the Planewalker's Handbook

by James O'Rance
dragon-dreamer@geocities.com


Index The Factions New Races Planar Skills Magical Adjustments Magical Items New Spells Planewalking Equipment


Chapter Seven: Magic on the Planes

Acidic Blast
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 5-foot radius spread
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

In attempt to develop a spell that would be particularly effective against their enemies, the tanar'ri or the baatezu came up with acidic blast. It hardly matters which side invented the spell - the magic was promptly stolen by the other, and now each force has access to its power. Until recently, both races guarded the spell desperately from non-fiends, since they believed that it wouldn't do to give the celestials or mortals such a powerful weapon.
Acid attacks are fully effective against both baatezu and tanar'ri, and acidic blast conjures forth a bolt of powerful, caustic fluid that emerges from the caster's hand with great force. The acid shoots in a straight line for 400 feet plus 40 ft. per level, and causes 3d6 points of damage to the target (no saving throw allowed). The splash also inflicts 1d6 points of damage to any creature within 5 feet of the target (a successful saving throw indicates no damage).
Unfortunately for the fiends, an intrepid planewalking mage stole a baatezu wizard's spell book, fled to Sigil, and deciphered the spell before the fiend could reach her. The spell is currently circulating among Cager wizards, most of whom will be only too happy to share it with any who ask (for the right price, of course).

Airy Earth
Transmutation [Air, Earth]
Level: Sor/Wiz 6
Components: M
Casting Time: 1 action
Range: Personal
Area: Sphere (10-ft. radius)
Duration: Ten minutes/level
Saving Throw: None
Spell Resistance: No

Developed specifically for use on one of the Inner Planes, this spell turns normal earth (rock, dirt, sand, mineral, and so on) into a less dense, breathable substance. Anyone within the area of effect is able to breathe even if completely "submerged" within rock or soil. This spell not only permits all air-breathing creatures within the radius of the spell to survive without suffocating, but it also allows them to move slowly as if swimming through the earthy medium. The rate of movement depends on the type of earth:

Sand3 per round
Soil2 per round
Rock1 per round

If characters within an airy earth spell attempt complicated maneuvers such as combat strikes, the DM should treat the situation as though the characters are underwater. Earth-based creatures, such as elementals, kharga, and xorn are not hindered or affected by this spell.
The globe is centred on and moves with the caster. Uniquely, this spell has only material components. Thus, if the caster cannot move or speak, he can cast the spell simply by willing it. Airy earth is effective only on the Elemental Planes.
Material Components: A pinch of salt and a drop of acid.

Armour of Light
Evocation [Good]
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round + 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This dweomer, favoured among aasimon visiting the Prime Material Plane, envelops the recipient in a protective, shimmering aura of light. The armour of light resembles a suit of dazzling plate mail, but it has no material form, and thus does not restrict the recipient's movement or attack capability in any way.
Armour of light sheds light equivalent to full daylight and instantly dispels any darkness spells or effects with which it comes into contact. In addition, the armour's brightness penalises opponent attack rolls against the recipient by –4 ( or –6 for beings who are particularly sensitive to bright light, such as goblins or drow).
Focus: A piece of crystal with a light spell cast upon it.

Aura of Terror
Enchantment [Good, Mind-Affecting]
Level: Clr 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell surrounds the caster with a soft aura of shimmering silver and golden hues. Any evil creature (including evil-aligned mortals) that sees this aura must make a Will save or become frightened, suffering a –2 morale penalty to attack rolls, saves, and checks, as well as fleeing from the character as quickly as they can. Those who successfully save are merely shaken (–2 morale penalty to attack rolls, saves, and checks).
These effects last for a period determined by the creature's Hit Dice: those with 2 HD or fewer are affected for 1d6+1 rounds; those with more than 2 HD are affected for 1d3 rounds.
This spell was developed by the aasimon, who share it with priests of Upper Planar deities. Aura of terror has no effect on nonintelligent creatures and is not even visible to creatures of non-evil alignments.

Avoid Planar Effects
Abjuration
Level: Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 round/5 levels
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell grants a very brief respite from the horrible effects that a plane can wreak upon an individual. For the duration, a single subject is rendered immune to all of a plane's natural harmful or disruptive effects. It provides no protection from creatures on the plane, native or otherwise. Likewise, intentionally created traps, magical spells, alterations to spells due to schools or pathway restrictions, or other attacks are not affected.
While this spell is active, the subject creature doesn't need to worry about a lack of air, temperature extremes, poisonous fumes, or any other harmful conditions. It is generally used to allow a character time to cast longer-lasting protective spells.

Baatezu Bane
Evocation [Evil]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One baatezu
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

A number of spells and magical items have been born as a result of the Blood War, and this one is no exception. Created by a cambion researcher, this spell was developed specifically to harm baatezu. It is given freely by the tanar'ri to any wizard that wishes to learn it. In fact, rumours tell of special tanar'ri strike teams that break into libraries and wizards' towers all over the planes in order to leave this spell behind. Supposedly, these tanar'ri try to plant the spell as subtly as possible so that no one knows where the spell actually came from.
The spell itself is fairly straightforward. When cast upon a baatezu, the creature's unwholesome ichor begins to churn and seethe. The subject suffers 4d6+6 points of damage and is stunned, unable to act in any way, for 1d4+1 rounds. When stunned, a creature can make no attacks, use no spells or magical abilities, and moves at half speed. The stunned creature's opponents receive a +4 bonus to their attack rolls. Any baatezu, from least to greater, can be affected. No other creatures are affected by the spell.
Since this spell was designed specifically to harm baatezu, the spell penetration roll made to overcome a baatezu's Spell Resistnce gains a +5 circumstance bonus. Saving throws are not affected.
Material Component: A bit of baatezu ichor, flesh, or bone.

Bestow Wings
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 10 minutes + 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless)

This aasimon-developed spell causes the recipient to sprout wings, with which he may fly. The caster must select the wing type bestowed from the choices listed below and may not alter that decision once the wings have appeared. In addition to the power of flight, these wings afford the recipient certain other benefits, as noted below:
Wing Type Fly Speed Other Benefits
Butterfly 50 ft. (poor) Blink (as the wizard spell)
Dragonfly 90 ft. (good) +2 dodge bonus to save vs. fire and cold magic
Eagle 80 ft. (average) Dive attack grants +2 haste bonus to hit
Hornet 60 ft. (good) +4 dodge bonus to Reflex saves vs. magical confinement
Swan 30 ft. (poor) Extra wing buffet attack (2d4 damage)

This spell has no effect on winged creatures.
Material Components: A sprinkle of pollen and a feather.

Blessed Forgetfulness
Enchantment [Good, Mind-Affecting]
Level: Clr 4, Pal 4
Components: V, S, M
Casting Time: One full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes (harmless)

The archon-created magic (found only on Mount Celestia) of blessed forgetfulness serves a high purpose: to ease scarred and injured minds. Blessed forgetfulness negates the injurious effects of modify memory spells, and removes any madness suffered from contact with the howling winds of Pandemonium or the terrors of the Abyss. It does not cure the effects of magically induced insanity or feeblemind spells, however.
Material Component: A few drops of holy water.

Breath of the Elements Transmutation
Level: Clr 4, Drd 3
Components: V, S
Casting Time: One full round
Range: Touch
Targets: Creatures touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

A group of planewalker clerics, tired of depending on their wizard companions for spells that allowed them to breathe on the Elemental Planes, devised this considerably more useful spell. Rather than cast a specific spell for each element that inhibited breathing, they petitioned their powers for a single spell that would allow breathing on any Elemental Plane.
Breathe of the elements enables the recipient to breathe freely in a single element for the duration of the spell. At the time of casting, the cleric names the appropriate element – fire, salt, ash, earth, and so forth. The ability to breathe in one element doesn't grant the ability to breathe in a similar one, so a character travelling from the plane of Fire to the plane of Magma must recast the spell and "attune" it to Magma. Like water breathing, this spell transforms the element into a breathable atmosphere for the spell's recipient. Since the planes of Vacuum, Positive Energy, and Negative Energy have no atmosphere to transform, the spell is ineffectual on those planes.
The caster can divide the base duration of the spell between multiple characters, to a minimum of one half-hour per recipient.

Breathe Earth
Transmutation [Air, Earth]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creatures touched
Duration: 1 hour/level + 1d4 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell allows a character to survive in an environment of solid earth or stone, such as on the planes of Earth and Mineral, although even on the Prime Material Plane the spell can be used to avoid suffocation from an avalanche cave-in. This spell also enables the recipient to breathe in areas of other solid or semisolid matter, such as the planes of Mineral or even Salt.
The caster can touch as many different subjects for the spell as he desires, but the duration is then divided up equally among the various recipients.
Material Component: A small green feather.

Breathe Fire or Magma
Transmutation [Air, Earth, Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creatures touched
Duration: 1 hour/level + 1d4 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

Breathing usually isn't the first concern of characters thrust into environments comprised mostly or entirely of fire or magma, but this spell enables the subject to breathe freely in such places.
The caster can touch as many different subjects for the spell as he desires, but the duration is then divided up equally among the various recipients. The material component for the spell is a drop of pure, cold water.

Breathe Smoke, Dust, or Ash
Transmutation [Air, Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: Creatures touched
Duration: 1 hour/level + 1d4 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell allows a character to survive in hostile, choking atmospheres, such as those on the planes of Smoke, Dust, or Ash. On the Prime Material Plane as well as other planes, this spell allows the subject to breathe freely in areas that would normally incapacitate him due to thick vapour or particulate matter in the air. The subject of the spell is still vulnerable to magically created vapours, such as those generated by stinking cloud or acid fog spells.
The caster can touch as many different subjects for the spell as he desires, but the duration is then divided up equally among the various recipients.
Material Component: A handful of pine needles.

