Spells
A more or less complete list of my homebrew RPG spells.
- Assay weight, mage’s marvellous handcart and transmute copper to gold/silver to platinum were originally posted in Loot, loot, loot, loot the massive treasure hoard…. Assay weight has been rephrased slightly from the original, while the silver-to-platinum effect has been added to the original transmute copper to gold spell.
- Blend with mob, Kehdin’s instant interior decorator and monitor passage were posted and reposted as Kehdin’s Retreat in Exile. Monitor passage has been slightly revised here after a suggestion given by chaiyo.
- Brilliant flame and ghostfire were originally posted in How many spells does it take to change a lightbulb?. Ghostfire has been revised slightly from the original.
- Card trick, coin trick and summon monster 0 were originally posted in Hey Presto!.
- Cinder, hardfall and spellgap were originally posted in It’s Random Spell Thursday!. The version of spellgap given here is revised from the original.
- Contentment, hush and mnemonic were posted on several occasions as Nicola’s Everyday Enchantments.
- Cosmetic change, create contact lenses and uncanny eyes were originally posted in Kaleidoscope eyes? Can do. They have been considerably brushed up from the somewhat facetious originals.
- Deferral was originally posted in Hold that thought, would you?. The version given here is a slightly reformatted copy of the longer, more comprehensive spell description posted in that thread.
- Jingle and mass jingle were originally posted in Kaleidoscope eyes? Can do. One slight clarification is included here.
- The seven kiss spells (death, enthrallment, forgetfulness, madness, poison, seduction, weariness) were originally posted in Just a Little Kiss….
- Magic window, monitor secret and penetrate lead were posted on multiple occasions as Kehdin’s Divinatory Aids.
- Moment’s warning was originally posted in Balancing Spell Focus.
- Restore dweomer was originally posted in Does this thing have a reset button?.
- Zone of exclusion was originally posted in No littering, no loitering, no detect spells.
Assay Weight
- School
- Divination
- Level
- Brd 1, Clr 1, Drd 1, Sor/Wiz 1
- Components
- V, S, M
- Casting Time
- 1 minute
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- Up to 1,000 lb./level of objects or creatures
- Duration
- Instantaneous
- Saving Throw
- Will negates (harmless) or Will negates (harmless, object)
- Spell Resistance
- Yes (harmless) or Yes (harmless, object)
This spell accurately gauges the total weight of a number of items designated by the caster. Any items that exceed the weight limit of the spell are excluded from the spell, and the caster is aware of which items have not been included.
- Material Component
- A feather and a tiny lead weight.
Blend with Mob
- School
- Illusion (Glamer)
- Level
- Brd 3, Sor/Wiz 4
- Components
- V, S, M
- Casting Time
- 1 standard action
- Range
- Personal
- Target
- You
- Duration
- 10 min./level (D)
- Saving Throw
- Will disbelief (if interacted with)
- Spell Resistance
- No
Drawing on the appearances and actions of those nearby, you make yourself look like you belong there. Your appearance becomes similar to those around you (within limits, as per disguise self); if there is more than one type of creature nearby, you may choose which to imitate. You can only imitate creatures that you are aware of (generally those you can see), and you do not imitate a particular creature: you get a +10 bonus to a Disguise check made to look like someone other than yourself.
Furthermore, if there are at least three nearby creatures who are acting with a particular purpose (such as expressing hostile intentions towards a particular target), blend with mob allows you to appear to act like them as well. You do not read their minds with this spell; they must be open about the intention you attempt to imitate. You get a +10 bonus to Bluff checks made to convince others that you are there to aid their purpose.
- Material Component
- A small piece of chalk or soft clay.
Brilliant Flame
- School
- Evocation [Fire, Light]
- Level
- Clr 1, Drd 1, Sor/Wiz 1
- Components
- V, S, M/DF
- Casting Time
- 1 standard action
- Range
- Touch
- Effect
- One brilliant flame
- Duration
- 10 min./level
- Saving Throw
- None
- Spell Resistance
- No
This spell calls forth a lick of flame from the caster’s hand, sufficient to light a torch, tinder, or other highly flammable substance, but not to do any direct damage. The flame burns with unusual brightness, casting bright light in a 40-foot radius, and dim light for another 40 feet.
