SSpells


Sacred Heaven
Abjuration [Good]
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: You and allies in a 30-ft.- radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A rosy glow passes from your hand and briefly spreads around you.
You and affected allies gain a +2 sacred bonus to Armor Class. In addition, while protected by this spell, an affected creature retains its Dexterity bonus to Armor Class when flat-footed or when struck by an invisible attacker.
For the duration of the spell, you gain awareness of the health of all affected creatures, as with the status spell (PH 284), and you need not be able to touch the affected creatures to heal them with your lay on hands ability. Use of the lay on hands ability still requires a standard action, but it can be done at any range, as long as you and your target are on the same plane.


Safe Clearing
Abjuration
Level: Ranger 3
Components: V, S
Casting Time: 10 minutes
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
You press your hand against the ground and intone the ancient words. A green radiance spreads from your hand, forming a ring of translucent jade flames. “We’re safe,” you tell your allies, “for the moment.”
You make an area safe from attacks. This spell’s benefit functions much like that of the sanctuary spell (PH 274). The area of a safe clearing spell is immobile. Any creature attempting to strike or otherwise directly attack anyone within the safe clearing, or any creature attempting to enter the area, must make a Will save. Success means the creature can act normally and is not affected by this casting of the spell. Failure means it can’t attack anyone in the area or even enter the area for the duration of the spell. Those not attempting to attack creatures in the warded area remain unaffected. This spell does not prevent creatures in the warded area from being attacked or affected by area spells. A creature within the area that makes an attack is no longer protected by the spell, and can be targeted normally.


Safety
Abjuration
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
After an intonation and clasping of the
subject creature, you grant it knowledge of where safety lies.
The recipient of this spell can find the shortest, most direct direction to a place of safety, with safety being defined as a location where the individual is not taking immediate damage from the environment, and immediate damage is not imminent. It does not provide the means for the subject to move in that direction. A safety spell points out the shortest distance out of a poisonous cloud, or the direction one should dig to reach the surface if entombed in earth. It does not function against the maze spell, because that spell deals no physical damage. Nor does the spell provide knowledge of or protection against the creatures that inhabit those safe places. In the D&D cosmology (DMG 150), safety has the following effects when cast on specific planes.
Plane of Shadow: Shortest route out of darklands.
Elemental Plane of Air: Nearest windproof shelter, shortest route out of smoke bank.
Elemental Plane of Earth: Nearest air pocket or open cavern.
Elemental Plane of Fire: Shortest route out of magma pools or other unusually hot places.
Elemental Plane of Water: Nearest pocket of breathable air; shortest route out of hot spot, ice pocket, or red tide.
Negative Energy Plane: Nearest doldrum area with the minor negative-dominant trait.
Positive Energy Plane: Nearest edge zone with the minor positive-dominant trait.
Limbo: Nearest area of stabilized limbo.
Pandemonium: Nearest shelter from a windstorm.
Carceri: Shortest route out of a Minethys sandstorm.
Gehenna: Nearest flat ledge, nearest shelter from Mungoth’s acidic snow.
Nine Hells: Nearest shelter from fireballs on Avernus, rockslides on Malbolge, or cold on Cania.
Acheron: Nearest shelter from Ocanthus bladestorms.
On planes you create yourself, safety might provide other information. This spell is mostly used in hostile environments, such as one of the Inner Planes, to locate the nearest pocket of habitable space. If safety is cast and then followed by a plane shift spell (PH 262), the plane shift sends the subject of safety to a place of relative safety on that plane. It is transported to a pocket of air on the Elemental Plane of Water, for example, or a cool spot on the Elemental Plane of Fire.


Saltray
Evocation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin shaft of whirling salt crystals lances out from your crooked finger to strike and shred your foe.
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a saltray takes 1d6 points of damage per two caster levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round.


Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.


Sanctuary, Mass
Abjuration
Level: Balance 5, cleric 5
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
You cast this spell and you are infused with a clear, silvery aura. You touch each of your companions in turn, and they are infused with the aura as well.
This spell functions like sanctuary (PH 274), except that it affects multiple creatures.


Sandblast
Evocation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Whipping your hand in a wide arc, you spray sand from your fingers in a powerful blast.
Creatures in the area take 1d6 points of nonlethal damage. Any creature that fails its Reflex save is also stunned for 1 round. You are not harmed by the spell.


Sarcophagus of Stone
Conjuration (Creation)
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
The ground quakes as native stone erupts from the ground. This sharply rising stone takes the form of a sarcophagus.
This spell creates an airtight stone coffin that forms around the target. The stone is 1 inch thick, has hardness 8, and requires 15 points of damage to break through. Decreasing its size does not change the thickness of the walls; the coffin is always just large enough to hold the subject. This coffin is sealed upon formation and completely impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that time must hold its breath or begin to suffocate (DMG 304). A creature that has no need to breathe (such as a construct, elemental, or undead) needs not fear suffocation, but it remains trapped within the sarcophagus until it breaks free or is freed. A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature free.
Material Component: A fragment of a sarcophagus.


Scale Weakening
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1
standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
As you cast this spell, the snakeskin vaporizes. A dull gray ray projects from your hand. Where the ray strikes, your foe’s skin seems brittle and more frail.
You must succeed on a ranged touch attack with the ray to strike a target. The subject’s natural armor bonus is reduced by 1 point per three caster levels (maximum reduction 5 points at 15th level). This spell can’t reduce a creature’s natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).
Material Component: A shed snakeskin.


Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text for cause fear
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.


Scatterspray
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb.
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
With a single word and gesture, you send small, unattended objects flying about the room.
You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously. The spray of items creates a burst with a 10-foot radius. If the items are fairly hard or sharp (such as stones, sling bullets, coins, or the like), creatures in the burst take 1d8 points of damage. A successful Reflex save negates this damage. Eggs, fruit, and other soft objects can be used, but the damage then dealt is nonlethal damage.


Scent
Transmutation
Level: Druid 2, ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
At your touch, the creature inhales deeply, experiencing a new world of sensory input.
You give the target an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed – only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.
A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on the strength of the quarry’s odor, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Arcane Material Component: A sprinkle of mustard and pepper, and a drop of sweat.


Scintillating Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Colorful lights in a 20-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: Yes
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.
6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.
13 or more: Confused for 1d4 rounds.
Sightless creatures are not affected by scintillating pattern.
Material Component: A small crystal prism.


Scintillating Scales
Abjuration
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You invoke the words of this spell, and your skin glistens and shimmers with a silvery protective aura that makes you shine.
This spell transforms your natural armor bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. If you have no natural armor bonus, this spell has no effect.


Scintillating Sphere
Evocation [Electricity]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You pinch the marble between your fingers and intone the spell. It flies from your fingers, trailing a smell of ozone, and grows into a ball of multicolored sparks that detonate in a burst of spherical lightning. A scintillating sphere is a massive electrical discharge that deals 1d6 points of electricity damage per caster level (maximum 10d6) to every creature and unattended object within the area.
Material Component: A glass marble.


Scorch
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A jet of roaring flame bursts from your outstretched hand, scorching any creature in its path.
Scorch deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target
it hits.
Focus: A red dragon’s scale.


Scorching Ray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.


Scourge
Necromancy
Level: Pestilence 7
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One living creature/level, no two of which are more than 50 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Picking out those you wish revenge upon, you cause their bodies to erupt in painful and debilitating blackened boils, magenta blotches, violet lesions, seeping abscesses, and malignant cysts.
The target creatures are infected with a vile disease unless they succeed on a Fortitude save. Once it has infected a creature, the disease immediately deals 1d6 points of Strength and Dexterity damage, and it deals the same damage each subsequent day. A creature is allowed an additional saving throw each day to avoid that day’s damage. As with mummy rot (DMG 292), successful saves do not allow the creature to recover. The symptoms persist until the creature finds some magical means to remove the disease. The disease can be removed by first casting break enchantment or remove curse on the subject (requiring a DC 20 caster level check for either spell), after which a remove disease, heal, or similar spell will cure the victim. Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.


Scramble Portal
Transmutation [Chaotic]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 round/level
Saving Throw: None (for portal)
Spell Resistance: No
You raise your hand and send a roiling ball of crackling, multicolored energy at the portal, knowing its chaotic power will give portal users a surprise.
You randomize the destination of one interplanar gate or portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random plane instead of the portal’s normal destination. All those who fail the save on the same round go to the same location on the same plane.
Material Component: A cracked mirror.


Screen
Illusion (Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No
This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.


Scrying
Divination (Scrying)
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge
Will Save Modifier
None1
+10
Secondhand (you have heard of the subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
–5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection
Will Save Modifier
Likeness or picture
–2
Possession or garment
–4
Body part, lock of hair, bit of nail, etc.
–10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.


Scrying, Greater
Divination (Scrying)
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Duration: 1 hour/level
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.


Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.
A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.


Seal Portal
Abjuration
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You cast a silver bar in the direction of the portal and it vanishes, becoming a semitranslucent net of silver magic that briefly encases the portal before disappearing.
You can permanently seal an interplanar gate or portal. The spell prevents any use of the portal, although seal portal can be dispelled by a dispel magic spell. A knock spell does not function on a sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level. Once a portal is opened, seal portal does not remain in effect and must be cast again.
Material Component: A silver bar worth 50 gp.


Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


Second Wind
Transmutation
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous and 1 hour/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You feel slightly winded but energized, as if having just run a long distance but knowing you could run farther. When touching the spell’s intended recipient, your breathing returns to normal but you note the spell’s subject heaves a deep, refreshing breath.
This spell removes fatigue from a subject and provides a +4 bonus on Constitution checks for the duration of the spell. If the subject creature is exhausted when you cast this spell, its condition is improved to fatigued.


Secret Chest
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Sixty days or until discharged
Saving Throw: None
Spell Resistance: No
You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time—even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Focus: The chest and its replica.


Secret Page
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o’-wisp essence.


Secure Shelter
Conjuration (Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F; see text
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.


See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.


Seek Eternal Rest
Conjuration (Healing)
Level: Paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You invoke the greater powers and are infused with a great, golden glow, empowering you with holy glory.
You improve your ability to turn undead. For the purpose of turning or destroying undead, you are treated as a cleric of your paladin level.


Seeming
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No; see text
This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.


Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Arcane Material Component: A short piece of fine copper wire.


Sense Heretic
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Holding the target item aloft, you quietly chant the last few words to cast the spell. The item immediately flares a soft blue color, which fades almost immediately.
This spell is usually cast on a weapon or a holy symbol. If an evil creature that has the ability to cast divine spells comes within 100 feet of the item, the item begins to glow with a faint blue radiance. You cannot tell where, or in which direction, the detected creature is, only that such a creature is within range. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Sensory Deprivation
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: Yes
Your vision blurs, and sounds seem muffled as you cast the spell. Upon completing it, you release the spell’s energy, freeing your senses from that which dampened them. The target of your spell glows for an instant with a black aura.
Rather than creating an illusion of something, this spell creates an illusion of absolute nothingness. The spell effect surrounds the subject in a dark, clinging shadow that only it perceives, which blocks all auditory, olfactory, taste, and visual sensations. In addition, it blocks finely tuned senses of touch such as those that provide a creature with tremorsense. A subject that fails its save is blinded and deafened, and it gains no benefit from blindsense, blindsight, scent, or tremorsense. The subject retains any telepathic or empathic links it might possess with other creatures while affected by the spell.
Material Component: Black silk cloth tied like a blindfold.


Sepia Snake Sigil
Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text
Saving Throw: Reflex negates
Spell Resistance: No
When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.


Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing creature or object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.
Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.


Serene Visage
Illusion (Glamer)
Level: Bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
By casting this spell, you imbue yourself with an ephemeral quality that induces others to trust what you say.
Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to one-half your caster level (maximum +10) on Bluff checks.


Servant Horde
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
As you complete this spell, you sense a number of invisible entities form around you.
This spell creates a number of unseen servants (PH 297) equal to 2d6 +1 per level (maximum +15).
Material Component: A small stick to which many lengths of knotted thread are attached.


Shades
Illusion (Shadow)
Level: Sor/Wiz 9
This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.


Shadow Binding
Illusion (Shadow)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows instantaneously explodes outward from an indicated point nearby.
Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding requires a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action.
Material Component: A few links of iron chain.


Shadow Cache
Illusion (Shadow)
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 1-ft.-diameter circle
Duration: 1 minute/level (D)
Saving Throw: No
Spell Resistance: No
With a flourish, you open an invisible portal. Plunging your arm inside, you see your hand vanish as though it were invisible.
You can temporarily stash small items on the Plane of Shadow (DMG 152) or permanently dispose of them there. This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and appears as a small disk on the Plane of Shadow. You can reach into the Plane of Shadow through the portal created by shadow cache, but only small, nonliving objects can pass entirely through the hole. The cache can hold up to 30 cubic feet of material, or 250 pounds. You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later. A shadow cache remains stationary at the point where you create it. Items placed in a shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane. For every 24 hours that passes, there is a 10% chance each day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken). The spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.


