FSpells


Fabricate
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.


Faerie Fire
Evocation [Light]
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.


Faith Healing
Conjuration (Healing)
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
You place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across his chest heal, leaving no scar.
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy.


False Gravity
Transmutation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You clatter the magnets in your hand and set your foot on the wall. Your second step carries you onto the wall, and you can walk up it with ease.
The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal. The subject of false gravity can fly by choosing a solid surface andletting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity. Material Component: A pair of magnets.


False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.


False Vision
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.
Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.


Familiar Pocket
Universal
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: One container or garment
with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You move your hand along the mouth of the pocket intended for your familiar, and a line of glowing white energy follows in its wake. The glow fades, and the space seems strangely larger inside than a normal pocket.
When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own. Once inside, the familiar has total cover and total concealment, and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks). You continue to gain the special ability granted by your familiar. While inside the pocket, the familiar continues to benefit from the share spells ability as if it were adjacent to you.
The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), the familiar appears in your space unharmed.
Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.


Fangs of the Vampire King
Transmutation [Evil]
Level: Assassin 3, blackguard 3, Deathbound 3
Components: V, S
Ca sting Time: 1
standard action
Range: Personal
Target: You
Duration: 1 minute/level
Hissing an evil laugh, you sprout sharp fangs to drain the blood of your foes.
You grow vampirelike fangs that allow you to make bite attacks as a natural attack. Your bite attack deals 1d6 points of damage + your Str modifier, and 1 point of Constitution damage. If you make a full attack with other weapons, you can make a bite attack as a natural secondary attack (–5 penalty on the attack roll).


Fantastic Machine
Conjuration [Creation]
Level: Craft 6, Gnome 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 10-ft. machine
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Your spell generates an illusory, manyarmed, noisy, massive mechanical construct of impressive appearance.
This spell creates a bizarre, but useful, machine that you can command to perform any simple, physical task that can be described in twenty-five words or less. You can order the machine to perform the same task over and over, but you can’t change the task. You must specify the task when you cast the spell. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) The machine functions as a Large animated object (MM 13). It trundles over the ground at a speed of 40 feet. It can swim or fly at a speed of 10 feet (clumsy). It has 22 hit points, AC 14 (–1 size, 5 natural), and hardness 10. Its saving throw modifiers are Fortitude +1, Reflex +1, Will –4. The machine has a Strength of 16. A light load for the machine is up to 172 pounds; a medium load is 173–346 pounds; and a heavy load is 347–520 pounds. The machine can fly or swim only when lightly loaded. The machine can lift a weight of up to 1,040 pounds to a height of 15 feet. It can push or drag 2,600 pounds. It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by- -by-5-foot space in 3 rounds). It can excavate sand or loose soil at twice that rate. The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d84 points of damage. It deals triple slam damage (3d8+12) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of 3. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d64 points of damage.


Fantastic Machine, Greater
Conjuration [Creation]
Level: Craft 9
This spell functions like fantastic machine, but you can concentrate on controlling the machine’s every action or specify a simple program, such as to collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. The machine can perform only fairly simple physical tasks. Directing the machine’s actions or changing its programmed movement is a standard action for you. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) Except where noted below, the machine functions as a Large animated object (MM 13) constructed from adamantine. It trundles over the ground at a speed of 60 feet. It can swim or fly at a speed of 20 feet (poor). It has 16 HD, 88 hit points, AC 20 (–1 size, 11natural), and hardness 20. Its saving throw modifiers are Fortitude +5, Reflex +5, and Will +0. The machine has a Strength of 22. A light load for the machine is up to 346 pounds, a medium load is 347–692 pounds, and a heavy load is 693–1,040 pounds. The machine can fly or swim only when lightly loaded. The machine can lift a weight of up to 2,080 pounds to a height of 15 feet. It can push or drag 5,200 pounds. It can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round). It can excavate sand or loose soil at twice that rate. The machine makes slam attacks with an attack bonus of +17/12 for 1d8+9 points of damage. It deals triple slam damage (3d8+27) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of 12/7. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage.


