CSpells


Cacophonic Burst
Evocation [Sonic]
Level: Bard 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds.
You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area. Cacophonic burst cannot penetrate the area of a silence spell.


Cacophonic Shield
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
You create an immobile barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Non-magical sound (including sound produced by a thunderstone) does not cross the barrier. If a sonic effect impinges upon the barrier, you get to make a caster level check (1d20 + caster level) against the DC of the effect to
prevent it from affecting anyone inside the barrier. A creature that crosses the barrier takes 1d6 points of sonic damage plus 1
point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations provide a 20% miss chance for any missiles crossing the barrier in either direction.


Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.


Call Lightning Storm
Evocation [Electricity]
Level: Drd 5
Range: Long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.


Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.


Caltrops
Conjuration (Creation)
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.
A caltrops spell covers one 5 – foot – by – 5 foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll [+ 0 melee] against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a + 2 armor bonus to Armor Class [which does count]. If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-footby- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+ 1 melee), three at 5th level [+ 2 melee], four at 7th level [+ 3 melee], and a maximum of five at 9th level or higher [+ 4 melee maximum]. Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.


Camouflage
Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings. Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.


Camouflage, Mass
Transmutation
Level: Druid 2, ranger 2
Range: Medium (100 ft. + 10 ft./level)
Target: Any number of creatures, no two of which are more than 60 ft. apart
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
Reaching out to your environment, you wrap your allies in the patterns and shifting colors of their surroundings, concealing them from prying eyes.
This spell functions like camouflage, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.)


Capricious Zephyr
Evocation [Air]
Level: Druid 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex
partial; see text
Spell Resistance: Yes
Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds.
A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.
If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.
A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell’s range.


Cast in Stone
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None and Fortitude negates; see text
Spell Resistance: No
Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone.
Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.
Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it. A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature. In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.


Castigate
Evocation [Sonic]
Level: Cleric 4, paladin 4,
Purification 4
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Shouting your deity’s teachings, you rebuke your foes with the magic of your sacred words.
This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law–chaos and the good–evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures. A Fortitude saving throw reduces damage by half.


Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.


Improved Cat’s Grace
Transmutation
Level: Brd 4, Sor/Wiz 4
As cat’s grace, but the recipient gains 1d8+2 temporary points of Dexterity.


Cat’s Grace, Mass
Transmutation
Level: Brd 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like cat’s grace, except that it affects multiple creatures.


Cause Fear
Necromancy [Fear, Mind -Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature becomes frightened. It suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune. Cause fear counters remove fear.
Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.


Celebration
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 level)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
With a few slurred words and fumbling motions, you complete the spell and prepare to perform.
You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. You must perform for a least 1 full round to produce the first effects of the celebration spell. After that, each full round you perform increases the subject’s intoxication, as described in the table below. A subject does not need to remain within the area, but those entering the area after the casting of the spell are not affected. Your targets receive only one saving throw at the onset of the spell. The effects last for the duration of your performance. If you stop performing, the effects do not worsen and fade after 1 round per caster level
Round Effect
1 None
2 -2 enhancement penalty to Dex, Int, and Wis
3 Nauseated
4 Helpless


Chain of Chaos
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 8, Mind 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living, intelligent creature touched
Duration: 1 day/5 caster levels from the day touched (see text)
Saving Throw: Will negates
Spell Resistance: Yes
This powerful instrument of chaos spreads madness by touch. The caster infects the first victim by making a successful melee touch attack. A subject who fails a Will save is afflicted with insanity (a continuous confusion effect). This condition is permanent until countered, and the madness can be passed to anyone the victim touches. Anyone who makes the initial saving throw is immune to that casting of the chain of chaos spell.
Each person the subject touches during the spell’s duration (including by successful melee attack) must make a Will save at the spell’s DC or suffer the insanity effect. Each additional victim in turn can pass the madness on for a period of one day per five caster levels after being infected. The spell affects a maximum of five persons per caster level. Individual victims can be restored by any means effective against insanity, for example, greater restoration, limited wish, miracle, or wish. Anyone restored cannot be affected again by that casting of the chain of chaos spell. DM Note: When dealing with the effect of this spell on a large nonadventuring population over a period of time, it is not necessary to track each individual affected by this spell. Instead, just decide if individuals
encountered are mad and whether they are infectious based on your judgement of the progress of the chain madness.


Chain Contingency
Evocation
Level: Sor/Wiz 9
As the contingency spell, except that you can place up to three other spells upon your person so that they come into effect under some condition you dictate when casting chain contingency. The spells can come into effect simultaneously or one at a time, one per round.


Chain Missle
Evocation [Force]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one.
Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Missiles without a secondary target do not ricochet off the primary target. Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets. The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.


Chain of Eyes
Divination
Level: Cleric 3, druid 4, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
With the creature’s will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile.
You can use another creature’s vision instead of your own. While this spell gives you no control over the subject,
each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.


Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target plus one secondary target/level (each must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) on the primary target. After the bolt strikes, lightning can arc to as many secondary targets as you have levels. The secondary bolts each strike one target and deal half as many dice of damage as the primary (rounded down). For
example, a 19th-level caster generates a primary bolt (19d6 points of damage) and up to nineteen secondary bolts (9d6 points of damage each). All subjects can attempt Reflex saving throws for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; and one silver pin for each of your caster levels.