Shadow Conjuration
Illusion (Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.


Shadow Conjuration, Greater
Illusion (Shadow)
Level: Sor/Wiz 7
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.


Shadow Evocation
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.


Shadow Evocation, Greater
Illusion (Shadow)
Level: Sor/Wiz 8
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.


Shadow Form
Illusion (Shadow)
Level: Assassin 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Shadows rise from the ground to envelop you. The shadows easily move with you, guiding your steps and how to hold your body.
While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect.
In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magicalforce (or similar magical obstacles).
Material Component: A small piece of black cloth taken from a funeral shroud.


Shadow Hand
Illusion (Shadow)
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Medium shadowy hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You intone the spell, and an enormous hand made out of thick gray fog floats in the air before you.
You create a floating Medium hand made of shadow material. A shadow hand is an opaque gray color, 5 feet long, and 5 feet wide with its fingers outstretched. It can grant total concealment against a single opponent you designate, carry materials as Tenser’s floating disk (PH 294), or point or gesture as a normal hand does. The hand has an AC of 18 (+6 natural, +2 deflection) and has half as many hitpoints as your full normal total. It can be damaged just as Bigby’s interposing hand (PH 204) can be, and it makes all saving throws as if it were you. Changing the hand’s task or target is a standard action, and it can move anywhere in range. If not given any
commands, the hand follows you at your speed, maintaining the same distance from you. The spell ends if the hand moves out of the spell’s range. If carrying items and commanded to do something else, the hand drops whatever it is holding to complete its task (you can order the hand to rid itself of items gently as a standard action). Unlike Tenser’s floating disk, it does not have to follow you at a fixed distance—you direct where the hand goes.


Shadow Landscape
Illusion (Shadow)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Area: One-mile-radius spread
centered on a point in space
Duration: 24 hours/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
By infusing the nearby landscape with power stolen from the Plane of Shadow, you make the surrounding terrain a more savage, dangerous place.
The spell’s exact effects vary with the terrain upon which it is cast.
Desert: The spell transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, DMG 302–303). Sandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.
Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces covered with heavy undergrowth grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape’s DC).
Hill: Even gentle hills become more treacherous under the effect of a shadow landscape spell. Light undergrowth becomes heavy undergrowth in hill terrain, and slopes seem steeper than their elevation would indicate. It takes 2 squares of movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend. Marsh: Marshes seem swampier and more forbidding. Half the undergrowth spaces in the marsh become quicksand (DMG 88).
Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (DMG 90). Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as being above 15,000 feet.
Plain: Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape’s DC).
Underground: Ordinary dungeons aren’t affected by shadow landscape, but naturally occurring caverns are. Natural stone floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space.
In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the spell’s area. When rolling random weather (DMG 94), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. This effect does not apply underground. You don’t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you created. When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler. Creatures so designated don’t suffer the terrain-specific effects of the spell, but they’re still subject to the bad weather.
You can also designate one or more animals, plants, or magical beasts native to the spell’s area as shadow guardians of the landscape. You can designate 1 HD of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians. As long as the designated guardians remain within the spell’s area, they have a friendly ttitude toward you and the travelers you have designated, and they also gain the following special qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic, evasion, and lowlight vision. If the creature already has one or more of these special qualities, use the better value.


Shadow Mask
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You draw raw energy from the Plane of Shadow to obscure your face.
You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw.
When the spell’s duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.
Material Component: A mask of black cloth.


Shadow Phase
Transmutation
Level: Assassin 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates(harmless)
Spell Resistance: Yes (harmless)
Your hand becomes slightly translucent as you complete the arcane gestures of the spell. As you touch the intended recipient, your hand appears solid again, while the subject’s flesh takes on a dark, wispy, insubstantial appearance.
The spell temporarily transposes some of the subject’s tissue with shadow-stuff, making the subject partially incorporeal. This partially incorporeal state does not allow the subject to pass through walls or other solid objects. Nonmagical physical attacks directed against the spell’s subject suffer a 50%miss chance. Magical attacks, such as supernatural and spell-like abilities, spells, and magic weapons, suffer a 20% miss chance.


Shadow Radiance
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst centered on a point in space
Duration: 1 round/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
Whispering the final syllable of the complicated formula, you cast the spell. Instantly, a blast of bright light fills the targeted area. From your vantage point, the spell’s light glows like a torch, although you note some creatures turn away from it as if it were a blinding radiance.
This spell creates an intensifying illusion of bright light that affects all creatures within the area (except those that are sightless or blinded). Viewers that fail their saving throws see a burst of bright light on the first round and become blinded for 1 round. On subsequent rounds for the rest of the spell’s duration, the affected creatures continue to perceive a bright light. If they take penalties in bright illumination, they take them for the duration of their exposure to this light. Additionally, they are dazzled while in the area of the spell. Those who escape the area of a shadow radiance spell completely recover within 1 round. Those who make their saves and those outside the initial burst see only the equivalent of torchlight emanating from the center of the area.
Material Component: A flame at least the size of a torch.


Shadow Spray
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 5-ft.-radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes.
You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round.
Material Component: A handful of black ribbons.


Shadow Walk
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.


Shadow Well
Illusion (Shadow)
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness.
You cause the target’s shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing actual harm. Each round, the creature can attempt another Will save to return from the shadow well. Otherwise, the subject returns to the real world when the spell’s duration expires. Being trapped in a shadow well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds. Upon leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.


Shadowblast
Evocation [Light]
Level: Cleric 4, druid 4
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: Fortitude negates
Spell Resistance: Yes
Light flashes bright and white for an instant in the area of this spell, dispersing portals to the Plane of Shadow and stunning the unnatural creatures that fear the light.
Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds if they fail a Fortitude saving throw. Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save. Creatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes. Shadowblast closes all portals, gates, and other openings to the Plane of Shadow in its area. Creatures on the other side of a portal are unaffected by shadowblast.
Material Component: A handful of grave dirt, squeezed tightly and flung.


Shadowfade
Illusion (Shadow)
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10-ft. portal to the Plane of Shadow
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Summoning to mind a dark reflection of the world around you, you inscribe a doorway into the air with your hand, opening a portal to the Plane of Shadow.
You open a 10-foot-diameter portal onto the Plane of Shadow, allowing you and creatures you designate within range to pass into that area. This does not grant you the ability to open another such portal automatically, so the spell is often used as a temporary hiding place or a method of gaining access to the Plane of Shadow. The portal remains for the duration of the spell, and other creatures can pass through it in either direction if they make a Will save. The portal is invisible from the Material Plane and looks like a white hole on the Plane of Shadow. You must be in a region of heavy shadows to cast shadowfade. The spell can be cast only on a plane coexistent with the Plane of Shadow (DMG 152), and it cannot be cast on the Plane of Shadow itself.


Shadowy Grappler
Illusion (Shadow)
Level: Sorcerer/wizard 6
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes
You feel a spectral force form near you, as if some intangible shadow being stood nearby. Upon choosing the target of your spell, you sense the shadowy force depart from your side, moving as fast as thought toward the creature you designated as your target. You see the target creature move as if attacked by an unseen foe.
Upon casting this spell, you create a shadowy force that automatically grabs the target (PH 156). The shadowy force immediately attempts to establish a hold on the target with a grapple check bonus equal to the DC of this spell. If the target succeeds on its saving throw,the grapple check bonus of the shadowy grappler is cut in half. For example, a sorcerer with a 16 Charisma who casts this spell creates a shadowy grappler with a grapple check bonus of +19 if the target fails its save and +9 if the target makes its save. Every round on your turn, the shadowy grappler makes a grapple check against the target. Once it has a hold, the shadowy force attempts to pinthe target on the following round. If the grappler establishes a pin, it uses the option to prevent the target from speaking. The grappler always attempts to maintain a grapple or work toward a pin.
A shadowy grappler occupies the same square as the target and moves with the target for as long as the spell lasts. Other creatures cannot join the grapple, either to assist the target or the grappler.
Material Component: A dried squid tentacle.


Shambler
Conjuration (Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: Seven days or seven months (D); see text
Saving Throw: None
Spell Resistance: No
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.


Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)


Shard Storm
Evocation [Force]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 20-ft.-radius bursts of piercing force
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Tossing the shard from your grasp, you complete the spell. An instant later, translucent shards of arcane energy blast the area you designated. In addition to deadly shards, the area fills with the chiming sound of shattering glass.
Immediately upon completion of this spell, and once per round thereafter, you can cause minuscule shards of magical force to explode out in a 20- foot-radius burst from the point of origin. The storm deals 3d6 points of force damage to all creatures within the radius. A successful Reflex save halves the damage. Each round at the beginning of your turn, creatures in the area take an additional 3d6 points of force damage. You can use a free action to suppress the storm for that round.
Material Component: A small shard ofclear glass or crystal.


Share Husk
Divination
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Animal touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
As the bit of dried food vanishes from your hand, you gain a wolf’s-eye view of the world—and a wolf’s-nose view as well.
You sense through an animal’s senses, seeing through its eyes and hearing through its ears. While doing so, you use either your Listen or Spot modifiers or the animal’s, whichever is better. This spell gives you no special ability to understand what you sense. You can switch your perceptions between the animal’s and your own on your turn as a free action. You and the animal must be on the same plane for the spell to function.
Material Component: An edible treat that would appeal to the animal (vegetable or meat).


Sharptooth
Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Ca sting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You cast this spell, and your jaws glow with yellow, eldritch power, your muscles grow more powerful, and your teeth become sharper.
Choose one of your natural weapons (or your unarmed strike if you have no natural eapons). For the duration of the spell, that method of attack deals damage as though you were one size category larger than your actual size. This spell does not stack with itself.


Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.


Shatterfloor
Evocation [Sonic]
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You strike the bell with the hammer and evoke a loud thrumming vibration. It quickly builds to a painful crescendo, then fades. In its wake it leaves a circle of crushed stone and rubble.
Creatures and objects in the area take 1d4 points of sonic damage per caster level (maximum 10d4), and can make a saving throw to take half damage. If the floor of the area is made of stone, wood, ice, or material with hardness less than those, the floor is pulverized, resulting in an area of difficult terrain composed of soft dust, wood fragments, or loose crushed ice, as appropriate.
Focus: A miniature hammer and bell worth at least 10 gp.


Sheltered Vitality
Abjuration
Level: Cleric 4, druid 4
Components: V, S, DF
Casting Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Pressing your hand to the creature’s chest, you utter a low chant, and a warm glow passes from your hand into the subject. The subject gains immunity to fatigue, exhaustion, and ability damage or ability drain (regardless of the source).


Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.


Shieldbearer
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and guardianship fills you as you complete the spell. Touching the target shield, you point to the creature it is meant to protect and watch as the shield rises in the air and floats gently oward the indicated creature.
A shieldbearer spell allows you to enchant one shield so that it hovers near and attempts to protect one creature of your choice. The spell’s recipient is chosen at the time of casting and cannot be changed. The enchanted shield remains within 1 foot of the creature for the duration of the spell. The shield’s subject is then granted a shield onus to AC as if it was wearing the shield. The spell permits the enchanted shield’s subject to use a wo-handed weapon or a weapon in each hand and still benefit from the shield’s effect. Shield bonuses from multiple sources, including multiple castings of this spell, do not stack.


Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.


Shield of Faith, Mass
Abjuration
Level: Cleric 4
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
You hold your arms aloft and implore the power you venerate. Your comrades are bathed in a silver light, and over their hearts appears the symbol of your god, showing the deity’s protection.
This spell functions like shield of faith (PH 278), except that it affects multiple allies at a distance.


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


Shield of Warding
Abjuration [Good]
Level: Cleric 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield or buckler touched
Duration: 1 minute/level
Saving Throw: Will negates (object, harmless)
Spell Resistance: No
You press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield.
The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).


Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.


Shifting Paths
Illusion (Glamer)
Level: Druid 7, sorcerer/wizard 8
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: 1-mile radius + 1 mile/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As if a massive cloth were sweeping it away, the path before you becomes hidden in shadows and false underbrush. At the same moment, a new path appears from the point you designate, wandering off in a different direction.
This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell. It continues in the direction you indicate, to the limit of the spell’s area, where it ends abruptly. The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Those who fail their Will saves struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Will saves see both paths, but the illusory path is shadowy and obviously unreal.


Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.


Shock and Awe
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart.
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Upon completing this spell, you feel a nagging compulsion to divert your attention from your enemies. Shaking off the feeling, you note with satisfaction that your targeted enemies seem even more distracted than you.
This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to take a –10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell.


Shocking Grasp
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).


Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.


Shout, Greater
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text
This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Arcane Focus: A small metal or ivory horn.


Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: One day/level; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.


Shroud of Flame
Evocation [Fire]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You snap your fingers, and a small explosion of black smoke results. Nearby, one of your foes bursts into flames.
This spell causes a creature to take 2d6 points of fire damage in each round of the spell’s duration. The shroud of flame around the creature sheds bright illumination out to 40 feet and negates any concealment the creature might have. Immersing the subject creature in a nonflammable liquid ends the spell.
Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.