Favor of Ilmater
Necromancy
Level: Clr 4 (Ilmater), Pal 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./levels)
Target: Willing creature
Duration: 1 minute/level or instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell has two possible effects:
Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that funciton by causing pain, and is immune to effects that would cause her to be dazed, exhausted, fatigued, nauseated, staggered, or stunned. The target remains conscious at -1 to -9 hit points and can take a partial action each round when in that state. If any of these effects are present on the target when this spell is cast, they are suspended for the duration (causing the target to wake if unconscious). This variant of the spell lasts 1 minute/level. When the spell ends, any effects suspended by the spell that would otherwise still be in effect (such as fatigue, which normally requires 8 hours of rest to abate) return. Effects with durations that expired during the duration of this spell do not resume when this spell ends.
Pact of Martyrdom: You and the target exchange hit point totals. This variant of the spell only works if you have more hit points than the target when the spell is cast. If the target was unconscious and dying, you become unconscious and dying. If the target was unconscious but stabilized, you become unconscious but stabilized. The spell only transfers actual hit points, not temporary hit points. Clerics and paladins who don’t worship Ilmater name this spell after theirown deity – favor of Torm, for example.


Favor of the Martyr
Necromancy
Level: Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Calling upon the saints of your order, you imbue the person in need with the power to resist the dire forces arrayed against you.
The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell (see page 243). It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at – 1 to – 9 hit points and can take a single action each round while in that state, and does not lose hit points for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell’s duration. (Thus, an unconscious subject becomes conscious and functional.) When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration of this spell do not resume when it ends. In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.


Favorable Sacrifice
Abjuration
Level: Cleric 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)
The gems vaporize in your hand as you intone the spell. The rising vapors surround your ally, granting him the blessing
of your beliefs.
The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack. By expending 250 gp, you grant the subject damage reduction 5/magic; resistance to acid, cold, electricity, fire, and sonic 10; and spell resistance equal to your caster level. By expending 1,000 gp, you grant the subject damage reduction 10/magic; resistance to acid, cold, electricity, fire, and sonic 15; and spell resistance equal to your caster level +5. By expending 10,000 gp, you grant the subject damage reduction 20/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.
Material Component: Gems worth a total of 250 gp, 1,000 gp, or 10,000 gp.


Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.


Fearsome Grapple
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Two short, otyughlike tentacles sprout from under your arms to hang limply at your sides. When you think of grappling, the tentacles twitch to life and wave about as if seeking a foe.
You grow two tentacles that grant you a +4 circumstance bonus on grapple checks. These tentacles cannot attack, hold objects, manipulate items, or perform any action other than grappling. If your caster level is at least 9th, you grow four tentacles instead, and the circumstance bonus increases to +8.


Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
Material Component: A handful of clay, crystal, glass, or mineral spheres.


Feign Death
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One willing, living creature whose level or Hit Dice do not exceed the caster’s
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
You put the recipient into a deathlike condition. At your option, this can be a cataleptic state that is impossible to distinguish from death, or the subject can appear to be in a coma or deep sleep. Although able to smell, hear, and know what is going on, the subject is blind and has no sense of touch or pain. The subject does not need to eat, drink, or breathe.
While the spell is in effect, the subject is immune to subdual damage, and any normal or ability damage inflicted is reduced by half. In addition, the subject is immune to mind-affecting attacks, paralysis, poison, disease, and energy drain. The effects of any poison or disease already affecting the subject when the spell takes effect are halted until the spell ends. If the subject has any negative levels when the spell takes effect, the saving throw to remove it is delayed until the spell ends.


Fell the Greatest Foe
Transmutation
Level: Assassin 2, cleric 3, paladin 2, ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You touch the creature, and its muscles ripple with yellow energy.
The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.
Material Component: A dragon’s claw or a giant’s fingernail.


Field of Ghouls
Necromancy [Death, Evil]
Level: Hunger 7
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.
Humanoid creatures in the area with – 1 to – 9 hit points that fail their saving throws die and immediately rise as
ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.
The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit. Creatures that fall to – 1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.
No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.


Field of Icy Razors
Evocation [Cold]
Level: Sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 60 ft. apart
Duration: Instantaneous plus
1 round/level; see text
Saving Throw: Reflex partial
Spell Resistance: Yes
Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips.
Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6); half of this damage is cold damage, and half is slashing. In addition, each target’s speed is reduced by 20 feet for 1 round per caster level. Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected.
Focus: A silver shuriken worth 50 gp that looks like a snowflake.


Fiendform
Transmutation [Evil]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
The bone in your hand cracks and then crumbles to dust as you complete the spell. You see within your subconscious a bestiary of terrible fiends even as dark whispers in your mind attempt to convince you which form to take.
This spell functions like alter self (PH 197), except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell (MM 287), regardless of size. You can assume only one form with each use of the spell, but you gain all that form’s extraordinary, spell-like, and supernatural abilities, and your type changes to outsider. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you dazed for 1 round per caster level.
Material Component: A bone from any fiendish creature, half-fiend, demon, or devil.


