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The T equila Sunrise Spell Book for Dungeons & Dragons 3rd Edition

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Using This Spell Book Metamagic Feats Casting Spells Spell List Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy T ransmutation

Contents

3 3 4 4 6 8 11 13 17 25 27 32

Using This Spell Book Metamagic Feats

This spells presented in this document are meant to replace those in published Dungeons & Dragons books, and to serve as a guideline for creating similar spells.

Metamagic feats are modified in two ways. First, they are given prerequisites. Second, each is given two settings. A setting must be chosen at the time of preparation (for prepared casters) or at the time of casting (for spontaneous casters). A caster cannot apply both settings of a single metamagic feat to a single spell, unless the caster takes the metamagic feat more than once. For example a caster with Empower Spell could not apply both setting 1 and setting 2 to a single spell. But a caster with Empower Spell and Empower Spell could apply any combination of two settings to a single spell, combining their effects at the cost of both their spell slot modifiers. Empower Spell Prerequisite: Ability to cast 1st level spells Setting 1: This setting works like normal, except that a spells variable, numeric effects are only increased by one-quarter. A spell modified by this setting only uses up a spell slot one higher than its actual level. Setting 2: This setting works exactly like normal. Special: A character may gain this feat multiple times. Enlarge Spell Prerequisite: Ability to cast 1st level spells Setting 1: This setting works exactly like normal. Setting 2: This setting works like normal, except that a spells range is increased by 200%. A spell modified by this setting uses up a spell slot two higher than its actual level. Special: A character may gain this feat multiple times. Extend Spell Prerequisite: Ability to cast 1st level spells Setting 1: This setting works exactly like normal. Setting 2: This setting works like normal, except that a spell lasts three times as long as normal. A spell modified by this setting uses up a spell slot two higher than its actual level. Special: A character may gain this feat multiple times. Heighten Spell Prerequisite: Ability to cast 1st level spells Benefit: This feat works exactly as normal, except that spells may be heightened up to any level. 3

Quicken Spell Prerequisite: Ability to cast 2nd level spells Setting 1: This setting works like normal, except that a spells casting time is reduced to one move action. This means a caster could cast three total spells in a round--one normally as a standard action, a second quickened to a move action and a third quickened to a free action. A spell modified by this setting only uses up a spell slot two higher than its actual level. Setting 2: This setting works exactly like normal. Stealthy Spell Prerequisite: Ability to cast 1st level spells Benefit: This feat provides the benefit of the Eschew Materials feat without cost. Silent Setting 1: This setting works exactly like the Silent Spell feat. Still Setting 2: This setting works exactly like the Still Spell Feat. Special: This feat is an exception to the rule that a caster cannot apply two settings of the same feat to a single spell. Widen Spell Prerequisite: Ability to cast 1st level spells Setting 1: This setting works like normal, except that a spells area increases by 50%. A spell modified by this setting uses up a spell slot one higher than its actual level. Setting 2: This setting works like normal, except that a spell modified by this setting uses up a spell slot only two higher than its actual level. Special: A character may gain this feat multiple times.

Casting Spells

Modifying Spell Specifics: A caster can modify many spell specifics on the fly as he casts. Such specifics include Range, Area, Duration and any caster level dependant variables. These specifics can be reduced, but not increased or altered, as a caster so chooses as he casts a spell. For example a caster wants to cast a 3rd level Sleep spell at an enemy 20 feet away without affecting his allies who are surrounding the enemy. In order to do so, he opts to reduce its range to 20 feet and reduce its radius to 2-1/2 feet (in this circumstance the spell originates from a squares center) so that the spell only puts his enemy to sleep.