Chamber
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One ethereal creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You may create a translucent prison of pure crystalline force around a target on the Ethereal Plane. You must be able to see or otherwise target the creature you wish to affect. The target affected by the chamber cannot move on either the Ethereal
Plane or its coterminous planes for the duration of the spell but is otherwise unaffected. The target cannot move onto another plane while inside the chamber, including returning to the Material Plane.
The target within the crystalline prison cannot physically attack or be attacked and is unaffected by most spells and supernatural abilities. Gaze attacks and sonic spells may function through the walls of the crystalline prison, but the target of those attacks gains a +2 bonus on saving throws.
The target of the chamber may attempt to break the crystalline prison by making a Strength check (DC 10 + caster level). A disintegrate spell brings down the chamber.
This spell only affects the Ethereal Plane, so it has no effect on planes not coexistent with the Ethereal Plane. It has no effect on creatures on the MaterialPlane.
Material Component: A piece of translucent glass.


Change Self
Illusion (Glamer)
Level: Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You make yourself, including clothing, armor, weapons, and equipment, look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form.
It does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in this case of this spell).


Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).
You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.


Chaos Hammer
Evocation [Chaotic]
Level: Chaos 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.


Charm Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This spell functions like charm person, except that it affects a creature of the animal type.


Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: 1 day/level
As charm person, except that the spell is not restricted by creature type or size.


Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.


Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid of Medium-size or smaller regard you as his trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, he receives a +5 bonus on his saving throw. The spell does not enable you to control the charmed person as if he were an automaton, but he perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince him to do anything he wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders, but he might believe you if you assured him that the onlychance to save your life is for him to hold back an onrushing red dragon for just a few seconds.. Any act by you or your apparent allies that threatens the charmed person breaks the spell. Note also that you must speak the person’s language to communicate your commands, or else be good at pantomiming.


Charm Person or Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 2
Target: One person or animal
As charm person, except that it can also affect an animal. When in doubt about whether something is an .animal. as defined by the spell, check the Monster Manual.


Cheat
Transmutation
Level: Bard 1, Greed 1, sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: Will negates; see text
Spell Resistance: No
You rattle the dice in your hand and mutter the words of the spell, then check your facedown cards again. The two low cards have somehow become trumps.
At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance. This spell can affect only nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a dice roll is made to determine the outcome of the game, a character under the effect of this spell can demand a reroll and take the better of the two rolls. Anyone observing the game of chance is allowed a Will saving throw to realize something fishy is going on, and might suspect that the outcome of the game has been magically altered. For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost. Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself).
Focus: A pair of dice made from human bones.


Checkmates Lìght
Evocation [Lawful]
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You intone your deity’s name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow.
You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects. If the weapon leaves your grasp, the spell effect is suppressed until you or another worshipper of your deity picks it up. Time that passes while the spell’s effects are suppressed counts against the spell’s duration.


Chill Metal
Transmutation [Cold]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. (Magic items’ saving throws are covered in the Dungeon Master’s Guide.) An item in a creature’s possession uses the creature’s saving throw (unless its own is higher). A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes very chilly and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown below:
Metal
Round Temperature Damage
1 Cold None
2 Icy 1d4 points
3-5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. For example, if the damage roll from a chill metal spell indicates 5 points of cold damage and the creature plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no chill damage and only 3 points of fire damage.
Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.


Chill of the Grave
Necromancy
Level: Deathbound 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A pale ray erupts from your pointing finger, and a moaning sound fills the air as it streaks toward your target.
You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4th, 3d10 at caster level 7th, and 4d10 at caster level 10th.


Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.


Choke
Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature up to size Large (see text)
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
A pair of invisible hands made of pure force spring into existence around the target’s throat and begin to strangle it. Only aberrations, animals, beasts, fey, giants, humanoids, magical beasts, monstrous humanoids, outsiders, and shapechangers can be affected. Creatures without necks, such as beholders, cannot be affected. The hands cannot be attacked or damaged. The target takes 1d4 points of damage per round but can make a Reflex save each round for half damage. All attack rolls and checks the target makes
while being choked suffer -2 circumstance penalty; if the check involves speaking, the circumstance penalty is -4. Spellcasting is possible, but the targe must make a successful Concentration check (DC 10 + spell level +1/2 the last damage dealt) or lose the spell. The -2 circumstance penalty also applies to the check, or -4 if the spell has a verbal component.
Material Component: A hankerchief or similar-sized piece of cloth that has been tied in a knot.


Chromatic Orb
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One gem
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You transform one gem into a 4-inch-diameter sphere which can be hurled at an opponent to inflict various effects. You enchant a gem of appropriate hue or any diamond. The caster may then hurl the orb on the round it was created or the following, otherwise it dissipates without effect. Hurling the orb is a ranged touch attack and has a range increment of 20 feet. If the orb misses its target, it
dissipates without effect.
Your level determines which orbs you can create. The descriptions for the various types of orbs is listed below. You can create a single orb of any color listed for your level or lower. For example, a 3rd level wizard can create an orange, red, or white orb. If the target succeeds in a Will save the special effect is ignored but the initial damage or effect allows no save.

  • 1st Level Pearly white: initial damage 1d4 (force), special effect – light.
  • 2nd Level Ruby red: initial damage 1d6 (heat), special effect – heat metal.
  • 3rd Level Flame orange: initial damage 1d8 (fire), special effect – combust.
  • 4th Level Amber yellow: initial damage 1d10 (force), special effect – blindness.
  • 5th Level Emerald green: initial damage 1d12 (acid), special effect – stinkingcloud.
  • 6th Level Turquoise: initial damage 2d4 (force), special effect – hold monster.
  • 7th Level Blue: initial damage 2d6 (cold), special effect – paralysis for 2d10 rounds.
  • 10th Level Violet: initial effect paralysis (as blue orb), special effect – flesh to stone.
  • 12th Level Black: initial effect slow, special effect – death.
    Material Component: A gem of appropriate color for the desired effect of at least 50 gp, or a diamond of at least 50 gp.