Cacofiend
Conjuration (Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1d8 hours
Range: 10 ft.
Target: One fiend
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

This perilous spell summons a powerful fiend: a true tanar'ri, a greater baatezu, or a greater yugoloth. Cacofiend isn't powerful enough to summon a unique fiend, and lesser sorts cannot be summoned with this spell.
If the caster is interrupted during the casting time, his spell fails. If an interruption occurs after the fiend appears, there is a 10% chance that the fiend can escape its boundaries and attack the wizard. This percentage chance is cumulative for each round of interruption. A fiend is entitled to a special Will saving throw against this spell: if the fiend rolls greater than the DC on 2d10, the summoning fails. When this occurs, either the name was not properly correct or the named fiend is already imprisoned or dead, so the caster must call another fiend.
In any event, the caster must know the true name of the creature he is summoning. A fiend so summoned is most angry and vilely disposed. The caster must be warded and protected by a protection from evil and the fiend must be confined within an inwardly focused magic circle against evil if the wizard wants to avoid being slain or carried off bodily. The summoned fiend can be coerced to perform some deed in one of three ways, as follows:

  1. By threatening to cast a spirit wrack spell, the wizard can force the monster to swear an oath to follow a certain course of action, freeing the fiend only when the creature completes the service. This method is extremely dangerous, for a fiend seizes on any minor error in such a bargain to spoil the desired outcome or to simply kill the summoner. Further, the fiend bears great hatred for the wizard after such forced obedience.
  2. By offering tribute (blood and sacrifices), the summoner may convince the fiend to serve willingly. The caster is well advised to have ample magical protection and power to defend himself, for the fiend might decide the offer is insufficient and not accept the proffered bargain. Though the fiend must abide by a pledge, since its name is known, it must hold only to the exact word of the agreement, not the spirit. However, only highly evil mages are likely to attempt such a bargain, and a summoned fiend might be favourably disposed toward such a character.
  3. The summoned fiend can be the target of a trap the soul spell. In this case, the wizard does not speak with the creature or bargain for its service, although the fiend might be eager to reach an agreement with the wizard before being forced into imprisonment. Attempting to trap the fiend is risky only if proper precautions are ignored, for failure means only that the fiend escapes to its home plane. If trapped, however, the fiend remains to its home plane. If trapped, however, the fiend remains imprisoned until the owner of confining object breaks it and frees the creature, at which time the wizard must ask the fiend to perform a service before it returns to the Lower Planes. If the person freeing the fiend fails to demand a service when the monster asks what is required of it, the fiend is under no constraint not to slay its liberator on the spot. If a service is required, however, the creature must first do its best to perform the task and then must return to its home.

The fiend serves only for a limited duration unless it serves willingly. Any action that is impossible or requires more than a week to perform is 50% likely to free the fiend from its obligations. A liberated fiend may seek revenge against the caster, for the creature can remain on the plane it was summoned to for up to two years.
Like spirit wrack, this spell originated on Acheron and was created to add to the armies of the conflicts there. Its use has spread throughout the planes, and is the bane of fiends that do not wish to be disturbed (which, obviously, is most of them). This spell is without effect if cast on the home plane of the creature to be summoned, or within areas like Sigil.
Material Components: White wax, mandrake root, a bottle of red wine, a piece of parchment inscribed with the target's true name, and an offering that would tempt a fiend.

Calm Wind
Transmutation [Air]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. cube/level
Duration: 10 minutes + 1 round/level
Saving Throw: None
Spell Resistance: No

This elemental spell calms high velocity winds, creating a safe spot within even the harshest storm. Once cast, the air within the area of effect remains calm no matter what the conditions are elsewhere. Creatures moving along with the wind in sailing ships, gliding on wings, or simply lifted by air currents stop abruptly. Creatures flying under their own power (that is, not under the influence of a spell) have a 25% chance of losing control and falling (assuming that gravity is in effect on the plane in question). Gliding creatures have a 50% chance of falling.
This spell automatically negates any damage or effects that would normally be sustained by high winds, but not that which might be incurred from a fall or sudden stop due to the lack of winds within the spell's area of effect. Calm wind immediately negates a gust of wind spell.
This spell is useful on the Elemental Plane of Air to guard against the terrible storms that can rage across the terrainless plane. It is also useful against the mind-warping winds of Pandemonium. Calm wind has no effect on the strange winds and storms of the Ethereal and Astral Planes.
The spell's area of effect can be mobile if cast upon an object, which then becomes the centre of the area of effect.
Material Component: A small straw hand fan.

Close Gate
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One gate
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell is a more powerful version of the major gate ward. It has an even longer duration, and like the lesser spell can affect any gate or portal. As with major gate ward, the caster must decide whether closing a certain portal is worth offending whatever creature or power who watches over it – especially since the wizard's face or sigil is clearly displayed within the closed gate.
Additionally, this spell immediately shuts down a mortal-created gate (such as one called into being by the gate spell).
The reverse of this spell, open gate, automatically dispels a close gate cast by any wizard.
Material Component: A bar of silver (worth at least 50 gp) engraved with the wizard's seal and bent into a circle. The material component for the reversed spell is a silver spike (worth at least 50 gp).

Crown of Brilliance
Evocation
Level: Clr 6
Components: V, S, M
Casting Time: One full round
Range: Touch
Effect: Special
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No (harmless)

This spell was developed on Mount Celestia with the aid of the archons. Priests of good deities frequently use it, and the archons are more than happy to share the spell with them. The spell turns a piece of headgear into a blazing source of golden light as soon as the wearer engages in hand-to-hand combat. All opponents in melee combat with the caster must save versus spell or be blinded for 1d4 rounds. If not blinded, the opponent still suffers a –2 penalty to attack rolls against the wearer due to the dazzling brilliance of the headgear. Sightless creatures are not affected by this bright light.
Creatures with an aversion to sunlight or those that suffer a penalty when fighting in bright light are affected more severely. Those within a 30-ft. radius must make a Will saving throw or flee. Those who do not flee suffer their usual penalty for fighting in bright light. Undead (other than skeletons and zombies) suffer 1d6 points of damage each round that they stay within the affected area.
The spell must be cast on a piece of headgear: a hat, crown, tiara, helmet, circlet, and so on. The headgear must be properly worn or the spell does not function. The spell effect is triggered as soon as the wearer makes a successful attack roll in melee. The effect lasts one round for every two levels of the caster (rounded up).
Material Component: An opal worth at least 100 gp, carried on the caster's person. It shatters upon the completion of the spell; if shattered prematurely, the spell ends.

Crown of Cold
Evocation [Cold, Good]
Level: Clr 3, Pal 3
Components: V, S, F, DF
Casting Time: 1 action
Range: Personal
Area of Effect: Caster
Duration: 1 round + 1 round/level
Saving Throw: None
Spell Resistance: No

Crown of cold is a spell used by the archons and petitioners of Mount Celestia. The crown of cold surrounds the caster with ripples of cold, blue light. All innately evil creatures (including fiends, undead, evil spirits, and evil faeries, but not evil-aligned characters or petitioners) within 10 ft. of the caster suffer 2d4 points of damage per round. Creatures who are usually resistant or impervious to cold suffer half damage, as the source of the damage is as much divine as it is physical cold. Creatures who normally suffer half damage from cold attacks receive full damage from this spell. Evil creatures (such as yugoloths) that normally suffer double damage from cold-based attacks suffer 4d4 points of damage per round while within 10 ft. of the caster.
Focus: A holy symbol and a small piece of ice or a sliver of cold-wrought iron.

Crown of Flame
Evocation [Fire, Good]
Level: Clr 5
Components: V, F, DF
Casting Time: One full round
Range: Personal
Target: Caster
Duration: 10 rounds/level
Saving Throw: None
Spell Resistance: No

The crown of flame is often seen among the sword archons, who invoke it before going into battle. The caster becomes a blazingly hot beacon of the powers of good, burning all innately evil creatures within 10 ft. for 2d6 points of damage per round. This includes fiends, undead, evil spirits, and evil faeries, but not merely evil characters or petitioners.
Focus: A small circlet of something appropriate to the caster's specific deity (branches for a god of nature, iron for a war god, and so on).

Crown of Glory
Evocation [Good, Mind-Affecting]
Level: Clr 7
Components: V, S, M
Casting Time: One full round
Range: Personal
Target: Caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell temporarily bestows the aura of a powerful proxy on the caster, inspiring awe upon all lesser creatures due to the priest's terrible perfection and righteousness. The aura creates a sense of awe in creatures with fewer than 6 Hit Dice, so that they cease what they are doing and turn to face the caster. When the caster speaks, his words are treated as a suggestion spell, and are telepathically understood by the listeners, even if the caster does not speak any language intelligible to the listening creatures.
Creatures that succeed in a Will saving throw are not awed by the caster and can continue their actions normally. Creatures with more than 6 HD are immune to the effect of the spell.
Material Component: An opal worth at least 200 gp, carried on the caster's person. It shatters upon the completion of the spell; if shattered prematurely, the spell ends.

Crown of Radiance
Evocation [Good]
Level: Clr 3, Pal 3
Components: V, S
Casting Time: 1 action
Range: Touch
Area of Effect: One living creature
Duration: Until dawn
Saving Throw: None
Spell Resistance: No (harmless)

Crown of radiance is a spell used by the archons and petitioners of Mount Celestia. It creates a shining light centred on the recipient and extending outward in a 10-ft. radius. The visible aspect of the spell indicates how successful petitioners and archons have been with the paths they have chosen; those who are close to completing their paths have bright crowns, while those with far to go have tarnished ones.