Fierce Pride of the Beastlands
Conjuration (Summoning)
[Chaotic, Good]
Level: Cleric 8, sorcerer/wizard 8
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Green-white fog rises from the ground as you intone this spell, and great feline shadows takes shape within the misty cloud. The first of a pride of golden-pelted lions with silver eyes emerges from the fog.
When the spell is complete, 2d4 celestial lions (MM 274) appear. Ten minutes later, 1d4 celestial dire lions (MM 63) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. A celestial lion called by this spell has damage reduction 5/magic; resistance to acid 5, cold 5, and electricity 5; spell resistance 9; and a smite evil attack that provides a +5 bonus on one damage roll. A celestial dire lion called by this spell has damage reduction 5/magic; resistance to acid 10, cold 10, and electricity 10; spell resistance 13; and a smite evil attack that provides a +8 bonus on one damage roll. The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.


Filter
Abjuration
Level: Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell creates an invisible bubble of protection around the recipient’s body that filters out all noxious and toxic elements in the air. The warded creature takes no damage and no penalties from inhaled natural or alchemical poisons. It is likewise protected against magical poisons created by spells of 4th level or lower (such as stinking cloud) cast by creatures of 8 or fewer Hit Dice. Against more powerful effects, the creature receives a +2 circumstance modifier on any saving throw allowed.
Arcane Material Component: A strand of spider web and a scrap of cotton cloth.


Find the Gap
Divination
Level: Assassin 3, paladin 3, ranger 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You speak the words of this spell, and a blue mark that only you can see appears on your opponent, highlighting a weak spot in her defense.
You gain the ability to perceive weak points in your opponent’s armor. Your first melee or ranged attack each round is resolved as a touch attack, disregarding the subject’s armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.


Find the Path
Divination
Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6
Components: V, S, F
Casting Time: 3 rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.


Find Temple
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 miles + 1 mile/level
Area: Circle centered on you, with a
radius of 10 miles + 1 mile/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
At ease and filled with a reassuring calm, you close your eyes for a moment to allow your deity to guide you to a holy place. With this spell, you can easily find a place to worship and possible aid or shelter from the priests within. When the spell is cast, you sense the direction of the nearest temple to your god. If there is none within the spell’s area, the spell instead shows you the direction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past (seeing the temple through a divination does not count).


Find Traps
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.
Note that find traps grants no ability to disable the traps that you may find.


Finger of Death
Necromancy [Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject might die from damage even if it succeeds on its saving throw.


Fins to Feet
Transmutation
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The naga’s lower extremities thrash about and slowly transform into humanoid limbs.
This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess, but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet. The subject loses any natural attacks based on its tail or tentacles.


Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano and sulfur.


Firebrand
Evocation [Fire]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft.-radius burst/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The flask of alchemist’s fire vanishes from your hand and the ground erupts beneath your foes, shooting multiple fountains of fiery liquid upward.
Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. All subjects hit by the burst in the round the spell is cast or within the area in the following round take 1d6 points of fire damage per two caster levels (maximum 5d6). A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round action with a successful DC 15 Reflex save. Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).
Material Component: A flask of alchemist’s fire (worth 20 gp).


Fireburst
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you.
Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).
Material Component: A bit of sulfur.


Fire Bolt
Conjuration/Evocation [Fire]
Level: Dskbld/Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100ft + 10ft/level)
Target: One Creature
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: See Text
You conjure a shard of red-hot rock and hurl it toward an opponent. As it streaks through the air, a nimbus of arcane energy crackles around it.
This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fi re damage per caster level (maximum 5d6). If you fail to overcome the target’s spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb’s impact.
Material Component: A handful of ashes.


Fireburst, Greater
Evocation [Fire]
Level: Sorcerer/wizard 5
Effect: Burst of fire extending 15 ft.
from you
This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).


Fire of Purity
Evocation [Fire]
Level: Druid 6, Purification 6,
sorcerer/wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes (harmless); see text
You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you.
The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature.
With a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect. Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears. The subject of fires of purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.


Fire Orb
Evocation [Fire]
Level: Sor/Wiz 4
As acid orb, except fire orb deals fire damage. A creature struck directly takes the orb’s damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (but defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect.


Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Material Component: The acorns or holly berries.


Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.


Fire Shield, Mass
Evocation [Fire or Cold]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +
5 ft./2 levels)
Targets: One or more allied creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a few frenzied motions you complete the spell, bathing your allies in halos of magical flame.
This spell functions like fire shield (PH 230), except as noted above.


Fire Spiders
Conjuration (Summoning) [Fire]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Fiery spiders that cover a
10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Tiny lights appear in the darkness—one, ten, over a hundred. As they appear, the sound of insectile chittering increases, until a swarming army of flaming, otherworldly arachnids is gathered together at your command.
You call forth a teeming mass of fire elementals the size of common spiders. A creature that starts its turn in the affected area takes 4d6 points of fire damage. Each round, you can use amove action to direct the spiders to move up to 30 feet. If the spiders are left undirected, they move at a speed of 15 feet toward the nearest living creature, if one isn’t already in the affected area. As fire elementals, the fire spiders have immunity to fire and are thwarted by barriers that block neutral outsiders. Any cold spell of 3rd level or higher can disperse the fire spiders, ending the spell.
Material Component: A pinch of sulfur.


Fire Storm
Evocation [Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).


Fire Stride
Transmutation [Teleportation]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until
expended; see text
You draw arcane power into your body, wrapping your feet and legs with wisps of flame.
You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered “fires” for the purpose of this spell, nor are sources of great heat,such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. + 40 ft./level) and can transport yourself to one of them. Each transport counts as a full-round action. With each casting of the spell, you can transport yourself once per caster level. If a fire’s location doesn’t offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there. Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.


Fire Trap
Abjuration [Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.


Fireward
Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster than you can blink.
This spell functions like quench (PH 267), except as noted above. In addition, it has the following effects. While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only magical fireis suppressed. Any nonmagical fire created inside or brought into the spell’s area is immediately extinguished as well.


Fire Wings
Transmutation [Fire]
Level: Druid 3
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level
In a flash of light and a roar of fire, your arms become wings of flame.
This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability. You can charge but not run while flying, and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally. If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven’t already landed. Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field. If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons. A successful attack deals 2d6 points of fire damage. The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Material Component: The feather of a bird, which you must burn when you cast the spell.
Focus: A golden amulet shaped like a phoenix (worth 150 gp).


Fist of Stone
Transmutation [Earth]
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.
You transform one of your hands into a mighty fist of living stone, gaining a 6 enhancement bonus to Strength for the purposes of attack rolls, grapple checks, or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strengthb onus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty, or a –2 penalty if you have the Multiattack feat (MM 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (6 or higher). Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect.
Material Component: A pebble inscribed with a stylized fist design.


Flame Arrow
Transmutation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.


Flame Blade
Evocation [Fire]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
The spell does not function underwater.


Flame Dagger
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A daggerlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as a weapon.
You create a bladelike beam that you can wield as if it were a dagger. Attacks with a flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. A flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. This spell does not function underwater.
Material Component: A candle.


Flame of Faith
Evocation
Level: Cleric 3, paladin 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Nonmagical weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.
You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon.
Material Component: A lump of phosphorus, touched to the targe


Flame Streak
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures (see text)
Duration: Instantaneous (see text)
Saving Throw: None (see text)
Spell Resistance: Yes
This spell causes small streaks of fire to encircle your hand, slithering over and around it like small snakes. You are immune to this fire. Each steak of flame deals 1d4 points of damage and may be fired at an enemy or they deal 1d6 points of damage if used as a touch attack (if used as a touch attack the streaks are not expended unless they strike a target).
The streaks can be held indefinately, but the caster may not touch anything including material components from other spells without the risk of burning them. If fired at creatures you must succeed in a ranged touch attack. If used as a touch attack you must designate how many streaks will be used. Firing streaks is considered a free action. Regardless of whether the streaks are fired or used as a touch attack., the victim, if struck, must make a Reflex save (See page 86 of the Dungeon Master’s Guide) or catch on fire (assuming the target is combustable or wearing combustable materials).
For every two levels of experience past 1st, you gain an additional streak. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five streaks at 9th level or higher. If you shoot multiple streaks, you can have them strike a single creature or several creatures. A single streak can strike only one creature. If a multiple streaks are released simultaneously and fired at separate creatures, these creatures must be within 15 ft. of one another. You must designate targets before you roll for SR or roll damage.
Material Component: A pinch of sulfer and a small bit of magnesium.


Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.