Spell List
Abjuration
Charm of Protection (level 1 +) Dispel Magic (level 0 +) 4

Protection from Chaos/Evil/Good/Law (level 0 +) Resistance (level 1 +)

Conjuration
Web (level 0 +)

Alchemists Revenge (level 0 +) Summoning (level 0 +)

Divination

Purge the Unseen (level 4 +) See the Unseen (level 2 +) True Strike (level 1 +)

Enchantment
Fear (level 2 +)

Dominate (level 4 +) Eagles Splendor (level 1 +) Foxs Cunning (level 1 +) Owls Wisdom (level 1 +) Sleep (level 3 +)

Evocation

Fury of Flame (level 0 +) Heart of Winter (level 0 +) Holy Smite (level 0 +) Mage Armor (level 1 +) Mage Bolt (level 0 +) Mage Shield (level 1 +) Rage of the Four Winds (level 0 +) Unholy Smite (level 0 +) Wrath of the High Heavens (level 0 +)

Illusion
5

Fascinating Rainbow (level 0 +)

Glamour of Unseeing (level 4) Glamour of Unseeing, Mass (level 6 +)

Necromancy
Harm (level 1 +) Heal (level 1 +)

Cause Wounds (level 0 +) Cure Wounds (level 0 +)

Resurrect (level 4) Slay (level 4 +) Turn Undead (level 1 +) Undeath to Death (level 0 +)

Transmutation

Ashes to Ashes (level 1 +) Bears Endurance (level 1 +) Bulls Strength (level 1 +) Cats Grace (level 1 +) Entangle (level 0 +) Magic Vestment (level 1 +) Magic Weapon (level 1 +) Natural Armor (level 1 +)

Abjuration
Charm of Protection Abjuration Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: No 6

This spell grants the target a deflection bonus to armor class. Spell Level 1 3 5 7 9 Bonus +1 +2 +3 +4 +5

Dispel Magic Abjuration Level: 0 + Component: M, S, V Casting Time: 1 standard actian Range: See below Target: One spellcaster, creature or object Duration: 5 minutes Saving Throw: None Spell Resistance: No This spell functions like Dispel Magic, except that it can dispel any non-instantaneous magical spell or effect. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Maximum Caster Level 5 9 11 13 15 17 19 21 23 25 27

Protection from Chaos/Evil/Good/Law Abjuration Level: 0 + Component: M, S, V Casting Time: 1 standard actian 7

Range: T ouch Target: Creature touched Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: No This spell functions much as described in the Players Handbook, with two exceptions. First, the deflection and resistance bonuses which it grants are as shown below. Second, half of the bonuses shown below apply against neutral-aligned creatures. Spell Level 0 1 3 5 7 9 Bonuses +0 +2 +4 +6 +8 +10

Resistance Abjuration Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants the target a resistance bonus on all saving throws. Spell Level 1 3 5 7 9 Bonus +1 +2 +3 +4 +5

Conjuration
Alchemists Revenge 8

Conjuration (Creation) [Acid] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: No This spell creates a ball, bolt, burst, cone, ray or touch of acid which deals one die of acid damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Alchemists Revenge can only use the ray and touch forms. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 9 Damage per Caster Level 1d2 1d2 + 1 1d2 + 2 1d2 + 3 1d2 + 4 1d2 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 Bolt Length -30 60 90 120 150 180 210 240 270 Burst Radius -10 20 30 40 50 60 70 80 90 Cone Length -15 30 45 60 75 90 105 120 135 Ray Range 5 10 20 30 40 50 60 70 80 90 Max Dice 6 10 14 18 22 26 30 34 38 42