Cubehopper
Transmutation
Level Sor/Wiz 6
Components: V, S, M
Casting Time: Full round action
Range: 0-ft.
Area: Two cubes of Acheron
Duration: 1 hour/level
Saving Throw: None

The cubehopper spell opens a temporary door between any two cubes in the same layer of Acheron, providing quick, safe transportation for small raiding parties. The spell lasts until a number of creatures equal to the caster's level have passed through or until its duration expires. The caster can dispel the cubehopper spell at will. Leaders of Acheron's orc and goblin armies are notorious for using this spell to escape routs and massacres (providing, of course, that their opponents haven't been quick enough to cast gate seal over the battlefield). Naturally, this spell can be cast only on Acheron.
Rumours abound about cubehopper spell variants that can be used to teleport between the layers of Acheron, but this is said to require a special spell key – which the rumourmongers never seem to know.
Material Component: A chip of iron from each of the cubes connected by the gate.

Demiplane Seed
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: Full round action (see text)
Range: Touch
Target: Special
Duration: Permanent
Saving Throw: None

High-level Prime mages – especially those who tire of their home worlds – often seek this spell. Essentially, it creates a tiny pocket realm within the Ethereal called a demiplane. The demiplanes created by this spell are very small, very minor planes unlike the major Demiplanes of Shadow, Imprisonment, or Dread.
Not surprisingly, this spell must be cast while on the Ethereal. The actual casting only takes one full-round action, but lengthy preparations are required before this can take place – the demiplane seed itself must be created. At this time, only the wizard who has been preparing the seed may handle it, and she must take it into the Deep Ethereal and cast the demiplane seed spell. As the magic touches the prepared gem, the seed grows into an actual demiplane 10 feet in radius for every level of the caster.
The demiplane grows slowly, enlarging only 1 foot in radius per day. Once it reaches its maximum size (as determined by the caster's level), it doesn't stop growing, but its growth rate decreases dramatically to just over 2 feet per year. The environment within the demiplane must be determined at the time of casting, but it can be whatever the caster desires, as long as the GM approves (no environmental effect within the plane can duplicate effects greater than those of 3rd-level spells). The caster must determine factors such as solid ground, air, water, and temperature. This spell cannot create life, nor can it create construction such as buildings, roads, wells, dungeons, and so on. These things must be added by the wizard in some other manner should she so desire.
Due to this spell, the Deep Ethereal is full of little demiplane fortresses of wizards – most of whom are there because they want to be left alone, so travellers should be wary of "dropping in."
Material Component: A single flawless gemstone worth at least 1,000 gp. Every day, for 100 consecutive days, the gemstone must be enchanted with the following spells: distance distortion and rope trick. At the end of the 100 days, it must be targeted by either a etherealness or a ethereal jaunt spell.

Despair
Enchantment
Level: Cabalist 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 90 ft.
Targets: 2d4 creatures in a 20-ft. Χ 20-ft. square
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

  Mages of the Bleak Cabal developed this spell to share their point of view with their enemies. When this spell is cast, 2d4 sentient creatures (of Intelligence 3 or better) in the area of effect must make a saving throw or lapse into a severe depression as they realise the hopeless ness and folly of their beliefs. Victims of despair are unable to attack, cast spells, move, or even engage in basic activities such as eating or drinking. Everything just seems pointless. The effects last for one round per level of the caster.
Creatures suffering from despair don't bother to defend themselves, so opponents can automatically strike, disarm, or bind them without resistance. However, when a creature is damaged or bound, it may attempt another saving throw to shake free of the spell effects.
Primes and members of the Free League, perhaps because they're not bound to any particular philosophy, are somewhat resistant to despair and gain a +2 bonus to their saving throws versus this spell.
This spell is generally only available to members of the Bleak Cabal, who guard it fairly carefully. However, sometimes information slips out, and so this enchantment can occasionally be found in obscure places by non-Bleakers.

Dictate
Enchantment (Compulsion) [Lawful, Language-Dependant, Mind-Affecting]
Level: Clr 2, Pal 2
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to six living creatures in a 20-ft. cube
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell is an improved version of the command spell. It can affect up to six creatures at once, and its effects can last more than one round. Dictate allows the caster to speak a short, precise phrase or order of no more than a dozen words that must be obeyed by all targets who fail their saving throw. Examples include, "Throw down your weapons," "Stay here until I return," or "seize that elf."
Dictate must be phrased to create an immediate course of action for the target. Commands to "die" or "sleep" usually don't work, but commands to "lie down and put your hands behind your head" prove effective. If the caster phrases the dictate spell poorly, the DM can assign a saving throw modifier of +1 to +4 for the targets. If the caster directs the intended victim to take an obviously self-destructive action ("Throw yourself off that cliff" or "Kill yourself") the victim who fails his save stands still for one round, fighting the compulsion to obey. Such dictates never actually work. Once an order takes effect, the creature continues following it until it fulfills the condition or the spell's duration ends. Therefore, when a creature ordered to "limb the ladder" reaches the top of the ladder, the spell ends. A creature ordered to "wait here" does so for the entire duration.
This spell was developed by and for the Harmonium. Since Harmonium security is very tight and very effective, non-Harmonium priests have little chance to gain access to this spell.

Divest
Transmutation
Level: Clr 5
Components: V, S
Casting Time: One full round
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: Yes

Divest can accomplish any one of the following, at the caster's choice:

The spell cannot nullify a creature's Damage Resistance. Divest is one of many used by the aasimon in their forays against the forces of the Lower Planes.

Dolorous Motes
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 10-foot cube/level
Duration: 1 round/level
Saving Throw: Will negates

With this spell, the caster can create one or more clouds filled with flickering motes of light. Creatures caught within a cloud must make a successful Will saving throw or succumb to mental anguish, suffering –4 morale penalties to all of their attack rolls, skill checks, attribute checks, and saving throws for as long as they are in contact with the motes. Spellcasters who fail their saving throws while caught within a cloud may miscast any spells attempted while in contact with it (% chance equal to 50 – victim's Intelligence score).
To escape from a cloud, the victim must make a Will saving throw vs. spell (this is a full-round action). Anyone who fails may try again in any subsequent round, but the DC increases by 1 for each saving throw attempted after the first.
The caster can choose to invoke the dancing motes anywhere within the spell's range and need not keep the individual clouds together. For example, a 4th-level caster could create four 10-foot cubic clouds, targeting three of them on a band of enemies ahead and the fourth on a single spellcaster standing apart from that group. All the clouds must be within the spell's range, and each cloud is stationary once placed.

Exorcise
Abjuration
Level: Clr 4
Components: V, S, DF
Casting Time: 10+ minutes
Range: 10 ft.
Target: One creature or object
Duration: Permanent
Saving Throw: None
Spell Resistance: See text

This spell negates possession of a creature or an object by any outside or supernatural force. This includes control of a creature by a magic jar spell, fiendish possession, curses, and even charms, for the exorcise spell is similar to a dispel magic spell. Furthermore, it affects a magical item if such is the object of the exorcism. Thus, a soul object of any type affected by a successful exorcism expels the life force contained, to inhabit the nearest material body wholly and completely.
Once begun, exorcise cannot be interrupted without spoiling the spell. The cleric must make a special check – 1d20 + his level + his Wisdom modifier. The DC of this check is equal to the level of the possessor or the possessing magic, plus its SR (if relevant).
After each ten minutes of casting the cleric attempts the check, and if the result is equal to or higher than the DC, the spell is successful. If the result is less than the DC, the casting must continue for another minute. A religious artifact or relic can grant a sacred bonus of +1 to +10, according to its power.
Divine Focus: The holy symbol of the priest and holy water.

Foesight
Divination
Level: Clr 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: Caster
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Foresight lets the caster detect his enemies at a distance, giving him time to flee or prepare a defense. The effect is centred on the caster and moves with him, spreading outward with a radius of ½ mile per caster level. If a being who means harm to the caster (or his group) comes within the area of an active foesight, the caster immediately senses the enemy's presence. After two minutes, the feeling grows in strength, and the caster knows the approximate distance of the foe, the general direction from which it comes, and the speed at which it travels.
The spell does not in any way identify the enemy or provide information on its strength. It does, however, give the caster a general sense of the foe's numbers (whether it's one or an army). Foesight doesn't change based on the distance of the enemy – that is, the caster's sense of danger doesn't increase as the enemy draws closer.

Fostered Protection
Abjuration
Level: Clr 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Area of Effect: One creature
Duration: 10 rounds/level
Saving Throw: None
Spell Resistance: No

Fostered protection can be cast only on creatures that already possess some level of natural spell resistance. Other beings simply aren't affected by the spell. Also, this spell does not affect spell resistance granted by magical items or other outside sources.
When cast on a spell-resistant creature, fostered protection increases the resistance by +1 per two levels of the caster for the duration of the spell. Under no circumstances can the target creature's magical resistance exceed 30.
Material Component: A drop of blood from a spell-resistant creature (not the caster's or the subject's own blood).