Circle Dance
Divination
Level: Brd 2, Clr 3, Drd 3
Components: V, S
Casting Time: 1 minute
Range: Personal
Duration: Instantaneous
You dance to each point of the compass rose, then finish the spell in a wide, circular sweep. At the end, you know that the creature you seek lies in the direction you face.
You divine the relative direction and condition of another individual. During the casting of the spell, you think of your target as you do a spinning dance around the compass. You must have firsthand knowledge of your target for the spell to function.
If the target is alive and on the same plane as you, the spell leaves you facing in the direction of your target. You also get an impression of the target’s physical and emotional conditions (unharmed, wounded, unconscious, dying, and so on). If the target is on a different plane or dead, you feel nothing.


Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.


Circle of Doom
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting Time: 1 action
Range: 20 ft.
Area: All living enemies and undead creatures within a 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Negative energy bursts in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby living enemies. Like inflict spells, circle of doom cures undead in its area rather than harming them.


Clairaudience/Clairvoyance
Divination (Scrying)
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).


Clarity of the Mind
Abjuration
Level: Balance 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A nimbus of silver rays surrounds the warrior’s head as you touch him and invoke the spell’s holy power. His thoughts grow clearer, and he is better able to see through the mind-warping effects of spells.
You grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of clarity of mind attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.


Claws of the Bear
Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1 round/level
Howling a curse at your enemies, pain explodes in your hands as they suddenly sport long claws. Almost instantly the pain fades. Too bad your foes won’t be able to say the same.
When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.


Claws of Darkness
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes; see text
You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.
When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not slowed, and it cannot be slowed by this casting of claws of darkness. You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action. When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.


Clear Mind
Abjuration
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties fade away.
You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.


Clenched Fist
Evocation [Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), 11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d811 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.


Climb Walls
Transmutation
Le vel: Druid 1,
ranger 1
Components: V, S, M
Ca sting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You brush the target with your finger, and she now perceives handholds and toeholds where others see smooth stone.
The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with spider climb, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.
Material Component: A drop of tree sap or equally sticky material.


Cloak of Bravery
Abjuration [Mind-Affecting]
Level: Cleric 3, Courage 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).


Cloak of Bravery, Greater
Abjuration [Mind-Affecting]
Level: Courage 9
Range: 1 mile; see text
Area: 1-mile-radius emanation
centered on you
Duration: 1 hour/level
This spell functions like cloak of bravery, except all allies within the emanation (including you) are immune to fear
effects and gain a +2 morale bonus on attack rolls. Allies who don’t have line of sight to you are unaffected.


Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.


Cloak of Dark Power
Abjuration
Level: Drow 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A dim gray haze appears around the creature. Light bends around this haze, leaving the creature in a patch of strange and shifting darkness.
Cloak of dark power creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power. The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.


Cloak of the Sea
Transmutation
Level: Druid 5, sorcerer/wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A blue-green glow surrounds your hand as you complete the spell. With a touch you release it into your intended target, which then turns the same shade of blue-green.
While underwater, the subject functions as if affected by blur (PH 206), freedom of movement (PH 233), and water breathing (PH 300), and doesn’t take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.


Cloak Pool
Illusion (Glamer)
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One color pool
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astral Plane.
This spell causes a color pool on the Astral Plane (DMG 154)—an irregular patch of color containing a portal to another plane—to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal.


Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual has been slain, the original’s soul transfers to the clone, creating a replacement (provided the soul is free and willing to return; see Bringing Back the Dead, page 153, of the Player’s Handbook). The original’s physical remains, should they still exist, become inert matter and cannot thereafter be restored to life. If
the original has reached the end of its natural life span (died of natural causes), any cloning attempt fails. To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) taken from the original’s living body, with a volume of at
least 1 cubic inch. The piece of flesh need not be fresh, but it must be kept from rotting (such as by the gentle repose spell). Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, if the original is dead, the original’s soul enters the clone. The clone has the personality, memories, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clone’s Constitution score drops by 1; if this would
give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is at the level at which the original died.
The spell duplicates only the original’s body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting creature is merely a soulless bit of inert flesh, which rots if not somehow preserved.
Arcane Material Components: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).


Close Wounds
Conjuration (Healing)
Level: Cleric 2
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless);
see text
Spell Resistance: Yes (harmless)
Your ally falls from a crushing blow, but you don’t have time to reach him. You quickly speak words of power, and the worst of his injuries glow golden and begin to heal.
This spell cures 1d4 points of damage +1 point per caster level (maximum +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).


Cloud of Bewilderment
Conjuration
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. cube
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air.
This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.
Material Component: A rotten egg.


Cloud Wings
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
As you touch the subject, mist forms crude wings that cling to his back.
This spell increases the subject’s fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.


Cloudburst
Evocation [Water]
Level: Druid 1
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. +
40 ft./level)
Area: 100-ft.-radius emanation
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Clouds whirl into existence and, with a peal of thunder, let loose a drenching downpour.
You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a –4 penalty. Fire damage in this spell’s area is reduced by 1 point per die of damage. This spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 minutes. The water created with this spell does not slake thirst or provide any nourishment to plants.


Cloudkill
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.


Cloud-Walkers
Transmutation
Level: Druid 7, Windstorm 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
(harmless)
Spell Resistance: Yes (harmless)
With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds.
Each subject of the spell can move with a fly speed of 60 feet (perfect maneuverability), but only outdoors. To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once—an act that can have significant consequences for subjects already in the air.