Once an object has been set alight by the first lick of flame, the flames can be used to light other objects, just as normal fire could. When the spell duration expires, the flames become natural flames of ordinary brightness.
- Arcane Material Component
- A sliver of magnesium.
Card Trick
- School
- Divination
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S
- Casting Time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One object
- Duration
- 1 round
- Saving Throw
- None
- Spell Resistance
- No
This spell allows you to single out a particular item. You must have touched the item, or observed another creature while it touched the item, within a number of rounds equal to your caster level before you cast the spell.
You must be unable to unambiguously identify the item you wish to single out. For example, recognising a specific card that a character handled is possible, if the character handled only one card, or if you were able to observe that specific card out of several. It would not be possible to pick one card out of a whole deck if the character merely grasped the deck, never specifically handling that card. The spell fails in this case.
A Deck of Many Things cannot be ‘marked’ by this spell; an attempt to pick out a specific card from such a deck is likely to either fail or end in a false impression.
Cinder
- School
- Conjuration (Creation) [Fire]
- Level
- Clr 0, Drd 0, Sor/Wiz 0
- Components
- V, S
- Casting time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels); see text
- Effect
- One smouldering cinder
- Duration
- Instantaneous
- Saving Throw
- None
- Spell Resistance
- No
This spell conjures a small lump of smouldering material. As part of the casting of the spell, you can throw the cinder at a target within range, requiring a ranged touch attack; otherwise, you can simply cause it to appear anywhere within arm’s reach. The cinder deals 1 point of fire damage per round to unprotected flesh or flammable objects; it will cause tinder or other highly flammable substances to catch fire in 1 round.
The cinder will die in one minute, becoming an inert lump of charcoal-like material; however, it can be banked in ash or other insulating material to conserve its heat, and any time spent so insulated does not count against the one minute limit.
Coin Trick
- School
- Conjuration (Teleportation)
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S
- Casting Time
- 1 standard action
- Range
- Personal
- Target
- See text
- Duration
- 1 round/level
- Saving Throw
- None
- Spell Resistance
- No
While the spell lasts, you can teleport small objects (up to three size categories smaller than yourself) about at will. The teleported objects must start and end on your person (in your hand, a pocket, a backpack, your mouth, etc., but not in any extradimensional space).
Contentment
- School
- Enchantment (Charm) [Mind-Affecting]
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S
- Casting time
- 1 round
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One living creature
- Duration
- 1d4 rounds
- Saving Throw
- Will partial
- Spell Resistance
- Yes
A contentment spell causes a feeling of wellbeing to come over a single creature of 1 HD or less. The subject ceases to be agitated or distressed and will react calmly to anything or anyone around it. If the creature fails its will save, it is also fascinated.
Any cause of distress or agitation continues to affect the target once the spell ends. In particular, while this spell can suppress a barbarian’s rage ability, any time spent under the spell’s effects do not count against the rage duration, and the subject is not fatigued while the rage is suppressed. Also, it does not affect morale bonuses from spells such as bless or good hope. It otherwise functions as the spell calm emotions.
Cosmetic Change
- School
- Transmutation
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S, F
- Casting time
- 1 round
- Range
- Touch
- Target
- One creature
- Duration
- 24 hours
- Saving Throw
- Fortitude negates
- Spell Resistance
- Yes
You cause a part of the target’s body to change colour. You may designate any colour for one of the following features: fingernails, toenails, lips, irises, one or two small patches of skin (enough to blush the cheeks or outline the eyes), or a narrow streak of hair (wide enough to colour a moustache or both eyebrows, for instance). Other, similarly-sized areas may be possible, at the game master’s discretion, but the change is not significant enough to create an effective disguise. A single creature may not be under the effects of more than one cosmetic change at a time; further castings dispel any earlier effects.
- Focus
- A soft-bristled brush, brushed across the target area.
Create Contact Lenses
- School
- Conjuration (Creation)
- Level
- Brd 1, Sor/Wiz 1
- Components
- V, S
- Casting time
- 1 round
- Range
- Close(25 ft. + 5 ft./2 levels)
- Effect
- One or more contact lenses
- Duration
- Instantaneous
- Saving Throw
- Reflex negates (harmless)
- Spell Resistance
- No
You create several thin, transparent lenses, of a size, shape and number to suit the eyes of one creature within range (to a maximum number of lenses of your caster level + 1). The lenses form directly on the eyes of the creature, which may make a Reflex save to move its head and interrupt the spell, causing it to fail.
