Spells - S

Sanctuary

Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. While protected by this spell, the subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Scare

Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures within a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

All targeted creatures of less than 6HD become frightened. They suffer a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. They flees from the character as well as they can. If unable to flee, the creatures may fight. Creatures with 6 or more Hit Dice are immune.

Screen

Illusion (Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 1 day
Saving Throw: None or Will disbelief (if interacted with) (see text)
Spell Resistance: No

When the spell is cast, the character dictates what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by the character with no save allowed.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Scrying

Divination
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The character can see and hear a creature, who may be at any distance. The character must succeed at a Scry check to do so. The difficulty of the task depends on how well the character knows the subject and what sort of physical connection (if any) the character has to that creature. Furthermore, if the subject is on another plane, the character gets a –5 penalty on the Scry check.

Knowledge DC
None* 20
Secondhand (the character has heard of the subject) 15
Firsthand (the character has met the subject) 10
Familiar (the character know the subject well) 5
* The character must have some sort of connection to a creature the character has no knowledge of.

Connection Scry Check Bonus
Likeness or picture +5
Possession or garment +8
Body part, lock of hair, nail clippings, etc. +10

This spell creates a magical sensor located near the subject. Any creature with Intelligence 12 or higher can notice the sensor by making a Scry check (or an Intelligence check) against DC 20.

The character may cast the following spells through a scrying spell: comprehend languages, read magic, tongues, and darkvision. The following spells have a 5% chance per caster level of operating correctly: detect magic, detect chaos, detect evil, detect good, detect law, and message.

Wizard, Sorcerer, or Bard Focus: worth at least 1,000 gp.

Cleric Focus: worth at least 100 gp.

Sculpt Sound

Transmutation
Level: Brd 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The character changes the sounds that creatures or objects make. The character can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, the character cannot change it.

The character can change the qualities of sounds but cannot create words with which the character is unfamiliar.

A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.

Searing Light

Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

The character projects a blast of light from the character's open palm. The character must succeed at a ranged touch attack to strike the character's target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). Undead creatures take 1d6 points of damage per caster level (maximum 10d6), and undead creatures particularly vulnerable to sunlight take 1d8 points of damage per caster level (maximum 10d8). Constructs and inanimate objects take only 1d6 points of damage per two caster levels (maximum 5d6).

Secret Chest

Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: 60 days or until discharged
Saving Throw: None
Spell Resistance: No

The character hides a chest on the Ethereal Plane for up to 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, the character can retrieve it by concentrating (a standard action), and it appears next to the character.

The chest must be exceptionally well crafted and expensive, constructed for the character by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, the character must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) The character can have but one pair of these chests at any given time—even wishes do not allow exceptions. The chests themselves are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, the character casts the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. The character needs the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although it could be found by going to the Ethereal Plane.

Living things in the chest eat, sleep, and age normally; and they die if they run out of food, air, water, or whatever they need to survive.

Focus: The chest and its replica.

Secret Page

Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Secret page alters the actual contents of a page so that they appear to be something entirely different. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal the secret page’s contents. The character is able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form. The character can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. Secret page can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

Secure Shelter

Conjuration (Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F (see text)
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

The character conjures a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege machinery or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to the character for the duration of the shelter.

The secure shelter contains rude furnishings—eight bunks, a trestle table, eight stools, and a writing desk.

See Invisibility

Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

The character sees any objects or beings that are invisible, as well as any that are astral or ethereal, as if they were normally visible.

The spell does not reveal the method used to obtain invisibility, though an astral traveler is easy to identify if he has a silver cord. It does not reveal illusions or enable the character to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

Seeming

Illusion (Glamer)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One person/two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No

The character can make the targets—including clothing, armor, weapons, and equipment—look different. The targets can seem 1 foot shorter or taller, thin, fat, or in between. The character cannot change the targets’ body type. Otherwise, the extent of the apparent change is up to the character.

The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the character or the character's equipment.

If the character uses this spell to create a disguise, the subject gets a +10 bonus on the Disguise check.

Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it.

Affected creatures resume their normal appearances if slain.

Unwilling targets can negate the spell’s effect on them by making Will saves or with SR.

Sending

Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No

The character contacts a particular creature with whom the character is familiar and sends a short message of twenty-five words or less to the subject. The subject recognizes the character if it knows the character. It can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though the subject’s ability to react is limited normally by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner.