Flame Whips
Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Flaming whips
Duration: 1 round/level (D)
At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames.
Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deal 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs. While this spell is in effect, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.


Flaming Claw
Evocation [Fire, Force]
Level: Sor/Wiz 7
Components: V, S, F
Effect: 10-ft. flaming claw
As Bigby’s forceful hand , except as noted above and the hand is engulfed in flames which do 2d6 points of damage to anything it touches. This effect can catch flammable objects on fire if exposed for more than one round (see page 86 of the Dungeon Master’s Guide).
Focus: A claw from a creature of the fire subtype.


Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.


Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.


Flashburst
Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
A blinding flash of light follows the casting of this spell.
Flashburst creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds. A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.
Arcane Material Component: A pinch of sulfur or phosphorus.


Flensing
Transmutation [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: 4 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion.
When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell. Flensing has no effect on creatures in gaseous form.
Material Component: An onion.


Fleshshiver
Necromancy
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe’s bones breaking beneath his squeezing flesh.
A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect. In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds
. Material Component: A bone, which is snapped during the casting of the spell.


Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.


Flight of the Dragon
Transmutation
Level: Sorcerer/wizard 4
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm from the eldritch energies coursing within. Great draconian wings unfurl from your shoulders and reach toward the sky.
A powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).
Material Component: A dragon’s wing claw.
Special: Sorcerers cast this spell at +1 caster level.


Floating Disk
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.


Floating Disk, Greater
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1
standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1
hour/level
Saving Throw: None
Spell Resistance: No
Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground.
This spell functions like Floating disk (PH 294), except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it move with a fly speed of 20 feet (perfect). This allows you to sit on the disk and command it to carry you about.
Material Component: A drop of mercury.


Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.


Fly, Mass
Transmutation
Level: Sorcerer/wizard 5
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet.
This spell functions like fly (PH 232), except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.


Fly, Swift
Transmutation
Level: Bard 2, druid 3,
sorcerer/wizard 2
Components: V
Ca sting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You squawk twice like an eagle and suddenly long for the freedom of the skies.
This spell functions like fly (PH 232), except as noted above.


Foebane
Evocation
Level: Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Holding aloft the weapon, you name the kind of creature you wish to slay. With a flash, the weapon takes on a blue glow that quickly fades to a barely perceptible aura surrounding it.
When you cast this spell, choose one of your favored enemies. Against creatures of the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage. Furthermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that kind. The spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one foebane weapon active at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts..
Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.


Fog Cloud
Conjuration (Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.


Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.
Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level.
You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.


Forcecage
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.


Force Chest
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Box of force 2 ft. On a side
Duration: 24 hours/level (D)
Saving Throw: None
Spell Resistance: No
Holding your hands as if to grip a box, you feel the pressure of one appear as you complete the spell. The password you choose to unlock the box echoes through your mind.
This spell brings into being a lidded box of force. The box appears in your hands, and you can choose to make it either invisible or merely translucent. The chest has no weight worth noting. Solid walls of force form the chest’s five sides and lid. You and other creatures cannot open the lid except by first speaking the password (determined by you at the time of casting). Both objects and Tiny and smaller creatures can fit in the box; it holds enough air to supply one Tiny, two Diminutive, or four Fine creatures for 1 hour. Like a wall of force spell, a force chest is immune to damage of all kinds and resists dispel magic, but it is susceptible to disintegrate and Mordenkainen’s disjunction, and it can be destroyed by a sphere of annihilation or a rod of cancellation. The box is a spell effect, and Open Lock and Use Magic Device cannot open it.
Material Component: A 2-inch-square glass cube.


Force Claw
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Invisible claw of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Curling your hand into a claw, you finish the final gesture. Your foes see no result from your spell, but you know they’re in
for a surprise.
Force claw creates a Medium claw of invisible force at any spot you designate within the spell’s range. The claw guards the area of a 20-foot cube that you specify. You can move the claw’s location up to 60 feet to another point within range each round on your turn as a move action. The claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a 10 bonus on the attack roll and deals 1d86 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.
Material Component: A small, dried claw from an animal.


Forceful Hand
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, F
This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a 14 bonus on the Strength check (8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.
A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or heavy cloth.