The lenses are clear or coloured (caster’s choice). When newly created, they provide the wearer a +1 circumstance bonus to Spot checks, but their clarity dims over time: the bonus is lost after 1 hour, then the lenses provide a −1 circumstance penalty after 8 hours. The creature can remove the lenses at any time, as a standard action that provokes attacks of opportunity. The lenses become useless after being removed.
Deferral
- School
- Abjuration
- Level
- Sor/Wiz 2
- Components
- V, S
- Casting Time
- 1 standard action; see text
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One creature or object
- Duration
- Instantaneous
- Saving Throw
- None
- Spell Resistance
- No
This spell causes another spell to be delayed by one round. You use a counterspelling action to cast deferral, although you need not successfully identify a spell in order to defer it. You must succeed on a caster level check against the caster of the spell to be deferred. (The caster can voluntarily fail this check.)
Deferral has two versions, depending on whether the deferred spell is one with a target, or one with an effect or area.
Targeted spell
Deferral has the same target as the spell it defers. (If the spell to be deferred can affect multiple targets, the deferral can only defer the spell’s effects on one target.) The deferred spell is cast, and is subject to dispelling for the deferred round even if it is normally instantaneous. After the deferral expires, the spell takes its normal effect on the target, even if the target has moved in that time. If the spell allows for a saving throw or spell resistance, they apply after the deferral expires. If the target is no longer a valid subject for the deferred spell (e.g. if a cure light wounds spell is deferred and the subject dies in the meantime), the spell fails.
Area or effect
The deferral is targeted at the caster of the deferred spell. The magic of the deferred spell exists at its normal point of origin (typically in the caster’s space), and is subject to an area dispel cast during the deferred round. When the deferral expires, the spell creates its normal effect or affects its normal area, originating from the same point even if the caster has moved. If the spell requires an attack roll (such as a ray), it affects any creature in the space where the spell was aimed before deferral, but suffers a 50% miss chance for shooting blindly (as if aiming at an invisible target). The caster must make the attack roll at the same attack bonus that applied before the spell was deferred, although the target’s AC may have changed in the meantime. The caster is denied any insight bonuses to the attack roll that may have applied, such as from true strike.
Ghostfire
- School
- Evocation [Fire]
- Level
- Drd 1, Sor/Wiz 1
- Components
- V, S, M
- Casting Time
- 1 standard action
- Range
- Medium (100 ft. + 10 ft./level)
- Effect
- One ball of flame
- Duration
- 1 min./level (D) or until discharged
- Saving Throw
- None
- Spell Resistance
- Yes
This spell creates a ball of pale, ghostly flame—similar to marsh lights, ball lightning, and other such phenomena—in a colour of the caster’s choosing. The caster may concentrate to move the ghostfire at up to 100 feet per round, direct it to remain in place, or have it remain at a fixed distance and position relative to herself as she moves. If the ghostfire moves out of the spell’s range, it remains where it is, and the caster cannot direct it until she moves within range again. Ghostfire sheds as much light as a torch.
If the ghostfire comes into contact with any creature or object, the spell is discharged and deals fire damage: 1d6 +1 point per caster level (maximum +5). The caster may make a ranged touch attack to deliberately strike a target; use the caster’s primary casting ability (Intelligence, Wisdom or Charisma) in place of Dexterity for this attack.
- Material Component
- A few scraps of moss.
Hardfall
- School
- Transmutation
- Level
- Sor/Wiz 2
- Components
- V, S
- Casting time
- 1 standard action
- Range
- Medium (100 ft. + 10 ft./level)
- Targets
- One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
- Duration
- Until landing or 1 round/level
- Saving Throw
- Will negates
- Spell Resistance
- Yes
This spell is the malicious creation of a wizard who worked for years trying to find an effective counter for feather fall. His result is not quite perfect, since it cannot be cast as quickly as that spell, but if the subjects are falling far enough it can be quite effective.
The targets of the spell fall 50% faster than normal: 225 feet in the first round of descent, and 450 feet per round thereafter. They also take and deal extra damage upon landing, as if the fall were half again as far. The falling damage limit is increased to 30d6.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
Hardfall dispels (but does not counter) feather fall.