10

50

300

100

150

100

46

Summoning Conjuration (Summoning) Level: 0 + Component: M, S, V Casting Time: 1 standard action Range: See below Effect: One summoned creature Duration: Concentration, up to 5 minutes Saving Throw: None Spell Resistance: No This spell summons an animal. The casters player can describe this animal however he chooses, but all animals have the same basic statistics. An animal has one hit die (d8) per caster level, to a maximum shown below. Animals have an average base attack bonus, a natural armor bonus equal to 1/2 HD, a good fortitude and reflex save, a poor will save, 1 skill point per HD and gain feats like PCs do. (Animals may take monstrous feats, size increases, Improved Grab, T Burrow 10 ft., Fly 80 ft (average), as well as any other trait rip, which the DM deems appropriate as feats.) Animals are small sized, have a land speed of 40 ft. (or a swim speed of 60 ft. if aquatic), a primary natural attack which deals 1d6 damage, low-light vision and are always neutral. Animals begin with the following abilitiy scores: Strength 13, Dexterity 13, Constitution 13, Intelligence 1, Wisdom 10, Charisma 10. Additionally at every even HD, an animal gains a +2 boost to Strength. At every HD divisible by four, an animal gains a +2 boost to Constitution and Dexterity. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Range 10 20 40 60 80 100 120 140 160 180 200 Max HD 3 5 7 9 11 13 15 17 19 21 23

Web Conjuration (Creation) 10

Level: 0 + Component: M, S, V Casting Time: 1 standard actian Range: See below Area: See below Duration: 5 minutes Saving Throw: Reflex partial Spell Resistance: No This spell creates a web of sticky strands which must be anchored to two or more solid and diametrically opposed surfaces, such as a floor and ceiling or opposite walls. When the spell is cast, and each round thereafter, creatures in the area must make a Reflex save or be unable to move. Success indicates that a creature can move at half speed for one round. Creatures can alternatively opt to to make Strength checks or Escape Artist checks instead of their saves, although the DC for such checks is 5 higher than normal. Attacking creatures in a web wont cause you to become entangled. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you and an opponent, it provides total cover. 0-level Web does not restrict movement at all for creatures who succeed their saves and only reduces movement by half for creatures who fail their saves. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Range 200 400 800 1,200 1,600 2,000 2,400 2,800 3,200 3,600 4,000 Radius 20 40 80 120 160 200 240 280 320 360 400

Divination
Purge the Unseen Divination Level: 4 + Components: M, S, V 11

Casting Time: 1 standard action Range: T ouch Target: Creature, object or point touched Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell causes all invisible creatures and objects within the spells radius to become visible if the caster succeeds a caster level check against such invisibility effects (DC 1 + caster level). Spell Level Radius 4 20 5 25 6 30 7 35 8 40 9 45 10 50 See the Unseen Divination Level: 2 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell allows the targetted creature to see invisible objects and creatures within the spells radius if the caster succeeds a caster level check against such invisibility effects (DC 1 + caster level). Spell Level Radius 2 20 3 30 4 40 5 50 6 60 7 70 12

8 9 10

80 90 100

True Strike Divination Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 5 minutes or until discharged Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell grants the targeted creature an insight bonus on its next attack roll, as shown below. Additionally, that attack is not affected by miss chances due to concealment. A creature that gains the benefits of this spell cannot gain the benefits of any feat or ability that allows the user to exchange a penalty to attack rolls for increased damage or increased damage dice. Spell Level Bonus 1 +5 2 +10 3 +15 4 +20 5 +25 6 +30 7 +35 8 +40 9 +45 10 +50

Enchantment

Enchantments manipulate the mind, either by enhancement or debilitation. Eagles Splendor Enchantment Level: 1 + Components: M, S, V Casting Time: 1 standard action 13

Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Charisma, as shown below. Spell Level 1 3 5 7 9 Bonus +2 +4 +6 +8 +10

Dominate Enchantment (Compulsion) [Mind-Affecting] Level: 4 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: One creature Duration: 5 minutes Saving Throw: Will partial Spell Resistance: Yes This spell allows you to control relatively weak creatures; it is only effective against creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level minus six, to a maximum listed below. T argets who are too powerful to be affected or who pass their saving throw instead become shaken for 1 round. Spell Level 4 5 6 7 8 9 10 Fear 14 Range 40 50 60 70 80 90 100 Max CR 5 7 9 11 13 15 17