If the creature in question is not on the same plane of existence as the character is, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)

Sepia Snake Sigil

Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days +1 day/level (see text)
Saving Throw: Reflex negates
Spell Resistance: No

When the character casts sepia snake sigil, a small symbol appears in the text of one written work, such as a book, scroll, or map. The text containing the symbol must be t least twenty-five words long. Then anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read the text. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at the character's command or when 1d4 days +1 day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. The subject is preserved in a state of suspended animation, unaware of his or her surroundings. The subject can be damaged by outside forces (and perhaps even killed), since the field provides the subject with no protection against physical injury. However, if the subject is reduced to –1 to –9 hit points, the subject does not lose hit points or stabilize until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text.

Material Components: Worth at least 500 gp.

Sequester

Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature or object (up to a 2-ft. cube/level) touched
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing. The spell does not prevent the subject from being discovered through tactile means or through the use of magic devices. Living creatures (and even undead creatures) affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Note: The Will save prevents a character from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

Shades

Illusion (Shadow)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

The character uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration spell of 5rd level or lower. Shadow conjurations are actually three-fifths (60%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so.

Attack spells have normal effects unless those affected succeed at Will saves. Each disbelieving creature takes only three-fifths damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is three-fifths as strong (if applicable) or only 60% likely to occur. Mimicked spells allow the normal saves and SR.

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are three-fifths strength or 60% likely to work.

Shadow creatures have three-fifths the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is three-fifths normal, and all special abilities that do not produce normal damage (in hit points) are only 60% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are three-fifths as large.

Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Shadow Conjuration

Illusion (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

The character uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so.

Attack spells have normal effects unless those affected succeed at Will saves. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Mimicked spells allow the normal saves and SR.

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are one-fifth strength or 20% likely to work.

Shadow creatures have one-fifth the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is one-fifth normal, and all special abilities that do not produce normal damage (in hit points) are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.

Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Shadow Evocation

Illusion (Shadow)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

The character taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a wizard or sorcerer evocation of 4th level or lower. (For a spell with more than one level, use the best one applicable to the character.) If recognized as a shadow evocation, a damaging spell deals only one-fifth normal damage. Regardless of the result of the save to disbelieve, affected creatures are also allowed any save the spell being simulated allows, but set the save DC according to shadow magic’s level (5th) rather than the spell’s normal level. Nondamaging effects have no effect when the shadow magic is recognized as mostly illusory.

Shadow Walk

Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: Up to one touched creature/level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

To use the shadow walk spell, the character must be in an area of heavy shadows. The character and any creature the character touches are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. The character can take more than one creature along with the character (subject to the character's level limit), but all must be touching each other.

In the region of shadow, the character can move at a rate of up to seven miles every 10 minutes, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, a character can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. The character knows where the character will come out on the Material Plane.

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this requires the potentially perilous transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by the character when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow the character, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Shambler

Conjuration (Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart (see text)
Duration: Seven days or seven months (D) (see text)
Saving Throw: None
Spell Resistance: No

Shambler creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid the character in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with the character for seven days unless the character dismisses them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.

The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

Shapechange

Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level

The caster can assume the form of any single creature of less than deity status or any single object. The assumed form can be no smaller than a flea and no larger than 200 feet in its largest dimension. This spell allows incorporeal forms to be assumed.

Upon changing, the character regains lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; and changing back does not heal the caster further). If slain, the character reverts to his or her original form, though the character remains dead.

The polymorphed character acquires the physical and natural abilities of the creature he or she has been polymorphed into while retaining his or her own mind. The character gains the type of the new form. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, attack routines and similar gross physical qualities. Natural abilities also include mundane movement capabilities, but not magical flight and other magical forms of travel. Extremely high speeds for certain creatures are the result of magical ability, so they are not granted by this spell. Other nonmagical abilities (such as low-light vision) are considered natural abilities and are retained.

Any part of the body or piece of equipment that is separated from the whole remains polymorphed.

The character's new scores and faculties are average ones for the race or species into which he or she has been transformed.