Force Ladder
Evocation [Force]
Le vel: Sorcerer/
wizard 2
Co mponents: V, S, F
Ca sting Time: 1 standard action
Ra nge: Close (25 ft. + 5 ft./2 levels)
Effect: One ladder of force up to 60 ft. long
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You concentrate on the small silver model of the ladder in your outstretched hand. A transparent ladder, visible only by its
edges, appears.
You create an immobile transparent ladder made of force. The ladder is 2 feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart. The ladder functions as a normal ladder and can support any weight. It can be destroyed by anything that destroys a wall of force.
Focus: A miniature silver ladder (50 gp).


Force Missles
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two
of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.


Forceward
Abjuration
Level: Clr 3, Pal 3, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 round
Range: 15 ft.
Effect: 15-ft.-radius sphere
centered on you
Duration: 1 minute/level
Saving Throw: Will negates;
see text
Spell Resistance:
Yes
Waiving your arm about your head to trace the curve of a dome, you call up a hemisphere of force as clear as glass.
You create an unmoving, transparent sphere of force centered on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spellthat overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures, or creatures with the force descriptor must make a Will save to enter the area of the sphere. Forceward does not push a creature out of the way if you move toward an incorporeal creature or force effect, and such creatures are treated as if they automatically succeeded on their saving throws against this spell.


Forcewave
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 swift action
Range: 10 ft.
Effect: 10-ft. burst of force centered
on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You catch the drop of water on the string and snap it at your target. The waterdrop swells and becomes a blue-green wave of magical force, tumbling toward your opponents.
This spell initiates a bull rush against all creatures within 10 feet. The forcewave has a +10 bonus on the bull rush attempt. All creatures are pushed to the extent of the bull rush result, and the result of the bull rush can push creatures beyond the spell’s normal range.
Focus: A small piece of string and a drop of water.


Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane Material Component: A hummingbird’s feather.


Forestfold
Transmutation
Level: Druid 3, ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.
You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.


Fortify Familiar
Universal
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You touch your familiar, and you see that the creature seems more robust.
This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.


Fortunate Fate
Conjuration (Healing)
Level: Cleric 7
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level or until
discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brightens, then fades into her skin.
You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to – 10 or below). When this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target. If the effect is one that causes harm in a way that a heal spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature’s death.


Foundation of Stone
Transmutation [Earth]
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Calling upon the strength of the earth, you lend some of the stability of stone to your allies.
As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped. If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.


Fox’s Cunning
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill points.
Arcane Material Component: A few hairs, or a pinch of dung, from a fox.


Fox’s Cunning, Improved
Transmutation
Level: Brd 4, Clr 4, Sor/Wiz 4
As fox’s cunning , but the recipient gains 1d8+2 temporary points of Intelligent.


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


Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) or see text
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.


Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.


Freeze
Conjuration (Creation) [Cold]
Level: Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/2 levels
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Calling upon divine power, your hand turns cold and numb as you complete the spell. A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leaving a light fog in the air where it passed.
You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell- like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster’s hand. The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can’t swim but, because ice floats, the encased swimmer will rise to the surface and bob about.
A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.


Freezing Fog
Conjuration (Creation) [Cold]
Level: Sorcerer/
wizard 6
Components: V, S
Casting Time: 1 standard action
R ange: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. Radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial; see text
Spell Resistance: No
A cool mist rises from the area you indicate. The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.
A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a –2 penalty on melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can’t take a 5-foot step. A severe wind disperses the cloud in 1 round. The spell does not function underwater.


Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target, Effect, or Area: See text
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.
Focus: A small crystal sphere.


Frost Breath
Evocation [Cold]
Level: Cleric 2, druid 2, sorcerer/
wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
Material Component: Three drops of water or fragments of ice (which are held in a cupped palm and blown
toward the target).


Fugue
Evocation [Sonic]
Level: Bard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Upon completing the spell, a discordant cacophony of haunting and alien music rises up in the area you designate. Although the strange music reaches your ears, you feel no effect from it.
Creatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature’s turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim’s mind and body are affected by the spell. You can select any of the effects for which your Perform check equals or exceeds the required DC.
DC Result
15 Victim takes 3d6 points of nonlethal damage
20 Victim takes 3d6 points of sonic damage
25 Victim is knocked prone
30 Victim is nauseated for 1 round
35 Victim is stunned for 1 round
40 Victim attacks nearest target
All creatures that succeed on their saves against the spell are disoriented and take a – 2 penalty on attack rolls and skill checks as long as they remain in the affected area.
Focus: A miniature violin bow made of platinum worth 250 gp.

FSpells

The Bones of the Ancients GeorgeAChristie