Hush
- School
- Enchantment (Compulsion) [Mind-Affecting, Sonic]
- Level
- Brd 1, Sor/Wiz 1
- Components
- V, S
- Casting time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One intelligent creature
- Duration
- Instantaneous
- Saving Throw
- Will negates
- Spell Resistance
- Yes
You make a short, sharp gesture and a shushing noise that interrupts and distracts the target.
If the target fails its will save, any normal verbal communication it was making ceases momentarily. If the target was concentrating at the time (including making a vocal Perform check or casting a spell with a verbal component), it may make a Concentration check to ignore the distraction.
Jingle
- School
- Enchantment [Mind-Affecting, Sonic]
- Level
- Brd 1
- Components
- V, S
- Casting time
- 1 round
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One creature
- Duration
- Instantaneous
- Saving Throw
- Will negates
- Spell Resistance
- Yes
You sing, hum or chant a few bars of a simple, yet somehow compelling melody. The target of the spell must succeed on a Will save or have the melody stuck in their head.
For most creatures, this is no more than a minor irritation, which fades after a few hours. However, into the melody is woven an echo of the patterns of magic. Any spellcaster subject to the jingle who tries to cast a spell will find themselves thinking of the melody instead of the spell on which they are trying to focus. The caster must make a Concentration check (at the spell’s save DC) in order to cast a spell. Failure means the spell is lost.
Two successful Concentration checks in a row will negate the effect of the jingle thereafter. Otherwise, the jingle fades from memory 1d4 hours after the target last attempted to cast a spell.
Jingle, Mass
- School
- Enchantment [Mind-Affecting, Sonic]
- Level
- Brd 5
- Targets
- One creature/level, no two of which can be more than 30 ft. apart
This spell functions like jingle, except that it affects multiple creatures.
Kehdin’s Instant Interior Decorator
- School
- Illusion (Shadow)
- Level
- Brd 2, Sor/Wiz 2
- Components
- V, S
- Casting Time
- 1 minute; see text
- Range
- Close (25 ft. + 5 ft./level)
- Effect
- Five or more shadow objects
- Duration
- 2 hours/level (D)
- Saving Throw
- Will disbelief (if interacted with)
You create a number of objects, of Diminutive size or smaller, up to 2d6 + your caster level. If they are shadow duplicates of objects you are very familiar with, you can create them all within 1 minute; otherwise, each unfamiliar (or wholly imagined) object takes 1 minute to craft from shadowstuff. Detailed imitations may require an appropriate Craft check. The objects all appear within the radius of the spell, but once completed, they will persist even in your absence.
Kiss of Death
- School
- Enchantment (Compulsion) [Death, Mind-Affecting]
- Level
- Sor/Wiz 8
- Duration
- Instantaneous
- Saving Throw
- None or Reflex partial; see text.
As kiss of seduction, except the subject dies. If the subject is not helpless, it can break the kiss with a successful Reflex save, taking instead 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.
Kiss of Enthrallment
- School
- Enchantment (Compulsion) [Mind-Affecting]
- Level
- Brd 5, Sor/Wiz 6
As kiss of seduction, except the caster can command the subject, as the spell dominate person. Unlike that spell, the caster must give verbal (rather than telepathic) commands, and gains no other powers over the subject (such as receiving sensory input). The subject may receive a +4 bonus on its saving throw under the same conditions described for kiss of seduction.
Kiss of Forgetfulness
- School
- Enchantment (Compulsion) [Mind-Affecting]
- Level
- Brd 3, Sor/Wiz 4
- Duration
- Instantaneous
As kiss of seduction, except the subject forgets up to 5 minutes of memories, as the spell modify memory (but only the ‘eliminate memory’ effect).
Kiss of Madness
- School
- Enchantment (Compulsion) [Mind-Affecting]
- Level
- Sor/Wiz 6
- Duration
- Instantaneous
- Saving Throw
- Will partial; see text
As kiss of seduction, except the subject becomes insane, as the spell insanity. Even if the subject succeeds on its Will save, it becomes confused for 1d4 rounds.
