DSpells


Daggerspell Stance
Abjuration
Level: Druid 2, sorcerer/wizard 2
Components: V, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
The daggers in your hands glow silver as you complete the spell. They feel as if they have become a part of your body.
While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level. The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic.
Focus: A pair of daggers.


Dance of the Unicorn
Abjuration
Level: Druid 5, Purification 5
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Whirling your pointed finger through a complex gesture, you create a cool and fresh mist that cleanses the air of pollutants. You surround yourself with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Dance of the unicorn also grants everyone within the mist a + 4 bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath. The cloud of mist leaves everything within its area damp.


Dancing Lights
Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10- ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
Dancing lights can be made permanent with a permanency spell.


Darkbolt
Evocation [Darkness]
Level: Darkness 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One ray/2 caster levels (maximum seven)
Duration: Instantaneous (see text)
Saving Throw: Will partial
Spell Resistance: Yes
With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power.
You unleash beams of darkness from your open palm. You must succeed at a ranged touch attack to strike your target. You can hurl one darkbolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting on the round when you cast the spell. You do not have to hurl a bolt every round, but if you
don’t hurl the bolt you were entitled to that round, it is lost. If you hurl all the bolts at once, all your targets must be within 60 feet of each other. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for maximum of 1 round, no matter how may times it fails its save). Undead take no damage, but are dazed if they fail their saves.


Darkfire
Evocation [Fire]
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Your hand feels warm cupping the eldritch flames. You cannot see the fire in the shadows, but you know it is there, as will those who will soon feel the hungry flames.
Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire. Beginning the following round, you can strike opponents with a melee touch attack, dealing 1d6 points of fire damage per two caster levels (maximum 5d6). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you make a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. The darkfire is invisible to normalvision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision). The spell does not function underwater.


Darkness
Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (flare, light, dancing lights). Darkness and the 2nd -level spell daylight cancel each other, leaving
whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells (such as the 3rd -level cleric spell daylight) are not affected by darkness.
If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower level. Arcane Material Components: A bit of bat fur and either a drop of pitch or a piece of coal.


Darkvision
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Material Component: Either a pinch of dried carrot or an agate.


Darkvision, Mass
Transmutation
Level: Sorcerer/wizard 4
Range: 10 ft.
Targets: Allies in a 10-ft.-radius burst
centered on you
As you conclude the spell’s casting, you are aware of being able to see without light. A glance at your allies show that they too perceive more than before.
This spell functions like darkvision (PH 216), except that all target creatures receive the spell’s benefits. Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell. Material Component: A dried carrot or three small agates.


Dark Way
Illusion (Shadow)
Level: Bard 2, cleric 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of force 5 ft. Wide, 1 in. thick, and up to 20 ft./level long
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You stand at the edge of the canyon and invoke the power. At your feet appears a thin black bridge that arches over the canyon.
You create a ribbonlike, weightless, unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippery than a typical dungeon floor. A dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren’t there. You never fall through a dark way unless your own weight exceeds the spell’s maximum capacity.


Dawn
Abjuration
Level: Druid 0, ranger 1
Components: V
Casting Time: 1 swift action
Range: 15 ft.
Target: All creatures in a 15-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
With a cry similar to a rooster’s you cast the spell. For a moment you feel as if you had just awakened from a comfortable nap, but as the feeling fades, those around you begin to stir.
All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures.


Daylight
Evocation [Light]
Level: Brd 2, Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.


Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid of Medium-size or smaller so that he takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him), but he can’t move, cast spells, use mental abilities, etc.
Material Component: A pinch of wool or similar substance.


Daze Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature of 6 HD or less
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.


Dead End
Illusion (Shadow)
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless) or Will disbelief (if interacted with); see text
Spell Resistance: Yes
Sprinkling spice on the ground, you complete the final step of the spell. Upon touching your intended targets, you note with satisfaction that the area around all of you seems a little cleaner and less tread upon.
This spell flawlessly disguises the spoor left by the subjects, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a Search check, using the scent ability, or using the Survival skill to track a creature affected by this spell interacts with the illusion and can make a Will save to disbelieve. Creatures that succeed on the save can detect the subjects normally. Creatures merely passing through an area the subjects passed through do not count as interacting with the illusion. Targets of this spell can make a Will save to negate it, and spell resistance applies.
Material Component: A pinch of someodoriferous spice.


Deadfall
Conjuration (Creation)
Level: Druid 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Mass of dead wood forming in a cylinder (20-ft. radius, 40 ft. high); see text
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
With the final word of the spell you call into being a huge tower of logs and branches. It collapses to the ground with a roar, crushing creatures beneath its weight.
Pick a point on the ground as the center of the radius and bottom of the cylinder. Deadfall creates a tangled mass of huge branches, logs, and fallen trees on the ground. The deadfall immediately collapses in on itself with terrific force and noise. Creatures and objects in the area take 1d6 points of damage per caster level (maximum 20d6). In addition, creatures in the area must succeed on a Reflex save or be knocked prone. Once you cast the spell, a considerable volume of dead wood remains behind. This pile of brush is 5 feet high, with a 20-foot radius, and it counts as dense rubble (DMG 90).


Deafening Clang
Transmutation [Sonic]
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Your weapon
Duration: 1 round
Saving Throw: Fortitude partial; see text
Spell Resistance: No
At your touch, the weapon rings like a struck tuning fork. The sound diminishes until it’s imperceptible, but when you touch the weapon you can feel the vibration.
You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. The weapon deals 1d6 points of sonic damage with each successful hit, and any creature struck by the weapon must succeed on a Fortitude saving throw or be deafened for 1 minute.


Death Armor
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You smear yourself with white paste, drawing a skull on your bare flesh. Immediately, a wreath of black flames crackles to life around you.
The black flames created by this spell injure creatures that contact them. Any creature striking you with its body or handheld weapons takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Weapons with reach, such as longspears, do not endanger their users in this way.
Material Component: Paste made from ground bones.
Focus: An onyx worth 50 gp.


