell).
Any time during the spell's duration, the
target can release the power of the aura by
making a melee touch attack against an undead
creature. On a successful attack, the aura pulses
angrily as it tears apart the negative energy
sustaining the creature, dealing 1d6 points of
damage per caster level (maximum 15d6) and
dazing it for 1 round. A successful Will save
halves the damage and negates the daze effect.
Since the spell utilizes positive energy to deal
damage, incorporeal creatures do not benefit
from the normal miss chance for incorporeality.
Using the touch attack ends the spell's duration.

A deathless creature targeted by the touch


attack power of this spell is instead healed 1d6
points of damage per caster level (maximum
15d6). Some suggest that this indicates this spell
was originally designed by the Aereni, and the
name seems to support the claim.
Focus: A clear spar of crystal worth 500gp.
UNFETTERED HEROISM
Transumtation
Level: Bard 5, sorcerer/wizard 5
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
You tap deep into your own arcane power to
enhance the innate heroism within you. Each
round that the spell is in effect, you gain a free
temporary action point. If you don't spend this
point by the beginning of your next turn, you
lose it (though you gain another free point in the
next round while the spell is in effect). In
addition, while this spell is in effect, you can use
action points more than once in a single round
(though you may only spend one action pointto
modify the result of any one die roll or action, as
normal).
You must have at least one action point to
cast unfettered heroism. Once this spell ends,
whether the duration expires or it is dispelled,
you become fatigued.
Special: Human spellcasters cast this spell at
+1 caster level.
UNITY WINE
Transmutation
Level: Cleric 1
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Effect: One pint of wine in touched container
Duration: 1 hour/level
Saving Throws: Will negates (harmless)
Spell Resistance: Yes (harmless)
You infuse up to 1 pint of wine in a single
container with energy. Up to 4 living creatures
can partake of the wine. Drinking a glass takes at
least a standard action, though diners usually
imbibe the wine over the course of a meal.
Creatures that drink unity wine feel uplifted and
inspired, gaining a +1 morale bonus on skill
checks for the spell's duration.

UNSEEN CRAFTER
Conjuration (Creation)
Level: Artificer 2, Bard 2, Cleric 2, magewright
2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Effect: One invisible, mindless, shapeless
servant
Duration: 1 day/level (D)
Saving Throe: None
Spell Resistance: No
This spell functions as unseen servant, except
that the unseen servant can be assigned any one
task that can be accomblished by the use of the
Craft skill. Appropriate tools and materials must
be provided for the unseen crafter; it makes
Craft checks using yout ranks in the skill plus
your bonus for the relevant spellcasting ability
(Intelligence for artificers, wizards, and
magewrights, Charisma for bards and sorcerers,
and Wisdom for Clerics).
An unseen crafter can take 10 or attempt to
work more quickly (as described in the Craft
skill description), but this must be part of the
command it is given when the spell is cast. Once
the unseen crafter has completed the assigned
task, the spell ends as if dismissed. If the unseen
crafter leaves work undone, any creature or
another unseen crafter caon continue it.
Special: When the unseen crafter is
commanded to repair a warforged, it receives a
+10 bonus on its Craft check.
WATCHFUL ANCESTORS
Transmutation
Level: Bard 4, cleric 4, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Targets: You
Duration: 1 minute/level
You are surrounded by manifestations of the
spirits of your long-dead ancestors, which
provice you with protection in battle. Opponents
gain no bonus from flanking you, as if you had
the improved uncanny dodge ability (you use
your caster level in place of barbarian levels for
the purpose of determining whether a rogue can
sneak attack you).
In addition, while this spell is in efect, you
add your caster level as an insight bonus on any
one Reflex save. Using this function is an
immediate action, and must be declared before

the save is rolled. Using this ability immediately


ends the spell, since the protective manifestations
expend themselves to provide you with a sudden
burst of insight.
Arcane Material Component: A shred of a
burial shroud.
WEAPON AUGMENTATION
Transmutation
Level: Artificer 4
As lesser weapon augmentation, but you can
choose any special ability whose market price is
equivalent to a bonus of up to +3 or up to
70,000gp, such as speed.
Material Component An ointment costing
100p.
WEAPON AUGMENTATION, GREATER
Transmutation
Level: Artificer 6
As lesser weapon augmentation, but you can
choose any special ability whose market price is
equivalent to a bonus of up to +5or up to
20000gp, such as vorpal
Material Component An ointment costing
200p.
WEAPON AUGMENTATION, LESSER
Transmutation
Level: Artificer 2
Duration: 10min/level
Target: One weapon or fifty projectiles, all of
which must be in contact with each other at the
casting time.
As personal weapon augmentation, but any
character can wield the weapon you augment.
Alternatively, you can affect as many as fifty
arrows, bolts or bullets. The projectiles must be
of the same kind, and they have to be together (in
the same quiver or other container). Projectiles,
but not thrown weapons, lose their transmutation
when used. (Treat shurikens as projectiles rather
than thrown weapons for the purpose of this
spell.)
Material Component An ointment made from
rare spices and minerals costing 20gp.