Kiss of Poison
- School
- Enchantment (Compulsion) [Mind-Affecting]
- Level
- Asn 4, Brd 6, Sor/Wiz 6
- Duration
- Instantaneous
- Saving Throw
- Will negates; see text
As kiss of seduction, except the subject is affected as though poisoned (1d6 Con initial and secondary damage, Will save to negate each instance). This is a mind-affecting effect, not actual poison, and so cannot be affected by mundane or magical healing. A break enchantment, limited wish, miracle, remove curse, or wish spell can remove the effect, or it can be healed naturally (assuming the subject survives).
Kiss of Seduction
- School
- Enchantment (Charm) [Mind-Affecting]
- Level
- Brd 2, Sor/Wiz 3
- Components
- V (Brd only), S
- Casting Time
- 1 round
- Range
- Touch
- Target
- One living creature
- Duration
- 1 hour/level
- Saving Throw
- Will negates
- Spell Resistance
- Yes
This spell affects its subject through a single, lingering kiss. The subject must be unresisting (helpless or willing), although it need not be aware of the magical nature of the kiss. The caster needs one hand free, as normal for spells with somatic components, with which to touch or embrace the subject. Only bards need supply a verbal component, usually woven into a short poem or tune. Though not strictly limited to humanoid subjects, the caster must be practically capable (and willing!) of engaging in a passionate mouth-to-mouth kiss with the subject.
At the end of the spell, the subject becomes infatuated with the caster (treat the subject’s attitude as friendly). The subject receives a +4 bonus on its saving throw if such an infatuation would go against its normal romantic inclinations (gender, species, etc., or violating personal morals such as monogamy); however, if the caster is closer to the subject’s preferred idea of a mate, the subject may become helpful instead. The spell otherwise functions as charm monster.
Kiss of Weariness
- School
- Enchantment (Compulsion) [Mind-Affecting]
- Level
- Brd 2, Sor/Wiz 3
- Duration
- Instantaneous
- Saving Throw
- Will partial; see text
As kiss of seduction, except the subject falls into a deep sleep. Even if the subject succeeds on its Will save or is immune to sleep effects, it becomes fatigued for 1d4 minutes. If the subject is also immune to fatigue, the spell has no effect.
Mage’s Marvellous Handcart
- School
- Conjuration (Creation)
- Level
- Sor/Wiz 3
- Components
- V, S, F
- Casting time
- 1 round
- Range
- Close (25 ft. + 5 ft./2 levels)
- Effect
- One magical handcart
- Duration
- 2 hours/level (D)
- Saving Throw
- None
- Spell Resistance
- No
This spell conjures a handcart, sized appropriately for any creature from Small to Large at the caster’s discretion. The cart itself is weightless, but any items placed in it weigh their normal amount. The cart can hold up to 70 cu. ft. of contents, and never overflows or spills anything carried in it. It can be towed anywhere that the creature pulling it can move, including trundling up walls (under the effects of spider climb, for instance), squeezing through gaps, and gliding through the air (if the creature towing it can fly).
When the spell ends, the contents of the cart appear, unharmed, in the space just vacated by the cart. Gravity reasserts itself if the cart was in mid-air, and if the objects cannot fit into their new location, they overflow to fill as much space is necessary. If there is not enough space for all its contents to reappear, enough items to make up the difference disappear into extradimensional space.
- Focus
- A miniature carving of a cart wheel.
Magic Window
- School
- Divination
- Level
- Brd 3, Sor/Wiz 3
- Components
- V, S, M
- Casting Time
- 1 round
- Range
- Touch
- Effect
- Transparent portal, up to 3 feet across, through a barrier
- Duration
- 1 min./level (D)
- Saving Throw
- None
- Spell Resistance
- No
You create a portal through a nonmagical barrier, through which you can see and hear clearly. The portal only works in one direction. The barrier must be no thicker than 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt; however, multiple castings can extend the depth of the magic window. The spell is blocked entirely by a thin sheet of lead.
- Material Component
- A vial of oils worth at least 10gp, spread on the barrier.
Mnemonic
- School
- Enchantment (Compulsion) [Mind-Affecting, Sonic]
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S, M
- Casting Time
- 1 round
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One living creature
- Duration
- Instantaneous
- Saving Throw
- Will negates (harmless)
- Spell Resistance
- Yes (harmless)
This spell imprints the subject’s memory with any words you say during the round spent casting the spell. The memory is the subject’s own and is not subject to dispelling, but can be forgotten like any long-term memory.