Gate Seal
Abjuration Reversible
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch or special
Target: One gate or battlefield
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The primary use of gate seal is as a more powerful, longer-lasting version of gate ward, allowing the mage to close two connecting gates on the same plane. The only difference lies in the duration of the spell.
Gate seal has a secondary benefit, however, which is applicable only on the plane of Acheron, where the spell was originally developed. When cast on an Acheron battlefield, all cubehopper spells fail in the area of the ongoing battle. It also prevents teleportation or other magical transports that would take creatures from the cube and move them to another cube on the plane. Gate seal doesn't prevent a body from leaving the plane altogether by plane shift, teleport without error, or similar magic. The reverse of this spell, break gate seal, automatically dispels a gate seal or gate ward cast by any wizard.
Material Component: A bar of steel. The material component for the reversed spell is an iron spike.

Gate Ward
Abjuration Reversible
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One portal
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Gate ward temporarily shuts down any one gate that links two points on the same plane. For example, a gate linking two metal cubes in a layer of Acheron can be blocked by the use of this spell. If the spell is cast just as a creature enters a gate, the creature vanishes into the gate and immediately reappears out of it on the same side.
A sealed gate displays the seal of the mage who cast the spell. The gate wards of mages who have no personal sigil display the face of the caster. Anonymous versions of the spell are said to exist, though no confirmed example of this has been verified. The reverse of this spell, break gate ward, automatically dispels a gate ward spell cast by any wizard.
Material Component: A bar of steel engraved with the wizard's seal and bent into a circle. The material component for the reversed spell is an iron spike.

Hand of Divine Wrath
Invocation [Good, Law]
Level: Clr 8
Components: V, S
Casting Time: One full round
Target: One creature
Range: Special
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With this spell, the archons invoke a manifestation of a divine hand to strike down one creature anywhere on the same plane. The spell has been shared with other deities of Mount Celestia; there are rumours that other gods have attempted to copy its effects.
The cleric must know the true name of the target creature; otherwise the hand floats menacingly in the sky for a moment, and then the spell ends. With a single blow, the hand of divine wrath reduces the victim to 1 hit point. The stunning force of the strike also causes the victim to be disoriented for 2d6 rounds, incurring a –6 penalty to all rolls (attack, damage, surprise, initiative, skill checks, attribute checks, and so forth).
This spell is reserved for only the most devout clerics. Use of the hand of divine wrath permanently drains 1d6 hit points from the caster's total. Only a deity can return such a loss; a restoration spell is ineffective. Thus, most clerics resort to this spell only in the direst circumstances. The spell's target need not be evil, although if a priest invokes the hand of divine wrath in an arbitrary manner he will certainly be required to answer for his transgressions, possibly making amends by completing some perilous endeavor.
This spell does no harm to gods, their avatars, or their proxies. Such beings can sense and identify anyone who attempts to use the spell against them.

Hidden Hatred
Illusion (Glamer)
Level: Clr 4
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

Hidden hatred protects a body from being detected by the divination spells, spell-like effects, and items of a specific enemy for whom the recipient bears a special hatred, until he is within 10 ft. of a target. At that distance, hidden hatred can no longer cloak the attacker's enmity.

Howl of Pandemonium
Conjuration
Level: Cabalist 5, Sor/Wiz 6
Components: V, S, M
Casting Time: Full round action
Range: 0 ft.
Area: 30-ft. radius emanation centred on caster, or a cone 60 ft long
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

  This spell enables a mage to channel the screaming winds of Pandemonium through his own body, allowing him to emit a numbing howl that incapacitates anyone nearby. The spell lasts as long as the caster concentrates, to a maximum of one round per level of the caster (the howl must be maintained for at least one full round to be effective at all). When the Bleaker casts howl of Pandemonium, he has the option of channeling the spell into a cone-shaped area, or simply affecting all creatures within 10 yards. The effects linger after the spell ends, lasting as long as the howl was maintained. The wizard can take no other action than standing still and howling to maintain the spell.
All sound-based attacks are negated by this spell. Even a banshee's wail or an androsphinx's roar would be drowned out by the howl. All creatures in the are of effect are deafened and disoriented by the spell. Communication of any kind is impossible, and the victims suffer a –2 penalty to attack rolls and saving throws. Any creature trying to approach the caster must save versus spell to get any closer, and the force of the howl deflects any non-magical missile fire.
In addition to the above affects, creatures whose Hit Dice or levels are less than the caster's must save versus spell or become magically confused. Roll 1d10 for those who fail their save and refer to the table below:
1 Wander away for the duration of effect
2-6 Stand confused for one round, then roll again
7-9 Attack nearest creature for one round, then roll again
10 Act normally for one round, then roll again

Creatures of 2 Hit Dice or less who fail their saving throws are not confused, but instead driven into a catatonic state that lasts for 2d6 hours. Petitioners and monsters native to Pandemonium are unaffected by this spell. Though howl of Pandemonium was initially developed by Cabalists, it quickly found its way into the spell books of mages elsewhere. As befits their philosophy, the Bleakers simply didn't care who learned this spell.
Material Component: A pebble from Pandemonium, which must be consumed by the caster.

Inspiration
Divination
Level: Clr 4, Pal 4
Components: V, DF
Casting Time: One full round
Range: Personal
Target: Caster
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

By means of this spell, the caster calls upon the wisdom of a powerful aasimon (such as a planetar or solar) to learn the answer to one question or unlock the solution to one problem. For example, the spell could reveal the weakness of a particular monster, the answer to a riddle, the hidden way into a fiendish stronghold, or the command word of a magical item.
The response to the caster's question tends to be vague and subject to interpretation, for the celestial is not speaking directly to the cleric, but rather sharing the intuitive powers of its subconscious mind. Thus, the cleric must make a Will saving throw (DC 15) to interpret it. Success indicates that the caster learns the needed information; failure means that the cleric cannot fathom the enigmatic thoughts of the celestial correspondent.
This spell is typically only used by the lesser aasimon. The celestials sometimes grant a mortal cleric permission to call upon the wisdom of their leaders; this permission is symbolised by a kiss upon the forehead. If a mortal priest attempts to cast this spell without previously-granted permission, the celestial contacted will realise this and the spell ends immediately.
The inspiration spell cannot reveal solutions to problems that have none. For instance, if the caster is somehow teleported to a chamber without exist and sees no means of escaping, the inspiration spell cannot provide the priest with a solution if none exists. If, however, there is a hidden means of egress, inspiration will reveal it, provided that the cleric interprets the information correctly. This spell is usable only once per day.
Divine Focus: The holy symbol and a sprinkle of ashes, touched upon the forehead.

Inverted Magic
Invocation
Level: Clr 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This powerful offensive spell only affects creatures that have some level of natural spell resistance. Inverted magic turns that protection against them.
When the caster touches the intended target, he unleashes – and inverts – the inherent magical power within the creature. The target can attempt a saving throw and a magic resistance roll to avoid the effects. If it fails the save, the creature is racked with painful energy and suffers damage equal to its spell resistance. What's more, the victim is stunned for a number of rounds equal to the number of hit points lost divided by 10 (round down).
Material Component: A silver holy symbol worth at least 100 gp. The symbol is consumed by the magic unleashed.

Know Faction
Divination
Level: Cler 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Special
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Developed by a Free League mage, this spell enables the caster to determine a character or creature's faction simply by looking at him. The spell lasts one round per level of the caster; each round, the caster can determine the faction of one creature within range.
Most faction members don't bother to hide their affiliation, but on occasion factols order covert missions or infiltration of other groups. If a target is trying to conceal his faction, the GM secretly rolls a Will saving throw for the target. Success means that the target has foiled the wizard's efforts to reveal his true faction affiliation. Note that Anarchists posing as members of other factions aren't detected by this spell, as they take their assumed roles to heart.
This spell is virtually unknown outside of Sigil. It obviously has no effects on creatures without faction affiliation, and also doesn't work on subjects belonging to factions or sects of which the caster has no knowledge. On occasion, however, creatures with deep-rooted philosophical beliefs may be incorrectly identified as factioneers by this spell. For example, a high-level priest who worships a power of death may be mistaken for a Dustman.

Magic Circle against Prime
Abjuration
Level: Brd 3, Clr 3, Sor/Wiz 3

As magic circle against evil, except that it is similar to protection from prime instead of protection from evil.

Major Gate Ward
Abjuration Reversible
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One gate
Duration: 10 minutes/level
Saving Throw: None

This spell is a more powerful version of gate ward. It has a longer duration, but more importantly, it can affect any gate or portal. Thus, a gate between any layers or planes can be blocked temporarily. If the spell is cast just as a creature enters a gate, the creature vanishes into the gate and immediately reappears out of it on the same side. It is important to remember that in Sigil, the Lady of Pain's will over portals is absolute. No portal can be warded against her wishes.
The reverse of this spell, break major gate ward, automatically dispels any gate ward or gate seal cast by another wizard.
As a special note, it's worth pointing out that while this spell can affect the portals of the Great Road, the gate-towns, Mount Olympus, and Yggdrasil, such seal probably aren't worth the wizard's time and effort. It is virtually assured that the rulers of the gate-towns retain spellslingers who can break major gate ward, and the portals of the Great Road are too widely used to remain shut for very long. As for Mount Olympus and Yggdrasil, those planar pathways are sacred to the Olympians and the Aesir respectively, and no sane wizard wants to tempt divine wrath by closing off the gods' portals.
Material Component: A bar of silver (worth at least 50 gp) engraved with the wizard's seal and bent into a circle. The material component for the reversed spell is a silver spike (worth at least 50 gp).