Clutch of Death
Necromancy [Evil]
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe’s heart from afar, anticipating the moment its smoking remains will rest in your palm.
Magical force grips the subject’s heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.


Cocoon
Conjuration (Creation)
Level: Brd 8, Wizard 8, Sorcerer 8, Knowledge 8
Components: V, S, M, XP
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 level)
Target One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You cause silkworm threads to encase your target in a cocoon. While in the cocoon, the subject is paralyzed. Gradually, the cocoon leeches energy from the subject until he dies, at which point the cocoon grants powers to its holder. Once per day, the subject receives one negative level. If these levels become permanent, the cocoon “stores” the lost energy in its silk threads (up to 10 levels).
The cocoon has 100 hp and hardness 10. Hacking it off the subject eventually breaks the subject free. If the cocoon is not allowed to complete its draining of the subject, it becomes useless and conveys no benefits. However, when the victim is reduced to zero levels, he dies and the cocoon falls off, shrinking to the size of a walnut. You may then carry the cocoon and draw energy from it. If carried, the shrunken cocoon grants you a +4 enhancement bonus to the victim’s highest ability score (for instance, if the victim’s highest ability score was Wisdom, you would gain a +4 enhancement bonus to your Wisdom). In the case of a tie, you may select which bonus you get.
If the victim had any ranks in a Knowledge skill, you gain an enhancement bonus on that skill check equal to the number of ranks possessed by the victim. If the victim was a spellcaster, you gain one free spell slot of the highest spell level the victim could cast (even if those spells were of a different class or type than your own).
The cocoon grants these special powers for one day per level drained from the victim. If the victim is restored to life before the duration ends, the cocoon immediately loses all powers.
Material Component: A silkworm cocoon.
XP Cost: 1,000 XP.


Cocoon of Preserving
Conjuration (Creation)
Level: Druid 8
Components: V, S, M, XP
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The silkworm cocoon disappears from your palm, and silk threads coalesce from thin air around your target, quickly wrapping about the body until it is fully encased.
When cast upon a deceased creature (whose death can be no less recent than 1 round per caster level), this spell preserves the body and begins a slow process of rebirth. If the corpse is raised, resurrected, or reincarnated at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells. At the conclusion of the week, if the subject has not been returned to life, the creature is automatically reincarnated, as the spell, with no loss of level or Constitution.
Material Component: A silkworm cocoon.
XP Cost: 250 XP


Cold Fire
Transmutation [Cold]
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One fire source (up to a 20-ft. cube) or one creature; see text
Duration: 1 minute/level (D) (fire source) or Instantaneous (creature)
Saving Throw: No (fire source) or Fortitude half (creature)
Spell Resistance: No (fire source) or Yes (creature)
As you complete the spell you widen your eyes slightly at the fire you wish to affect. Its flames instantly turn a blue-white. The air between you and the fire feels much colder.
You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire, provided the affected fire is small enough. Cold fire flames burn blue and white for the duration of the spell. If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6) to the creature, but has no further effect.


Cold Orb
Evocation [Cold]
Level: Sor/Wiz 4
As acid orb, except cold orb deals cold damage. A creature struck directly takes the orb’s damage and is blinded by a shower of ice crystals for 1 round. A successful Fortitude save reduces damage by half and negates the blindness.


Cold Snap
Transmutation [Cold]
Level: Cleric 6, druid 5
Components: V, S
Casting Time: 1 minute
Range: 1 mile
Area: 1-mile-radius circle centered
on you
Duration: 2d4 hours
Saving Throw: None
Spell Resistance: No
As you call upon divine power to fuel your spell, you feel the air around you become chilled. The drop in temperature creates a thin fog that exacerbates the cold in the air without hindering your vision or movement whatsoever.
This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of –20 degrees Fahrenheit (see Cold Dangers, DMG 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.


Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of intertwined, clashing colors springs forth from your hand, stunning creatures, blinding them, or even knocking them unconscious. The closest 1d6 creatures in the cone are affected. The spell affects each subject according to its HD:
Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.
5 or more: Stunned for 1 round.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a 4 penalty on most Strength and Dexteritybased skills. A stunned creature can’t act and loses any Dexterity bonus to AC.
Attackers gain +2 bonuses to attack it. Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.


Combust
Evocation [Fire]
Level: Sor/Wiz 2 (Red Wizard)
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous (see text)
Saving Throw: Reflex partial
Spell Resistance: Yes
This spell makes a combustible object or creature’s combustible equipment burst into flame, even if damp.
If the target is a creature, the initial eruption of flame causes 2d6 points of fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save (DC 15) or catch fire. (For details, see Catching on Fire, page 86 of the Dungeon Master’s Guide.)
If the target is a combustible, unattended object, the initial eruption of flame inflicts fire damage on the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.
Anyone touching the object during the initial eruption of flame takes the same fire damage the object does. A Reflex save reduces damage by half. If a creature touching the object fails the Reflex save, it must make another Reflex save (DC 15) to avoid catching fire.
Material Component: A drop of oil and a piece of flint.


Cometfall
Conjuration (Creation)
Level: Cleric 6, druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom.
You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down. The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG 90). You must cast this spell in an areawith at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.


Command
Enchantment (Compulsion) [Language-Dependent, Mind -Affecting]
Level: Clr 1
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a one-word command, which she obeys to the best of her ability. A very reasonable command causes the subject to suffer a penalty on the saving throw (from -1 to -4, at the DM’s discretion). Typical commands are “Flee,” “Die” (which causes the subject to feign death), “Halt,” “Run,” “Stop,” “Fall,” “Go,” “Leave,” “Surrender,” and “Rest”. (A command of “Suicide” fails because “suicide” is generally used as a noun, not as a command.)


Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.


Command Plants
Enchantment (Charm) [Mind-Affecting]
Level: Drd 8, Plant 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Plants and plant creatures (see text)
Duration: 1 day/level or 1 hour/level (see text)
Saving Throw: See text
Spell Resistance: See text
Plants, fungi, plant creatures, and fungus creatures do your bidding. Charm: Against plant creatures and fungus creatures, command plants functions as a mass charm spell. You can command a number of plant creatures whose combined level or HD do not exceed three times your level (or at least one creature regardless of HD). No two affected creatures can be more than 30 feet from each other, and each is allowed a Will saving throw to negate the effect. Spell resistance applies. The effect lasts 1 day per caster level. This is a charm effect.
Animate: The spell imbues trees or other large, inanimate vegetable life with mobility. The animated plants then attack whomever or whatever you first designate. Animated plants gain humanlike senses. The plants. AC, speed, attacks, and special abilities vary with their size and form, as described for animated objects in the Monster Manual. You can animate two trees, four shrubs, or eight vines. All plants to be affected must be within 60 feet of each other. You can animate different types of plants if desired (for example, one tree and four vines or a tree and two shrubs). Creatures who have the plants in their possession can prevent the effect with Will saves or spell resistance. The effect lasts 1 hour per caster level.
Entangle: You imbue all plants within range with semimobility, which allows them to entwine around creatures in the area. This duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being
entangled. The effect lasts 1 hour per caster level.


Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact your deity – or agents thereof – and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level.
The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, the DM should give a short phrase (five words or less) as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Components: Holy (or unholy) water and incense.
XP Cost: 100 XP.


Commune with Nature
Divination
Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.


Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.


Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, causing 1d6 points of cold damageper caster level (maximum 15d6).
Arcane Material Component: A very small crystal or glass cone.


Cone of Dimness
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world. Your arm shakes with barely contained power, causing a translucent gray cone to burst forth from your outstretched hand.
Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects. A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feelsits vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.


Confusion
Enchantment (Compulsion)[Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures affected by this spell behave randomly, as indicated on the following table:
1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round
Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.
Arcane Material Component: A set of three nut shells.


Confusion, Lesser
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.


Consumptive Field
Necromancy [Death, Evil]
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power.
All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell’s duration expires. Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.) Creatures that fall to –1 hit points or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.


Consumptive Field, Greater
Necromancy [Death, Evil]
Level: Cleric 7
This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.


Consecrate
Evocation
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell blesses an area with positive energy. All Charisma checks made to turn undead within this area gain a + 3 sacred bonus. Undead entering this area suffer minor disruption, giving them a – 1 sacred penalty on attack rolls, damage rolls, and saving throws. Undead cannot be created within or summoned into a consecrated area.
If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers listed above are doubled (+ 6 sacred bonus to turning, – 2 penalty to undead rolls). You cannot consecrate an area with a similar fixture of a deity other than your own patron.
Consecrate counters and dispels desecrate.
Material Components: A little holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.


Contact Other Plane
Divination
Level: Brd 5, Sor/Wiz 5
Components: V
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
You send your mind to another plane of existence in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (The DM answers all questions with “yes,” “no,” “maybe,” “never,”
“irrelevant,” or some other one-word answer.) You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round.
For every two caster levels, you may ask one question. You can contact an Elemental Plane or some plane farther removed. Contact with minds far removed from your home plane increases the probability of suffering an effective decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the being telling the correct answer, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to DM changes, the personalities of individual deities, and so on.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
Contact Other Plane
Avoid Effective True Don’t Random
Plane Contacted Int/Cha Decrease Answer Know Lie Answer
Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100
(appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100)
Positive/Negative
Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100
Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100
Outer Plane,
demideity DC 10/2 weeks 01-49 50-70 71-91 92-100
lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100
intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100
greater deity DC 16/5 weeks 01-88 89-90 91-99 100
Avoid Effective Intelligence/Charisma Decrease: You must succeed at an Intelligence check against this DC in order to avoid effective Intelligence and Charisma decrease. If the check fails, your Intelligence and Charisma scores fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: The DM rolls d% for the result shown on the table:
True Answer: You get a true, one-word answer. Questions not capable of being answered in this way are answered randomly.
Don’t Know: The entity tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.


Contagion
Necromancy
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease, which strikes immediately (no incubation period). You infect the subject with blinding sickness, cackle fever, filt h fever, mindfire, red ache, the shakes, or slimy doom. See the Dungeon Master’s Guide for descriptions of each disease.


Contagion, Mass
Necromancy [Evil]
Level: Cleric 5, druid 5, sorcerer/
wizard 6
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Forcing a hacking cough, you complete the spell. In the area you’ve designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough.
This spell functions like contagion (PH 213), but all creatures within the area are infected.


Contagious Fog
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: See text
Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being around your foes.
This spell functions like fog cloud (PH 232), except as noted here. Each round that a creature is within the fog, it must make a Fortitude save or contract a disease equivalent to the shakes (DMG 292), which strikes immediately (no incubation period). A creature afflicted with this disease takes 1d8 points of Dexterity damage immediately, and each day that the disease persists, it must make a DC 13 Fortitude save or take another 1d8 points of Dexterity damage. The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud’s new spread each round based on its new center, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks. Contagious fog cannot penetrate liquids, nor can it be cast underwater.
Material Component: A used handkerchief.


Contagious Touch
Necromancy
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Holding out your hand like it’s dead, you croak out magic words and imbue your limb with a terrible disease.
Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack during the spell’s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.


Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes (see text)
Range: Personal
Target: You
Duration: 1 day/level or until discharged
You can place another spell upon your person so that the latter spell comes into effect under some condition you dictate when casting contingency. The companion spell and the spell it is to bring into ef fect are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that casting time instead.
The spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly, teleport , and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. For example, a contingency cast with water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing spell instantly comes into effect. Or a contingency could bring a feather fall spell into effect any time you fall more than
4 feet. In all cases, the contingency immediately brings into effect the second spell, the latter being .cast. instantaneously when the prescribed circumstances occur. Note that if complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions,
regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Components: Those of the companion spell, plus quicksilver and an eyelash of an ogre mage, ki-rin, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.


Contingent Energy Resistance
Abjuration
Level: Cleric 4, druid 4, sorcerer/
wizard 5
Components: V, S, M
Casting Time: 1 minute
Duration: 1 hour/level (D)
As you finish chanting the words, a pearlescent film covers your body before fading into your skin, a pale rainbow of colors offering their protection against potential damage to come.
This spell functions similarly to contingency (PH 213), but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell’s duration, just as if you were under the effect of a resist energy spell of the appropriate type. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires. The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.
Material Component: An oyster shell.


Control Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Plants within a 25 ft. + 5 ft/2 levels-radius spread, centered on you
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No
You can converse, in very rudimentary terms, with all sorts of plants and plantlike creatures (including fungi, molds, and plantlike monsters such as shambling mounds). You automatically exercise limited control over normal plants. Plantlike creatures can negate the control effect with a Will save. The spell does not enable plants to uproot themselves and move about, but it does allow them to move their branches, stems, and leaves. Thus, you can question plants as to whether or not creatures have passed through them, cause thickets to part to enable easy passage, require vines to entangle pursuers, and command similar services. The plants can duplicate the effect of an entangle spell or free creatures trapped by that spell.


Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.


Control Water
Transmutation [Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).


Control Weather
Transmutation
Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes; see text
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: No
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
Season
Possible Weather
Spring
Tornado, thunderstorm, sleet storm, or hot weather
Summer
Torrential rain, heat wave, or hailstorm
Autumn
Hot or cold weather, fog, or sleet
Winter
Frigid cold, blizzard, or thaw
Late winter
Hurricane-force winds or early spring (coastal area)
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.


Control Winds
Transmutation [Air]
Level: Air 5, Drd 5
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.


Conviction
Abjuration
Level: Cleric 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve.
This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.


Conviction, Mass
Abjuration
Level: Cleric 3
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst
You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light.
This spell functions like conviction, except that it affects multiple allies at a distance.


Corona of Cold
Evocation [Cold]
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you complete the spell you feel your extremities turn ice cold, numb, and slug-gish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air.
You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damageeach round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a –2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.


Corporeal Instability
Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You brush your fingers against the enemy, and immediately his bones begin to soften until he flows down into a flesh- olored puddle.
Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect. Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom is reduced to 0, it falls unconscious.


Corpse Candle
Conjuration (Creation)
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
Duration: 1 minute/level (D) (see text)
Saving Throw: None
Spell Resistance: No
You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the flesh dissolves into nothingness. Nearby, in the place of your choosing, a severed hand appears bearing a lit candle. The ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can move the hand at the beginning of your turn as you desire forward or back, up or down, straight or around corners—up to 50 feet per round. Directing the candle is a free action. The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance. The hand cannot be attacked or damaged, though dispel magic and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell’s range.
Material Component: A piece of a corpse untreated by any kind of preservative.


Corrosive Grasp
Conjuration (Creation) [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to
one/level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your hand becomes coated with a thick layer of acid that does not harm you or your equipment. A melee touch attack with this hand causes 1d8 points of acid damage. You may use this melee touch attack up to one time/level. If you grapple an opponent, you can deal this damage in addition to other damage you deal while grappling.


Countermoon
Abjuration
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: Yes
Translucent red chains fly from your outstretched hand to wrap around the target before fading away.
This spell forces a lycanthrope back to its natural form and keeps it from changing form, preventing both voluntary shapechanging through the alternate form ability and involuntary shapechanging because of lycanthropy.
Material Component: A hair, scale, or other cast-off item from the type of creature.

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Crabwalk
Transmutation
Level: Bard 1, druid 1, ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The creature you touch now moves much faster, scuttling about with disconcerting ease.
When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and –2 penalty to AC that a charge attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with the pounce ability, the bonus applies only to the first attack.
Material Component: A crab’s leg.


Crawling Darkness
Conjuration (Creation)
Level: Clr 5 (Shar)
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Target: Creature touched
Duration: 1 minute/level (D)
A shroud of dark, writhing tentacles forms around your body as you speak the spell’s final syllables.
This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting. They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks. When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.


Creaking Cacophony
Illusion (Figment) [Sonic]
Level: Bard 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Noise swells into a cacophonous din, as if hundreds of intertwined trees and branches were rubbing together in a chaotic medley of groans and creaks.
The sound from this spell is as loud as a pitched battle and is audible far beyond the spell’s area. Outside the spell’s area, the sound is merely loud. Inside the spell’s area, the sound is overwhelming. All creatures within the spell’s area take a –4 penalty on Listen checks. Spellcasters are distracted and must make a Concentration check to cast any spell (DC equals this spell’s DC + the level of the spell being cast). A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area that do not have immunity to sonic damage gain vulnerability to sonic damage.