Memorising spoken words in this way does not impart any information or understanding to the subject. In particular, if the subject does not understand what is said, they merely recall the caster’s words as sounds of no particular meaning. The subject must understand and think on the words to gain any meaning or insight from them, just as if they were reading the words from a book.
- Material Component
- A knotted piece of string.
Moment’s Warning
- School
- Divination
- Level
- Sor/Wiz 1
- Components
- V, S, F
- Casting Time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One creature
- Duration
- 1 hour/level
- Saving Throw
- Will negates
- Spell Resistance
- Yes
This spell makes the subject’s actions apparent to all observers a moment before they actually happen. Any creature in combat with the subject gains a +2 insight bonus to attack rolls and AC against the subject.
- Focus
- A small piece of high-quality crystal glass worth at least 5gp.
Monitor Passage
- School
- Divination (Scrying)
- Level
- Sor/Wiz 4
- Components
- V, S, F
- Casting Time
- 10 minutes
- Range
- Long (400 ft. + 40 ft./level)
- Effect
- Magical sensor
- Duration
- 1 day/level (D)
- Saving Throw
- None
- Spell Resistance
- No
Monitor passage sets a magical sensor to watch over an area. The sensor faces in one direction, ‘seeing’ five feet to the sides and up to 60 ft. ahead. Any creature of Tiny size or larger will trigger the sensor if it moves through the monitored area. The sensor cannot be moved or turned, and its detection is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. It only detects creatures on the same plane of existence as itself; for example, ethereal or astral creatures cannot be detected if the spell is cast on the material plane.
When the sensor is triggered, the focus of the spell glows red. The caster can look through the focus and see the area monitored by the sensor. Unlike most scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the area is magically dark, the caster sees nothing (but the sensor will still detect creatures). If the area is naturally dark, the caster can see as if the area was lit (in red light) by a torch at the sensor’s location.
Monitor passage can be made permanent with a permanency spell (CL 12th, 2,000XP).
- Focus
- A cube, no smaller than one inch to an edge, of glass or crystal.
Monitor Secret
- School
- Divination
- Level
- Brd 4, Sor/Wiz 4
- Components
- V, S, F
- Casting Time
- 10 minutes
- Range
- See text
- Area
- Radius (400 ft. + 40 ft./level) emanating from focus
- Duration
- 1 day/level (D)
- Saving Throw
- None
- Spell Resistance
- No
You designate one piece of information known to you. You are alerted any time this knowledge is communicated within the radius of effect around the focus. The knowledge must be communicated openly (such as in speech or writing, but not by telepathy), but it may be in any language. It does not matter whether it is a betrayed secret or correct speculation. You and up to one creature per caster level (designated at casting time) may communicate the secret without triggering the spell.
The focus crumbles to dust when the secret is revealed. You gain no particular knowledge of where or by whom the knowledge was imparted. Any place within the spell’s area that is completely enclosed by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt is protected against monitoring by this spell.
- Focus
- A stone cube, no smaller than one inch to an edge.
Penetrate Lead
- School
- Transmutation
- Level
- Sor/Wiz 5
- Components
- V, S, M
- Casting time
- 1 round
- Range
- Touch
- Target
- One barrier
- Duration
- 1 min./level (D)
- Saving Throw
- None
- Spell Resistance
- No
You cause a nonmagical barrier normally impervious to divination spells to be temporarily transparent to such effects. The normal target is a thin sheet of lead, but the spell can also affect up to 3 feet of wood or dirt, 1 foot of stone, or 1 inch of common metal. Thicker barriers, or barriers made of multiple materials, can be overcome by further penetrate lead spells. For this purpose, two spells will penetrate up to an inch of lead.
- Material Component
- A small piece of gold, beaten to translucent thinness.
Restore Dweomer
- School
- Universal
- Level
- Sor/Wiz 2
- Components
- V, S
- Casting Time
- 1 standard action
- Range
- Touch
- Target
- One magic item
- Duration
- Instantaneous
- Saving Throw
- None
- Spell Resistance
- No
This spell causes a magic item that has been temporarily suppressed by dispel magic or a similar instantaneous effect to begin functioning again. You must succeed on a caster level check against the magic item to restore its function.