Major Pact
Abjuration [Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Caster and one baatezu
Duration: See text
Saving Throw: None
Spell Resistance: No

Major pact is a more serious version of minor pact. The basic method is the same, but a major pact creates a long-term relationship between a baatezu and the spellcaster. This is usually a patron-client relationship, with the wizard agreeing to act as the baatezu's agent in return for specified favours. The baatezu is likely to try to wriggle out of the agreement, but it may use the mortal for a long time before doing so.
The bargaining process is quite important, and should be roleplayed. Thus, the casting time of this spell is a minimum of twenty minutes.
The terms of a major pact usually last for one to five years, though longer pacts are possible. Many baatezu serving under a major pact strictly limit the number of times they can be summonsed during this period. Writing out the contract is useful for later reference in the campaign.
Material Components: A vellum scroll worth 100 gp, ink made of dragon blood (250 gp), and a quill from a cockatrice (worth 500 gp).

Mantle of the Heavens
Abjuration [Good]
Level: Sor/Wiz 9
Casting Time: 1 action
Components: V, S, M
Range: 30 ft.
Duration: 10 rounds + 2 rounds/level
Target: 1 creature/level
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell grants protection identical to that afforded by the 6th-level spell starmantle to multiple creatures. The caster designates which targets within range receive the benefits.
Material Component: A pinch of dust from a faerie's wing.

Minor Pact
Abjuration [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
Targets: Caster and one baatezu
Saving Throw: None
Spell Resistance: No

This spell is a ritualised means to make bargains with baatezu. The character begins by opening up a magical connection between herself and the target baatezu, who must already be present (likely at the behest of a summoning spell). This takes 1 full-round action, and involves the caster calling down dreadful curses on those who break the pact. Once the connection is established, the bargaining can begin. This process must be roleplayed, and it is up to the player and the DM to devise an actual agreement. The bargaining can take as little as one minute or as much as several hours. Once an agreement has been reached, the caster casts the spell (another full-round action).
The minor pact is a temporary agreement. The caster can bargain for one task, which should not take the baatezu longer than one week to complete. Baatezu must live up to the letter of an agreement, but they are masters of deception. A common task is the protection of the caster for the length of a particular journey. The baatezu does not travel with the caster, but can be summoned by an appropriate spell at any point during the specified time. It is up to the DM to decide what is a proper task.
Material Components: A scroll of fine vellum (worth 50 gp), ink made with the blood of a snake (10 gp), and a quill.

Misfortune
Enchantment [Evil]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One person/level
Duration: Ten minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell is much like curse, but its effects last longer and often can be more deadly. Basically, it turns the target creature into a lodestone for bad luck and calamity. Every ten minutes, there's a 25% chance that something will go wrong for the target. Magical items fizzle, spells go awry, ropes fray at critical junctures, a bruiser picks a fight with the target, and so on. Misfortune doesn't cause physical harm to the target; it just increases the chance of such harm coming from other sources.
The DM must carefully adjudicate the use of misfortune. One option is to impose penalties (anywhere from –1 to –3) to the target's attack rolls, initiative rolls, or saving throws, though not all three at once. But the best method is just to play up the ill-effects that arise whenever the target tries to perform an action, from lacing up a boot to casting a complex spell.
Misfortune is a highly useful tool in any army's infiltration and espionage efforts. A well-placed spell can cause so many problems that an invading force can march in quickly – not to mention that the chaos unleashed disrupts even the most disciplined forces.
Misfortune can't be cast on items. To impart the power of the spell, the caster must make a successful touch attack roll against the target.

Modron Mind
Transmutation [Lawful]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 rounds/level
Saving Throw: None
Spell Resistance: No

Like the spell's namesake, the caster of modron mind temporarily becomes a being of focused order. The benefits of this state are many.
First, the caster gains a +2 bonus to saving throws versus all spells that fool the senses or the mind such as confusion, misdirection, and all illusions. This protection does not extend to all mind-affecting spells, so charm, hypnotism, and similar spells work normally. Second, the caster gains a +1 bonus to all saving throws versus Chaos spells and effects. Finally, the caster gains a +1 bonus to all Intelligence checks.
The spell isn't without side effects. While under its influence, the caster's personality becomes somewhat less emotional and more analytical. His speech becomes monotonous and dry. Characters of chaotic alignment should seriously consider whether they want to use this spell. In general, they won't. By choice, Xaositects, Bleakers, and wild mages never cast this spell.
Sages who study the modrons know that modron mind is inaccurately named. The caster doesn't really take on modron characteristics, he simply (and temporarily) causes his own mind to become more orderly. It's thought that the mage who developed this spell patterned it after his own perception of how modrons function. Despite his misunderstanding, the spell continues to be used to "turn a berk into a modron" (in the words of yet another mistaken wizard).

Move Fire or Magma
Transmutation [Earth, Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: Special
Range: 30 ft./level
Area: See text
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell transfers a volume of fire or magma to another nearby location in a manner somewhat similar to the spell move earth. The volume to be affected dictates the casting time; for every 100 ft. Χ 100 ft. surface area and 10 feet of depth, 10 rounds of casting time are required. The maximum area that can be affected is 600 ft. Χ 600 ft. and 60 feet of depth, which takes four hours.
The caster must move the fire or magma slowly, with great concentration. Thus, the wizard is unlikely to trap or harm nearby creatures with the flames.
On any Prime Material world, the element must be moved in natural patterns – the flame or molten rock can't be moved up into the air, but must flow along surfaces. On the planes of Fire or Magma, the element can be moved in any direction the caster wishes. At the spell's conclusion, the caster has created an area free of dangerous fire or magma in any environment: one of the Elemental Planes, a volcano in Gehenna, or a safety zone in a forest fire or volcanic eruption.
The affected area remains free of fire or magma for a period no shorter than 10 times the casting time of the spell. After that point, the fire or magma moves back into the area if it would naturally do so. Only flames or magma are moved with this spell, leaving all other material behind.
Note that if the fire moves to an area of nonflammable material – such as sand, silt, and so on – it extinguishes naturally. Shifting flames or even magma to a body of water effectively eliminates them. Therefore, a huge fire within the caster's area of effect might be extinguished if it was transferred to an area of nonflammable material. Obviously, the element cannot be moved out of the caster's range.
Material Components: Several small chunks of coal and a small bag of wet sand.

Native Item
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One magical item
Duration: 10 rounds/level
Saving Throw: None
Spell Resistance: No

When magical items are taken from their plane of creation, they often lose some of their potency. Those particularly affected are items with "pluses," such as magical weapons, armour, and rings or cloaks of protection. This spell temporarily and artificially restores the level of enchantment to one item so that it functions as if it were on its home plane. In effect, the spell grants an item its original "plus" rating for the duration.
To cast native item, the wizard rubs the magical item with the material component of the spell.
If a single person has in his possession more than one item with this spell cast upon it, there is a 10% chance (cumulative per item) that a backlash of planar energy, both from the plane inhabited and the plane(s) of origin. This inflicts 6d6 points of damage on the person who holds the items. Additionally, there is a 20% chance that each item will be drawn back to its plane of origin (check for each item separately). This check is made each time a body adds another item with this spell cast on it to his possessions.
Material Component: A bit of soil or water (or the closest equivalent) from the item's plane of origin.

No Breath
Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creatures touched
Duration: 1 hour/level + 1d4 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

Most useful of all breath-related magic, this spell completely frees one subject from the need to breathe. The subject's body sustains itself for the duration on magical energies rather than air. Beyond being able to survive underwater and within areas of silt and smoke, the recipient is immune to poisonous gases, stinking clouds, and similar attacks. This spell is virtually the only way to travel on the planes of Vacuum, Positive Energy, and Negative Energy, barring a potent magical item.
The caster can affect as many different subjects for the spell as he desires, but the duration is then divided up equally among the various recipients.

Portal Alarm
Abjuration
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One portal
Duration: 1 hour/level
Saving Throw: None

A portal with this spell cast upon it shows no visible signs of magical tampering, although the spell can be discovered by detect magic.
Nevertheless, if the portal is activated, the caster receives a mental signal alerting him to this fact. The signal can be transmitted to the caster as long as he is on one of the two planes connected by the portal.
The alarm is purely mental and cannot be detected by anyone other than the caster. When activated, the portal shows no sign of special magical activity.

Portal Beacon
Evocation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One portal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

When this spell is cast, a portal designated by the caster projects a mental call to up to six intelligent beings chosen by the caster. The beings must be known to the caster, but need not be present at the time of casting. Those selected always know the direction and distance to the portal as long as they remain on one of the two planes that it connects. Thus, the spell's call has a virtually unlimited range.
A planewalker wizard designed portal beacon so that adventurers would never lose track of their gate home. The trick is leaving and returning to the gate before the spell's duration ends.

Protection from Prime
Abjuration
Level: Brd 1, Clr 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 ft. This barrier moves with the recipient. The subject of the spell must be a planar creature or being. Protection from Prime does not function at all on the Prime Material Plane.
This spell works as protection from evil, except that the deflection and resistance bonuses apply to attacks from Prime Material creatures, and creatures summoned or conjured from the Prime Material Plane cannot touch the subject.
Material Component: The powdered bone of a prime-material creature, traced in a 3-foot-diametre circle on the ground around the creature to be warded.

Protection from Silver
Abjuration
Level: Clr 1
Components: S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 1 hour/level
Saving Throw: None
bSpell Resistance: Yes (harmless)

Some planar beings, such as guardinals, are especially vulnerable to silver weapons. Protection from silver does away with that vulnerability for the duration of the spell. Attacks with a silver weapon against a protected creature are treated as attacks with a normal weapon of the same type.
Material Component: A small silver needle worth 5 sp.