Death Dragon
Necromancy [Evil, Fear, Mind-Affecting]
Level: Clr 7
Components: V, S, DF
Casting Time: 1 full round
Range: Personal
Effect: Dragon of energy and bones
Duration: 1 round/level (D)
You summon unholy power to gird yourself in a dragon-shaped cocoon of bones and negative energy.
The cocoon created by this spell gives you a +4 enhancement bonus to natural armor and a +4 deflection bonus to Armor Class. You are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size. You can use your off hand to attack, incurring the standard two-weapon fighting penalties (PH 160). The cocoon prevents you from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder your actions or movement.
As a standard action, you can project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched (the caster level of these effects equals your own). These effects are otherwise identical to the spells of the same names, but have saving throw DCs equal to what this spell’s save DC would be if the spell allowed a save.


Death Knell
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per target HD (see text)
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a badly wounded creature and use it to fuel your own power. Upon casting this spell, you touch a living creature with – 1 hit points or lower. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and + 2 Strength. Additionally, your effective caster level goes up by + 1, improving spell effects dependent on caster level. (This
increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the target creature.


Death Pact
Necromancy [Evil]
Level: Clr 8
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: None
Spell Resistance: No
This spell allows the target to enter a binding agreement with your deity that brings the target back to life if she is slain.
When this spell is cast, the target’s Consititution is permanently lowered by 2 points. In exchange for this, if she ever dies, several spells are brought into effect. First, she is teleported to a safe location designated by you at the time of casting as if with a word of recall spell. Second, the target is brought back from the dead with a raise dead spell with the standard loss of level. Finally, the target
is healed with a heal spell. She does not regain the 2 Constitution points when returned to life.
If a raise dead spell could not return the target to life (for example, if she was disintegrated or died of old age), the death pact cannot restore her to life. If the spell is dispelled before the target dies, she does not regain her 2 lost Constitution points.
Material Component: A diamond worth at least 500 gp.
XP Cost: 250 XP.


Death Throes
Necromancy [Force]
Level: Cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until you are killed
Saving Throw: None
Spell Resistance: No
As the killing blow falls, you smile with grim satisfaction even as the light of life fades, knowing that your enemy will soon be joining you in the afterlife.
If you are killed, your body is instantaneously destroyed in an explosion that deals 1d8 points of damage per caster level to everyone in a 30-foot-radius burst. This explosion destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore life.


Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.


Death Ward, Mass
Necromancy
Level: Cleric 8, druid 9
Range: Close (25 ft. +
5 ft./2 levels)
Targets: One creature/
level, no two of which
are more than 30 ft. apart
Sensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.
This spell functions like death ward (PH 217), except as noted above.


Deathwatch
Necromancy
Level: Clr 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from you to the extreme of the range
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points),undead, or neither alive nor dead (as a construct). This spell foils any spell or
ability that allows creatures to feign death.


Decomposition
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: Living enemies within a 50-ft.- radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Using your link to the natural world, you create an air of decay that makes death come quicker to the wounded.
Whenever an enemy within the area takes normal (not nonlethal) damage, that wound festers for an additional 3 points of damage at the beginning of its turn each round thereafter for the duration of the spell. A DC 15 Heal check or the application of any cure spell or other healing magic stops the festering. Only one wound festers at a time; additional wounds taken while the first is still festering are not subject to this effect. Once festering has been stopped, however, any new wound taken while the subject is within the area (before the spell expires) begins the process anew. For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 3 points of damage from the festering wound in the next round, and another 3 points in the round after that. In the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round. In the next round, the subject remains within the emanation and takes another 3 points of damage in battle. The festering begins again, dealing 3 points of festering damage in the following round.


Decoy Image
Illusion (Figment)
Level: Rgr 3
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Figment that mimics you and all allies within 50 ft. of you
Duration: 10 minutes/level (D)
You finish the spell, and mystic duplicates of you and your allies appear ahead of you. As you move forward, they set out as well.
This spell creates an illusion complete with visual, sound, smell, texture, and temperature. It mimics exactly what you and any of your allies within 50 feet of you do. If the terrain differs significantly between that of the illusion and that of the characters, or if any character takes an action the illusion can’t duplicate (for instance, climbing a tree if none are present for the illusory duplicate to mimic), onlookers automatically receive a saving throw. In addition, anyone who moves out of the spell’s effect disappears from the
illusion.

Deep Breath
Conjuration (Creation) [Air]
Level: Druid 1, ranger 1, sorcerer/wizard 1
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
You let out a quick cry and instantly feel your chest swell with air, as if you had taken a deep breath. Strangely, you feel no
need to exhale.
Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell’s duration expires, you can continue to hold your breath as if you had just gulped down a lungful of air. You can cast this spell with an instant utterance, quickly enough to save yourself from drowning after being suddenly plunged into water.


Deep Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.


Deeper Darkness
Evocation [Darkness]
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No
This spell causes the object touched to shed absolute darkness in a 60-foot radius. Even creatures who can normally see in the dark cannot see through this magical darkness. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Deeper darkness counters or dispels any light spell of equal or lower level,
including daylight and light.


Deeper Darkvision
Transmutation
Level: Ranger 4, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes
(harmless)
You toss the powdered dried carrot into the air as you cast this spell, and it vanishes. You choose yourself as the spell’s recipient and your eyes begin to glow with an alien purple luster.
The subject gains the ability to see 90 feet in total darkness and ignores the 20% miss chance normally present in shadowy illumination (such as might be created by a darkness spell). Deeper darkvision is black and white only but otherwise similar to normal sight.
Material Component: A pinch of dried carrot or an agate.


Defenestrating Sphere
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies. When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 feet per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction. If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20- foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.
Focus: A gray pearl worth at least 100 gp.


Dehydrate
Necromancy
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a squeezing gesture, you indicate your target and see sweat pour off it.
You afflict the target with a horrible, desiccating curse that deals 1d6 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d8+5.


Deific Vengeance
Conjuration (Summoning)
Level: Cleric 2, Purification 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You call out to your deity, declaring your foe’s crimes and asking your deity to punish him.
This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.