Enchantment [Fear, Mind-Affecting] Level: 2 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: One creature Duration: 5 minutes Saving Throw: Will partial Spell Resistance: Yes This spell causes relatively weak creatures to become frightened; it is only effective against creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level minus two, to a maximum listed below. T argets who are too powerful to be affected or who pass their saving throw instead become shaken for 1 round. Spell Level 2 3 4 5 6 7 8 9 10 Range 20 30 40 50 60 70 80 90 100 Max CR 5 7 9 11 13 15 17 19 21

Foxs Cunning Enchantment Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Intelligence, as shown below. Spell Level 15 Bonus

1 3 5 7 9

+2 +4 +6 +8 +10

Owls Wisdom Enchantment Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Wisdom, as shown below. Spell Level 1 3 5 7 9 Bonus +2 +4 +6 +8 +10

Sleep Enchantment (Compulsion) [Mind-Affecting] Level: 3 + Components: M, S, V Casting Time: 1 standard action Range: See below Area: See below Target: Creatures within area Duration: 5 minutes Saving Throw: Will partial Spell Resistance: Yes This spell causes relatively weak creatures to fall into magical slumber; it is only effective against creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level minus four, to a maximum listed below. T argets who are too powerful to 16

be affected or who pass their saving throw instead become shaken for 1 round. Spell Level 3 4 5 6 7 8 9 10 Range 30 40 50 60 70 80 90 100 Radius 15 20 25 30 35 40 45 50 Max CR 5 7 9 11 13 15 17 19

Evocation
Fury of Flame Evocation [Fire] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of fire which deals one die of fire damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Fury of Flame can only use the ray and touch forms. Furthermore, creatures who fail their save may take additional fire damage on subsequent rounds as their clothing or hair catch fire. (Affected creatures must make saves on subsequent rounds as described on page 303 of the Dungeon Master Guide.) Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 17 Damage per Caster Level 1d4

1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10

1d4 + 1 1d4 + 2 1d4 + 3 1d4 + 4 1d4 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

Heart of Winter Evocation [Cold] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of cold which deals one die of cold damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Heart of Winter can only use the ray and touch forms. Furthermore, creatures who fail their save take a -1 penalty on attack rolls, AC and Reflex saves for 1 round. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. 18

Spell Level 0 1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10

Damage per Caster Level 1d4 1d4 + 1 1d4 + 2 1d4 + 3 1d4 + 4 1d4 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

Holy Smite Evocation [Good] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Will half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of holy energy which deals one die of holy damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Holy Smite can only use the ray and touch forms. This spell has no effect good aligned creatures. Neutral creatures cannot be reduced to less than 0 hit points by this spell. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. 19

Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10 Damage per Caster Level 1d2 1d2 + 1 1d2 + 2 1d2 + 3 1d2 + 4 1d2 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

Mage Armor Evocation [Force] Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Creature touched Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants the target an armor bonus to armor class. Spell Level 1 20 Bonus +4

3 5 7 9

+5 +6 +7 +8

Mage Bolt Evocation [Force] Level: 0 + Component: M, S, V Casting Time: 1 standard actian Range: See below Target: One or more creatures, none of which can be more than 30 feet apart Duration: 5 minutes Saving Throw: None Spell Resistance: Yes This spell creates a bolt of force per caster level, up to a maximum shown below, which unerringly hit creatures of the casters choice. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Range 20 40 80 120 160 200 240 280 320 360 400 Max Bolts 3 5 7 9 11 13 15 17 19 21 23 Damage per Bolt 1d2 1d2 + 1 1d2 + 1 1d2 + 2 1d2 + 2 1d2 + 3 1d2 + 3 1d2 + 4 1d2 + 4 1d2 + 5 1d2 + 5

Mage Shield Evocation [Force] Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: Personal Target: You Duration: 5 minutes Saving Throw: Will negates (harmless) 21