Radiant Messenger
Conjuration (Summoning) [Good]
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range: See text
Effect: One globe of light
Duration: See text
Saving Throw: None
Spell Resistance: No

This spell opens a gate to the inner plane of Radiance through which a radiant, quasi-sentient globe of light is summoned. This entity can remember and deliver any message that requires no longer than a single round to convey. The caster must utter the message, then speak the true name and present location of the desired recipient. If the caster lacks either piece of information, the radiant messenger immediately dissipates and perishes without attempting delivery. Otherwise, once it has the required information, it enters the nearest source of illumination, then jumps from light source to light source until it reaches the recipient. If the recipient and the caster are on the same plane, the radiant messenger reaches its destination within one hour, regardless of the precise distance. An interplanar delivery requires a full day. The caster can use this spell to deliver a single message only; a radiant messenger can perform no other services of any sort.
The radiant messenger derives its energy from radiant, illuminating objects, so it cannot enter an area of total darkness – even to answer the spell's initial summons. Likewise, the delivery site must have some light source (such as sunlight, a torch, a candle, or even a pool of reflected starlight) from which the entity can emerge. It cannot deliver a message to anyone in a completely dark room. It also cannot enter dead magic zones or areas protected by antimagic zones. Any radiant messenger that cannot reach the intended recipient of its message dissipates and perishes without delivering the information.
A radiant messenger has no substance and cannot be injured. However, a successful darkness, dispel magic, or dismissal spell immediately banishes it to the plane of Radiance, ending the spell. Otherwise, the radiant messenger returns to its home plane upon delivering the message.
The eladrins of Arborea are known to have first learned the chant and song that opens the gate to Radiance, and they have been known to teach the spell to clericsof creative, artistic, or freedom-loving deities.

Renewed Ability
Transmutation
Level: Clr 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Renewed ability can be cast only by creatures that already possess innate spell-like powers, such as fiends, tieflings, celestials, and aasimar. When cast, renewed ability lets the priest "recharge" one of his spell-like powers that normally has a limit on how often it can be used in a given time period. A power can be renewed only if it is identical to the effect of a spell of 3rd level or less.
For example, a tiefling cleric normally can use his innate darkness power once per day. After casting renewed ability, the cleric can use darkness a second time that day.

Sentinel of Light
Conjuration [Good]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 minute
Range: 20 ft.
Target: One creature
Duration: 10 rounds/level
Saving Throw: None
Spell Resistance: No

By means of this spell, the wizard summons a coalescent energy-being from the Positive Energy Plane to protect a designated creature within range for the duration of the spell. The caster chooses the entity's form from among the six listed below at the time of casting. Both the sentinel's form and the recipient of its protection are fixed for the duration of the spell.
The sentinel of light remains within 15 feet of its charge at all times. If anyone attacks the spell recipient in melee, the sentinel retaliates with an attack of its own that same round, regardless of initiative. Thereafter, it continues to attack the same target, striking first in each round, until that attacker moves out of the entity's 15-foot range or other attackers present a greater danger to its charge. The sentinel can sense invisible and ethereal attackers as well as those hiding in shadows or otherwise hidden from the recipient's view; it cannot be surprised. Missile and ranged spell attacks do not activate its protection, however, as retaliation would require moving further than 15 feet from the spell recipient.
The sentinel has AC 20, an attack bonus of +15, and hit points equal to those of the caster. The nature of its attack depends on the form selected, but it always strikes as a +3 magical weapon for the purposes of overcoming damage reduction.

The sentinel answers the summons of this spell due to ancient pacts between the celestials and certain unknown powers of the Positive Energy Plane; the spell's verbal component is a recitation of these ancient pacts, in a language understood by few. Regardless of form, the sentinel cannot pass through solid objects or harm creatures native to the Positive Energy Plane.

Sever the Silver Cord
Transmutation
Level: Clr 5
Components: V, S
Casting Time: 1 action
Range: 30 ft./level
Target: One Prime-Material creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell effectively slays a creature from the Prime Material Plane who was brought to another plane by an astral spell. The cleric accomplishes this effect by magically severing the silver cord that ties him back to his home plane.
A chopping motion directed at the subject of the spell extends a scythe-like blade of invisible force. If the target fails his saving throw, the spell slices the cord and the character dies. If the caster is able to detect invisibility or otherwise see astral objects so that he can perceive the cord, the victim's saving throw suffers a –2 penalty.

Shield of the Archons
Abjuration [Good]
Level: Clr 7
Components: V
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell creates a mystic shield of beneficent energies that interposes itself between the caster and incoming attacks by spell, spell-like ability, or magical items. Attacks on the caster within a 120° arc hit the shield instead, and each strike has a chance of shattering it. The player rolls 1d20 for every attack the shield intercepts. The shield of the archons shatters if the roll is less than the level of the intercepted magical attack. A shield that shatters still provides protection from the spell that destroyed it.
If an area-effect spell would include the caster but is not directly targeted on him, the shield provides a +4 saving throw bonus and reduces damage by –2 points per die. This protection also applies against breath weapon attacks that cause physical damage.
If attacks are launched at the caster from different directions at the same time, the shield interposes itself between the caster and the most dangerous threat, as determined by the DM.
The shield provides no protection against attacks other than those specified. A caster can create a shield of the archons but once per day.
As its name implies, clerics working with the archons of Mount Celestia first cast this spell.

Shield of the Tanar'ri
Abjuration [Evil]
Level: Clr 7
Components: V
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/2 levels
Saving Throw: None
Spell Resistance: No

This spell creates a mystic shield of chaotic energies that was developed by Abyssal clerics in imitation of the shield of the archons spell; it is thought to empower the gods of the Abyss each time it is cast. The shield interposes itself between the caster and incoming attacks by spell, spell-like ability, or magical items. Attacks on the caster within a 120° arc hit the shield instead, and each strike has a chance of shattering it. The player rolls 1d20 for every attack the shield intercepts. The shield of the tanar'ri shatters if the roll is less than the level of the intercepted magical attack. A shield that shatters still provides protection from the spell that destroyed it.
If an area-effect spell would include the caster but is not directly targeted on him, the shield provides a +4 saving throw bonus and reduces damage by –2 points per die. This protection also applies against breath weapon attacks that cause physical damage.
If attacks are launched at the caster from different directions at the same time, the shield interposes itself between the caster and a random threat.
The shield provides no protection against attacks other than those specified. A caster can create a shield of the tanar'ri but once per day.

Shroud Presence
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The eladrins use this modified version of the invisibility spell to become invisible and inaudible to any, or all, intelligent creatures. At any time during the spell's duration, the caster may designate one or more such creatures as exceptions to the effect, thereby becoming visible and audible only to them.
Thus, the caster can appear to selected individuals and carry on conversations with them while remaining unseen and unheard by those around them. Once granted, this privilege cannot be withdrawn from a designated individual for the remainder of the spell's duration.
If the caster makes any attacks, the spell effect ends immediately. Shroud presence has no effect on non-intelligent creatures or undead.

Sphere of Survival
Abjuration
Level: Clr 8, Drd 7
Components: V, S, DF
Casting Time: One full round
Range: 0 ft.
Area: 10-ft.-radius sphere, centred on caster
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Sphere of survival creates a sphere of protection against one type of element, and breathable atmosphere for all within. It is intended to be used on the Inner Planes, allowing a small group of planewalkers to enter into and operate within a hostile environment safely. As such, this spell does not function on the Prime Material or any of the Outer Planes.
At the time of casting, the caster must specify which element the sphere protects against. Everyone within the area of effect of the spell is protected from all damage caused by the named element. Additionally, the sphere provides all creatures within it with fresh air. The sphere maneuvers through all elemental material unhindered, even if the medium is solid rock, and carries those within it at a speed of 30 ft., flying with average maneuverability in planes that require flight.
Obviously, this spell is a great boon to inner-planar travel. Only its high level keeps it from becoming more widely used.

Spirit Wrack
Abjuration
Level: Sor/Wiz 6
Components: V, M
Casting Time: Special
Range: 10 ft. + 10 ft./level
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

A spirit wrack spell is a very strong protection and punishment spell against powerful Outsiders. In order to employ the magic, the spellcaster must know the true name of the target of the spell. Prior to actually uttering this spell, the caster must prepare an illuminated scroll containing the spell and the target's true name. If the Outsider is present, the caster can then begin the actual incantation. During each round of reading, the target has a 25% cumulative chance to concede without any inducements.
It takes three rounds to read the spell. When the caster begins reading the document, the target creature becomes immobile unless it makes its magic resistance roll. If the roll succeeds, the monster is nevertheless racked with pain and is 90% likely to retreat to its home plane if it can. Regardless of the roll's result, the target is powerless to attack the caster while he reads the spell. Reading the first part takes one round, with the target's discomfort increasing. During the second round, the creature loses 1 hit point per Hit Die it possesses (for example, a 9 HD tanar'ri loses 9 hit points). At the end of this round, the creature is in extreme pain. The third and final round of the spell reduces the creature's remaining hit points by 50%, causes excruciating pain, and exiles the creature to its home plane - there to remain imprisoned in pain for a number of years equal to the level of the spellcaster.
Target creatures become the sworn foes of the character, a fact that few spellcasters care to deal with. Most characters are far more likely to create the document and use it as a threat to force a creature into submission rather than actually cast the spell itself. This spell is obviously of limited use in Sigil or the creature's home plane.
Spirit wrack is said to have originated on the plane of Acheron, where it is used to coerce fiends into the eternal warfare there. To the dismay of many fiends, it has become much more widely known, even making its way to the Prime Material Plane. Wizards use this spell as a tool in making bargains with fiends – deals that might actually stick. Even the threat of the document can sometimes intimidate a fiend, but woe to those wizards who try such a bluff and fail.
Material Component: An illuminated sheet of vellum, carefully inscribing the spell and the target's name. He must use special inks made from powdered rubies and the ichor of a slain tanar'ri, then ornament the vellum with gold leaf. This preparation requires 1d4 Χ 8 hours and costs 6,000 gp for all supplies.