Delay Death
Necromancy
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You gesture toward your ally and call upon the power of your beliefs. A soft, golden glow appears on your companion’s chest, around his heart.
The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of –9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject’s body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to –1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than –9 hit points when the spell’s duration expires, it dies instantly.


Delay Disease
Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You press your focus to the creature and implore the contagion that ravages it to lie dormant. As the spell takes effect, a
dim yellow glow passes over the creature’s body.
The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell’s duration does not begin until the spell expires. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases.


Delay Poison
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in the subject’s system, or any poison the subject is exposed to during the spell’s duration, doesnot affect the subject until the spell has expired. Delay poison does not cure any damage that poison may have already done.


Delayed Blast Fireball
Evocation [Fire]
Level: Sor/Wiz 7
Duration: Up to 5 rounds (see text)
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.


Delusions of Grandeur
Illusion (Phantasm) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
By shouting flattering comments at your intended subject, you release the energy of the spell. The target of your spell glows
momentarily with a white nimbus of crackling energy that fades to a sickly gray before disappearing completely.
This powerful phantasm fools the subject into believing itself more competent and safe than it really is. The spell makes any action the subject considers attempting seem easily accomplished, requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject takes a –2 penalty on attack rolls, saves, ability checks, and skill checks, as well as to Wisdom. This penalty cannot reduce the subject’s Wisdom below 1. Finally, the subject becomes so completely enamored with its own (false) abilities that it cannot fight defensively or take the total defense action.


Demand
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.
Material Component: A short piece of copper wire and some small part of the subject—a hair, a bit of nail, or the like.


Demon Dirge
Transmutation
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds; see text
Saving Throw: None or Fortitude partial; see text
Spell Resistance: Yes
You cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain as his blood boils in
his veins.
Demon dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). No saving throw is allowed against this damage. If the target creature also possesses the tanar’ri subtype (MM 316), the spell has a much more powerful effect. In addition to the damage, a tanar’ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.


Demonhide
Abjuration [Evil]
Level: Blackguard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Evil creature touched
Duration: 1 round/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You touch your minion with your holy symbol and invoke the horrid words of the lower planes. A fiery glow spreads across your servant’s skin, leaving it with a deep red luster.
The subject gains damage reduction 5/cold iron or good.


Desecrate
Evocation [Evil]
Level: Clr 2, Evil 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.


Desiccating Bubble
Necromancy
Level: Sorcerer/wizard 2
Components: S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere of air
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
From your outstretched hand bursts a small sphere similar in appearance to a soap bubble. It quickly expands and speeds in the direction you indicate.
A globe of supernaturally dry air rolls in whichever direction you point and engulfs those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d4 points of damage as it evaporates moisture from the subject. (The subject can negate this damage with a successful Reflex save.) Oozes, creatures composed of water (such as water elementals), and creatures with the aquatic subtype take 2d6 points of damage. The bubble moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest. The surface of the bubble has a spongy, yielding consistency (similar to that of a soap bubble, but not fragile and allowing objects to pass through it without affecting the spell) and so does not cause damage except by absorbing moisture. It cannot batter down large obstacles. The bubble winks out if it exceeds the spell’s range.
Arcane Material Component: A tiny bag or bladder filled with air, and a sprinkle of dust.


Destruction
Necromancy [Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This awful spell instantly slays the subject and consumes its remains utterly in holy (or unholy) fire. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).


Detect Animals or Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect a particular type of animal or plant in a quarter circle emanating out from you in whatever direction you face. You must think of a species of animal or plant when using the spell. Each round you can change the animal or plant type. The amount of information revealed depends on how long you search a particular area or focus on a specific type of animal or plant:
1st Round: Presence or absence of the animal or plant type in that quarter.
2nd Round: Number of individuals of the specified type in the area, and the condition of the healthiest specimen.
3rd Round: The condition and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The DM decides if a specific type of animal or plant is present.


Detect Chaos
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects chaotic creatures, spells, and magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful. It does not detect undead.


Detect Crossroads
Divination
Level: Brd 0, Drd 0
Components: V, S
Casting Time: 1 action
Range: 60 ft. or 1 mile (see text)
Area: Quarter circle emanating from you to the
extreme of the range
Duration: Concentration up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can see fey crossroads within 60 feet, if your visibility isn’t blocked. A crossroads appears to you as a blue-hued, x-shaped shadow upon the ground. You recognize the crossroads for what it is, and won’t be fooled by a false or illusory one. Detect crossroads gives you no information on where the backroad leads.
If the nearest crossroads is less than a mile away, but blocked visually from you either by distance or barriers, you can still sense its general direction. Each round, you can turn to detect in a new direction. See the previous chapter for more on crossroads.


Detect Evil
Divination
Level: Clr 1, Rgr 2
Components: V, S, DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

———————— Aura Power ————————
Creature/Object
Faint
Moderate
Strong
Overwhelming
Evil creature1 (HD)
10 or lower
11–25
26–50
51 or higher
Undead (HD)
2 or lower
3–8
9–20
21 or higher
Evil outsider (HD)
1 or lower
2–4
5–10
11 or higher
Cleric of an evil deity 2 (class levels)
1
2–4
5–10
11 or higher
Evil magic item or spell (caster level)
2nd or lower
3rd–8th
9th–20th
21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6x10 minutes
Overwhelming
1d6 days
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Favored Enemy
Divination
Level: Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Using your passion for fighting your foe, you reach out with your magic and your mind to sense the presence of your enemies.
You can sense the presence of a favored enemy. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of a favored enemy in the area.
2nd Round: Types of favored enemies in the area and the number of each type.
3rd Round: The location and HD of each individual present.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks detection.


Detect Good
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects good creatures, spells, and magic items, and you are vulnerable to an overwhelming good aura if you are evil. It does not detect undead. Also, remember that healing potions, antidotes, andsimilar beneficial items are not good.


Detect Law
Divination
Level: Clr 1, Rgr 2
As detect evil, except that the spell detects lawful creatures, spells, and magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic. It does not detect undead.