Shroud of Undeath
Necromancy
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You are bathed with a dappled white light. Where it strikes your body, your flesh grows momentarily pale and ancient, then returns to normal.
You shroud yourself with invisible negative energy so that nonintelligent undead creatures perceive you as a fellow undead, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check. When you are affected by this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects that specifically affect undead creatures. A successful turning or rebuking attempt against you (treating you as an undead of your Hit Dice) ends this spell but does not otherwise affect you. If you attack an undead creature while this spell is in effect, the spell immediately ends. Material Component: Dust or bone fragments from any destroyed undead creature.


Sign
Enchantment (Compulsion)
[Mind-Affecting]
Level: Cleric 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
The tea leaves burst into flames between your fingers, and for a brief moment you see the future in the billowing smoke.
You get a +4 bonus on your next initiative check.
Material Component: A small piece of dried goat intestine or some tea leaves.


Sign of Sealing
Abjuration
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One door, chest, or other opening up to 30 sq. ft./level
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No
While pointing at the target, you trace the lines of a complicated sigil that visually appears where it is to seal. The sigil glows with latent magical energy.
You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A
door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a 30-foot radius (Reflex half). A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magic trap that can be disarmed with a DC 28 Disable Device check. You can pass your own sign safely, and it remains set behind you.
Material Component: A crushed emerald worth 100 gp.


Sign of Sealing, Greater
Abjuration
Level: Sorcerer/wizard 6
Casting Time: 10 minutes
Target: One door, chest, or other opening or open space up to 30 sq. ft./level
This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and granting them an extra 5 hit points per caster level. Any object protected by a greater sign of sealing is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on saving throws. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half). A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed with a DC 31 Disable Device check.
Material Component: A crushed emerald worth at least 500 gp.


Silence
Illusion (Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.


Silent Image
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.


Silent Portal
Illusion (Glamer)
Level: Assassin 1, sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences.
This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell. In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply.


Silverbeard
Transmutation
Level: Paladin 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You evoke the greater powers of good, and your beard stiffens, turning metallic and reaching halfway down your chest, giving you greater protection.
Your beard grows and turns to pure and magically hardened silver, providing you with a +2 sacred bonus to AC. If you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human). You get a +2 circumstance bonus on Diplomacy checks against dwarves.


Simulacrum
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 12 hours
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.
Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).


Sink
Transmutation
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Casting this spell makes the water around the spell’s targets roil. Each target begins struggling against the water, as if trying hard merely to stay afloat.
When this spell is cast, it causes the targets, which must be currently in water or another liquid, to sink. Each subject descends 100 feet down into the liquid (or to the bottom, if the liquid is not deep enough). Affected creatures can then swim up normally. Once on the bottom, a creature must still make a Swim check to move, or else it can move along the bottom at one-quarter its land speed.


Sirine’s Grace
Evocation
Level: Bard 4, druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Upon completion of this spell, you are infused with unearthly grace and confidence.
For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. You also gain a swim speed of 60 feet and the ability to breathe water. You can move and attack normally while underwater, even with slashing or bludgeoning weapons.
Material Component: A shard of mirror.


Skeletal Guard
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones.
You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).
Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.


Skull Watch
Necromancy
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One humanoid skull
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
You lift the skull into the air and it floats gently out of your grasp, its eye sockets locked on a distant point.
The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you choose. It monitors an area 20 feet wide by 90 feet long, though walls and other opaque barriers can curtail this area. If any Tiny or larger living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter mile away. Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds. Whether or not you can hear this audible alarm, you instantly become aware that the effect has been triggered, provided you are on the same plane as it is. The alarm resets 1d4 rounds later.
When you cast the spell, you can specify creatures that will not trigger the alarm. The skull can be moved from its original position by anyone who can get to it without entering its monitored area. The skull has AC 12, hardness 1, and 1 hit point per caster level. You are not magically made aware of the skull’s destruction if it has not been triggered.
Focus: The humanoid skull upon which the spell is cast.


Skull of Secrets
Illusion (Shadow)
Level: Clr 4 (Cyric)
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intangible skull
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
You create an intangible image of a floating skull that trails black flames. The skull and its flames are obviously an illusion and cause no damage, nor can the skull be damaged by attacks. The skull flies at speed 40 feet (Perfect) but cannot move more than 20 feet from its point of origin. The skull floats about aimlessly but threateningly within its available range. You set two triggering conditions for the skull. The first activates a message as if the skull were a magic mouth. The second causes the skull to spit a tongue of flame 5 feet wide and 10 feet long that deals 1d8 points of damage per two caster levels (maximum 5d8) to the creature that triggered it. Those affected can make Reflex saving throws for half damage. The triggering conditions can be the same for both effects, which would cause the skull to spit flame and speak its message at the same time. Once both triggering conditions have been met, the skull disappears. The skull can only do each effect one time, so if it has already spoken its message, it does not speak it
again if the message trigger occurs a second time.


Slapping Hand
Evocation [Force]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One Tiny hand
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes
You complete the spell and blow into the leather glove. Immediately a blue-white, translucent hand appears next to the enemy and smacks it across the side of the head—not enough to hurt it, but hard enough to give others nearby a chance to attack.
This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space. The spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.
Focus: A leather glove.


Slashing Darkness
Evocation
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your hand.
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by this ray of negative energy takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).


Slay Living
Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.


Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.


Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a few drops of water.


Slide
Transmutation
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
When you speak the word that activates the spell, the soles of your ally’s feet glow yellow as he is lifted slightly off the ground. He slips five feet across the ground, into position to flank his opponent.
You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object; if you attempt to do so, the spell automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or other drop-off if you desire. This movement does not provoke attacks of opportunity.


Slide, Greater
Transmutation
Level: Sorcerer/wizard 2
Range: Medium (100 ft. + 10 ft./level)
This spell functions like slide, except as described above, and you can slide the subject creature 20 feet in a straight line. This movement likewise does not provoke attacks of opportunity.


Slime Wave
Conjuration (Summoning)
Level: Cleric 7, druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
You finish the spell, and a horrendous wave of green slime explodes outward from the spot where you point.
You create a wave of green slime (DMG 76) that begins at the point of origin you choose and violently spreads to the limit of the area. The wave splashes and splatters as it passes; some slime clings to any wall or ceiling the wave touches. Green slime devours flesh and organic materials on contact, and even dissolves metal. Each creature in the area is covered with one patch of green slime. Unlike normal green slime, the slime created by this spell gradually evaporates, disappearing by the end of the duration.
Material Component: A few drops of stagnant pond water.


Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component: A drop of molasses.


Slow Burn
Transmutation [Fire]
Level: Druid 1, sorcerer/wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
The desire to live into old age grips you as you near completion of this spell. The feeling passes as you designate the area of the spell, where the flames there flicker for a moment as if a gust of wind had hit them.
This spell lends fuel to existing fires within the spell’s area, allowing them to burn off the intangible power of passion as much as from physical substance. Because these fires consume less of the physical fuel that sustain them, they burn for twice as long without losing any of their intensity, but their illumination radius is halved. In addition, an affected fire is much harder to extinguish. It takes twice as long to put out a fire that is under the effect of this spell, and if a roll is required (such as the Reflex save required to extinguish flames if a creature is on fire), two successful rolls over 2 rounds are required to successfully put out the fire. If one such roll fails, the creature must begin trying to extinguish the flames again as if it had never succeeded on the first roll. Magical fire used against a target in this spell’s area, such as from a produce flame or fireball spell, does not burn as effectively, and fire damage from such sources is reduced by 1 point per die. Slow burn counters or dispels the effect of raging flame (page 164).
Arcane Material Component: An oil-filled hourglass.


Smell of Fear
Transmutation
Level: Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Your hand glows red briefly upon casting this spell, and after you slap your foe on the back, you try to hide a grin.
You bestow on your target an aroma that attracts predatory animals. They prefer to attack the subject over other targets, and animals attacking the subject creature gain a +1 bonus per three caster levels (maximum +3) on attack rolls and damage rolls.


Snake’s Swiftness
Transmutation
Level: Druid 1, sorcerer/wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One allied creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You toss the scales into the air, and they vanish in a sparkling mist as you indicate your target. Without hesitating, that creature draws and fires an arrow into the fray.
The subject can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.


Snake’s Swiftness, Mass
Transmutation
Level: Druid 2, sorcerer/wizard 3
Range: Medium (100 ft. + 10 ft./level)
Targets: Allied creatures in a 20-ft.-radius burst
You hold the snake scales high overhead, and they evaporate in a flash of light. That radiance carries to every ally in your command— and as one, they unleash a volley of attacks.
This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range.


Snakebite
Transmutation
Level: Druid 3, ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You cast the spell, and one of your arms turns into a venomous bright-green snake with a fanged, biting mouth that drips poison.
This spell transforms one of your arms into a poisonous serpent. As an attack action, you can strike an opponent with your snake arm by making a successful melee attack. The bite from the venomous serpent deals damage equal to 1d3 points + your Str modifier, and it carries a toxic venom that deals 2 points of Constitution damage as initial and secondary damage. Each instance of ability damage can be negated by a Fortitude save (DC equal to this spell’s DC). You can’t hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic components. Attacking with the transformed hand and a weapon incurs the standard twoweapon fighting penalties (PH 160). You can be under the effect of only one snakebite spell at any given time.


Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.


Sniper’s Eye
Transmutation
Level: Assassin 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Holding the glass lens before you, you take a series of slow, deep breaths. Whispered words of arcane power seep past your lips with each exhalation. As you complete the spell you feel infused with deadly ability.
When you cast sniper’s eye, you gain the following benefits.
• +10 competence bonus on Spot checks.
• Darkvision out to 60 feet.
• The ability to make a ranged sneak attack at a range of up to 60 feet, rather than 30 feet.
• The ability to make a death attack with a ranged weapon rather than just with a melee weapon. The target must be within 60 feet. This spell doesn’t grant you the ability to make a sneak attack or death attack if you don’t already have that ability. Sniper’s eye attunes you completely to the vantage point you had when you cast the spell. You understand the nuances of the breeze and every angle and shadow—from that spot. If you move even 5 feet from the place where you cast the spell, you lose the benefits of sniper’s eye until you return to that spot.
Focus: A magnifying glass lens.


Sniper’s Shot
Divination
Level: Assassin 1, ranger 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival.
Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.


Snowball Swarm
Evocation [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
As you cast this spell, those around you sense an unnatural chill. This vanishes, though, as you release a burst of frost-filled power in the midst of your foes.
A flurry of magic snowballs erupts from a point you select. The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst. For every two caster levels beyond 3rd, the snowballs deal an extra 1d6 points of damage, to a maximum of 5d6 at 9th level or higher.
Material Component: A piece of ice or a small white rock chip.


Snowshoes
Transmutation
Level: Cleric 1, druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A chill grips you as you complete the spell and touch your intended subject. The feet of the spell’s subject glow with an ice- lue radiance that fades but lingers. The creature rises slightly out of the snow, as if it weighed much less.
The affected creature can walk lightly over ice and snow without having its speed reduced. The affected creature gains a 10-foot enhancement bonus to speed and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice it walks over, or to avoid falling through cracked ice. In addition, the affected creature does not leave a more readily discernible trail through ice and snow than it does on solid ground, denying trackers potential bonuses to follow the affected creature’s path. (See Weather, DMG 93–95, and Cold Dangers, DMG302, for more details on the effects of weather and ice.)


Snowshoes, Mass
Transmutation
Level: Cleric 3, druid 3, ranger 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
The feet of all the designated creatures glow with an ice-blue aura. Each subject in turn rises slightly to the top of the snow, as if it were held aloft by the cold blue sheen.
This spell functions like snowshoes, except as noted above.


Soften Earth and Stone
Transmutation [Earth]
Level: Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.


Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.


Solipsism
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Pangs of loneliness grip your heart as you complete the spell. Upon choosing your target, the feeling subsides even as a ghostly pale yellow mist swirls around your target for a moment.
You manipulate the senses of one creature so that it perceives itself to be the only real creature in all of existence and everything around it to be merely an illusion. If the target fails its save, it is convinced of the unreality of every situation it might encounter. It takes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The subject becomes effectively helpless and takes no steps to defend itself from any threat, since it considers any hostile action merely another illusion.


Songbird
Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Performance +1 hour or until discharged; see text
You intone this simple spell and your control over your voice improves, your unruly hair straightens, and your flesh radiates a healthy glow. You’re ready for showtime.
You acquire an even greater charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma- ased check involving any one person who saw the performance. This effect lasts for the duration of your performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect..


Song of Discord
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.


Sonic Blast
Evocation [Sonic]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
The words of your spell twist upon each other and grow stronger. Then, like a cluster of bees, they streak toward your target and detonate in a screaming bellow around him.
You blast the target with loud and highpitched sounds. The subject takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds. This spell has no effect if cast into the area of a silence spell.