Spell Resistance: No You gain a shield bonus to armor class and immunity to all damaging force effects of equal spell level or lower. Spell Level 1 3 5 7 9 Bonus +4 +5 +6 +7 +8

Rage of the Four Winds Evocation [Sonic] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of sonic energy which deals one die of sonic damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Rage of the Four Winds can only use the ray and touch forms. Rage of the Four Winds ignores object hardness. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 1-2 3-4 5-6 7-8 9-10 22 Damage per Caster Level 1d2 1d2 + 1 1d2 + 2 1d2 + 3 1d2 + 4 1d2 + 5

Spell Level 0 1 2 3 4 5 6 7 8 9 10

Ball Radius -5 10 15 20 25 30 35 40 45 50

Bolt Length -30 60 90 120 150 180 210 240 270 300

Burst Radius -10 20 30 40 50 60 70 80 90 100

Cone Length -15 30 45 60 75 90 105 120 135 150

Ray Range 5 10 20 30 40 50 60 70 80 90 100

Max Dice 3 5 7 9 11 13 15 17 19 21 23

Unholy Smite Evocation [Evil] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Will half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of unholy energy which deals one die of unholy damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Unholy Smite can only use the ray and touch forms. This spell has no effect evil aligned creatures. Neutral creatures cannot be reduced to less than 0 hit points by this spell. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 1-2 3-4 23 Damage per Caster Level 1d2 1d2 + 1 1d2 + 2

5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10

1d2 + 3 1d2 + 4 1d2 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

Wrath of the High Heavens Evocation [Electricity] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of lightning which deals one die of electricity damage per caster level, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Wrath of the High Heavens can only use the ray and touch forms. Furthermore, creatures wearing metal armor or who are primarily composed of metal take an extra 2 points of electricity damage. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell 24 Damage per

Level 0 1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10

Caster Level 1d4 1d4 + 1 1d4 + 2 1d4 + 3 1d4 + 4 1d4 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

Illusion

Illusions manipulate the senses. Illusions are never real, but creatures who believe in them strongly enough may be affected as though they were. Fascinating Rainbow Illusion (Pattern) [Mind-Affecting] Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: See below Duration: 5 minutes Saving Throw: Will partial Spell Resistance: Yes This spell fascinates creatures of similar strength as the caster; it is only effective against living creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level, to a maximum listed below. T argets who are too powerful to be affected or who pass their saving throw instead become shaken for 1 round. 25

Spell Level 0 1 2 3 4 5 6 7 8 9 10

Range 5 10 20 30 40 50 60 70 80 90 100

Radius 2-1/2 5 10 15 20 25 30 35 40 45 50

Max CR 3 5 7 9 11 13 15 17 19 21 23

Glamour of Unseeing Illusion [Glamer] Level: 4 Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: One creature Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell renders a creature invisible. Glamour of Unseeing, Mass Illusion [Glamer] Level: 6 + Components: M, S, V Casting Time: 1 standard action Range: See below Targets: Any number of creatures, no two of which can be outside the spells radius (see below) Duration: 5 minutes Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell renders all targetted creature invisible. Spell Level Range Radius 6 300 30 26

7 8 9 10

350 400 450 500

35 40 45 50

Necromancy
Cause Wounds Necromancy Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: One creature Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes This spell deals damage to the target by channeling negative energy. Negative energy heals undead, so this spell has the opposite effect on such creatures. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Base Damage 1d4 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8 Bonus Damage per Caster Level 0 1 1 2 2 3 3 4 4 5 5 Max Bonus Damage 0 9 11 26 30 51 57 84 92 125 135

Cure Wounds Necromancy Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: One creature 27

Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes This spell restores hit points to the target by channeling positive energy. The total hit points restored equals a base number, shown below, plus 1 per caster level, to a maximum shown below. Positive energy harms undead, so this spell has the opposite effect on such creatures. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Base Hit Points 1d4 1d8 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8 Bonus Hit Points per Caster Level 0 1 1 2 2 3 3 4 4 5 5 Max Bonus Hit Points 0 9 11 26 30 51 57 84 92 125 135

Harm Necromancy Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: One creature Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes This spell deals damage to the target by channeling negative energy. This spell cannot reduce a creature to below 0 hit points. Negative energy heals undead, so this spell has the opposite effect on such creatures. Spell Level 1 2 3 28 Damage per Caster Level 5 5 5 Max Hit Points 25 35 45

4 5 6 7 8 9 10

5 5 10 10 10 10 10

55 65 150 170 190 210 230

Heal Necromancy Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: One creature Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes This spell restores hit points and possibly removes harmful conditions from the target by channeling positive energy. Harmful conditions that originated from a creature are removed so long as their spell level is equal to or less than this spells level. (Mundane and supernatural harmful conditions have an effective spell level equal to half the creatures CR, rounded up.) Harmful conditions that did not originate from a creature are always removed. Positive energy harms undead, so this spell has the opposite effect on such creatures. Spell Level 1 2 3 4 5 6 7 8 9 10 Hit Points per Caster Level 5 5 5 5 5 10 10 10 10 10 Max Hit Points 25 35 45 55 65 150 170 190 210 230

Resurrect Necromancy 29

Level: 4 Components: M, S, V Casting Time: 1 round Range: T ouch Target: One creature Duration: Instantaneous Saving Throw: None (harmless) Spell Resistance: No (harmless) This spell recalls the soul of a once-living creature to life. A creature who is unwilling to return to life cannot be affected by this spell. A creature who has been dead (or undead) for more than 24 hours cannot be resurrected. The caster must have some small part of the targets body in order to resurrect it, though the condition of such remains are not a factor (the ash from a creature slain by Ashes to Ashes is acceptable). Slay Necromancy [Death] Level: 4 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: One living creature Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes This spell snuffs the life out of relatively weak living creatures; it is only effective against living creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level minus six, to a maximum listed below. T argets who are too powerful to be affected or who pass their saving throw instead take 1 damage per caster level, to a maximum listed below. Spell Level 4 5 6 7 8 9 10 Range 40 50 60 70 80 90 100 Max CR 5 7 9 11 13 15 17 Max Damage 11 13 15 17 19 21 23

Turn Undead 30

Necromancy Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: See below Duration: 5 minutes Saving Throw: Will partial Spell Resistance: Yes This spell causes undead of similar strength as the caster to cower in fear; it is only effective against undead creatures whose challenge rating (or level in the case of PCs) does not exceed the casters level, to a maximum listed below. T argets who are too powerful to be affected or who pass their saving throw instead become shaken for 1 round. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Range 5 10 20 30 40 50 60 70 80 90 100 Radius 2-1/2 5 10 15 20 25 30 35 40 45 50 Max CR 3 5 7 9 11 13 15 17 19 21 23

Undeath to Death Necromancy Level: 0 + Components: M, S, V Casting Time: 1 standard action Range: See below Area or Effect: See below Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes This spell creates a ball, bolt, burst, cone, ray or touch of fire which deals one die of damage per caster level to undead, up to the maximum listed below. The type of dice rolled depends on the spells level, as shown below. 0-level Undeath to Death can only 31

use the ray and touch forms. Ball: A balls range is ten times its radius. Bolt: A bolt is 5 feet wide. Burst: A burst is centered on the caster. Cone: A cone is 5 feet wide at its base and as wide at its end as it is long. Ray: A ray requires a ranged touch attack to hit but does not allow a save. Touch: A touch requires a melee touch attack to hit but does not allow a save. Spell Level 0 1-2 3-4 5-6 7-8 9-10 Spell Level 0 1 2 3 4 5 6 7 8 9 10 Damage per Caster Level 1d6 1d6 + 1 1d6 + 2 1d6 + 3 1d6 + 4 1d6 + 5 Ball Radius -5 10 15 20 25 30 35 40 45 50 Bolt Length -30 60 90 120 150 180 210 240 270 300 Burst Radius -10 20 30 40 50 60 70 80 90 100 Cone Length -15 30 45 60 75 90 105 120 135 150 Ray Range 5 10 20 30 40 50 60 70 80 90 100 Max Dice 3 5 7 9 11 13 15 17 19 21 23