Detect Magic
Universal
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the strength of the strongest aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker auras.
Aura Strength: An aura’s magical power and strength depend on a spell’s functioning spell level or an item’s caster level.
If an aura falls into more than one category, detect magic indicates the stronger of the two.

AURA POWER
Spell or Object
FaintModerateStrong
Overwhelming
Functioning Spell (spell level)
3rd or Lower
4th-6th7th-9th10th+ (deity-level)
Magic Item (Caster Level)
5th or Lower
6th-11th12th-20th21+ (artifact)

Length Aura Lingers: How long the aura lingers depends on its original strength:
Aura Strength Duration
Faint – 1d6 minutes
Moderate – 1d6 x 10 minutes
Strong – 1d6 hours
Overwhelming – 1d6 days
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Outsiders and elementals are not magical in themselves, but if they are conjured, the conjuration spell registers.


Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may try an Alchemy check (DC 20) if the Wisdom check fails, or may try the Alchemy check prior to the Wisdom check.
Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 120 ft.
Area: 120-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You immediately become aware of any attempt to observe you by means of clairaudience/clairvoyance or scrying. The spell’s effect radiates from you moves as you move. The spell also reveals the use of crystal balls or other magic scrying devices. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area, you also know its
location. If the attempt originates outside this range, you and the scrier immediately make opposed Scry skill checks. (A Scry check is the same as an Intelligence check for a creature without the Scry skill.) If you at least match the scrier’s result, you get a visual image of the scrier and a sense of the scrier’s direction and distance from you (accurate to within one-tenth the distance).
Material Components: A small piece of mirror and a miniature brass hearing trumpet.


Detect Secret Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell – an ordinary trapdoor underneath a pile of crates would not be detected. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Snares and Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile traps, hunting snares, etc.). The spell does not detect complex traps, including trapdoor traps. The spell does detect certain natural hazards – quicksand (registers as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area:
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Detect Thoughts
Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the mental strength of each.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Intelligence Mental Strength
1-2 Animal
3-5 Very low
6-9 Low
10-11 Average
12-15 High
16-17 Very high
18-21 Genius
22-25 Supra-genius
26+ Deific
Note: Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.


Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
You can detect the aura that surrounds undead. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the
strongest undead aura present. If you are of good alignment, the strongest undead aura’s strength is “overwhelming” (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you can’t act, you lose any Dexterity bonus to AC, and attackers gain + 2 bonuses to attack you.
3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of the undead aura is determined by the HD of the undead creature.
Strength HD
Dim Lingering aura
Faint 1 or less
Moderate 2-4
Strong 5-10
Overwhelming 11+
Length Aura Lingers: How long the aura lingers depends on its original strength:
Aura Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: A bit of earth from a grave.


Devil Blight
Transmutation
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds
Saving Throw: None or Fortitude
partial; see text
Spell Resistance: Yes
You cry out the ancient words and make the prescribed motions, and your foe lets out a shriek of agony as it stumbles under the force of the spell.
This spell deals 2d6 points of damage per round for the duration of the spell to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage. If the target creature also possesses the baatezu subtype (MM 306), it must succeed on a Fortitude save or be stunned for the duration of the spell.


Diamondsteel
Transmutation
Level: Paladin 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Suit of metal armor touched
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine.
Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can be overcome only by adamantine weapons. For example, a suit of full plate would provide damage reduction 4/adamantine, and a 1 breastplate (6 AC) would provide damage reduction 3/adamantine.
Material Component: Diamond dust
worth at least 50 gp.


Dictum
Evocation [Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
HD
Effect
Equal to caster level
Deafened
Up to caster level –1
Slowed, deafened
Up to caster level –5
Paralyzed, slowed, deafened
Up to caster level –10
Killed, paralyzed, slowed, deafened
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by dictum.


Dimensional Anchor
Abjuration
Level: Clr 4 , Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck is covered with a shimmering emerald field that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift,
shadow walk, teleport, and similar spell-like or psionic abilities. It prevents the use of a gate or teleportation circle for the duration of the spell. The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms such as a basilisk’s gaze. Also, it does not prevent summoned creatures from disappearing at the end of a summoning spell.


Dimension Hop
Conjuration (Teleportation)
Level: Duskblade 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Pale motes of light dance and swirl about your fi ngertips. When you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby.
You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight.


Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius emanation centered on a point in
space
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
You create a field that completely blocks bodily extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, phasing, plane shift, shadow walk, teleport, and similar spelllike or psionic abilities. The dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast,
nor does it block extradimensional perception or attack forms such as a basilisk’s gaze. Dimensional lock does not prevent summoned creatures from disappearing at the end of the summoning spell. Once the spell is in place, however, extradimensional travel into or out of the affected area is not possible.


Dimension Door
Transmutation [Teleportation]
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction, such as “900 feet straight downward,” or “upward to the northwest, 45-degree angle, 1,200 feet.” After using this spell, you can’t take any other actions until your next turn. If you arrive in a place that is already occupied by a solid body, you become trapped in the Astral Plane. Each round that you are trapped in the
Astral Plane in this way, you may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save (DC 25) each minute to appear in a free space within 1,000 feet. If there’s no free space within 1,000 feet, you are stuck on the Astral Plane until rescued.


Dimension Door, Greater
Conjuration [Teleportation]
Level: Sorcerer/wizard 5
Range: Touch
Target: You and touched objects or other touched willing creatures
Duration: 1 round/2 levels
Your flesh gives an involuntary shudder as you will yourself elsewhere. You vanish, reappearing some distance away.
This spell functions like dimension door (PH 221), except as noted above and that you can transfer the targets once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does not provoke attacks of opportunity.


Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell has two versions:
Prune Growth: The first version causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about a third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.At your option, the area can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter circle with a radius of 200 feet. You may also designate areas within the area that are not affected. Stunt: The second version targets normal plants within a range of one-half mile, reducing their potential productivity over the course of the following year to one-third below normal.
Diminish plants counters plant growth.