Sonic Orb
Evocation [Sonic]
Level: Sor/Wiz 4
As acid orb, except sonic orb deals sonic damage. A creature struck directly takes the orb’s damage and is deafened for 1 round. A deafened creature cannot hear, suffers a -4 penalty to initiative checks, and has a 20% chance of spell failure when casting spells with verbal components. The creature cannot make Listen checks. A successful Fortitude save reduces damage by half and negates the
deafening effect.


Sonic Rumble
Evocation [Sonic]
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Your final words of the spell become a deep, rumbling hum, as loud as the din of a battlefield, and they blast outward from you in a cone.
You create a cone of powerful sound. If used to attack, the cone deals 1d6 points of sonic damage per two levels (maximum 10d6) each round a creature is within the area; a successful Reflex save reduces this damage by half. Targets within the area of a silence spell are immune.
Focus: A hollow cone of brass and gold worth 50 gp.


Sonic Snap
Evocation [Sonic]
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout.
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a
silence spell.


Sonic Weapon
Transmutation [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Holding the weapon to your mouth, you whisper the spell’s arcane words, shrouding the weapon in visible sound like a thin sheen of water.
While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon’s wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.


Sonic Whip
Evocation [Sonic, Mind-Affecting]
Level: Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A whip of force
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: No
As you make a cracking sound and hold out your hand, the small silk whip within your grasp dissipates and a life-sized whip of hissing blue force appears in your grasp. With expert precision, you manage to make the invisible whip in your hand crack.
This spell creates a whip of sonic energy that you wield as if you had proficiency with it. Simply cracking a sonic whip as a free action keeps normal animals (but not dire animals, magical beasts, or vermin) at bay unless they succeed on a Will save. Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits. On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened. Against other creature types, you can use a sonic whip in combat as if it were a normal whip.
Material Component: A miniature silk whip.


Sonorous Hum
Evocation [Sonic]
Level: Bard 2, cleric 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You finish casting this spell, and the area around you is abuzz with a low, droning hum that improves your concentration.
After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration. If the spell maintained by the sonorous hum has a shorter duration than that of this spell, the maintained spell expires as it normally would, and you gain no further benefits from this casting of sonorous hum. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect). You can end the spell as a free action. For example, you could cast this spell, then cast detect thoughts, and this spell maintains the concentration on detect thoughts while you cast discern lies and maintain concentration on that spell yourself. You control all aspects of both spells, so you could change the orientation of the detect thoughts effect and select a different target for your discern lies spell in the same round. If you take damage, you must still make a Concentration check to maintain the spell.


Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)


Sound Burst
Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.
Arcane Focus: A musical instrument.


Sound Lance
Evocation [Sonic]
Level: Cleric 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air.
This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell.


Spark of Life
Necromancy
Level: Cleric 3, druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
A touch from your hand outlines an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures.
For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can’t take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn’t apply to Fortitude saves against effects that also affect objects.) It must breathe, eat, and sleep just like a normal living creature (though the last two aren’t likely to come into play thanks to the spell’s short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all of its other traits.


Spawn Screen
Necromancy
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Hoping that your friend will not have need of the spell, you ensure that his death in the coming battle won’t result in an even greater abomination.
The subject does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118). This spell doesn’t prevent the subject from perishing or provide anything other than insurance that the subject’s body and spirit cannot be hijacked by an acquisitive undead creature. The protection applies if the duration is still in effect when the subject first dies; the spell need not linger in its effect during the period immediately prior to a spawn’s rise. This spell cannot be cast on the body of a creature that has already been killed by a spawncreating undead.


Speak to Allies
Transmutation [Language-Dependent]
Level: Bard 2, sorcerer/wizard 2
Targets: Any number of allied creatures, no two of which are more than 30 ft. apart
As you rub the small piece of copper wire, it begins to buzz with the latent magical energy of the spell. When you finally release the spell’s energy, you hear the words you wish to share with your allies in your mind—and moments later you hear their unspoken replies.
This spell functions like message (PH 253), except as noted above and that you and the recipients don’t have to mouth the words or whisper, which means that those skilled in reading lips have no opportunity to learn the messages.


Speak with Animals
Divination
Level: Brd 3, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.


Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.


Speak with Plants
Divination
Level: Brd 4, Drd 3, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.


Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.


Spectral Stag
Conjuration (Creation)
Level: Clr 2 (Malar)
Components: V, S, DF
Casting Time: 1 action
Range: 0 ft.
Target: One quasi-real staglike creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
You conjure a quasi-real, staglike creature. The creature can either be directed to attack a target or simply carry you on its back. When you cast the spell, you decide if you want the stag to appear next to you or form underneath you so you may ride it immediately.
The stag has a speed of 60 feet and can act as soon as it appears. It moves as you direct. Controlling the stag is a free action. The stag can ride in the air as if it were firm land, as a phantom steed spell cast by a 12th-level caster. It can bear its rider’s weight plus up to 10 pounds per caster level. The mount has an Armor Class of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the spectral stag disappears.
If directed to attack a creature, the stag charges its target and initiates a bull rush. The stag is Large and has Strength 18 for this purpose. The stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of against the stag. If the bull rush fails, the stag (and you, if riding it) moves 5 feet
straight back to where it was before it moved into the target’s space. If the bull rush succeeds, the stag moves the defender the maximum distance possible. The defender also must make a Fortitude saving throw or be stunned for 1 round.
When the spell ends, the stag vanishes. If you were riding the stag, you land safely on the ground.


Spectral Touch
Necromancy
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level
Duration: 1 round/level (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
A touch from your hand, which crackles with black energy, weakens the life force of living creatures.
Each melee touch attack you successfully make during the spell’s duration channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. This spell cannot give you more temporary hit points than your normal starting hit points (your hit point total cannot exceed two times your normal starting hit points). Both the negative level and the temporary hit points last for up to 1 hour. You can use this attack once per round for a number of rounds equal to your caster level. Any charges of the spell not used by the time the duration expires are lost. An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour.


Spectral Weapon
Illusion (Shadow)
Level: Assassin 3, bard 4, sorcerer/ wizard 3
Components: V, S
Casting Time: 1 swift action
Range: 0 ft.
Effect: One shadowy blade
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes
You summon forth semisolid shadowstuff and force it to coalesce into a shape only you can wield. The shadow-formed weapon looks real at first glance, though it appears darkened as if perpetually in shadows. Wisps of shadow tendrils constantly follow the weapon as you move it about.
Using material from the Plane of Shadow, you can fashion a quasi-real melee weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions. First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks. Second, any foe you hit is entitled to a Will save to recognize the weapon’s shadowy, semi-insubstantial nature. If the save is successful, that opponent takes only half damage from the weapon on that attack and all subsequent attacks, and is only 50% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon).
You can maintain only one spectral weapon at a time, and only you can wield it. The weapon dissipates when you let go of it or when the spell’s duration expires, whichever comes first.


Speechlink
Divination
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: You and one creature touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Tapping your finger to the side of your head and to your intended subject, you whisper words of greeting to complete the spell. You then hear your subject’s voice as if it were speaking directly into your ear.
You and a willing subject can communicate verbally no matter how much distance you put between yourselves on the same plane. Either participant can end the spell at any time. Speechlink allows you and your allies each to hear the other’s vocalizations, whatever their volume. It does not transfer other sounds from either participant’s location. This spell works on any creatures, including animals, but does not convey any special language comprehension ability.


Speed Swim
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Yes (harmless)
Spell Resistance: Yes (harmless)
You give the subject creature the ability to swim at speed 30 feet (ignoring the effects of armor and encumbrance) without having to make Swim checks. He gets a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10, even if rushed or threatened when swimming. He can use the run action while swimming, provided he swims in a straight line.
Focus: A miniature wooden paddle.


Spell Engine
Abjuration [Force]
Level: Wizard 8
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Close (25 ft. +5 ft./2 levels)
Effect: 5-ft.-radius magical wheel
Duration: See text
Saving Throw: None
Spell Resistance: Yes; see text
You speak a word of abjuration and thrust aloft the bone disk and silver wheel, held together by a single tear. The disk and wheel begin to spin, then vanish, but you feel the power of the mystic engine created nearby.
Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. Preparing spells within the light provided by a spell engine takes only half as long as normal.
Material Components: A disk of polished bone, one of your tears, and a silver wheel worth 500 gp.
XP Cost: 250 XP.


Spell Enhancer
Transmutation
Level: Sorcerer/wizard 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell.
This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is cast at +2 caster level, and its save DC increases by 1.


Spell Flower
Transmutation
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Joining mysterious phrases with the simple motion of flexing your fingers, you imbue your hands with receptive magical energy that crackles and glows a soft orange.
You are able to hold the charge for one touch spell per arm of your body as long as you don’t use a changed limb to cast another spell or touch anything with it. Each touch spell you cast resides in a different forelimb. For the duration of this spell, any touch spells you cast are discharged only if you cast another spell with that forelimb or touch something with that forelimb. For example, a human sorcerer casts this spell, then casts chill touch and holds the charge in his left hand, then casts shocking grasp and holds the charge in his right hand. Because of the spell flower, he can hold the charge on both of these spells at the same time. If he casts another spell with a somatic component (which requires the use of one of his hands), he immediately loses one of his held touch spells (his choice), but if the spell he casts is also a touch spell, he can immediately hold the charge in the available hand. If he chooses to attack with a touch spell, it works normally. Since he has multiple limbs that are considered armed, he can make an off-hand attack with the other touch spell in the same round, with the normal penalties for fighting with two weapons (PH 160).
A marilith spellcaster could do the same as the sorcerer in the previous example, except that she could hold the charge on up to six touch spells. She could also use any of her spell-like or supernatural abilities, since those do not interfere with holding a charge. If the spell flower effect ends, the most recent touch spell cast remains as a held charge and all other held spells dissipate.


Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.


Spell Immunity, Greater
Abjuration
Level: Clr 8
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.


Spell Immunity, Lesser
Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Silvery motes of light begin to snow down as you complete the spell, shifting to its recipient upon your successful touch. The motes coalesce into a nimbus that contracts and holds to the subject as a silvery sheen.
This spell protects one creature from a single 1st- or 2nd-level spell. The creature effectively has unbeatable spell resistance regarding the chosen spell. Lesser spell immunity can’t protect a creature from a spell to which spell resistance doesn’t apply. This spell works against other spells, spell-like effects, and innate spell-like abilities. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a school of spells or a group of spells with similar effects; thus, a creature given immunity to inflict light wounds is still susceptible to inflict moderate wounds. A creature can have only one lesser spell immunity or spell immunity (PH 282) in effect at a time.


Spellmantle
Abjuration
Level: Clr 6 (Mystra)
Components: V, S
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: 10 minutes /level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You protect the subject with a magical aura that protects it against one specified spell for every four levels you have. The spells must be of 4th level or lower and not spells delivered by a touch attack.
When the subject of the spellmantle is the target of or within the area of one of the spells it protects against, the mantle absorbs the spell’s energy completely. The subject can then direct this energy to one of two purposes:
Healing: The target immediately receives a cure spell of the level of the spell that was absorbed. The cure spell functions as if you had cast it upon the target. If the target is unconscious the spell automatically converts to a cure spell without her choice.
Receive Spell: The energy can immediately trigger a spell upon the target. You designate the spell when you cast the spellmantle, and it must be a spell of 4th level or lower that you have prepared at the time of casting. This does not cause you to lose the prepared spell. If the level of the incoming spell is lower than that of your designated spell, the target cannot activate this affect. Your
designated spell functions as if you had cast it upon the target. The duration of this triggered spell can outlast the spellmantle itself.
For example, you can designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the subject receives, so every time she is in the area of a lightning bolt (or any of the other spells that you designate for this spell), she is immediately protected by magic circle against evil.
The spellmantle can absorb 1d4 spell levels 1 per four levels (maximum 1d45), after which it dissipates. If the spellmantle lacks sufficient capacity to absorb a spell, the spellmantle has no effect.


Spell Matrix
Transmutation
Level: Sorcerer/wizard 7
Effect: Matrix that holds two of your spells
This spell functions like lesser spell matrix, except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full. In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix.
Focus: A sapphire with a minimum value of 1,000 gp.


Spell Matrix, Greater
Transmutation
Level: Sorcerer/wizard 9
Effect: Matrix that holds three of your spells
This spell functions like lesser spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full. In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting greater spell matrix. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, greater spell matrix immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs.
Focus: A diamond with a minimum value of 1,500 gp.


Spell Matrix, Lesser
Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Effect: Matrix that holds one of your spells
Duration: 10 minutes/level (D)
Concentrating as you intone the arcane words, you envision your mind as a maze of paths and doors. You get a chill as the spell completes and some of the doors open.
You prepare a magical matrix that allows you to store one of your spells and use it later as a swift action. In the round after you cast lesser spell matrix, you can cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell. Casting lesser spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a swift action. Once it is cast from the matrix, the spell is gone. A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.
Focus: A piece of amber with a minimum value of 500 gp.