T ransmutation
Ashes to Ashes Transmutation Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: See below Target: One creature Duration: Instantaneous 32

Saving Throw: Fortitude quarter Spell Resistance: Yes This spell deals damage to a creature or destroys one 10 foot cube of nonliving matter or force effect per caster level, to a maximum shown below. Ray: A ray requires a ranged touch attack to hit. Touch: A touch requires a melee touch attack to hit. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Damage per Caster Level 1d8 1d8 + 1 1d8 + 1 1d8 + 2 1d8 + 2 1d8 + 3 1d8 + 3 1d8 + 4 1d8 + 4 1d8 + 5 1d8 + 5 Max Dice 3 5 7 9 11 13 15 17 19 21 23 Max Cubes 3 5 7 9 11 13 15 17 19 21 23

Bears Endurance Transmutation Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Constitution, as shown below. Spell Level 1 3 5 7 9 33 Bonus +2 +4 +6 +8 +10

Bulls Strength Transmutation Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Strength, as shown below. Spell Level 1 3 5 7 9 Bonus +2 +4 +6 +8 +10

Cats Grace Transmutation Level: 1 + Components: M, S, V Casting Time: 1 standard action Range: T ouch Target: Creature touched Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes This spell grants the target creature an enhancment bonus to its Dexterity, as shown below. Spell Level 1 3 5 7 9 34 Bonus +2 +4 +6 +8 +10

Entangle Transmutation Level: 0 + Component: M, S, V Casting Time: 1 standard actian Range: See below Area: See below Duration: 5 minutes Saving Throw: Reflex partial Spell Resistance: No This spell causes all manner of plant life, from grass to trees, to twist and wrap around the feet of all creatures in the spells area. When the spell is cast, and each round thereafter, creatures in the area must make a Reflex save or be unable to move. Success indicates that a creature can move at half speed for one round. Creatures can alternatively opt to to make Strength checks or Escape Artist checks instead of their saves, although the DC for such checks is 5 higher than normal. 0-level Entangle does not restrict movement at all for creatures who succeed their saves and only reduces movement by half for creatures who fail their saves. Spell Level 0 1 2 3 4 5 6 7 8 9 10 Range 200 400 800 1,200 1,600 2,000 2,400 2,800 3,200 3,600 4,000 Radius 20 40 80 120 160 200 240 280 320 360 400

Magic Vestment Transmutation Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Item touched Duration: 24 hours 35

Saving Throw: Fortitude negates (harmless) Spell Resistance: No This spell imbues a shirt, a bracer, a suit of armor or a shield with an enhancement bonus to its armor or shield bonus. If the item does not already have a bonus, treat it as having a base bonus of +0. Spell Level 1 3 5 7 9 Bonus +1 +2 +3 +4 +5

Magic Weapon Transmutation Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Item touched Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: No This spell imbues a fist, claw or weapon with an enhancement bonus to its wielders attack and damage rolls when wielding the affected weapon. Spell Level 1 3 5 7 9 Bonus +1 +2 +3 +4 +5

Natural Armor Transmutation Level: 1 + Component: M, S, V Casting Time: 1 standard actian Range: T ouch Target: Creature touched 36

Duration: 24 hours Saving Throw: Fortitude negates (harmless) Spell Resistance: No This spell grants the target a natural armor bonus to armor class. Spell Level 1 3 5 7 9 Bonus +1 +2 +3 +4 +5

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