Dire Hunger
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You feel pangs of hunger well up within your abdomen as you complete the spell. A blood-red glow of energy radiates from your intended target and the hunger you felt subsides. The target creature’s face elongates into a toothy, dinosaurlike snout filled with serrated teeth, and its belly distends as if the creature were undernourished.
The spell’s subject becomes maddened by terrible pangs of hunger, viewing all creatures as food sources. The subject creature gains a new bite attack that does damage according to the creature’s size:
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The subject creature adds 1-1/2 times its Strength bonus to this damage. If the creature already has a bite attack that deals more damage, use that damage value instead.
The subject creature eschews all other attacks or actions except for its new bite attack, but it defends itself normally. It moves to attack the nearest living creature it can get to and attacks this creature until it is dead or until another living creature is closer. The subject creature attacks whatever living creature is nearest, regardless of former allegiance or personal connection. If moving toward the nearest living creature would move the creature into a dangerous area (precarious footing, a huge fire, or a deadly trap is in the way) the subject creature moves around the hazard if it can or moves to attack another creature if moving around the hazard isn’t possible. If such movement brings the subject creature closer to another living creature, it attacks that creature instead. If the subject of the spell cannot detect or get to a living creature nearby, it goes looking for one to attack.


Dirge
Evocation [Sonic]
Level: Brd 6
Components: V, S
Casting Time: 1 full round
Range: 50 ft.
Area: All enemies within a 50-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you sing, translucent spectral skulls float down from the sky like falling snow.
Your song draws the energies of death and destruction down on your enemies. Each round, any enemy in the area takes 2 points of Strength and Dexterity damage. Subjects can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds.


Dirge of Discord
Enchantment (Compulsion) [Evil,
Mind-Affecting]
Level: Bard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Concentration + 1 round/
level
Saving Throw: Will negates
Spell Resistance: Yes
You create an unholy, cacophonous dirge that fills the targets’ minds with the screams of the dying, the wailing of the damned, and the howling of the mad.
Creatures affected by this spell take a –4 penalty on attack rolls and Dexterity, a 50% reduction in their speed (to a minimum of 5 feet), and must make a Concentration check to cast any spell (DC equal to this spell’s DC + the level of the spell being cast).
Material Component: A pinch of ashes from a destrachan.


Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Each round, you concentrate on one subject, who must be in range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in her aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different subject.


Discern Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting Time: 10 minutes
Range: Unlimited
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the location (place, name, business name, building name, or
the like), community, county (or similar political division), country, continent, and plane where the subject lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched the object at least once.


Discern Shapechanger
Divination
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level
The smell of wet animal dander assaults your nose even as the perfume of the material component fades. You feel suddenly more suspicious of beings around you, as if some of them might not be what they seem.
By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider). Material Component: A balm of honey and lotus flower costing 25 gp, smeared on your eyelids.


Disguise Self
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./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. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.


Disguise Undead
Illusion (Glamer)
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Effect: One corporeal undead
Duration: 10 minutes/level
Saving Throw: None (harmless)
You make one undead – including clothing, armor, weapons, and equipment – look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature’s body type. For example, a wight 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 make it look like an entirely different creature.
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 the undead or its equipment. A battleaxe made to look like a dagger still functions as a battleaxe.
Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching the undead and having that sensory input not match what they see, in the case of this spell).
Focus: A cocoon of a death’s head moth.


Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component: A lodestone and a pinch of dust.


Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.


Dispel Chaos
Abjuration [Lawful]
Level: Clr 5, Law 5
As dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.


Dispel Evil
Abjuration [Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text
Shimmering, white, holy energy surrounds you. This power has three effects:
1. You gain a +4 deflection bonus to AC against attacks by evil creatures.
2. On making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature negates the effects with a Will save (SR applies). This use discharges and ends the spell.
3. With a touch, you can automatically dispel any one enchantment cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and SR do not apply to this effect. This use discharges and ends the spell.


Dispel Good
Abjuration [Evil]
Level: Clr 5, Evil 5
As dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.


Dispel Law
Abjuration [Chaotic]
Level: Chaos 5, Clr 5
As dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.


Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Because magic is powerful, so, too, is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells. Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the dispel magic can take effect. Thus, you can’t use dispel magic to repair fire damage caused by a fireball or to turn a petrified character back to flesh. (The magic has departed, leaving only
burned flesh or perfectly normal stone in its wake.) You choose to use dispel magic in one of three ways: a targeted dispel, an
area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the spell. You make a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 1 per caster level (maximum +10) against a DC of 11 + the spell’s caster level.
For example, Mialee, at 5th level, targets dispel magic on a hasted, mage armored, strengthened drow. All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20
5 against DC 18) three times, once each for the haste, mage armor, and strength effects. If she succeeds at a particular check, that spell is dispelled (the drow’s SR doesn’t help him); if she fails, that
spell remains in effect.
If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding ) is temporarily closed. Remember that a magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.
You automatically succeed at your dispel check against any spell that you cast yourself.
Area Dispel: The spell affects everything within a 30-foot radius.
For each creature who is the target of one or more spells, you make a dispel check against the spell with the highest caster level. If that fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel so far as that target is concerned) or fail all your checks. The creature’s magic items are not affected.
For each object that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by area dispels.
For each ongoing area or effect spell centered within the dispel magic’s area, you make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel, you make a dispel check to end the effect, but only within the area of the dispel magic. If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning , is in the area, you make a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.You may choose to automatically succeed at dispel checks against any spell that you have cast.
Counterspell: The spell targets a spellcaster and is cast as a counterspell (see page 152 of the Player’s Handbook). Unlike a true counterspell, however, dispel magic may not work. You must make a dispel check to counter the other spellcaster’s spell.


Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.


Dispel Ward
Abjuration
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One warded object or area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your head throbs with energy as you recite the final few phrases of the spell. A moment later, the energy releases and the area you designated as the spell’s target glows silver for several seconds. You hear a sound like a mechanical object winding down.
This spell functions like dispel magic (PH 223), except that it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas (such as arcane lock, explosive runes, fire trap, glyph of warding, and guards and wards.) The maximum bonus on the level check is +10.