Spell Phylactery
Transmutation
Level: Clr 5 (Mystra)
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Scroll touched
Duration: Permanent until triggered
Saving Throw: None (object)
Spell Resistance: Yes (object)
You create a set of triggering conditions for the targeted scroll so that if these conditions are met, the spell on the scroll is cast upon you as if you were spending a standard action to cast the scroll yourself. If the scroll contains a spell that is not on your spell list, it is not cast when the triggering condition occurs and the magic of the spell phylactery dissipates. Any limitations involved in your reading the scroll normally (such as a minimum ability score or requiring a caster level check) still apply, and if they are not met, the spell phylactery magic dissipates.
The conditions needed to bring the spell into effect must be clear, although they can be general. For example, a spell phylactery with a scroll or water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing scroll instantly comes into effect. If complicated or convoluted conditions are prescribed, the spell phylactery may fail when called on. The scroll is activated based solely on the stated conditions, regardless of whether you want it to. The scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or place in a small box for this purpose) and counts as a bracer or headband in terms of space limitations for magic items. The spell on the scroll must be of a spell level no higher than one-third your caster level (rounded down, maximum 5th level). The spell on the scroll must be one that affects your person, and the triggering conditions must be clear as defined in the contingency spell.
If another person wears the spell phylactery, the magic of this spell ends. You may remove and rewear the spell phylactery without penalty, but if 24 hours pass without your wearing it, the magic of the spell phylactery ends. The termination of this spell does not harm the spell on the scroll.


Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, 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 creature gains spell resistance equal to 12 + your caster level.


Spell Resistance, Mass
Abjuration
Level: Cleric 7
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. Apart
Duration: 1 round/level
Wrapping your allies in protective magic, you give them the ability to shrug off spells.
This spell functions like spell resistance (PH 282), except as noted here.


Spell Shield
Abjuration
Level: Clr 2 (Mystra)
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).


Spell Vulnerability
Transmutation
Level: Cleric 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: No
A violet spray springs from your fingertips and wraps around your opponent. It fades into a dull purple glow, which attracts spell energies as opposed to shrugging them off.
This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction
can’t lower a subject’s spell resistance below 0.


Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
Focus: The staff that stores the spell.


Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
d%
Effect
01–70
Spell drains away without effect.
71–80
Spell affects both of you equally at full effect.
81–97
Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100
Both of you go through a rift into another plane.
Arcane Material Component: A small silver mirror.


Sphere of Ultimate Destruction
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
As you successfully complete the intricate gestures and tongue-tying syllables of this spell, you conjure a featureless black sphere of nothingness. Matter that touches the sphere disappears, causing a slight breeze to form that blows endlessly in the direction of the all-consuming blackness.
You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated.The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate. If the sphere moves beyond the spell’s range, it winks out.
Material Component: A pinch of dust from a disintegrated creature.


Spider Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.


Spider Curse
Transmutation [Mind-Affecting]
Level: Spider 6
Components: V, S, DF
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller humanoid
Duration: 24 hours/level
Saving Throw: Will negates
Spell Resistance: Yes
You pour the power of the spell into the body of another. That creature, now but a vessel of your will, takes the shape of a centaurlike spider creature called a drider.
You turn a humanoid into a creature resembling a drider (MM 89) that obeys your mental commands. The transmuted subject gains a spider’s body with a humanoid head, arms, and torso, just like a drider. The subject has a drider’s speed, natural armor, bite attack, and poison (but see below). The subject gains a +4 bonus to Strength, Dexterity, and Constitution. The subject becomes size Large, with a space of 10 feet and a reach of 5 feet. The subject gains a –1 penalty to AC and on attack rolls due to size. The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect final Armor Class, attack, and save bonuses.) The subject’s equipment remains and continues to function as long as it fits a drider’s body shape. Otherwise it is subsumed into the new form and ceases to function for the duration of the spell. Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist). Nonfunctioning items include anything worn on the legs, feet, or the whole body (armor, robes, vestments, and boots). The subject’s bite delivers a poison with a Fortitude save DC of 16 + your Wisdom bonus. Initial and secondary damage is 1d6 points of Strength damage.
Your control over the subject is like that provided by a dominate person spell (PH 224). (You telepathically control the creature as long as it remains within range.)


Spider Plague
Conjuration (Summoning) [see text]
Level: Cleric 6
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Five summoned spiders
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Your eyes rolling wildly in their sockets, you cackle the last few words to call upon your deity’s power. A number of massive spiders spring up from the earth in the location you indicate.
This spell summons five celestial or fiendish Large monstrous spiders (MM 289). They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the spiders, you can direct them not to attack, to attack particular enemies, or to perform other actions. A celestial spider summoned 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 +4 bonus on one damage roll. A fiendish creature (MM 107) summoned by this spell has damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack that provides a +4 bonus on one damage roll. When you use a summoning spell to summon an evil or good creature, it is a spell of that type.


Spider Poison
Necromancy
Level: Assassin 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
You hold the husk of the spider in your hand and speak the words of the spell. The husk vanishes, but leaves in your palm the brief glowing image of a spider.
You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your relevant spellcasting ability modifier (Intelligence for wizards and assassins, Charisma for sorcerers).
Material Component: A poisonous spider, alive or dead.


Spider Shapes
Transmutation
Level: Spider 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You channel the power of the spell into the willing masses before you, granting them the blessed forms of spiders.
This spell functions like polymorph (PH 283), except that you polymorph up to one willing creature per level into a monstrous spider (MM 288) of any size from Tiny to Huge as you decide. Unlike with polymorph, this spell allows the subjects to gain a spider’s poisonous bite. All the creatures you transmute must become spiders of the same size. Subjects remain in the spider form until the spell expires or you dismiss the spell for all subjects. In addition, an individual subject can choose to resume its normal form as a full-round action. Doing so ends the spell for that creature only.


Spiderform
Transmutation
Level: Drow 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
You invest the power of the spell into yourself, twisting and bending your own form into that of a spider.
You can polymorph into a drider (MM 89) or a Tiny, Small, Medium, or Large monstrous spider (MM 288). You regain lost hit points as if you rested for a day on the initial transformation. The spell lasts until you decide to resume your normal shape. You acquire the physical and natural abilities of the creature you polymorph into, including natural size, Strength, Dexterity, and Constitution, armor, attack routines, and movement capabilities. You also acquire the poisonous bite and web-spinning ability of whichever spider form you choose. You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect final attack and save bonuses.) You can cast spells and use magic items if you choose drider form, but no other spider form is capable of spellcasting or manipulating devices. If you choose drider form, your equipment remains and continues to function as long as it fits a drider’s body shape. Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist). Otherwise your equipment is subsumed into the new form and ceases to function for the duration of the spell.


Spiderskin
Transmutation
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cast this spell upon yourself, and your flesh glows yellow. The glow quickly subsides, but you feel your flesh thicken, its surface growing harder and more like a carapace.
The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks for every three caster levels you have. This means that the bonuses to natural armor, saves, and Hide checks improve to +2 at caster level 6th, +3 at caster level 9th, +4 at 12th, and +5 at 15th. The enhancement bonus provided by spiderskin stacks with the subject’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Arcane Material Component: The leg of a spider.


Spike Growth
Transmutation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike growth can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).


Spikes
Transmutation
Level: Cleric 3, druid 3
With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.
This spell functions like brambles (page 38), except that the affected weapon gains a +2 enhancement bonus on its attack rolls, and its threat range is doubled. This effect does not stack with other effects that increase a weapon’s threat range, such as the Improved Critical feat.


Spike Stones
Transmutation [Earth]
Level: Drd 4, Earth 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.


Spiritjaws
Evocation [Force]
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Effect: Jaws of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You call upon the power of the dinosaurs to complete the spell. A set of ghostly dinosaur jaws comes into being and attacks the creature you designate.
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) + your Wis modifier as its attack bonus. If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws’ bonus on grapple checks is equal to their attack bonus + 4. Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it. The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect. The grappled opponent can cast a spell only if the spell has no somatic component, the material components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws’ grapple check. As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur’s jaw.


Spiritual Chariot
Conjuration (Creation) [Force]
Level: Blackguard 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One special mount
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You cast this spell, and a large and ornate chariot made of transparent, faintly glowing azure energy forms behind your special mount.
You conjure a chariot of force. When the chariot appears, your special mount is correctly harnessed to it. The chariot can hold one Medium creature or two Small creatures plus the driver (usually the paladin). Although the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount’s load, so the mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spiritual chariot gains a +4 sacred bonus on Handle Animal checks. The chariot is made of magical force and has immunity to most types of damage. It interacts with other spells just as a wall of force (PH 298) does. Those in the chariot have cover based on their size and the position of their attackers. In most situations, Medium creatures inside the chariot gain cover.


Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.
Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword,


Spirit Worm
Necromancy
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level, up to 5 rounds; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched.
You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the
spell.
Material Component: A piece of fireblackened ivory or bone carved in the shape of a segmented worm.


Spiritwall
Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None; see text
Spell Resistance: No
With a deep groan, as from a being subjected to eternal pain, you unleash the spell. An immobile, swirling mass of green- hite forms resembling tortured spirits forms nearby. The mass continues the low groaning you uttered while casting the spell.
One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a Fortitude save or gain one negative level. The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects (including spells, spell-like abilities, and supernatural abilities).
Material Component: A clear cut gemstone.


Splinterbolt
Conjuration (Creation)
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more streams of splinters
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You extend your hand toward your foe, flicking a single sliver of wood into the air, and a splinter larger than a titan’s javelin whistles through the air.
You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18–20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature’s damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction.
Material Component: A splinter of wood.


Spontaneous Search
Divination
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a leisurely wave and a declaration of boredom, you complete the spell. You instantly become aware of the location and types of objects in the spell’s area, as if you had made a quick search.
The subject of this spell knows the contents of a 20-foot-radius burst, as if it had taken 10 on a Search check for each object and space in the burst radius, including noting the location of traps (though only a rogue can locate those traps with a DC greater than 20).
Material Component: A silk glove.


Stabilize
Conjuration (Healing)
Level: Paladin 2, cleric 2
Components: V, S, DF
Casting Time: 1 swift action
Area: 50-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless)
Filled with compassion and concern, you draw upon your deity’s power. A burst of golden energy springs forth, spreading from you. Those still alive around you seem less bloody and in less pain.
This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect.


Stalking Brand
Transmutation
Level: Ranger 1
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours/level
Saving Throw: None
Spell Resistance: Yes
With a wave of your hand, you cause a tiny mark to appear upon the target’s forehead. “I will know you in any form or visage,” you say.
This spell marks your target with a tiny symbol visible only to you and to detect magic. The brand appears as you envision it, approximately 1 inch in diameter. You can see the brand even if the subject uses magical means to change or hide its appearance. Spells such as disguise self, polymorph, and invisibility do not hide the brand. To your eyes, the mark glows a light green.


Stalwart Pact
Evocation
Level: Cleric 5, Pact 5
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered, then 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You touch your ally and empower him with a spell that will later take effect in dire need.
Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal hit points. Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35 hit points at 14th level), damage reduction 5/magic, and a +2 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends.
Material Component: Incense worth 250 gp.


Standing Wave
Transmutation
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Waves under a creature or object within range
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Roaring a binding phrase, you take command of the water, causing a wave to rise and propelling it in the direction you desire.
You command the waters to lift a creature or object and propel it forward. An object so lifted can contain creatures or other objects. The maximum size of the creature or object the wave can lift depends on your caster level.
Caster Level Size of Creature or Object
5th Medium
7th Large
9th Huge
11th Gargantuan
13th Colossal
Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water. The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore. If you are riding in or standing on the object, the object continues to move until you are no longer in or on the object or the spell is dismissed; otherwise, the object is moved to the extent of the spell’s range when you cast the spell.


Starvation
Transmutation
Level: Druid 4
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
Spell Resistance: Yes
Your stomach growls as you near completion of the spell. As you declare the target of the spell, your hunger disappears, but you note with satisfaction that your target seems wracked with pain.
You inflict wracking hunger pangs on the target creature. It must make a Fortitude save or take 1d6 points of nonlethal damage per caster level (maximum 10d6) and become fatigued. A creature that makes a successful save takes half damage and is not fatigued by the spell.
A fatigued creature becomes exhausted when doing anything that causes the creature to become fatigued (such as dangerous environmental temperatures or ending a barbarian rage). A fatigued creature that fails its saving throw against starvation takes nonlethal damage as normal and becomes exhausted.
Material Component: A piece of spoiled food.


Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.
The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.
Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.


Status
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.


Steeldance
Transmutation
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two swords or daggers
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You place the two daggers in your outstretched palm and cast the spell. They rise from your hands, glowing with a dim blue
radiance.
The two daggers hover about you, attacking foes that come near. On your turn, each blade can make an attack at an adjacent opponent, with an attack bonus equal to your caster level + your relevant ability modifier. The damage they deal is equal to the normal weapon damage (1d4 for daggers) + your ability modifier (Intelligence for wizards and Charisma for sorcerers). The weapons are treated as magic for the purpose of overcoming damage reduction. Your blades can be attacked with sunder or disarm attempts as if you were wielding them, and they use the above attack bonus to resolve such situations. Disarming a weapon under the effect of steeldance ends the spell for that weapon.
Focus: Two bladed weapons, such as daggers or longswords.