Spellgap
- School
- Transmutation
- Level
- Sor/Wiz 6
- Components
- V, S, M
- Casting time
- 1 standard action
- Range
- Touch
- Target
- One barrier
- Duration
- 1 min. or until discharged
- Saving Throw
- None
- Spell Resistance
- No
This spell creates an invisible portal through a barrier, granting line of effect through the portal as if that five-foot section of wall did not exist. The spellgap is discharged after one spell is cast through it. This spell does not allow you to see through the wall; you (or whoever first casts through the spellgap) may need to use other means to locate targets your spell, unless you are simply designating a point in space.
A spellgap can be created through up to 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. While the duration lasts, further spellgaps cast at the same point on the barrier can be used to make the gap pass through thicker barriers, or barriers made of multiple materials. (For this purpose, two spellgaps will penetrate up to 1 inch of lead.)
- Material Component
- A gold piece, beaten to translucent thinness.
Summon Monster 0
- School
- Conjuration (Summoning)
- Level
- Brd 0, Sor/Wiz 0
- Components
- V, S, F
- Casting Time
- 1 round
- Range
- 5 ft.
- Effect
- One summoned creature
- Duration
- 1 round
- Saving Throw
- None
- Spell Resistance
- No
This spell conjures a single unthreatening magical creature, typically a rabbit or dove. It appears where you designate and acts immediately, on your turn. It does not attack and generally ignores other creatures. It does not take directions from you, and though it may flee if attacked, it has only 1 hit point and rarely gets a chance to do so.
- Focus
- A bag, pouch, or hat. This may be a tiny replica, but an actual item of the sort is often used, with the caster pulling the summoned creature from it.
Transmute Copper to Gold/Silver to Platinum
- School
- Transmutation
- Level
- Sor/Wiz 2
- Components
- V, S, M
- Casting time
- 10 minutes
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- Up to 200 lb./level of copper or silver, to a maximum of 2,000 lb.
- Duration
- Instantaneous
- Saving Throw
- Fortitude negates (object)
- Spell Resistance
- Yes (object)
The caster of this spell chooses to affect either copper or silver at casting time. The spell causes any copper targeted by it to liquefy, heatlessly, and reform into lumps of gold weighing 1 lb. or less. If silver is chosen instead, the resulting lumps of metal are platinum. The total mass of metal produced is one one-hundredth of the mass targeted.
This spell does not affect any creature made of copper or silver.
- Material Component
- Oil and sulphur.
Uncanny Eyes
- School
- Illusion (Glamer)
- Level
- Brd 1, Sor/Wiz 1
- Components
- V, S, M
- Casting time
- 1 standard action
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One creature with eyes
- Duration
- 1 day/level (D)
- Saving Throw
- Will negates (harmless), then Will disbelief (if interacted with); see text
- Spell Resistance
- Yes (harmless)
You make the target’s eyes appear to be of a different colour (changing no more than your caster level + 1 eyes). The spell must be cast at the eyes of a creature within range, but thereafter the uncanny eyes remain with the target, even if you are out of range.
The target creature’s spell resistance applies, and it may make a Will save to refuse the spell, in which case it fails. Creatures closely observing the eyes may make a Will save to disbelieve the illusion.
You determine the initial colouring of the illusion at casting time. Thereafter, so long as the target is within range, you can alter the colour as a free action. The eyes may be any colour or colours, and can even glow.
- Material component
- A sliver of coloured glass.
Zone of Exclusion
- School
- Abjuration
- Level
- Sor/Wiz 4
- Components
- V, S, M
- Casting Time
- 1 minute
- Range
- Touch
- Area
- 40-ft.-radius emanation from touched object
- Duration
- 1 hour/level
- Saving Throw
- None
- Spell Resistance
- No
Zone of exclusion prevents the use of a single spell, of 3rd level or lower, within the affected area. The spell is designated at the time of casting, and thereafter is excluded from the area, whether it is used as an arcane or divine spell, spell-like ability, or magic item effect. Area spells with areas that overlap the zone are suppressed within the zone. A targeted dispel magic, but not an area dispel magic, can end the spell.
Zone of exclusion can be made permanent with a permanency spell (CL 12th, 2,000XP).
- Material Component
- A small lead weight.
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