Dispelling Breath
Abjuration
Level: Sorcerer/wizard 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
You exhale a cloud of poisonous gas mixed with starlight motes that gravitate toward the spellcasters and summoned monsters within the cloud.
For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, your breath weapon acts as a targeted dispel magic (PH 223). For each creature or object that fails its saving throw against your breathweapon and that is the subject of one or more spells, you make a dispel check against the highest level spell currently in effect on the object or creature. A dispel check is 1d20 + 1 per caster level (maximum +15) against a DC of 11 + the spell’s caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. A creature’s magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are likewise not affected. If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath weapon, you can also make a dispel check to end the spell that conjured the creature (returning it whence it came). For each ongoing area or effect spell centered within the area of your breath weapon, you make a dispel check to dispel the spell. Spells are dispelled prior to the effect of your breath weapon being resolved. You can choose to automatically succeed on dispel checks against any spell in the area that you have cast.


Dispelling Screen
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Energy wall whose area is
up to one 10-ft. square/level, or a
sphere or hemisphere with a radius
of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
By tossing down the sheet of crystal in your hand and completing the mysterious words of power needed to release the energy of the spell, you create an immobile, shimmering screen of violet energy.
Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic (PH 223) at your caster level. Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic—attended items are essentially not targeted by the screen. Make a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object’s magical properties for 1d4 rounds (DC equal to the item’s caster level). Spell effects not operating on objects or creatures cannot pass through the screen. A disintegrate or successful dispel magic removes dispelling screen, while an antimagic field suppresses it. Material Component: A sheet of fine lead crystal.


Dispelling Screen, Greater
Abjuration
Level: Drow 6, sorcerer/wizard 7
This spell functions like dispelling screen, except that the maximum caster level bonus on the dispel check is +20.


Displacement
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Emulating the natural ability of the displacer beast, the subject appears to be about 2 feet away from his true location. He benefits from a 50% miss chance as if he had full concealment. However, unlike actual full concealment, displacement does not prevent enemies from targeting him normally. True seeing reveals his true location.
Material Component: A small strip of leather made from displacer beasthide, twisted into a loop.


Displacer Form
Transmutation
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You drop to your hands and knees a moment before your extremities morph into the limbs of a great black panther.
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a displacer beast (MM 66). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Large. You have the space and reachof a displacer beast (15 feet/5 feet [10 feet with tentacles]). You gain two tentacle attacks, which each deal 1d6 points of damage + your Str modifier. You gain the Strength, Dexterity, and Constitution of an average displacer beast (Str 18, Dex 15, Con 16), but you retain your own mental ability scores. Your base land speed becomes 40 feet. You gain darkvision out to 60 feet. Youalso gain low-light vision. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any spell-like abilities of your own form, and you lose any extraordinary special abilities from your own form. You retain any supernatural abilities of your own form. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You can speak and cast spells while in displacer beast form, but you must physically touch any necessary material components. Your natural armor bonus becomes +5, regardless of any natural armor bonus from your normal form. While in displacer beast form, you gain the displacer beast’s displacement and resistance to ranged attacks abilities. Your equipment melds into your new form and becomes nonfunctional.
Material Component: A single claw from a displacer beast.


Disquietude
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your spell warns of unseen dangers and untrustworthy allies. As you sing, your target eases away from her compatriots,
doubt written on her face.
The affected subject restricts its movement to avoid any physical contact, even with allies. Any ally that wishes to touch the subject must make a successful melee touch attack to do so. The subject must stay 15 feet away from all other creatures. If, at the beginning of its turn, the creature is within 15 feet of any creature, it must first move away (beyond 15 feet from any creature) before taking any action. If the subject cannot safely move that distance, it instead must take the total defense action and remain in its space.


Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a shock wave of positive energy. You must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.


Disrupt Undead, Greater
Necromancy
Level: Sorcerer/wizard 3
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 black ray fires from your outstretched hand, piercing and passing through nearby undead.
You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target.


Disrupting Weapon
Transmutation
Level: Clr 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object); see text
Spell Resistance: Yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.


Dissonant Chant
Abjuration [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-foot-radius emanation
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes
Your intricate hand motions slow and then stop even as you begin chanting the arcane words that unlock the spell’s power. As you conclude, your disembodied words continue on, growing both in tempo and volume. You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other activities that require concentration must make Concentration checks (DC equal to this spell’s DC + the level of the spell being cast). The DCs of activities that already require Concentration checks, such as casting defensively, increase by 4. Creatures within the area gain a +4 bonus on saving throws against language-dependent effects.


Dissonant Chord
Evocation [Sonic]
Level: Bard 3
Components: V, S
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
You emit a terrible, piercing note. The note pulses in the air, radiating like a shockwave. It slams into nearby creatures and rattles loose objects.
Creatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum
5d8).


Distort Speech
Transmutation
Level: Brd 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
By pointing and making a number of loud, nonsensical sounds you release the power of the spell. The target attempts to speak, but spews forth only gibberish instead.
For the duration of this spell, the subject has a 50% chance to miscast spells that have verbal components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.


Distract
Enchantment (Compulsion)
[Mind-Affecting]
Level: Bard 1, sorcerer/wizard 1
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell arouses a zest and appreciation for life in the targets. The targets are distracted as they study the shapes of the clouds, the texture of tree bark, the patterns carved into a stone wall, the temperature and scent of a breeze—anything and everything gets their attention, if just for a moment.
The targets of this spell must succeed on a Will save or lose themselves to the urge to experience nearly everything. Failure indicates the creatures take a –4 penalty on all Concentration, Listen, Search, and Spot checks, and can take only a single standard or move action each round, but not both. Creatures with more than 6 HD are unaffected.


Distract Assailant
Enchantment (Compulsion)
[Mind-Affecting]
Level: Assassin 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Buzzing under your breath like a fly, you swat at the sky and toss the fly’s wing in your hand into the air. The target of your spell becomes distracted, starting at shadows and looking about for unseen assailants.
A creature affected by this spell is flat-footed until the beginning of its next turn.
Material Component: The dried wing of a fly.


