Magic And The Spell System

Each spell description contains the following game information School In parentheses after the spell name is the name of the school(s) of magic to which the spell belongs. For wizards, this defines which spells a wizard specialist can learn. Range This lists the distance from the caster at which the spell effect occurs or begins, in feet. The caster indicates the spell can be used on the caster only, with the effect embodied within or emanating from him. Touch means the caster can use the spell...

Symbol of Pain

Level Clr 8, Sor Wiz 8, Ilmater 8 Duration 10 minutes level Area of Effect 30-foot radius Range Sight of Caster Casting Time 3 This spell conjures forth a magical glyph imbued with magical power that channels its effects through any enemy creatures capable of seeing it. Creatures affected will suffer wracking pains throughout their body, reducing their Dexterity scores by 2 and impose a -4 penalty on attack rolls, skill checks and ability checks (Fortitude negates).

Summon Monster I Conjuration

Level Brd 1, Clr 1, Sor Wiz 1 Duration 3 rounds + 1 level Area of Effect Special This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. Level Brd 2, Clr 2, Sor Wiz 2 Duration 3 rounds + 1 level Area of Effect Special Range Sight of Caster Casting Time 4 Saving Throw None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is...

Luck Enchantment

Level Brd 2, Sor Wiz 2 Duration 10 rounds Area of Effect 1 creature The recipient of this spell gains a +1 bonus to luck for the duration of the spell. Luck weights die rolls in a character's favor - with a +1 bonus to luck, if 1d8 is rolled, the effective range becomes 2-8 - a roll of 1 becomes 2, a roll of 4 becomes 5, and a roll of 8 stays at 8. Most importantly luck influences damage dice rolls, attack bonuses, saving throws, and skill checks, but luck also works in more subtle ways. This...

Symbol of Death

Level Clr 8, Sor Wiz 8, Oghma 8 Duration Instantaneous Area of Effect 30-foot radius Range Sight of Caster Casting Time 3 This spell conjures forth a magical glyph imbued with magical power that channels its effects through anyone capable of seeing it. Creatures must make a Fortitude save or die. One or more creatures within the radius, whose combined total hit points do not exceed 150, are susceptible to the symbol's effects.

Sunscorch Evocation

Level Drd 1, Rgr 1, Lathander 1, Selune 1 Duration Instantaneous Area of Effect 1 creature Range Sight of Caster Casting Time 4 Saving Throw Reflex half Upon completion of this spell a brilliant ray of scorching heat fires down from the sky and burns the target creature for 1d6 + 1 fire damage per level of the caster (to a maximum of 1d6 + 15). Undead creatures and monsters vulnerable to bright light take 1d6 + 2 fire damage per level of the caster (to a maximum of 1d6 + 30). In addition to...

Spell Resistance

Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance rating for the spell to affect that creature. The defender's spell resistance rating is like an AC against magical attacks. The same process occurs if an enemy attempts to cast a spell on one of your characters. If your character has spell resistance, then they will...

Shambler Conjuration

Level Dru 9 Range Sight of Caster Duration 8 hours Casting Time 1 round Area of Effect Special Saving Throw None This spell creates a shambling mound of 11 HD which willingly aid the caster in combat or whatever other duties it is assigned and has the capability to carry out. Shield (Abjuration) Duration 5 rounds level Casting Time 1 Area of Effect Caster Saving Throw None Shield creates an invisible, mobile disk of force that hovers in front of the caster. It negates Magic Missile attacks...

Power Word Stun Conjuration

Level Sor Wiz 7, Oghma 6, Tempus 8 Range Sight of Caster Duration Special Casting Time 1 Area of Effect 1 creature Saving Throw None Similar to Power Word Silence and Power Word Kill, Power Word Stun is another of the words of power. Creatures with less than 50 hit points are stunned for 4-16 rounds, those with 51 to 100 hit points are stunned for 2-8 rounds, those with 101 to 150 hit points are stunned for 1-4 rounds, and those with more than 151 hit points are unaffected. The spell checks the...

Summon Monster III Conjuration

Level Brd 3, Clr 3, Sor Wiz 3 Duration 3 rounds + 1 level Area of Effect Special Range Sight of Caster Casting Time 5 Saving Throw None This spell summons a monster who will aid the caster for the duration of the spell. The type of creature that comes is random. The creature summoned is more powerful than creatures summoned by lesser versions of this spell. Level Brd 4, Clr 4, Sor Wiz 4 Duration 3 rounds + 1 level Area of Effect Special Range Sight of Caster Casting Time 6 Saving Throw None...

Blink Transmutation

Level Brd 3, Sor Wiz 3 Range Caster Duration 1 round level Casting Time 3 Area of Effect Caster Saving Throw None Through this spell, the caster is able to enter a state where she is constantly phasing between the material and ethereal planes. While in this state attacks against the caster are 50 likely to outright fail, but the caster's attacks also suffer and are 20 likely to fail. In addition, spellcasting is 20 likely to fail when under the effects of this spell. Blood Rage Transmutation g...