Create Crossroads and Backroad
Conjuration (Creation)
Level: Drd 7
Components: V, S, DF, XP
Casting Time: One day
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You form two crossroads and a backroad that links them. The crossroads are vertical, rectangular areas of up to 50 square feet each. You must have personally visited the end crossroads location in order to create the backroad.
The spell summons a crossroads guardian and establishes a crossroads at each end.
The crossroads guardians always start with a Helpful attitude toward their creator.
The procedure requires your complete dedication and attention for a full day, preparing and nurturing the site, typically naturalizing it and removing signs of civilization.
XP Cost: 3,500 XP.


Create Food and Water
Conjuration (Creation)
Level: Clr 3
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three humans or one horse/level for 1 day
Duration: 24 hours (see text)
Saving Throw: None
Spell Resistance: No
The food that this spell creates is simple fare of your choice – highly nourishing, if rather bland. The food decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water. The water doesn’t go bad as the food does.


Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As create undead, except that this spell allows you to create more powerful and intelligent sorts of undead. The type of undead created is based on your level. The following types of undead can be created by casters of the specified levels:
Cleric Level Undead Created
15 or lower Mummy
16-17 Spectre
18-19 Vampire
20 Ghost*
*Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze. See the Monster Manual entry on ghosts for details on these powers. You may attempt to command the undead as it forms with a turning check (see Turn and Rebuke Undead, page 139 of the Player’s Handbook).
Certain types of undead, such as liches, cannot be created by this spell. Such undead are created in other, very specific ways. See the Monster Manual for more information on all types of undead.


Create Magic Tattoo
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target or Area: Creature touched
Duration: 1 day
Saving Throw: None
Spell Resistance: Yes (harmless)
Create magic tattoo creates a single magic tattoo. The caster determines the exact type of tattoo, though the selection of possible tattoos is limited by caster level. The caster of create magic tattoo must have a modicum of artistic talent to sketch the desired tattoo – at least one rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a Craft check. The DC varies with the kind of tattoo, as noted below.
A caster of 3rd to 6th level can inscribe the following tattoos (DC 10):

  • +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).
  • +1 luck bonus on attack rolls.
  • +1 deflection bonus to AC.
    A caster of 7th to 12th levels can inscribe the lower-level tattoos, plus the following (DC 11):
  • +2 resistance bonus on all saving throws.
  • +2 competence bonus on attack rolls.
  • The ability to recall one cast 0-level, 1st-level, or 2nd level spell (just as though the subject were using a pearl of power). The caster chooses the spell level.
    A wizard of 13th level or higher can inscribe all of the above tattoos plus the following (DC 20):
  • Spell resistance of 10 +1 per six caster levels.
  • +2 enhancement bonus to one ability score.
  • +1 level of casting ability. This increases the subject’s effective level, but not total number of spells. An 11th-level wizard raised in casting ability in this manner casts spells as a 12th-level wizard in terms of range, area, effect, and so on, but this tattoo does not provide any extra spells.
    A single creature can have only three magic tattoos at a time. Once a creaturehas three magic tattoos operating, any additional magic tattoos fail. A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing the tattoos (see the dispel magic spell).
    Material Component: Tattoo inks in appropriate colors.
    Focus: Tattoo needles.


Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels:
Cleric Level Undead Created
11 or lower Ghoul
12-13 Shadow
14-15 Ghast
16-19 Wight
20 Wraith
You may create less powerful undead than your level would indicate if you choose. For example, at 16th level you could decide to create a ghoul or shadow instead of a wight. Doing this may be a good idea, because created undead are not automatically under the control of their animator. You may attempt to command the undead as it forms (see Turn and Rebuke Undead, page 139).
This spell must be cast at night.
Material Components: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body, and the DM may assign specific requirements for various types of undead. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into
worthless shells.


Create Water
Conjuration (Creation)
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large (possibly creating a downpour or filling many small receptacles).
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.


Creeping Cold
Transmutation [Cold]
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.


Creeping Cold, Greater
Transmutation [Cold]
Level: Druid 4
Duration: See text
This spell is the same as creeping cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of colddamage. If you are at least 20th level, the spell lasts for 6 rounds and deals 6d6 points of cold damage.


Creeping Doom
Conjuration (Summoning)
Level: Animal 8, Drd 7
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)/100 ft. (see text)
Effect: 1,000 insects that fill a 10-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
When you utter the spell of creeping doom, you call forth a mass of 1,000 venomous, biting and stinging spiders, scorpions, beetles, and centipedes. This carpetlike mass swarms in a square 20 feet on a side. Upon your command, the swarm creeps forth at 10 feet per round toward any prey within 100 feet, moving in the direction you command. Each vermin in the creeping doom effect
automatically bites a creature for 1 point of damage and then dies. Each creature takes enough damage to kill it, destroying that number of vermin in the process. Thus, a total of 1,000 points of damage can be inflicted on those in the creeping doom’s effect. These attacks are nonmagical attacks, so creatures with damage reduction, for example, are safe. If there aren’t enough vermin to kill all the creatures in the spell’s effect, damage is distributed among the survivors equally.
If creeping doom travels more than 100 feet away from you, it loses 50 of its number for each additional 10 feet it travels. For example, at 120 feet, its numbers have shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. Anything that would deter or destroy normal insects is effective against these insects.


Critical Strike
Divination
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.
Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.


Crown of Glory
Enchantment (Compulsion)
[Mind-Affecting]
Level: Glory 8
Components: V, S, DF
Casting Time: 1 round
Range: 20 ft.
Targets: You and one creature/level in a 20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you cast this spell, you crown yourself with your deity’s favor and draw all eyes toward you.
You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell.In addition, the subject creatures gain a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).