Stick
Transmutation
Level: Bard 0, sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Nonmagical, unattended object weighing up to 5 lb.
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Lacking someone to hold the item where you need it, you mutter and wave your hand in a simple gesture before sticking the
item in place.
Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity).
Material Component: A bit of dried glue.


Sticky Fingers
Transmutation
Level: Assassin 1, bard 1
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Your fingers exude a slightly viscous secretion and become more nimble. When touched together, your fingertips stick
slightly.
This spell grants you a +10 bonus on Sleight of Hand checks.


Sticky Saddle
Transmutation
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)
A colorless glow surrounds you and your mount for an instant. When the glow fades, you feel more attentive to the movements of your mount even while an unseen force holds you fast to it.
This spell “glues” you to your mount. It becomes impossible for you to fall or be thrown off your mount. Prying you from the saddle requires a DC 20 Strength check, and you gain a +10 bonus on Ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast, the spell fails. If the spell is cast while you are riding bareback, you are “stuck” to the mount’s back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as an immediate action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.


Sting Ray
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
From your outstretched hand leaps forth a ray of glittering energy apparently composed of countless minuscule writhing insects. The hum of minute chitinous bodies scrambling over one another fills the air.
You must succeed on a ranged touch attack with the ray to strike a target. When this ray successfully strikes, it creates a sensation of many tiny insects biting and crawling on the victim’s body. The target can attempt a Will save each round to shake off the effect. Until the spell is shrugged off, the victim is hampered by the unsettling feeling of all the stinging and biting, and is able to perform only a single move or standard action each round. The victim also takes a –2 penalty to AC. In addition, if the victim attempts to cast a spell, it must succeed on a Concentration check with a DC equal to the sting ray’s DC + the level of the spell the subject is attempting to cast. For example, if a 6th-level sorcerer with a Charisma score of 16 casts sting ray on a wizard casting a fireball, the Concentration check DC is 19 (16 [sting ray DC] + 3 [fireball spell level]). A successful Will save negates the effect restricting the subject’s action to one move or one standard action each round, nor does the subject need to make a Concentration check each time it wishes to cast a spell. However, the subject still takes the penalty to AC for the duration of the spell with a successful save.
Material Component: Four dried stinging insects (bees, wasps, and so on).


Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Material Component: A rotten egg or several skunk cabbage leaves.


Stolen Breath
Necromancy [Air]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature that breathes air
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: Yes
With a clenched fist, you make a tugging motion toward your target. A transparent, barely perceptible hand appears to plunge into your target’s mouth.
With this spell, you steal all the air from the subject’s lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition.
Focus: A stoppered glass vial.


Stone Body
Transmutation
Level: Cleric 6, sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
As the echoes of your spellcasting die, your
flesh begins to stiffen and turn gray, gaining the rough texture and consistency of stone.
This spell transforms your body into living stone, which grants you several powerful resistances and abilities. You gain damage reduction 10/adamantine. You are immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You gain a +4 enhancement bonus to Strength, but you take a –4 penalty to Dexterity (minimum Dexterity 1). Your speed is reduced to one-half normal, and your weight increases by a factor of three. If you are targeted with transmute rock to mud, you are slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals you of all your lost hit points. A stone to flesh spell cast on you automatically ends this spell.
Arcane Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle’s outer wall.


Stone Bones
Transmutation
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Corporeal undead creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A brief flash engulfs your ally, and through his flesh you can see his skeleton. The skeleton glows a foggy gray for a moment, thickening with eldritch power, then all is as it was before.
You cause the skeleton of the target corporeal undead to become thicker and as strong as stone. This gives the subject a +3 enhancement bonus to its existing natural armor.
Arcane Focus: A miniature skull carved of granite.


Stone Shape
Transmutation [Earth]
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.


Stone Shape, Greater
Transmutation [Earth]
Level: Cleric 5, druid 5, sorcerer/wizard 7
Target: Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft./level
You mutter the ancient words, and your hands glow yellow where they touch the stone. Where you touch, the stone seems
as soft as clay.
This spell functions like stone shape (PH 284), except that it affects a much larger quantity of stone.


Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.


Stone Spiders
Transmutation
Level: Spider 7
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Three pebbles, no two of which are more than 30 ft. Apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You imbue three small stones with magical power, causing them to twist and grow into large stone spiders.
This spell transforms three pebbles into stone constructs that resemble monstrous spiders. The constructs can be any size from Tiny to Huge as you decide, but all the constructs you create must be the same size. The constructs have the same statistics as monstrous spiders (MM 288) of the appropriate size, except as noted here.
• Their natural armor bonus increases by 6.
• They have damage reduction 10/ magic.
• Their poison has a Fortitude save DC of 10 + 1/2 your caster level + your Wis modifier. Initial and secondary damage is 1d3 points of Strength damage.
If the constructs can hear your commands, you can direct them not to attack, to attack particular enemies, or to perform other actions. Otherwise, they simply attack your enemies to the best of their ability.


Stonehold
Conjuration (Creation) [Earth]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. square/level
Duration: 24 hours/level
Saving Throw: See text
Spell Resistance: Yes (object)
When the energy of this spell bursts forth, the ground erupts with multiple humansized arms made of solid rock. As you finish casting, they retreat beneath the stone surface, a trap set for future trespassers.
This spell conjures thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell’s area contains one stone arm. Any creature that enters the area of the spell is immobilized by the arms unless it succeeds on a Reflex save. Such a creature is rooted in place and unable to move. It can take actions normally; it just can’t move from the space it currently occupies. Held creatures take 1d6+5 points of damage each round, at the beginning of your turn. Creatures that succeed on the Reflex save can move through the area normally. Creatures that start their turn in the affected area must attempt another Reflex save or be affected by the spell.
A held creature can attempt a DC 20 Strength check or a DC 25 Escape Artist check to break free, and can also break free by dealing enough damage to destroy the arm. An arm has AC 15, hardness 8, and 15 hit points. Before they attack, the arms remain beneath the surface of the stone. They can be discovered (but not disarmed) as a magic trap can be.


Stone Shatter
Evocation [Sonic]
Level: Bard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One stone object or creature
Duration: Instantaneous
Saving Throw: None or Fortitude half; see text
Spell Resistance: No
You call up energies from deep within you and utter a perfect note. The stone rocks as it is struck, and cracks appear in its form.
You aim a single note of perfect pitch toward an unattended stone object weighing no more than 2 pounds per caster level, or toward a stone creature, causing it to shatter. A stone object is destroyed, whereas a stone creature (of any weight) takes 1d6 points of damage per caster level (maximum 15d6), with a Fortitude save for half damage.


Stone Sphere
Evocation [Earth]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One 5-ft.-diameter stone sphere
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
You toss the marble in the air, and it vanishes as you speak the words of the spell. A larger version of the marble, five feet across, appears in the hallway and bears down on your foe.
You create a smoothly polished, 5-footdiameter sphere of stone that moves under your control at a speed of 30 feet. A stone sphere has AC 5, hardness 8, and 500 hit points. In the round when you cast the spell, the stone sphere appears at the spot you designate within the spell’s range, and you can direct its movement as a free action. In subsequent rounds, you must actively direct the stone sphere in order to move it; otherwise, it remains motionless. Directing the movement of a stone sphere in any round after its initial appearance requires a move action. If you move a stone sphere into a square occupied by an enemy, it stops moving and deals 1d6 points of damage per two caster levels (maximum 5d6) to every creature in that square. A successful Reflex save negates the damage.
Material Component: A smooth sphere of marble 1 inch in diameter.


Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.


Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Material Component: A pinch of earth and a drop of blood.


Stone Walk
Transmutation [Teleportation]
Level: Clr 6 (Bane)
Components: V, S, M (see text)
Casting Time: 10 minutes
Range: Touch
Target: Stone touched
Duration: Permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You magically link one location to another so that you or another may speak a command word at one end and be teleported to the other end. Before you cast the spell, you must prepare the ends of the link, both of which must be areas of stone 5 feet square. This preparation takes 1 hour, and functions for repeated castings of the spell as long as the stones are not damaged.
When the spell is cast, the stones become attuned to a command word you designate. Any creature that speaks the command word while standing upon one of the stones is teleported without error to the other end instantaneously.
The stones funciton once for every four caster levels, and can carry 50 pounds per caster level each time. Creatures that exceed the weight limitation are no transported and count as one of the uses of the spell.
Material Component: The preparation of each of the ends of the link requires a paste made from rubies and amber worth 2,500 gp. Casting the spell requires a 2,500 gp diamond. Activating one of the linked stones once the spell is cast does not require any material components.


Stony Grasp
Transmutation [Earth]
Level: Sorcerer/wizard 3
Effect: Animated stone arm
Duration: 1 round/level
By thrusting your arm downward, you complete the casting of the spell. Nearby, a roughly formed arm about the size of a human erupts from the ground and grasps at the air.
This spell functions like earthen grasp (page 76), except as noted here. The stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand. The stone arm has AC 18, hardness 8, and 4 hit points per caster level.
Material Component: A miniature hand sculpted from stone.


Storm of Elemental Fury
Conjuration (Summoning)
Level: Druid 7
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 40-ft.-radius storm cloud, 200 ft. above the ground
Duration: 4 rounds
Saving Throw: See text
Spell Resistance: Yes
With a thunderous boom, a black storm cloud appears over your enemies, striking them with a terrifying combination of effects from the Elemental Planes.
Each round, the storm generates one of the following effects, starting with the first effect, then progressing to the second, until it has run its 4-round course.
1st Round: A storm of elemental fury buffets the area immediately beneath it with a whirling windstorm (DMG 94– 95). Ranged attacks within the area of the storm are impossible, and Small or smaller creatures must succeed on a Fortitude save or be blown away. Medium creatures must make their Fortitude save or be knocked prone, and Large or larger creatures must succeed on a Fortitude save to move that round. Flying creatures that fail their saves are instead blown in a random direction, traveling 1d6×5 feet if Large or larger, 1d6×10 feet if Medium, and 2d6×10 feet if Small or smaller. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of elemental fury’s save DC + the level of the spell the caster is trying to cast.
2nd Round: Chunks of rock fall from the sky, dealing 5d6 points of damage (no save) to all creatures in the storm.
3rd Round: A deluge of rain extinguishes unprotected flames and perhaps protected ones as well (50% chance). The torrential downpour reduces visibility to 5 feet and cuts movement in half.
4th Round: Flame pelts the area beneath the storm cloud, dealing 1d6 points of fire damage per caster level (maximum 15d6) (Reflex half).


Storm of Vengeance
Conjuration (Summoning)
Level: Drd 9, Clr 9
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.


Stormrage
Transmutation [Electricity]
Level: Cleric 8, druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You harness the powers of wind and storm to move, protect yourself, and attack.
You can fly at a speed of 40 feet, and you gain immunity to thrown weapons and projectile ranged attacks. You are completely unaffected by natural or magical wind, easily able to hold your position and not subject to other adverse effects of extreme wind. Finally, you can discharge a bolt of electricity from your eyes once per round. You enemies’ spell resistance applies to these lightning attacks. Doing this is a standard action that does not provoke attacks of opportunity, has a range of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack roll if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal. If you hit, the bolt deals 1d6 points of electricity damage per two caster levels (maximum 10d6), with no saving throw allowed.


Storm Tower
Abjuration [Air]
Level: Druid 7
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 100 ft. high)
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
You form an enormous tower of dark, swirling storm clouds and howling wind.
A storm tower absorbs any electricity damage dealt to those within it. Magic missiles cannot be cast into, out of, or within a storm tower. The storm tower is composed of windstorm-strength winds (DMG 95), making ranged attacks impossible within it, though it has no effect on the movement of creatures within it. However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of smaller size must succeed on a Fortitude saving throw to enter; otherwise, they are checked at the edge.
Anyone within a storm tower has concealment relative to those outside the tower. The howling winds of a storm tower also apply a –10 penalty on Listen checks made within 50 feet of it (including all those made inside the tower).


Strategic Charge
Abjuration
Level: Blackguard 1, paladin 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level
A red nimbus surrounds you as you move smoothly across the crowded battlefield.
You gain the benefit of the Mobility feat (PH 98), even if you not meet the prerequisites. You do not have to be
charging to gain this benefit.


Strength of Stone
Transmutation
Level: Paladin 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You call upon the fortitude of the powers of good, and your flesh turns an ivory-gray hue as you draw power up through the earth itself.
The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground. This means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell. A natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).


Stretch Weapon
Transmutation
Level: Bard 2, cleric 2, duskblade 2, sorcerer/wizard 2
Components: V
Casting Time: 1 swift action
Range: 0 ft.
Target: Melee weapon wielded
Duration: One attack
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a single utterance, the weapon in your hand elongates without becoming awkward or weighty.
The affected weapon stretches, extending toward its target, though it can be wielded normally. The spell adds an additional 5 feet of reach to a melee weapon for a single attack.