WEAPON AUGMENTATION, PERSONAL


Transmutation
Level: Artificer 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: weapon touched
Duration: 10 min/level
Saving Throw: No (object)
The weapon you touch temporarily gains a
special ability commonly found on magic
weapons. You can choose any special ability
whose market price is equivalent to a +1 bonus
or up to 10,000gp, suck as flaming or keen. The
weapon does not have to have an existing
enhancement bonus, nor does it gain one when
you imbue it with this infusion. The weapon
gains the benefit of the infusion only if you
wield, throw, or fire it.
Material Component: A patch of rabbit fur.
WEAPON OF THE DEITY
Transmutation
Level: Blackguard 3, Cleric 3, Paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless,
object)
Spell Resistance: Yes (harmless, object)
You must be holding your deitys favored
weapon to cast this spell. You can use the
weapon as if you had proficiency with it even if
you normally do not. The weapon gains a +1
enhancement bonus on attack rolls and damage
rolls and an additional special ability (see the list
below). A double weapon gains this
enhancement bonus and special ability for only
one of its two ends, as chosen by you.
When you reach caster level 9th, the
enhancement bonus of the weapon increases to
+2. At 12th level, the bonus rises to +3, at 15th it
is +4, and at 18th level it becomes +5.
The list below includes deities described in
this book, along with the five alignment
components. If a cleric worshiping a different
deity casts this spell, the DM should assign an
appropriate weapon special ability of the same
power level as those given here.

Arawai: +1 thundering Morningstar


Aureon: +1 spell-storing quarterstaff
Balinor: +1 earthbound battleaxe
The Becoming God: +1 defending spiked
gauntlet or battlefist
The Blood of Vol: +1 keen dagger
Cultists of the Dragon Below: +1 vicious heavy
pick
Boldrei: +1 defenting spear
The Dark Six: +1 keen kama
The Devourer: +1 waterborne trident
Dol Arrah: +1 merciful halberd
Dol Dorn: +1 mighty cleaving longsword
The Fury: +1 vicious rapier
The Keeper: +1 frost scythe
Kol Korran: +1 defending heavy mace
Lord of Blades: +1 shocking greatsword
The Mockery: +1 keen kama
Olladra: +1 lucky2 sickle
Onatar: +1 flaming warhammer
The Path of Light: +1 flaming gauntlet (unarmed
strike)
The Shadow: +1 spell storing quarterstaff
The Sovereign Host: +1 defending longsword
The Silver Flame: +1 seeking longbow
The Spirits of the Past: +1 keen double scimitar
The Traveller: +1 lucky2 scimitar
The Undying Court: +1 undead bane scimitar
Chaos: +1 shocking battleaxe
Evil: +1 mighty cleaving light flail
Good: +1 frost warhammer
Law: +1 flaming longsword
Neutral: +1 defending heavy mace
2

Lucky: Once per day the wielder can reroll a


failed attack roll as a free action; it uses the same
modifiers as the missed roll (XPH 165).

WILD INSTINCTS
Divination [Mindset]
Level: Druid 2, Ranger 3
Components: V, S, DF
Range: Personal
Target: You
Duration: 1 minute/level
When you cast this spell, you sharpen your
instincts and your awareness of your immediate
surroundings. While the spell is in effect, you
retain your Dexterity bonus to AC even if flatfooted or attacked by an unseen opponent, and
you gain a +1- insight bonus on Listen and Spot
checks.
Mindset: The energies you manipulate while
preparing this spell enhance your senses,

granting you a +1 insight bonus on Listen and


Spot checks ( or a +2 bonus on Listen and Spot
checks if you are a shifter). This bonus is
replaced by the bonus granted when this spell is
cast.
WINDS FAVOR
Transmutation [Air]
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10ft/level)
Effect: Area of wind 10 ft wide by 10 ft high by
100 ft + 10 ft/level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a localized area of strong wind
(approximately 30mph). This effect has limited
utility in battle, but is often used to propel sailing
craft. By concentrating as a full-round action,
you can change the direction of the wind by 45
degrees.
This spell is effectively identical to the spelllike ability that can be gained by a character with
the lesser Mark of Storm, except the range and
the affected area are different, as given above.
WITHERING PALM
Necromancy
Level: Decay 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: living creature touched
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes
A touch from your hand causes the subjects
body to weaken and wither. With a successful
melee touch attack, you deal 1 point of Strength
damage and 1 point of Constitution damage per
two levels to the target. If you score a critical
hit, the damage from the hit is ability drain
instead of ability damage.

ZONE OF NATURAL PURITY


Evocation
Level: Druid 2 (gatekeeper)
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 25 + 5/2 levels
Area: 20 radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell sanctifies an area to the forces of
nature. Every fey and plant creature in the area
gains a +1 sacred bonus on attack rolls, damage
rolls, and saving throws, while aberrations in the
area take 1 penalty on attack rolls, damage rolls
and saves.
Material Component: A bushel of ivy leaves
and berries, which must be sprinkled around the
area.

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