The character retains his or her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in the character’s Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The character retains his or her extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. The character can cast spells for which he or she has components. The character needs a humanlike voice for verbal components and humanlike hands for somatic components. The caster does not gain the spell-like abilities of the new form. The character does not gain the supernatural abilities of the new creature. The character does gain the extraordinary abilities of the new form.

When the polymorph occurs, the character’s equipment, if any, transforms to match the new form. If the new form is a creature that does not use equipment, the equipment melds into the new form and becomes nonfunctional. Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment, the caster’s equipment changes to match the new form and retains its properties.

The character can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under the character's control, but must fall within the norms for the new form’s species. The character can be changed into a member of his or her own species or even into itself. (If changed into itself, it does not suffer the abovementioned penalties from the disorientation of a new form.)

The character is effectively disguised as an average member of the new form’s race. If the character uses this spell to create a disguise, the character gets a +10 bonus on the character's Disguise check.

The character can become just about anything the character is familiar with. The character can change form once each round as a free action. The change takes place either immediately before the character's regular action or immediately after it, but not during the action. The character regains hit points as if having rested for a day only from the initial transformation, however.

Focus: Worth at least 1,500 gp.

Shatter

Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 3-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)

Shatter creates a loud, ringing noise that shatters brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 3-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per the character's level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, the character can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.

Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.

Shield

Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level (D)

Shield creates an invisible, mobile disk of force that hovers in front of the character. It negates magic missile attacks directed at the character. The disk also intercepts attacks, providing three-quarters cover (+7 AC and +3 on Reflex saves against attacks that affect an area). The disk moves out of the way when the character attacks, so it does not provide cover to opponents. The disk protects the character only against magic missiles and attacks from one direction. The character designates half the battlefield as being blocked by the shield. The other half is not. The character can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of the character's turns.

Shield of Faith

Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus, with an additional +1 to the bonus for every six levels the character has (maximum +5 deflection bonus).

Shield of Law

Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on the character
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)

A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects:

First, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. This benefit applies against all attacks, not just against attacks by chaotic creatures.

Second, the warded creatures gain SR 25 against chaotic spells and spells cast by chaotic creatures.

Third, the abjuration blocks possession and mental influence.

Finally, if a chaotic creature succeeds at a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).

Focus: Worth at least 500 gp.

Shield Other

Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell wards the subject and creates a mystic connection between the character and the subject so that some of the subject’s wounds are transferred to the character. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus to saves. Additionally, the subject takes only half damage from all wounds and attacks (including those inflicted by special abilities) that deal it hit point damage. The amount of damage not taken by the warded creature is taken by the character. Forms of harm that do not involve hit points are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the character. When the spell ends, subsequent damage is no longer divided between the subject and the character, but damage already split is not reassigned to the subject.

If the character and the subject of the spell move out of range of each other, the spell ends.

Focus: Worth at least 50 gp each.

Shillelagh

Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The character's club or quarterstaff becomes a weapon with a +1 enhancement bonus to attack and damage rolls that deals 1d10 points of damage (+1 point for the enhancement bonus) when the character wields it. If the character does not wield it, it behaves as if unaffected by this spell.

Shocking Grasp

Transmutation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: Yes (object)

The character's successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, the character gains a +3 attack bonus if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc.).

Shout

Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Fortitude partial (see text) (object)
Spell Resistance: Yes (object)

The character emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 2d6 points of damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of damage per caster level (maximum 15d6). Crystalline creatures are allowed Fortitude saves to reduce the damage by half, and creatures holding fragile objects can negate damage to them with successful Reflex saves.

A deaf character, in addition to the obvious effects, suffers a –4 penalty on initiative, automatically fails listen checks, and has a 20% chance to miscast and lose any spell with a verbal (V) component that the character tries to cast.

The shout spell cannot penetrate the spell silence.

Shrink Item

Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: 1 day/level (see text)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The character is able to shrink one nonmagical item (if it is within the size limit) to one-twelfth of its normal size in each dimension (to about 1/2,000th the original volume and mass). Optionally, the character can also change its now-shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Restoring the shrunken object to its normal size and composition ends the spell.

If shrink item is made permanent (see the permanency spell), the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Silence

Illusion (Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use SR, if any. Items in a creature’s possession or magic items that emit sound receive saves and SR, and unattended objects and points in space do not.