Stun Ray
Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1d4+1 rounds; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward.
You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that have immunity to electricity are not affected by this spell.
Material Component: A coiled copperwire.


Stunning Breath
Transmutation
Level: Sorcerer/wizard 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: Instantaneous
You breathe out, and your breath weapon is mixed with heavy, blue spheres of magical energy. Those that survive your onslaught are left standing but stunned.
For this spell to function, you must have a breath weapon that deals hit point damage, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you imbue your breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.


Stunning Breath, Greater
Transmutation
Level: Sorcerer/wizard 8
This spell functions like stunning breath, except that creatures that fail their Fortitude saves are stunned for 2d4 rounds.


Submerge Ship
Evocation [Water]
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Holding forth a miniature rudder, you touch the target ship. Immediately you feel connected to it, knowing the intricate details of its construction. You sense an invisible aura surrounding the ship and permeating its every space. Although it seems to be riding lower in the water than its weight would suggest, you instinctively know that you can control its every movement.
You grant the ship touched a swim speed of 60 feet and the ability to move beneath the surface of the water. You can control the ship’s speed and direction as a free action. All interior spaces of the ship remain dry even if a doorway or porthole is open while the ship is underwater. Any creature aboard the ship when the spell is cast can move about the ship with ease (including climbing and jumping) as if it were afloat on a calm sea. Such creatures can breathe water for the duration of the spell as long as they remain within 10 feet of the ship. External forces, such as a storm or an angry dragon, can still jostle the ship and cause it to shake and possibly knock passengers and objects from it, but nothing falls from the ship as a result of your direction of its movement.
You can transfer control of the ship to another individual by giving that individual the miniature rudder you used as a focus to cast the spell. If the focus is ever lost or becomes unattended, the spell’s duration expires. Once the spell ends (either because the duration expired, the focus was lost or became unattended, or the magic was successfully dispelled), the magic lingers for 1 additional round per caster level. During this time, the ship ascends toward the water’s surface at a rate of 60 feet per round. If the ship is still underwater when this additional time runs out, it immediately sinks, and its passengers risk drowning.
Focus: A miniature wooden rudder inlaid with silver, worth 2,500 gp.


Subvert Planar Essence
Transmutation
Level: Cleric 5, sorcerer/wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Taking command of the forces that connect your plane to others, you reach out with your will and deaden an area to the influence of the Outer Planes on its natives.
Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them. Outsiders that fail their saves have their damage reduction and spell resistance each reduced by 10. For example, a barbed devil subject to subvert planar essence would have no damage reduction and spell resistance 13, while a pit fiend would have damage reduction 5/good and silver, and spell resistance 22.
An outsider attempts a Fortitude save and checks spell resistance when it first enter the spell’s area. If it makes the save or the spell fails to overcome its spell resistance, that creature is thereafter unaffected by this casting of subvert planar essence and can enter and exit the spell area without making further saves. Outsiders that fail their saves and have their spell resistance overcome by the spell are affected as long as they remain within the spell’s area, and they are automatically affected if they leave and reenter the area.
Arcane Material Component: A tuning fork made from cold iron.


Sudden Stalagmite
Conjuration (Creation) [Earth]
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
You point your finger upward and utter a curt shout. Immediately, a razor-sharp stalagmite bursts from the ground to impale your foe.
This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature within 10 feet of the ground gains a +4 bonus on its saving throw, and airborne creatures more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location until it makes a DC 15 Escape Artist check. The stalagmite can be removed in other ways as well, such as with a stone shape spell. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage.
A creature’s damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction.


Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.


Suggestion, Mass
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.


Summon Babau Demon
Conjuration (Summoning)
[Chaotic, Evil]
Level: Cleric 6
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned babau demon
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
A puff of smoke erupts from the ground, smelling of brimstone and burning corpses. From the smoke strides the leathery form of a babau demon.
This spell summons a babau demon (MM 40) from the Infinite Layers of the Abyss. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summon Bearded Devil
Conjuration (Summoning)
[Evil, Lawful]
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bearded devil
Duration: Concentration, up to
1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
A fire flares from the ground, then subsides immediately. In the place of the first is the hunchbacked form of a barbazu, brandishing a saw-toothed glaive.
This spell summons a bearded devil (MM 52) from the Nine Hells of Baator. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summon Bralani Eladrin
Conjuration (Summoning)
[Chaotic, Good]
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bralani eladrin
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
A glowing blue seal appear on the ground and then subsides immediately. When it has vanished entirely, a bralani eladrin appears.
This spell summons a bralani eladrin (MM 93) from the Olympian Glades of Arborea. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action.


Summon Elemental Monolith
Conjuration (Summoning) [see text]
Level: Cleric 9, druid 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned elemental monolith
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
You call into being a gigantic, roughly humanoid creature composed entirely of elemental matter. The creature immediately attacks a nearby enemy.
You conjure a tremendously powerful creature known as an elemental monolith (Complete Arcane 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. A monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in midair). When you use a summoning spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.
Material Component: A gem worth 100 gp—aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.


Summon Elementite Swarm
Conjuration (Summoning) [see text]
Level: Druid 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elementite swarm
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
You summon what looks like a host of small pebbles, which immediately descend upon your foes.
This spell summons an elementite swarm (Planar Handbook 114)—air, earth, fire, or water, at your option— from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.


Summon Elysian Thrush
Conjuration (Summoning) [Good]
Level: Bard 2, cleric 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned Elysian thrush
Duration: 8 hours
Saving Throw: None
Spell Resistance: No
You evoke the powers of Elysium and of song, and the bird responds. It is about two feet long, with a resplendent orange breast and multicolored feathers. It settles upon a branch and begins to sweetly warble.
This spell summons an Elysian thrush (Planar Handbook 118), a birdlike creature native to the Blessed Fields of Elysium. The creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures. Those within 30 feet who listen to the thrush’s song while resting recover at twice the normal natural healing rate.


Summon Greater Elemental
Conjuration (Summoning) [see text]
Level: Druid 6
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elemental
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
You call upon the powers of nature, and they respond to your command. A huge wave wells up before you, dark eyes within it regarding you from beneath the water. You point at the boat in the bay, and say, “Sink it.”
This spell summons a greater elemental (MM 96–100)—air, earth, fire, or water, at your option—from the appropriate Elemental Plane. The greater elemental appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.


Summon Hound Archon
Conjuration (Summoning) [Good,Lawful]
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned hound archon
Duration: Concentration, up to 1 round/level + 1 round
Saving Throw: None
Spell Resistance: No
You invoke the powers of good and law, and a brilliant beam stabs from the heavens above. Out of that beam strides a red- fleshed, dog-headed humanoid with a greatsword.
This spell summons a hound archon (MM 16) from the Seven Mounting Heavens of Celestia. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.


Summon Instrument
Conjuration (Summoning)
Level: Brd 0
Components: V, S
Casting Time: 1 round
Range: 0 ft.
Effect: One summoned handheld musical instrument
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.


Summon Monster I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.


Summon Monster II
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.


Summon Monster III
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.


Summon Monster IV
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster V
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VI
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VII
Conjuration (Summoning) [see text for summon monster I]
Level: Clr 7, Sor/Wiz 7
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster VIII
Conjuration (Summoning) [see text for summon monster I]
Level: Clr 8, Sor/Wiz 8
This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster IX
Conjuration (Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.


Summon Monster List

Summon Monster

1st Level

Celestial dog
LG
Celestial owl
LG
Celestial giant fire beetle
NG
Celestial porpoise1
NG
Celestial badger
CG
Celestial monkey
CG
Fiendish dire rat
LE
Fiendish raven
LE
Fiendish monstrous centipede, Medium
NE
Fiendish monstrous scorpion, Small
NE
Fiendish hawk
CE
Fiendish monstrous spider, Small
CE
Fiendish octopus1
CE
Fiendish snake, Small viper
CE
2nd Level

Celestial giant bee
LG
Celestial giant bombardier beetle
NG
Celestial riding dog
NG
Celestial eagle
CG
Lemure (devil)
LE
Fiendish squid1
LE
Fiendish wolf
LE
Fiendish monstrous centipede, Large
NE
Fiendish monstrous scorpion, Medium
NE
Fiendish shark, Medium1
NE
Fiendish monstrous spider, Medium
CE
Fiendish snake, Medium viper
CE
3rd Level

Celestial black bear
LG
Celestial bison
NG
Celestial dire badger
CG
Celestial hippogriff
CG
Elemental, Small (any)
N
Fiendish ape
LE
Fiendish dire weasel
LE
Hell hound
LE
Fiendish snake, constrictor LE

Fiendish boar
NE
Fiendish dire bat
NE
Fiendish monstrous centipede, Huge
NE
Fiendish crocodile
CE
Dretch (demon)
CE
Fiendish snake, Large viper
CE
Fiendish wolverine
CE
4th Level

Archon, lantern
LG
Celestial giant owl
LG
Celestial giant eagle
CG
Celestial lion
CG
Mephit (any)
N
Fiendish dire wolf
LE
Fiendish giant wasp
LE
Fiendish giant praying mantis
NE
Fiendish shark, Large1
NE
Yeth hound
NE
Fiendish monstrous spider, Large
CE
Fiendish snake, Huge viper
CE
Howler
CE
5th Level

Archon, hound
LG
Celestial brown bear
LG
Celestial giant stag beetle
NG
Celestial sea cat1
NG
Celestial griffon
CG
Elemental, Medium (any)
N
Achaierai
LE
Devil, bearded
LE
Fiendish deinonychus
LE
Fiendish dire ape
LE
Fiendish dire boar
NE
Fiendish shark, Huge
NE
Fiendish monstrous scorpion, Large
NE
Shadow mastiff
NE
Fiendish dire wolverine
CE
Fiendish giant crocodile
CE
Fiendish tiger
CE
6th Level

Celestial polar bear
LG
Celestial orca whale1
NG
Bralani (eladrin)
CG
Celestial dire lion
CG
Elemental, Large (any)
N
Janni (genie)
N
Chaos beast
CN
Devil, chain
LE
Xill
LE
Fiendish monstrous centipede, Gargantuan
NE
Fiendish rhinoceros
NE
Fiendish elasmosaurus1
CE
Fiendish monstrous spider, Huge
CE
Fiendish snake, giant constrictor
CE
7th Level

Celestial elephant
LG
Avoral (guardinal)
NG
Celestial baleen whale1
NG
Djinni (genie)
CG
Elemental, Huge (any)
N
Invisible stalker
N
Devil, bone
LE
Fiendish megaraptor
LE
Fiendish monstrous scorpion, Huge
NE
Babau (demon)
CE
Fiendish giant octopus1
CE
Fiendish girallon
CE
8th Level

Celestial dire bear
LG
Celestial cachalot whale1
NG
Celestial triceratops
NG
Lillend
CG
Elemental, greater (any)
N
Fiendish giant squid1
LE
Hellcat
LE
Fiendish monstrous centipede, Colossal
NE
Fiendish dire tiger
CE
Fiendish monstrous spider, Gargantuan
CE
Fiendish tyrannosaurus
CE
Vrock (demon)
CE
9th Level

Couatl
LG
Leonal (guardinal)
NG
Celestial roc
CG
Elemental, elder (any)
N
Devil, barbed
LE
Fiendish dire shark1
NE
Fiendish monstrous scorpion, Gargantuan
NE
Night hag
NE
Bebilith (demon)
CE
Fiendish monstrous spider, Colossal
CE
Hezrou (demon)
CE
1 May be summoned only into an aquatic or watery environment.


Summon Nature’s Ally I
Conjuration (Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature’s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.


Summon Nature’s Ally II
Conjuration (Summoning)
Level: Drd 2, Rgr 2
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.


Summon Nature’s Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally IV
Conjuration (Summoning) [see text]
Level: Animal 4, Drd 4, Rgr 4
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type..


Summon Nature’s Ally V
Conjuration (Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally VI
Conjuration (Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally VII
Conjuration (Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type..