Distracting Ray
Abjuration
Level: Bard 2, sorcerer/wizard 2
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: No
You blast a nearby creature with a multicolored ray. The ray explodes on contact to form a dizzying array of bizarre swirling and flashing lights around the targeted creature.
You must succeed on a ranged touch attack with the ray to strike a target. This ray attempts to undo magic as it is being cast. Used in the same manner as a counterspell (as a readied action), the ray interferes with the manipulation of divine or arcane magic by dazzling the target. If the ray successfully strikes a spellcaster, and that spellcaster is in the process of casting a spell, then the target spellcaster must make a Concentration check to avoid losing the spell. The DC of the Concentration check is equal to 17 + the level of the spell the target is casting.


Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. For example, suppose the question is “Will we do well if we venture into the ruined temple of Erythnul?” The DM knows that a terrible troll guarding 10,000 gp and a +1 shield lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination response might be: “Ready oil and open flame light your way to wealth.” In all cases, the DM controls what information you receive. Note that if your party doesn’t act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the treasure with it.) The base chance for a correct divination is 70% + 1% per caster level. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury , multiple divinations about the same topic by the same caster use the same dice result as the first divination and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.


Divine Agility
Transmutation
Level: Clr 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
Calling aloud on the divine power of your deity, you imbue a living creature with agility and skill in combat.
You grant the subject a +10 enhancement bonus to Dexterity.


Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus to attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.


Divine Flame
Abjuration
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: 15 ft.
Area: 15-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Divine flame creates an immobile ward against cold creatures, such as frost giants. Cold creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half). This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.


Divine Insight
Divination
Level: Cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until
discharged (D)
Clutching the focus of your spells to your chest, you let your eyes flutter shut. As you complete the short prayer you feel your deity’s presence fill you with confidence.
Once during the spell’s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5+ your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can’t have more than one divine insight effect active on you at the same time.


Divine Interdiction
Abjuration
Level: Cleric 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: 10-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Will negates or None
(object); see text
Spell Resistance: Yes or No (object); see text
You shout out a plea, calling upon your deity to quell the power of another deity’s follower.
This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the spell is cast on a creature. Divine interdiction interferes with a cleric’s connection to her divine source f power, resulting in a temporary
loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject’s ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.


Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain the base attack bonus of a fighter of your total character level, an enhancement bonus to Strength sufficient to raise your Strength score to 18 (if it is not already 18 or higher), and 1 temporary hit point per level.


*Divine Protection *
Enchantment (Compulsion)
[Mind-Affecting]
Level: Cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You call upon your holy powers to aid your companions and a golden light appears from above, bathing them with sparkling radiance.
Allies gain a +1 morale bonus to their Armor Class and on saving throws.


Divine Sacrifice
Evocation
Level: Blackguard 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Giving up some of your life force to win the battle, you empower your next blow against your foe.
Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 points of damage each time you make such an attack, whether or not the attack is successful.


Divine Storm
Evocation
Level: Clr 4
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Whirling disk of weapons, up to 30-ft. radius
Duration: Concentration
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
You create a spinning disk of weapons, of the type favored by your deity. These weapons whirl around a central point, creating an immobile circular barrier. Any creature passing through the divine storm takes 1d6 points of damage, plus an additional 2 points per caster level (maximum + 20). You choose the plane of rotation of the weapons: horizontal, vertical, or slanted. Creatures within divine storm when it is invoked can dodge out of the way and take no damage if they make a successful Reflex save. Once the divine storm
is in place, any creature entering or passing through the disk automatically takes damage. A divine storm serves as one-half cover (+ 4 AC) for anyone beyond it.
Divine Focus: A tiny replica of the deity’s weapon on a silver chain.


Divine Zephyr
Abjuration
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: 15 ft.
Area: 15-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: Fortitude half
Spell Resistance: Yes
Divine zephyr creates an immobile ward against fire creatures, such as fire giants. Fire creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half). This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.


Dolorous Blow
Transmutation
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A longing for battle fills you as you complete this spell. Upon touching the intended weapon, the feeling fades even as a dull red aura encompasses the weapon.
For the duration of the spell, the weapon’s threat range is doubled, and its critical threats automatically confirm, so every threat is a critical hit. The latter effect does not apply to any weapon that already has a magical effect related to critical hits. Multiple effects that increase a weapon’s threat range (such as this spell and the Improved Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.


Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.


Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
As dominate person, except that the spell is not restricted by creature type or size.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like dominate person, except that the spell is not restricted by creature type.


Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.


Doom
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
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
This curse fills a single subject with a feeling of horrible dread and causes her to weaken and lose confidence. The subject suffers a -2 morale penalty to attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.


Doom Scarabs
Conjuration/Necromancy
Level: Duskblade 3, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: See text
A swarm of scarabs surges from your outstretched hand. These insects rip and bite at all living creatures in the area, then return to you with life essence stolen from their victims.
This spell has two effects. It deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area. Spell resistance does not apply to this damage. However, spell resistance does apply to the spell’s secondary effect. If you overcome a creature’s spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature’s arcane energyand bleed it back into you. You gain these temporary hit points for each creature whose spell resistance you overcome. You never gain temporary hit points from creatures that do not have spell resistance.
The temporary hit points gained from this spell last for up to 1 hour.


Doomtide
Illusion (Pattern)
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 80 ft.
Effect: Eight 10-ft. cubes extending
straight from you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You fill an area with illusory black, creeping mist that vaguely resembles thousands of slender grasping tentacles.
Creatures within the area must make Will saves or be dazed for 1 round. Any creature moving into the mist, or a creature that begins its turn in the mist, must succeed on a Will save or also be dazed for 1 round. The mist filling the area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. When you cast the spell, you decide if the effect remains stationary or if its point of origin moves straight away from you at a rate of 10 feet per round. A moderate wind disperses the effect in 4 rounds; a strong wind disperses the mist in 1 round.