Silent Image

Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by the character. The illusion does not create sound, smell, texture, or temperature. The character can move the image within the limits of the size of the effect.

Simulacrum

Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 12 hours
Range: Touch
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. The duplicate appears to be exactly the same as the original, but there are differences: The simulacrum has only 51% to 60% (50+1d10) of the hit points, knowledge (including level, skills, and speech), and personality of the real creature. Creatures familiar with the original might detect the ruse with a successful Spot check. The character must make a Disguise check when the character casts the spell to determine how good the likeness is.

At all times the simulacrum remains under the character's absolute command. No special telepathic link exists, so command must be exercised in some other manner. The simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 1 day, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to the simulacrum.

Material Component: Worth at least 100 gp.

XP Cost: 1,000 XP.

Slay Living

Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The character can slay any one living creature. The character must succeed at a melee touch attack to touch the subject, and the subject can avoid death with a successful Fortitude save. If she succeeds, she instead takes 3d6 points of damage +1 point per caster level.

Sleep

Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Rgr 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

Creatures with fewer HD are affected first.

Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a standard action.

Sleep does not target unconscious creatures, constructs, or undead creatures.

Note: Extra hit points are irrelevant for determining how many HD a creature has.

Sleet Storm

Conjuration (Creation) [Cold]
Level: Drd 4, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Sleet spreads 40 ft., 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy, slowing movement to one-half normal. Additionally, any creature in sleet that attempts to move must succeed at a Reflex save or fall down instead. The sleet extinguishes torches and small fires.

Slow

Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Affected creatures move and attack at a drastically slowed rate. Slowed creatures can take only a partial action each turn. Additionally, they suffer –2 penalties to AC, melee attack rolls, melee damage rolls, and Reflex saves. Slowed creatures jump half as far as normal.

Slow counters and dispels haste but does not otherwise affect magically speeded or slowed creatures.

Snare

Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No

This spell enables the character to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When the character casts snare upon it, the cordlike object blends with its surroundings (DC 23 Search check for a rogue [only] to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. (Note that the head of a worm or a snake could be thus ensnared.)

If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, causing no damage but tightly binding it.

An entangled creature suffers a –2 penalty to attack rolls and suffers a –4 penalty to effective Dexterity. If the snare is anchored to an immobile object, the entangled character cannot move. Otherwise, the creature can move at half speed, but can’t run or charge. A character capable of spellcasting who is bound by this spell must succeed at a Concentration check (DC 15) to cast a spell.

The snare is magical. To escape, the trapped creature must succeed at an Escape Artist check (DC 23) or a Strength check (DC 23) that is a full-round action. The snare has 5 hit points and AC 7. A successful escape from the snare breaks the loop and ends the spell.

Soften Earth and Stone

Transmutation
Level: Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay that is easily molded or chopped. The character affects a 10-foot-square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot (DM’s option). Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

Creatures in mud must succeed at Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells. Creatures who succeed at their saves can move through the mud at half speed, and they can’t run or charge.

Loose dirt is not as troublesome as mud, but all creatures in the area are reduced to half their normal speed and can’t run or charge over the surface.

Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Solid Fog

Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog that spreads in a 30-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A bank of fog billows out from the point the character designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

The solid fog is so thick that any creature attempting to move through it progresses at one-tenth normal speed, and all melee attack and melee damage rolls suffer a –2 penalty. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that the creature or objects passes through reduces falling damage by 1d6.

Only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

The spell does not function underwater.

Soul Bind

Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No

The character draws the soul from a newly dead body and imprisons it in a gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

Focus: At least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound.

Sound Burst

Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

Creatures in the area take 1d8 points of sonic damage and must succeed at Will saves to avoid being stunned for 1 round. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.

Deafened creatures are not stunned but are still damaged.

Speak with Animals

Divination
Level: Clr 2, Drd 2, Rgr 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level

The character can comprehend and communicate with animals. The character is able to ask questions of and receive answers from animals, although the spell doesn’t make animals any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If the animal is friendly, it may do some favor or service for the character (as determined by the DM).

Note: This spell does not work on beasts, magical beasts, or vermin.

Speak with Dead

Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: No

The character grants the semblance of life and intellect to a corpse, allowing it to answer several questions that the character puts to it. The character may ask up to one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from the character's, the corpse gets a Will save to resist the spell as if it were alive.