Stabilise Chaos
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Area: Special
Duration: 1 hour + 1 turn/level
Saving Throw: None

This spell was specifically developed by planewalkers for use in the churning maelstrom of Limbo. The spell allows a character who is concentrating on maintaining a safe pocket of stable reality to cease concentration yet maintain the stability. That is, the spell serves as a substitute for concentration, at least for a while. Although stabilise chaos may have been developed by the githzerai, it is virtually never used by the Anarch's Guild chaos shapers, who can maintain the terrain without concentration.
Stabilise chaos does not increase the size of a terrain pocket that a character can stabilise, nor can it initiate stability. It is only used for maintaining already stabilised pockets. The stabilised area can be of any size.
Obviously, this spell allows travellers a brief respite from concentration while on Limbo. After casting this spell, a character can relax, sleep, study, or do anything else she wishes without worrying about the native chaos. Naturally, this spell is effective only on Limbo or on chaos-stuff that has somehow been taken out of Limbo.

Starfire
Invocation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft. spread, centred on a point in space
Duration: 3 rounds
Saving Throw: See text
Spell Resistance: Yes

This dweomer causes star-like embers to rain steadily from above. The caster must designate both the centre of the effect and the height (15 ft. minimum) from which the embers fall. The centre must be a fixed location, an object, or a creature. A living target is entitled to a Reflex saving throw; success indicates that the effect instead centres on a space about 1 ft. behind the creature. Once designated, these parameters remain fixed for the duration of the spell.
The falling embers inflict 5d6 points of damage per round to unprotected creatures they contact. Anyone caught within the area of effect must make a Reflex saving throw; success indicates that the victim suffers only half damage that round. Creatures may leave the area to avoid additional damage, but a new saving throw is required for each round a victim remains within the fiery downpour. Hard cover (such as a wide stone ledge or stone structure) provides complete protection from the effect, but structures made of wood or other flammable materials offer no safe haven after the first round, as the rain of fire ignites any such items it contacts. Creatures equipped with medium or large metal shields can use these to deflect the embers, reducing the damage to half normal (or none with a successful save).
If the effect has been successfully centred on a specific victim, that individual cannot avoid the flaming embers and suffers full damage every round (no saving throw). Such a creature can, however, attempt to include others in the area of effect by moving so that the fiery rain encompasses them. Such victims are entitled to the normal Reflex save to reduce damage by half.
Material Component: A pinch of stardust.

Starmantle
Abjuration
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 10 rounds + 2 rounds/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Seers of eladrin courts devised starmantle, a spell that creates a spectacular, shimmering glow of protection around the recipient. The effect resembles a cloak of tiny, cascading stars that seem to flicker out before touching the ground. The starmantle transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever. Contact with a starmantle does not destroy magical weapons or missiles or harm living or animated creatures, but the spell recipient is entitled to a Fortitude saving throw each time an opponent scores a hit with such a weapon. Success indicates that the wearer suffers half damage from the blow.
Material Component: A pinch of faerie dust from a creature of the Seelie Court.

Summon Greater Equar
Conjuration [Good, Summoning]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: One full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One equar
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell is similar to the 5th-level spell summon lesser equar, and the conjurer must have knowledge of that spell before learning this one. This version calls a greater equar, with enhanced abilities and statistics. In all other ways, this spell resembles the summon lesser equar spell.

Summon Least Baatezu
Conjuration [Evil, Lawful, Summoning]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell is a specialised version of summon monster II that calls forth the lowest forms of the baatezu. Least baatezu – lemures and nupperibo – are mindless creatures that form the bulk of the rank-and-file troops of Baator. While they can be summoned, they cannot be bargained with. They simply lack the mental capacity to communicate. Like the subjects of other summon monster spells, least baatezu need only be pointed towards a foe and they will attack relentlessly.
The spell summons 2d4 lemures or 2d6 nupperibos (caster's choice). The caster can command them to attack a particular foe or group of foes. The baatezu attack the indicated foes until they are killed or the spell's duration ends. If the specified foes are killed and the spell is still active, the baatezu attack the creatures closest to them – which could be the caster and his allies.
Material Component: A freshly killed animal.

Summon Lesser Baatezu
Conjuration [Evil, Lawful, Summoning]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1d8 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell summons up a lesser baatezu from the depths of Baator. The caster must know the true name of the baatezu being summoned. Baatezu torn from their duties are usually not happy about it, so the caster must chalk a warding diagram around him and cast a protection from evil spell before the casting begins. Spellcasters not protected in this way will be immediately attacked by the summoned baatezu.
Scrolls of this spell are often found with the name of a baatezu as part of the spell. A character can substitute a true name he has researched, or try his luck with the name supplied by the copyist. Those using the scroll as is should roll 1d20 and consult the list below:
d20Result
1-6Name is incorrect. No baatezu is summoned.
7-9Named baatezu has been demoted to lemure status. While the lemure does appear when summoned, it is mindless and cannot be bargained with.
10-11Black abishai
12Green abishai
13Red abishai
14Spinagon
15Osyluth
16Barbazu
17Erinyes
18Kocrachon
19Hamatula
20Named baatezu has been promoted. Roll 1d20 again. On 1-10, an amnizu is summoned; 11-17 summons a gelugon; while 18-20 summons a pit fiend.

Once the baatezu has been summoned, the wizard has one minute per level to conduct his business. At the end of the duration, the baatezu returns to wherever it came from.
Material Components: 50 gp worth of incense, a calf or goat to sacrifice, and a ritual dagger.

Summon Lesser Equar
Conjuration [Summoning]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: One full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One creature
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

This spell was devised by natives of the Outer Planes, and is difficult for mortals to cast. Only those characters who have mastered the spells mount and summon monster II can successfully cast summon lesser equar.
By means of this spell, the spellcaster can summon an equar (planar steed) from one of the Outer Planes to the Prime Material Plane, causing it to appear one round after casting at any desired spot within the area of effect. Only one equar (which is always of the same alignment as the caster) answers the call.
The creature is under no compulsion to serve the character, but is usually willing to do so if the latter agrees to its terms: In exchange for proper care and feeding, it will serve the caster in a single endeavor for a period not longer than the spell's listed duration. Any breach of these terms (improper feeding, betrayal to a creature of opposed alignment, or attack by allies of the caster) causes the equar to abandon the mission and return without its rider swiftly to its home plane. No other repercussions occur at that time, but if the caster tries to use the spell again without making amends for the transgression, the equars will not answer the call.
Equars may accept riders of similar alignments to their own at the caster's request, but may prove to be difficult mounts, as they tend to be openly critical of any rider actions that they deem offensive. For example, a trothspyre (lawful good equar) might consent to bear a neutral good or lawful neutral rider, but might continuously extol the ways of virtue during the ride. In no case will a good-aligned equar stand tamely by and allow its companions to commit an act oposed to its alignment. If it cannot prevent the misdeed or convince them otherwise, it immediately leaves for its home plane, as above.
Material Component: An offering of food to the taste of the summoned equar.

Summon the Hag of Night
Conjuration [Evil, Summoning]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: 0 ft.
Effect: See text
Duration: Special
Saving Throw: None
Spell Resistance: No

To use this spell, the spellcaster must inscribe a magic circle on a black granite floor with an iron chisel that was tempered by plunging it into the stomach of a living humanoid being, killing that being. The wizard must also know the true name of the night hag to be called. If the wizard fails to use the true name of a night hag in the summoning, then any hag summoned is free to leave the circle and attack the caster, if she wishes.
At the completion of the ritual, a night hag appears in the circle. When the night hag accepts the payment, the caster then gives the hag a personal possession belonging to the true victim of this spell. The hag uses this possession to track down and haunt the victim.
The caster can bargain for other services, such as spell information and item recovery, but sending the hag after some hapless victim is the most common use.
Material Component: A living, bound and trussed intelligent humanoid creature.

Surelock
Abjuration
Level: Clr 4
Casting Time: 1 hour
Components: V, S, M
Range: 0 ft.
Area: 60-ft. radius emanation
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

Surelock is a spell specifically designed to protect against unwanted plane-spanning portals. For as long as it is in effect, the spell seals all gates and portals that reach into other planes. The spell does not affect movement abilities within a single plane, so a teleportation spell is not affeced by this spell. However, permanent, temporary, and shifting portals cannot open within the area affeced by the spell. A gate spell cannot be cast to allow a creature into or out of the affected area. Any attempt to use any of these powers results in automatic failure – a spell to that effect would be wasted and a charge from a magical item would be lost.
When cast, surelock spreads out in a radius from the caster to the full extent of its area. It is not possible to exclude portals within this area; everything is affected equally. Nor can the effect be lowered, even by the caster, without the use of dispel magic. Once cast, the area does not move – although originally centred on the caster, it does not follow her around thereafter.
Material Component: A crystal key.