Color Spray Illusion

Level Brd 1, Sor Wiz 1 Range Caster Duration Instantaneous Casting Time 1 Area of Effect 5' x 20' x 20' wedge Saving Throw Will negates This spell creates a vivid, fan-shaped spray of clashing colors to spring forth from the caster's hand. The spell affects each creature caught in the area of effect according to its hit dice Up to 2 Unconscious for 5 rounds 3 or 4 Blinded for 3 rounds 5 or more Stunned for 1 round Blind creatures are not affected by color spray.

Spiritual Wrath Evocation

Level Drd 6, Pal 6, Helm 7, Tempus 6 Range Sight of Caster Duration Instantaneous Casting Time 2 Area of Effect Special Saving Throw Reflex half Upon completion of this spell, the caster becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. The caster specifies the direction of one of the bolts and the other bolts shoot opposite and perpendicular to that direction, completing a cross-shaped pattern. All creatures in the bolts' path...

Class and Level Features

The abilities of the multiclass character are the sum of the abilities of each of the character's classes. Level Character level is the total level of the character. It derives from overall XP earned and is used to determine when feats and ability score boosts are gained, as per Table 2 Experience and Level-Dependent Benefits. Class level is the level of the character in a particular class, as per the individual class tables. For a single-class character, character level equals class level. Hit...

Lesser Planar Binding Water Elemental Conjuration

Level Sor Wiz 5 Range Sight of Caster Duration 3 rounds 1 round level Casting Time 1 round Area of Effect Special Saving Throw None This spell summons an 8 hit dice water elemental to serve the caster for the duration of the spell. The elemental is initially hostile to the caster. Any creature not under the effects of Protection from Evil will be subject to the elemental's attacks.

Alicorn Lance Evocation

Level Drd 2, Rgr 2, Ilmater 2, Selune 2 Range Sight of Caster Duration Instantaneous Casting Time 5 Area of Effect 1 creature Saving Throw Reflex half This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn a unicorn horn . The spellcaster chooses a target and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage, with a saving throw for half damage. Although the alicorn lance dissipates after it strikes, it leaves a silvery...

Table Character Ability Scores

The following chart applies to all of the six abilities of a character. The most important column is the Bonus Modifier column with determines the modifier for an ability. For instance, if a character has a Strength of 21, his Strength Ability Modifier would be 5. X Character cannot cast spells tied to this ability. X Character cannot cast spells tied to this ability. Table 2 Experience and Level Dependent Benefits Chart Table 2 Experience and Level Dependent Benefits Chart Table 3 Base Save...

Vipergout Conjuration

Level Sor Wiz 7 Duration 1 round level Area of Effect Caster Range Caster Casting Time 7 Saving Throw None This spell summons vipers which leap forth from the caster's mouth to attack her enemies. Starting on the round the spell is completed, the caster spits forth one viper each round for the duration of the spell. Spat vipers land at the caster's feet and stay for 3 rounds. Until the caster has brought forth all the snakes summoned by this spell, she cannot cast spells.

Blasphemy Conjuration [Evil

Level Clr 7, Mask 8 Range Caster Duration Instantaneous Casting Time 1 Area of Effect 30-foot radius Saving Throw None When uttered, this spell turns the cleric into a bridge between his god and the Prime Material Plane, allowing him to funnel magical energy to smite all creatures of non-evil alignment in the area of effect. The effects differ according to the target's level Less than 4 - Death 4 to 7 - Stunned for 10 rounds 8 to 11 - Loses 7 points of Strength for 5 rounds and stunned for 1...

Seven Eyes Abjuration

Level Sor Wiz 7, Helm 8 Range Caster Duration 20 rounds Casting Time 7 Area of Effect Caster Saving Throw None This spell conjures forth seven magical orbs that float in a ring above the caster's head. Each eye has a defensive and offensive ability, though once either one is used the eye will lose its power. Any subsequent castings of Seven Eyes will fail if cast before the expiration time, whether or not any eyes remain. The powers of each eye are described below. Eye of the Mind - This orb...

Otilukes Freezing Sphere Evocation

Duration Instantaneous Nfcy Area of Effect 1 creature This spell fires an orb of cold at a creature that inflicts 1d6 points of cold damage level of the caster maximum of 20d6 . If the target makes its saving throw, however, they have dodged the orb and avoided all damage. Otiluke's Resilient Sphere Evocation I Level Sor Wiz 4 ijA Duration 1 round level Area of Effect 1 creature Range Sight of Caster Casting Time 1 Saving Throw Reflex negates When this spell is cast, the...

Hope Enchantment

Level Brd 3, Sor Wiz 4, Ilmater 4 Range Sight of Caster Duration 50 rounds Casting Time 4 Area of Effect Living creatures in 15' radius Saving Throw Will negates This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a 2 on their saving throws, attack rolls and damage rolls.

Effects of Wearing Armor

Maximum Dex Bonus This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armor limits your mobility, reducing your ability to dodge blows. Shields do not affect your maximum Dexterity bonus. Armor Check Penalty Anything heavier than leather hurts your ability to use some of your skills. The armor check penalty number is the penalty you apply to certain skill checks. If you're wearing any armor heavier than leather, you can't sneak as well as you would if you...

Exaltation Abjuration

Level Clr 3, Helm 3 Duration 10 rounds Area of Effect 1 creature Range Touch Casting Time 1 round Saving Throw None This spell enables a cleric to aid and protect any one being other than the cleric. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk, con- fused, and hopeless states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.