If the corpse has been subject to speak with dead within the past week, the new spell fails. The character can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.

This spell does not let the character actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned.

Any corpse that has been turned into an undead creature can’t be spoken to with speak with dead.

Speak with Plants

Divination
Level: Clr 3, Drd 3, Rgr 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 minute/level

The character can comprehend and communicate with plants, including normal plants and plant creatures. The character is able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.

The spell doesn't make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If the plant creature is friendly, it may do some favor or service for the character (as determined by the DM).

Spectral Hand

Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

A ghostly, glowing hand shaped from the character's life force materializes and moves as the character desires, allowing the character to deliver low-level, touch range spells at a distance. On casting the spell, the character loses 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell that the character casts of 4th level or lower can be delivered by the spectral hand. The spell gives the character a +2 bonus to the character's melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from the character's direction. The hand can flank targets like a creature can. If the hand goes beyond the spell range, goes out of the character's sight, or if the character is not directing it, the hand returns to the character and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (one-half damage on a failed save against an area spell and no damage on a successful save), the character's save bonuses, and an AC of at least 22. The character's Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that the character lost in creating it.

Spell Immunity

Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature is immune to the effects of one specified spell for every four levels the character has. The spells must be of 4th level or lower. The warded creature effectively has unbeatable SR regarding the specified spell or spells. Naturally, that spell immunity doesn’t protect a creature from spells for which SR doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.

A creature can have only one spell immunity spell in effect on it at a time.

Spell Resistance

Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The creature gains SR equal to 12 + caster level.

Spellstaff

Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

The character stores one spell that the character can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and the character cannot have more than one spellstaff at any given time. The character can cast a spell stored within a staff just as though it were among those the character had prepared, but it does not count against the character's normal total for a given day. The character uses up any applicable material components required to cast the spell when the character stores it in the spellstaff.

Spell Turning

Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Until expended or 10 minutes/ level

Spells (and spell-like effects) targeted against the character rebound on the original caster. The abjuration turns only spells that have the character as a target. Effect and area spells are not affected. Spell turning also fails to affect touch range spells.

From seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. Each spell turned subtracts its level from the amount of spell turning left.

A spell might be only partially turned. Subtract the 1d4+6 result from the spell level of the incoming spell. Divide the remaining levels of the incoming spell by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, the character and the caster each take a fraction of the damage. For nondamaging spells, each of opponents has a proportional chance to be affected.

If the character and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result:

d% Effect
01-70 Spell drains away without effect.
71-80 Spell affects both of the characters equally at full effect.
81-97 Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100 Both of the characters go through a rift into another plane.

Spider Climb

Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per caster level can pull the subject off a wall.

Spike Growth

Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes

Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of damage for each 5 feet of movement through the spiked area.

Any creature who sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell. Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell’s save DC.

Spike growth is a magic trap that can’t be disabled with the Disable Device skill.

Spike Stones

Transmutation
Level: Drd 4, Earth 4
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes

Rocky ground, stone floors, and similar surfaces shapes themselves into long, sharp points that blend into the background. The spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area takes 1d8 points of damage for each 5 feet of movement through the spiked area. In addition, ground speed through the spell’s area is reduced by half.

Any creature who sustains damage from this spell must also succeed at a Reflex save or suffer injuries to its feet and legs that slow its speed by one-third. This movement penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding at a Heal check against the spell’s save DC.

Spike stones is a magic trap that can’t be disabled with the Disable Device skill.

Spiritual Weapon

Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

A melee weapon made of pure force springs into existence and attacks opponents at a distance, as the character directs it. The weapon takes the shape of a weapon favored by the character's deity or a weapon with some spiritual significance or symbolism to the character. Regardless of the shape, the spiritual weapon deals 1d8 points of damage, has a threat range of 20, and deals double damage on a successful critical hit. It strikes the opponent the character designates, starting with one attack the round the spell is cast and continuing each round thereafter. It uses the character's base attack bonus as its attack bonus (possibly allowing it multiple attacks per round in subsequent rounds). It strikes as a spell, not as a weapon, so it can strike incorporeal creatures. The weapon always strikes from the character's direction. It does not get a flanking bonus or help a combatant get one. The character's feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of the character's sight, or if the character is not directing it, the weapon returns to the character and hovers.