Crown of Protection
Transmutation
Level: Cleric 3, duskblade 3, sorcerer/
wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D) or until
discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A shimmering crown of force appears upon the recipient’s head. A barely visible shield of force projects forward from it, warding off attacks aimed at its wearer.
This spell creates a crown of magical energy that grants the spell’s recipient a +1 defl ection bonus to AC and a +1 resistance bonus on all saves. As an immediate action, the creature wearing a crown of protection can discharge its magic to gain a +4 deflection bonus to AC or a +4 resistance bonus on saves for 1 round. The spell ends after the wearer uses the crown in this manner.
The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Focus: An iron hoop 6 inches in diameter


Crumble
Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One structure or construct
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes (object)
With a final word and gesture, time takes control of the object, eroding it away before your eyes, ageing it several centuries in a few seconds.
You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself. The erosion deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 10d8. The maximum size of the object affected depends on your level. If you cast this spell on an object of greater size than you can affect, the spell fails.
Level Size of Object Affected
Up to 9th Large
10th–15th Huge
16th–18th Gargantuan
19th–20th Colossal


Crushing Despair
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.


Crushing Hand
Evocation
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
As Bigby’s interposing hand, except the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can interpose itself as Bigby’s interposing hand does, or it can bull rush an opponent as Bigby’s forceful hand does, but at 18 on the Strength check. The crushing hand can grapple an opponent as Bigby’s grasping hand does, but with a +12 bonus for the hand’s Strength score (35). The hand deals 2d612 points of grapple damage (normal, not subdual).
Clerics who cast this spell name it for their deities – St. Cuthbert’s crushing hand, for example.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.


Cure Critical Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
As cure light wounds, except cure critical wounds cures 4d8 points of damage +1 point per caster level (up to +20).


Cure Critical Wounds, Mass
Conjuration (Healing)
Level: Clr 8, Drd 9, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).


Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (up to +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.


Cure Light Wounds, Mass
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.


Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
As cure light wounds, except cure minor wounds cures only 1 point of damage.


Cure Moderate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Pal 3, Healing 2
As cure light wounds, except cure moderate wounds cures 2d8 points of damage +1
point per caster level (up to +10).


Cure Moderate Wounds, Mass
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).


Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
As cure light wounds, except cure moderate wounds cures 3d8 points of damage +1 point per caster level (up to +15).


Cure Serious Wounds, Mass
Conjuration (Healing)
Level: Clr 7, Drd 8
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).


Curse of the Brute
Transmutation
Level: Clr 3, Pal 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can grant an enhancement bonus up to +1 per caster level to one physical ability of the creature touched (Strength, Constitution, or Dexterity). However, this temporarily suppresses both the creature’s Intelligence and Charisma, each by the amount of the enhancement bonus. If this lowers any ability below 3, the spell fails. Thus, a 5th-level cleric might cast curse of the brute on a barbarian to increase the barbarian’s Strength by 4 points. Doing this increases the barbarian’s Strength by 4 points but lowers his Intelligence by 4 points and his Charisma by 4 points. If the barbarian’s original Intelligence or Charisma was 6 or lower, the spell would fail without effect.


Curse of Ill Fortune
Transmutation
Level: Clr 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Letting loose a stream of foul incantations, you curse the subject.
You place a temporary curse upon the target, giving her a -3 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is removed by any spell that removes a bestow curse spell.


Curse of Ill Fortune, Mass
Necromancy
Level: Cleric 5
Targets: Enemies in a 20-ft.-radius burst
This spell functions like curse of ill fortune, except that it affects multiple enemies.


Curse of Impending Blades
Necromancy
Level: Bard 2, ranger 2, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
You grip the nail-pierced hunk of leather and cast the spell. A small black dagger jets from the tip of the nail and strikes your opponent squarely in the chest.
The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Arcane Material Component: A nail through a piece of leather.


Curse of Impending Blades, Mass
Necromancy
Level: Bard 3, ranger 3, sorcerer/wizard 3
Targets: Enemies in a 20-ft.-radius burst
This spell functions like curse of impending blades, except that it affects multiple enemies.


Curse of Lycanthropy
Necromancy
Level: Pestilence 6
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: Humanoid touched
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You can cause temporary lycanthropy in a humanoid you touch. A humanoid who fails the saving throw contracts lycanthropy, and the condition manifest with the next full moon. Unlike other forms of lycanthropy, the effect of this spell can be broken by remove curse or break enchantment. You can induce any type of common lycanthropy (and evil clerics frequently experiment with new kinds). As a rule, the lycanthrope’s animal form can be any predator between the size of a small dog and a large bear. The source of the material component determines the victim’s animal form. (More information on lycanthropes can be found in Appendix 3 of the Monster Manual.)
Material Component: A pint of animal blood.


Cursed Blade
Necromancy
Level: Assassin 4
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Drawing upon dark powers, you whisper a vehement curse and draw your finger down the weapon.
A weapon affected by this spell deals wounds that can’t be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on)cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.


Curse Water
Transmutation [Evil]
Level: Clr 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead.
Material Component: 5 pounds of powdered silver (worth 25 gp).


Cutting Hand
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Your hand
Duration: 1 round/level (D)
Your hand tingles as a smooth, metallic edge extrudes from the outside of your palm and curls up along your fingertips, forming a flexible, razor-sharp blade.
You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand deals 1d6 points of damage (1d4 if you are Small, and 1d8 if you are Large) and gains a +2 enhancement bonus on attack rolls and damage rolls. You are considered armed with this hand. Your hand’s enhancement bonus does not apply to
melee touch attacks.


Cyclonic Blast
Evocation [Air]
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cupping a child’s top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell’s proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way.
You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips. Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush. If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Focus: A child’s spinning top.

CSpells

The Bones of the Ancients GeorgeAChristie