Tanar'ri Tribulation
Invocation [Lawful, Evil]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One tanar'ri
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

In response to the baatezu bane spell, the denizens of Baator concocted a spell that affects only tanar'ri, their hated foes. Unlike their Abyssal counterparts, however, the baatezu don't disseminate the spell freely to other spellcasters. They are reportedly afraid that if given the chance to study the spell carefully, the tanar'ri will develop a counterspell or defense against it.
Tanar'ri tribulation can be cast upon any tanar'ri of any rank – even Abyssal Lords. The spell takes advantage of the creature's chaotic nature and uses it against the fiend. By drawing forth the raw chaotic power from within its body, the spell ravages the tanar'ri's physical form as well as its senses. The spell's subject suffers 3d8+8 points of damage, plus one random disability (roll 1d6):

  1. The tanar'ri's eyes are damaged and the creature is permanently blinded.
  2. The fiend is racked with pain, placing it at a –2 attack and damage penalty for the next 1d4 hours.
  3. The tanar'ri's ears are destroyed, inflicting an additional 1d8 points of damage and rendering it permanently deaf.
  4. The fiend suffers an additional 2d8 points of damage and one of the creature's limbs (determined randomly) withers and becomes useless.
  5. The magic inflicts an additional 2d8 points of damage and the fiend cannot use any innate magical powers for 1d10 rounds.
  6. Roll twice, disregarding rolls of 10.

The spell affects only tanar'ri. Due to its specific nature, the caster's spell penetration roll to overcome Spell Resistance is modified by a +6 bonus. Saving throws are not modified.
Material Component: A bit of tanar'ri flesh, bone, or blood.

Touch of the Styx
Enchantment [Evil, Mind-Affecting]
Level: Clr 4
Components: V, S (see text)
Casting Time: One full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Touch of the Styx causes the subject to lose all memory of the last 24 hours unless a saving throw is made. There is no way to restore this memory except by relearning what occurred from the accounts of others.
In addition to normal verbal and somatic components, this spell requires that the caster have touched the true waters of the Styx sometime in his life. Canny spellcasters know that just touching the Styx on Pandemonium has no effect on one's memories – a convenient loophole for would-be casters of this spell.

Transmute Fire to Smoke
Transmutation [Air, Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: 10 ft./level
Area/Effect: 10-foot cube/level or single creature
Duration: 10 rounds + 1 round/level
Saving Throw: None
Spell Resistace: No

Another elemental transmutation spell, transmute fire to smoke renders a large volume of non-magical fire into an equal amount of smoke. The resulting smoke obscures all vision (including low-light vision) beyond 2 feet, and incapacitates for 1d4 rounds anyone within it who fails a Fortitude saving throw (DC 15). The smoke dissipates in 1d6+1 minutes in normal conditions, faster in strong winds.
Although it works on nonmagical fires of any size up to its maximum area of effect, the spell was created by a wizard looking to create a safe zone within a large fire such as a forest fire or on the Elemental Plane of Fire. In such an environment, the area remains free of flames for the duration, although anyone in the area has to deal with a continual cloud of choking smoke.
This spell offers no protection versus fireball, dragon's breath, or any other magical flame. If cast directly upon a single fire elemental or other native of the Elemental Plane of Fire, however, the spell inflicts 3d6 points of damage.
Material Component: A tiny, fire-blackened ball of iron.

True Name
Transmutation [Lawful]
Level: Sor/Wiz 7
Components: V, S
Casting Time: See text
Range: 30 ft.
Effect: One creature
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes

True name grants a spellcaster great power over any living thing that has a name, generic or individual, known to the caster. Naturally, most true names aren't known, even by the creatures themselves, for the common names of most things aren't their true and secret names. True names are discovered through hard work, spying, extensive use of legend lore, and diligent sagecraft.
Casting a true name spell requires the caster to call out the true name of the subject and then begin reciting a verse that describes the nature and history of the subject (this is a full-round action). Thereafter, in rhyming verse, the caster must describe the desired result of the spell. Each verse requires a partial action to recite. The results are variable and have varying casting times, as noted below.

If the subject of true name is willing, there is no saving throw or spell penetration roll. If the caster is interrupted during the casting of the spell, the magic fails and the spell is lost. The would-be victim is then free to act as it wishes. Most spellcaster using this spell make sure that they have plenty of guards against interruption. It is always a good idea to use this spell while the subject is somehow restrained.
This spell is among those enchantments on which the basic premises on law-based magic rests. Chaotic characters cannot cast true name magic, although they can understand it.

Twilight Touch
Enchantment [Good]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Effect: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By means of this spell, the caster can impart the luck of the eladrins to one non-evil being. The recipient gains +1 bonus to all saving throws and attribute checks for the duration of the spell.

Up the Abyssal Walls
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: One full round
Range: Personal
Area: 10-foot radius emanation, centred on caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell is useful only within the Abyss. It acts as a specific teleport, transporting the caster and one other subject per every two levels of the caster to another layer of the Abyss. All characters to be transported, along with their equipment, must be within 10 feet of the caster. The destination layer must be one that the caster is familiar with, in name or at least in a mental picture. If the caster has previously visited the target layer, a specific destination may be chosen if the caster has actually visited that location, and not just seen it at a distance. Otherwise, the DM determines a random arrival point in the layer. This spell has no chance of arriving in a dangerous position (such as high in the air or below ground).
This spell was developed originally by drow wizards serving the evil power Lolth in order to escaper back to the relative safety of her layer after exploring and raiding other layers of the Abyss. It has also come into popular use by endangered planewalkers, enabling them to beat a hasty retreat to the Plain of Infinite Portals and from there escape the Abyss altogether.
Material Component: A small object, token, or relic of the destination layer.

Vrock's Screech
Evocation
Level: Brd 4, Sor/Wiz 4
Casting Time: 1 action
Components: V, M
Range: 0 ft.
Area: 30-ft. radius
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

Developed by an unknown wizard, this Abyssal spell mimics the power of the true tanar'ri for which it is named. It enables the caster to screech loudly, deafening all creatures within 30 ft. for 2d6 hours and stunning them for one round in which no actions can be taken.
Creatures of less than 6th level or 6 HD are automatically affected; more powerful creatures may make a Fortitude saving throw to negate both effects.
Material Component: A single vrock feather.

Warp Sense
Divination
Level: Brd 2, Sor/Wiz 2
Casting Time: 1 action
Components: V, S
Range: Touch
Target: One sentient creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

An unknown wizard created warp sense to find and analyze the gates and portals that dot the planes. When cast, the spell allows the person empowered to sense any gate or portal, active or not, along a 60-ft. path, dead ahead. Scanning in a single direction (out of four in a complete circle) takes one full round action, so the person can shift directions while scanning. However, they cannot take more than a five-foot step without disrupting the spell; full concentration is required.
Once a portal is detected, the affected person can try to deduce where the other end discharges and the key required to use the portal, if any. Each piece of information requires a Scry check (DC 20 or higher, as determined by the DM). If the character has actually seen the portal in operation, a +2 insight bonus is applied to the check. Once a check has been failed, nothing further can be learned about that particular portal. The player can state which question will be asked first.

Wastequake
Transmutation
Level: Sor/Wiz 9
Casting Time: 30 minutes
Components: V, S, M
Range: Ό mile
Area: 5-ft. radius/level
Duration: 3 rounds
Saving Throw: See text
Spell Resistance: No

Designed to work only on the Grey Waste, the wastequake spell is the province of powerful mages. Similar to earthquake, wastequake opens the ground beneath the target creatures, causing it to buck and heave and create general mayhem.
The quake lasts for three rounds. During the first round, the ground ripples; any creatures standing on the surface must make a Reflex saving throw (DC 19 + the casters attribute modifier). Those that succeed retain their footing; those that fail are knocked flat.
During the second round, a gaping rift opens in the soil of the Waste. Any creatures that were knocked down in the first round must make another Reflex save or be pitched into the yawning chasm. Any creatures that kept their footing in the first round must save versus spell or they, too, tumble into the fissure.
During the third round, the rift closes and the quake subsides. Creatures on the surface suffer no further damage. Any creatures that fell into the chasm suffer 15d6 points of damage and are buried beneath the surface, at a depth equal to the caster's level Χ 10 (in feet). Those that still live can try to dig their way back to the surface.
Wastequake, oddly enough, does not affect permanent structures (such as those made of stone and wood), although it consumes tents and impromptu huts. Thus, a canny fiend can lure its enemies into the courtyard of its palace, then rip open the ground beneath them without worrying about damaging the fortress.
Material Component: A handful of soil from the Grey Waste; the caster must shake the dirt in one hand while casting the spell.

Windsphere
Conjuration [Air, Summoning]
Level: Sor/Wiz 3
Components: V, S
Casting Time: One full round
Range: 360 ft.
Effect: 1-4 creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless)

A guardinal spell, windsphere summons forth four powerful winds that appear as swirling balls of air around the caster. At any time during the spell's duration, the caster can direct one of these toward a target within 360 feet. The tearing winds surround the target creature, deflecting all hurled or projected nonmagical missiles. In addition, any creatures attempting melee attacks upon the protected individual suffer –4 penalties to their attack rolls and must make a Reflex saving throw with every attack; failure indicates that the wind has torn the weapon from that attacker's grasp. The caster can direct only one windsphere at a time, but may dissipate any or all of them at will.

Winged Memory
Enchantment [Good, Mind-Affecting]
Level: Clr 4, Pal 4
Components: V, S, M
Casting Time: One full round
Range: Touch
Target: One creature
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes (harmless)

The archon-created magic (found only on Mount Celestia) of winged memory restores the memories of any creature affected by the rivers Lethe or Styx. It also restores memories lost to forget or touch of the Styx spells. If used on a spellcasting creature with no memory loss, it restores a single, previously cast spell to the recipient's mind. The spell must be either 1st or 2nd level and the cleric cannot use this effect on himself.
Material Component: A few drops of holy water on the recipient of this spell.


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