Each round after the first, the character can use a standard action to switch the weapon to a new target. If the character does not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if the character's base attack bonus would allow it to. The spiritual weapon cannot be attacked or damaged.

If an attacked creature has SR, the resistance is checked the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

Statue

Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. The initial transformation from flesh to stone requires 1 full round after the spell is cast. In statue form, the subject gains hardness 8. The subject retains its own hit points.

The subject can see, hear, and smell normally, but does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms is serious damage.

The individual under the magic of a statue spell can return to his normal state, act, and then return instantly to the statue state (a free action) if he so desires, as long as the spell duration is in effect.

Status

Divination
Level: Clr 4
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One creature touched/three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Status allows the caster to mentally monitor the relative position and general condition of allies. The cleric is aware of direction and distance to the creatures and their status: unharmed, wounded, disabled, staggered, unconscious, dying, dead, etc. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If they leave it, the spell ceases to function for them.

Stinking Cloud

Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

Stinking cloud creates a bank of fog that obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The fog’s vapors are nauseating. Living creatures in the cloud are nauseated (Fortitude negates), making them unable to attack, cast spells, concentrate on spells, and so on. The only action a nauseated character can take is a single move (or move-equivalent action) per turn. These effects last as long as the character is in the cloud and for 1d4+1 rounds after he or she leaves the cloud. (Roll separately for each nauseated character.) Those who succeed at their saves but remain in the cloud must continue to save each round.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Stone Shape

Transmutation
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. +1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The character can form an existing piece of stone into any shape that suits the character's purpose. Stone shape also permits the character to reshape a stone door to make an exit where one didn’t exist or to seal a door shut. Fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.

Stoneskin

Abjuration
Level: Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains damage reduction 10/+5. (It ignores the first 10 points of damage each time it takes damage, though a weapon with a +5 enhancement bonus or any magical attack bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Material Components: Worth at least 250 gp.

Stone Tell

Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: The character
Duration: 1 minute/level

The character gains the ability to speak with stones, which relate to the character who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. Note that a stone’s perspective, perception, and knowledge may prevent the stone from providing the details the character is looking for. The character can speak with natural or worked stone.

Stone to Flesh

Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object) (see text)
Spell Resistance: Yes

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must succeed at a Fortitude save (DC 15) to survive the process. Any petrified creature, regardless of size, can be restored.

The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. The character can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

Storm of Vengeance

Conjuration (Summoning)
Level: Clr 9
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Creatures beneath the cloud must succeed at Fortitude saves or be deafened (see blindness/deafness) for 1d4x10 minutes.

If the character does not maintain concentration on the spell after casting it, the spell ends. If the character continues to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during the character's turn.

Second Round: Acid rains down in the area, dealing 1d6 points of acid damage. No save is allowed.

Third Round: The character calls six bolts of lightning down from the cloud. The character decides where the bolts strike. All may be directed at a single target, or they may be directed at up to six separate targets. Each bolt deals 10d6 points of electricity damage. Creatures struck can attempt Reflex saves for half damage.

Fourth Round: Hailstones rain down in the area, dealing 5d6 points of damage (no save).

Fifth through Tenth Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds at a Concentration check against a DC equal to the storm of vengeance’s save + the level of the spell the caster is trying to cast.

Suggestion

Enchantment (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes

The character influences the actions of the enchanted creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what he was asked to do. The character can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as –1, –2, etc.) at the discretion of the DM.

Summon Monster I

Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 1st-level list on the Summon Monster table below. The character chooses which creature to summon, and can change that choice each time the spell is cast.

1st-level
Celestial dog (animal) LG
Celestial badger (animal) CG
Fiendish dire rat LE
Fiendish hawk (animal) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster II

Conjuration (Summoning) [see text]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 2nd-level list on the Summon Monster table below or 1d3 outsiders of the same type from the 1st-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

2nd-level
Celestial eagle (animal) CG
Formian worker LN
Lemure (devil) LE
Fiendish squid (animal) LE
Fiendish wolf (animal) LE
Fiendish shark,
Medium-size (animal)
NE
Fiendish viper,
Tiny (animal)
CE
Fiendish hyena (animal)
[treat as wolf (animal)]
CE
Fiendish octopus (animal) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster III