Downdraft
Evocation [Air]
Level: Cleric 3, druid 3
Components: V, S, M
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20- ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Dropping the small carving in your hand to the ground, you crush it with your foot as you recite the last few words of the spell. In the distance you see a column of air turn a hazy gray. The air column then blasts toward the ground, and you hear a distant whoosh.
Downdraft sends a column of turbulent air rushing toward the earth. Airborne creatures caught in the area of a downdraft must succeed on a Reflex save or immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) if the downdraft makesthem hit the ground or collide with an object. Those who succeed on the Reflex save plummet only 50 feet. Creatures already on the ground must succeed on a Reflex save or be knocked prone by the spell. Material Component: A balsa-woodbird carving, which is crushed underfoot.


Draconic Might
Transmutation
Level: Paladin 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting this spell, your ally’s face is covered briefly with a fine pattern of yellow scales. The scales fade, but the golden radiance remains.
The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.
Special: Sorcerers cast this spell at +1 caster level.


Dragon Ally
Conjuration (Calling)
Level: Dragon 7, sorcerer/wizard 7
Effect: One called dragon of 18 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.
XP Cost: 250 XP.


Dragon Ally, Greater
Conjuration (Calling)
Level: Sorcerer/wizard 9
Effect: One called
dragon of 22 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD.
XP Cost: 500 XP.


Dragon Ally, Lesser
Conjuration (Calling)
Level: Sorcerer/wizard 5
Components: V, XP
Ca sting Time: 10 minutes
Ra nge: Close (25 ft. + 5 ft./2 levels)
Ef fect: One called dragon of 15 HD or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You feel some of your lifeforce being pulled from you in the casting of the spell. A large dragon lands nearby. “You wish to discuss something?” it asks, eying your belongings.
This spell calls a dragon. You can ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services.
The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible).
XP Cost: 100 XP.
Special: Sorcerers cast this spell at +1 caster level.


Dragon Breath
Evocation [Good or Evil]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Using magic to mimic a dragon’s breath, you spew forth a gout of energy.
You gain the ability to breathe a gout of energy as a standard action that mimics a dragon’s breath. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again. When you cast dragon breath, you choose one true dragon whose breath you’re emulating. If you choose a chromatic dragon, then the spell gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor. Particulars for the breath weapons of each of the true dragons are provided below.
Chromatic Dragons
Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Blue: 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8); Reflex half.
Metallic Dragons
Brass: 15-ft. cone of sleep, lasts 1d6 rounds; Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8); Reflex half.
Copper: 15-ft. cone of slow, lasts 1d6 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d6 rounds; Fort negates.
Arcane Material Component: A dragonscale of the appropriate color.


Dragonsight
Transmutation
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
You cast this spell and your eyes enlarge and turn yellow and catlike, like those of a dragon.
You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in low-light conditions and twice as well in normal light. Your darkvision is effective out to 10 feet per caster level. You take half the normal penalties for distance on Spot checks. Your blindsense has a range of 5 feet per caster level. None of these effects stack with any low-light vision, darkvision, or blindsense you might already have.
Focus: A dragon’s eye.


Dragonskin
Transmutation
Level: Sorcerer/wizard 3
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You say nothing, but make the motions in the prescribed pattern and hold the dragon’s scale aloft. Your flesh erupts with hard, colorful scales.
Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to natural armor equal to +1 per two levels (to a maximum of +5 at 10th level), as well as energy resistance 10 against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red). Your energy resistance increases to 20 at 10th level.
Material Component: A dragon’s scale.
Special: Sorcerers cast this spell at +1 caster level.


Dream
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him by some title that leaves no doubt as to his identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to her body. The duration of the spell is the time required for the messenger to enter the recipient’s dream
and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. She can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. If the messenger is disturbed during the trance, she awakens, and the spell ends.
Creatures who don’t sleep or dream (such as elves, but not half-elves) cannot be contacted by this spell. The messenger is unaware of her own surroundings or the activities around her while in the trance. She is defenseless, both physically and mentally (she always fails any saving throw, for example) while in the trance.


Dream Casting
Illusion (Phantasm)
[Mind-Affecting]; see text
Level: Sorcerer/wizard 6
Casting Time: 1 hour
Target: You and one dreamer
Duration: 24 hours/level; see text
Saving Throw: Will negates; see text
You complete the spell with a few last gestures and arcane words. You feel a pressure in your mind as you begin to relay the intent of your dreaming contact.
This spell functions like dream (PH 225), except as noted above and that you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell; if the save succeeds, the dream casting spell can send only a message, in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries.
Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
Charm: Your image in the dream appears particularly helpful and kind. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls when attacking you while under this effect. This is a compulsion effect.
Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.


Dream Sight
Divination
Level: Dream 6
Components: S, DF
Casting Time: 1 round
Range: See text
Target: You
Duration: 1 minute/level (D)
In sleep your spirit rises to travel about and observe the world.
You fall into a deep sleep while your spirit leaves your body invisibly in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed or attacked while your spirit is wandering, the spell ends immediately.


Drown
Conjuration (Creation)
Level: Drd 6
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create water in the lungs of the subject, which begins to drown. The subject immediately falls unconscious, dropping to 0 hp. In the following round, it drops to -1 hit points and is dying. In the following round, it dies. (For details, see The Drowning Rule, page 85 of the Dungeon Master’s Guide.)
Coughing and other attempts by the victim to physically expel the water are useless. However, any time before death it can be stabilized with a Heal check (DC 15). Undead, constructs, creatures who do not need to breathe, and creatures who can breathe water are unaffected by this spell.


Drown, Mass
Conjuration (Creation) [Water]
Level: Druid 9
Targets: One or more creatures, no two of which are more than 30 ft. apart.
You speak the words and make the sign of the wave, indicating each of your foes in turn. They sputter and pitch forward, water gushing from their mouths and nostrils.
This spell functions like drown, except that it affects multiple creatures.


Duelward
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged (D)
The air around you crackles with magical energy as you finish uttering the last syllables of the spell’s formula. You immediately feel as if your link to the arcane somehow has increased, filling you with confidence and a sense of security.
While a duelward spell is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast. The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.
Material Component: A miniature silk glove.

DSpells

The Bones of the Ancients GeorgeAChristie