Summon Nature’s Ally VIII
Conjuration (Summoning) [see text]
Level: Animal 8, Drd 8
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Nature’s Ally IX
Conjuration (Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally List

Summon Nature’s Ally
1st Level
Dire rat
Eagle (animal)
Monkey (animal)
Octopus1 (animal)
Owl (animal)
Porpoise1 (animal)
Snake, Small viper (animal)
Wolf (animal)
2nd Level
Bear, black (animal)
Crocodile (animal)
Dire badger
Dire bat
Elemental, Small (any)
Hippogriff
Shark, Medium1 (animal)
Snake, Medium viper (animal)
Squid1 (animal)
Wolverine (animal)
3rd Level
Ape (animal)
Dire weasel
Dire wolf
Eagle, giant [NG]
Lion
Owl, giant [NG]
Satyr [CN; without pipes]
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Thoqqua
4th Level
Arrowhawk, juvenile
Bear, brown (animal)
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolverine
Elemental, Medium (any)
Salamander, flamebrother [NE]
Sea cat1
Shark, Huge1 (animal)
Snake, Huge viper (animal)
Tiger (animal)
Tojanida, juvenile1
Unicorn [CG]
Xorn, minor
5th Level
Arrowhawk, adult
Bear, polar (animal)
Dire lion
Elasmosaurus1 (dinosaur)
Elemental, Large (any)
Griffon
Janni (genie)
Rhinoceros (animal)
Satyr [CN; with pipes]
Snake, giant constrictor (animal)
Nixie (sprite)
Tojanida, adult1
Whale, orca1 (animal)
6th Level
Dire bear
Elemental, Huge (any)
Elephant (animal)
Girallon
Megaraptor (dinosaur)
Octopus, giant1 (animal)
Pixie* (sprite) [NG; no special arrows]
Salamander, average [NE]
Whale, baleen1
Xorn, average
Can’t cast irresistible dance
7th Level
Arrowhawk, elder
Dire tiger
Elemental, greater (any)
Djinni (genie) [NG]
Invisible stalker
Pixie
(sprite) [NG; with sleep arrows]
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
Whale, cachalot1 (animal)
Xorn, elder
Can’t cast irresistible dance
8th Level
Dire shark1
Roc
Salamander, noble [NE]
Tojanida, elder
9th Level
Elemental, elder
Grig [NG; with fiddle] (sprite)
Pixie
(sprite) [NG; with sleep and memory loss arrows]
Unicorn, celestial charger
*Can cast irresistible dance
1 May be summoned only into an aquatic or watery environment.


Summon Swarm
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Swarm of small creatures in a 5-ft. spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. (Roll on the table below to see what sort of creature is summoned.) A creature in the swarm who takes no actions other than fighting off the creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage +1 point per three caster levels. Spellcasting or concentrating on spells within the swarm is impossible.
1d20 Swarm Type*
1-8 Rats (animals)
9-14 Bats (animals)
15-16 Spiders (vermin, poisonous)
17-18 Centipedes (vermin, poisonous)
19-20 Flying beetles (vermin)
*The creature types (in parentheses) indicate what sorts of spells and effects might aid a subject against the swarm. A swarm of poisonous creatures deals no damage to creatures who are immune to poison, though it still prevents spellcasting and concentration. The creatures. attacks are nonmagical. Damage reduction, being incorporeal, and other special abilities also make a creature immune to damage from the swarm. The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 2 hit points of damage per caster level from these attacks. Certain area or effect spells, such as gust of wind and stinking cloud , disperse a swarm immediately if appropriate to the swarm summoned. (For example, only fliers are affected by a gust of wind.)
The swarm is stationary once summoned. A druid caster, however, can (as a move-equivalent action) direct the swarm to move up to 30 feet per round (or 90 feet per round if she has summoned bats or beetles).
Arcane Material Component: A square of red cloth.


Summon Undead I
Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can’t shake the impression of screaming faces in the cloud’s tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list in the accompanying sidebar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.


Summon Undead II
Conjuration (Summoning) [Evil]
Level: Blackguard 2, cleric 2, sorcerer/wizard 2
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.


Summon Undead III
Conjuration (Summoning) [Evil]
Level: Blackguard 3, cleric 3, sorcerer/wizard 3
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list.


Summon Undead IV
Conjuration (Summoning) [Evil]
Level: Blackguard 4, cleric 4, sorcerer/wizard 4
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.


Summon Undead V
Conjuration (Summoning) [Evil]
Level: Cleric 5, sorcerer/wizard 5
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4thlevel list, or four undead of the same kind from a lower-level list.

SUMMON UNDEAD LISTS
1st Level: Human warrior skeleton (MM 226), kobold zombie (MM 266)
2nd Level: Owlbear skeleton (MM 226), bugbear zombie (MM 267).
3rd Level: Ghoul (MM 118), troll skeleton (MM 227), ogre zombie (MM 267).
4th Level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267).
5th Level: Mummy (MM 190), shadow (MM 221), vampire spawn (MM 253), wight (MM 255).


Suppress Breath Weapon
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, sorcerer/wizard 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature that has a breath weapon
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: No
You shout out the words of this spell and the creature’s throat constricts, a blue ring of runes visible around its neck.
The subject of this spell cannot use its breath weapon for the duration of the spell.


Suppress Glyph
Abjuration
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Area: 100-ft.-radius burst centered on you.
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cast the spell, and a dancing crown of ruby runes orbits your head briefly.
You gain an enhanced awareness of magical writing within range. Magical writing such as a glyph of warding, explosive runes, sepia snake sigil, or symbol is covered by a blue nimbus of light (which sheds light equal to a candle). This effect reveals the location of the writing without triggering it. For every source of magical writing, you can make a dispel check (1d20 + your caster level, maximum +10) against a DC equal to 11 + the writing’s caster level. If you are successful, the magical writing is suppressed for 1 minute per caster level. You and other creatures could then read a book warded by explosive runes, or open a drawer guarded by a glyph of warding, or pass through a doorway protected by a symbol without effect.
This spell covers and negates any active or triggered magical writing (such as a quickly scribed symbol of fear or a triggered symbol of death), although creatures that have already succumbed to the effect of the writing are unaffected. Once this spell ends, all magical writing in the area can be triggered normally, and active or triggered writings resume their function if they have any duration left.


Sunbeam
Evocation [Light]
Level: Drd 7, Sun 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.


Sunburst
Evocation [Light]
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Arcane Material Component: A piece of sunstone and a naked flame.


Surefoot
Abjuration
Level: Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You speak a few words and motion toward your feet, which begin to glow with a green hue.
Your steps are sure and true, even on the narrowest ledges. You gain a +10 competence bonus on Balance, Climb, Jump, and Tumble checks. In addition, you do not lose your Dexterity bonus to AC when balancing or climbing.


Surefooted Stride
Transmutation
Level: Bard 2, druid 1, ranger 1,
sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You become as surefooted as any mountain goat, and the power of your magic makes walking in treacherous terrain child’s play.
You can move through difficult terrain (PH 163) at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.


Surefooted Stride, Mass
Transmutation
Level: Bard 5, druid 4, ranger 4, sorcerer/wizard 5
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. Apart
This spell functions like surefooted stride, except as noted here.


Suspended Silence
Illusion (Glamer)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One object
Duration: 24 hours or until discharged, then 6 rounds; see text
Saving Throw: None (object)
Spell Resistance: No (object)
You sprinkle the object with a handful of gem dust, and the last words of your spell fade like they are being dragged into a hole. Then the normal sounds of the world reestablish themselves, but the spell within is set to be unleashed later.
When you touch the object and give the command word you designate, the object becomes the subject of a silence spell. The effect of the silence spell moves with the object and lasts for 6 rounds.
Material Component: A feather and a handful of gem dust worth 50 gp.


Swamp Lung
Conjuration (Creation)
Level: Druid 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature with a respiratory system
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
You take a deep breath and feel the power of the spell surround you. Choosing your target, you unleash the spell’s energy. A sea-green halo forms around your target’s head. Moments later, the targeted creature begins coughing up water.
This spell causes stagnant swamp water to flood the target’s lungs. If the target is unable to breathe water, it must cough it out. If it makes the save, then this expulsion is done with little effort. If it fails the save, the creature falls prone in a coughing fit for 1d6 rounds and is helpless during that time. Furthermore, on a failed save, the subject contracts filth fever (DMG 292). Creatures able to breathe water must make the Fortitude save in order to avoid the disease, but are otherwise unaffected.


Swamp Stride
Conjuration (Teleportation)
Level: Druid 5, ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expended; see text
Instinctively, you know the depth of the nearest pool of water, as well as other pools nearby of a similar depth. In your mind’s eye you see the pools connected to one another magically, as if each were a doorway with a tunnel linking it to all the others.
This spell functions like tree stride (PH 296), but it is used for diving into pools of water rather than trees. Each pool must be at least 1 foot deep, and the exit pool of water must be similar in depth to the entry pool (within 1 foot). Unlike with tree stride, each jump has a maximum range of 500 feet. All other effects and limitations are the same.


Sweet Water
Divination
Level: Clr 3, Drd 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: A well shaft, 10 ft. diameter, up to 100 ft. deep.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell locates a source of fresh water within 100 feet of the surface. If a water source is in range, it excavates a well shaft down to that water. Otherwise, the spell fails.
Material Component: A shovel or spade.


Swim
Transmutation [Water]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
Making the sound of crashing waves with your throat completes the spell. With a wave of your hand, your subject seems more streamlined, with a hint of webbed appendages.
This spell gives the recipient a swim speed of 30 feet (although not the ability to breathe water or hold one’s breath beyond normal limits). As long as the creature isn’t carrying more than a light load, it can swim without making Swim checks. It also gains a +8 bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on Swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits of the spell still apply.
Material Component: A goldfish scale.


Swim, Mass
Transmutation [Water]
Level: Druid 4
Targets: One creature/level, no two of which are more than 30 ft. apart
Choosing carefully the recipients of your spell, you cause a blue-green glow to emanate from each one. Moments later, the emanation fades, leaving the chosen creatures looking more lithe but with more robust limbs.
The spell functions like swim, except that it affects multiple creatures.


Sword of Darkness
Necromancy [Evil]
Level: Sorcerer/wizard 7
Components: V, S, M
Effect: Black blade of negative energy
You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon as it forms, the black blade attacks.
This spell functions like sword of deception (see below), except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.
Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell.


Sword of Deception
Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Pale green blade of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Swinging a miniature replica of a sword as if it were real, you bring into being a full-sized representation of your replica made entirely of pale green force. The blade immediately attacks your enemy.
You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from your direction, and so it can’t be used to flank with your attacks, but it could flank with your allies. The blade attacks with a base attack bonus equal to your caster level, dealing 1d8 points of damage per hit and threatening a critical hit on a roll of 19–20. In addition, each successful hit provides a –2 penalty on the target’s next saving throw roll (–4 on a successful critical hit). This penalty is cumulative (to a maximum of –5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell.
Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell).
If an attacked creature has spell resistance, make a caster level check the first time the sword attacks. If the check is successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled. If the target goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.
Focus: A miniature replica of a sword and a set of loaded dice.


Sword Stream
Evocation
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 5 ft. wide out to limit of range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Sword stream causes moisture in the air to sparkle, coalesce, then shoot away from your fingertips in a high-pressure stream. Each creature in the effect takes 1d8 points of damage, plus 1 additional point per caster level to a maximum of +10.


Symbol of Death
Necromancy [Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.
A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.
Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.


Symbol of Fear
Necromancy [Fear, Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.
Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


Symbol of Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).
Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Symbol of Pain
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 5
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.
Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


Symbol of Persuasion
Enchantment (Charm) [Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.
Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Symbol of Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.


Symbol of Spell Loss
Abjuration
Level: Cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Will negates
Spell Resistance: No
You trace the symbol and feel a pull as it tugs against the magical energy in your mind.
This spell functions like symbol of death (PH 289), except that when it is triggered, the symbol begins to attack the minds of spellcasters within 60 feet. Each must attempt a Will saving throw every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest- evel spell slot, if the character casts spells spontaneously) is lost for the day. The symbol remains active for 10 minutes per level or until it has erased fifty levels of spells. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round.


Symbol of Stunning
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 7, Sor/Wiz 7
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Symbol of Weakness
Necromancy
Level: Clr 7, Sor/Wiz 7
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.
Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.


Sympathetic Vibration
Evocation [Sonic]
Level: Brd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: One freestanding structure
Duration: Up to 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell’s damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/ level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Focus: A tuning fork.


Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
Sympathy counters and dispels antipathy.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.


Symphonic Nightmare
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 6, cleric 7, sorcerer/ wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch; see text
Target: Living creature touched; see text
Duration: 24 hours/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A dark and ominous aura forms around you as you complete the spell. Distant chords of a harsh and terrible symphony—as if multiple orchestras played different pieces simultaneously—echo continuously in the air as you reach for your victim.
A creature targeted by this spell loses the ability to dream during sleep or rest. Rather, in place of dreams, the subject’s slumbering mind is filled with the sounds of a discordant orchestra. After the victim’s first attempt to sleep, it incurs a –2 penalty on Wisdom-based skill checks. This penalty persists as long as the symphonic nightmare maintains its hold. This spell affects all creatures that sleep or enter sleeplike trances, although creatures without the need to sleep are effectively immune. In addition, the creature’s sleep is now haunted. It can no longer gain complete rest from sleeping or resting. The subject does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night’s rest. The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag’s dream haunting ability). You can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires. A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment. Otherwise, a wish or miracle is required to lift the curse. This spell can also be cast on a creature you are scrying, or on a creature distant from you if you hold something the creature carried within the past 24 hours.
Focus: A small statue of an opened skull, within which is arranged a miniature orchestra. The quality of this component must be extraordinary, and it carries a value of 1,000 gp.


Synostodweomer
Transmutation
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: One of your spells
Duration: 1 round
You cast this spell, and you picture a forge in your mind. You think of the forge as you cast your next spell, but that spell does not manifest. Instead, your hands glow with a golden curative radiance.
You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.

SSpells

The Bones of the Ancients GeorgeAChristie