Conjuration (Summoning) [see text]
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 3rd-level list on the Summon Monster table below, 1d3 creatures of the same type from the 2nd-level list, or 1d4+1 creatures of the same type from the 1st-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

3rd-level
Celestial bear, black (animal) LG
Celestial bison (animal) NG
Triton NG
Celestial dire badger CG
Azer LN
Elemental, Small N
Thoqqua N
Fiendish dire weasel LE
Fiendish gorilla (animal) LE
Fiendish snake, constrictor
(animal)
LE
Fiendish boar NE
Fiendish dire bat NE
Fiendish lizard, giant (animal) NE
Salamander, Small NE
Fiendish shark, Large (animal) NE
Fiendish viper,
Small snake (animal)
CE
Fiendish crocodile (animal) CE
Dretch CE
Fiendish leopard (animal) CE
Fiendish wolverine (animal) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster IV

Conjuration (Summoning) [see text]
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 4th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 3rd-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

4th-level
Lantern archon (celestial) LG
Giant owl NG
Giant eagle CG
Celestial lion (animal) CG
Tojanida, Small N
Xorn, Small N
Arrowhawk, Small N
Magmin CN
Imp (devil) LE
Fiendish dire ape LE
Fiendish dire wolf LE
Hell hound LE
Varguouille NE
Fiendish viper, Medium-size
snake (animal)
CE
Howler CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster V

Conjuration (Summoning) [see text]
Level: Brd 5, Clr 5, Sor/Wiz 5
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 5th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 4th-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

5th-level
Celestial bear, brown (animal) LG
Hound archon (celestial) LG
Celestial orca, whale NG
(animal) Celestial pegasus CG
Celestial dire lion CG
Formian warrior LN
Elemental, Medium-size N
Mephit, any N
Arrowhawk, Medium-size N
Tojanida, Medium-size N
Achaierai LE
Fiendish griffon LE
Fiendish snake, giant constrictor
(animal)
LE
Yeth hound NE
Fiendish dire boar NE
Fiendish rhinoceros (animal) NE
Fiendish shark, Large (animal) NE
Salamander, Medium-size NE
Shadow mastiff NE
Fiendish viper, Large (animal) CE
Quasit CE
Fiendish dire wolverine CE
Fiendish giant crocodile (animal) CE
Fiendish tiger (animal) CE
Fiendish girallon CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster VI

Conjuration (Summoning) [see text]
Level: Brd 6, Clr 6, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 6th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 5th-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

6th-level
Celestial dire bear LG
Celestial unicorn CG
Elemental, Large N
Rast N
Xorn, Medium-size N
Slaad, red CN
Chaos beast CN
Kyton LE
Barbazu (devil) LE
Bezekira LE
Erinyes (devil) LE
Belker NE
Fiendish viper, Huge snake
(animal)
CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster VII

Conjuration (Summoning) [see text]
Level: Clr 7, Sor/Wiz 7
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 7th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 6th-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

7th-level
Celestial elephant (animal) NG
Avoral guardinal (celestial) NG
Djinni CG
Ravid [alone] N
Elemental, Huge N
Invisible stalker N
Xorn, Large N
Arrowhawk, Large N
Tojanida, Large N
Slaad, blue CN
Hamatula (devil) LE
Osyluth (devil) LE
Fiendish dire tiger CE
Bebilith CE
Fiendish octopus, giant (animal) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster VIII

Conjuration (Summoning) [see text]
Level: Clr 8, Sor/Wiz 8
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 8th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 7th-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

8th-level
Lillend CG
Formian taskmaster [alone] LN
Janni (genie) N
Elemental, greater N
Barghest, Medium-size LE
Cornugon (devil) LE
Fiendish squid, giant (animal) LE
Salamander, Large NE
Succubus (demon) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Monster IX

Conjuration (Summoning) [see text]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
Components: V, S, F/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons an outsider (extraplanar creature). It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the outsider, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 9th-level list on the Summon Monster table below, 1d3 creatures of the same type from the 8th-level list, or 1d4+1 creatures of the same type from a lower-level list. The character chooses which creature to summon, and can change that choice each time the spell is cast.

9th-level
Lammasu LG
Couatl LG
Astral deva (celestial) NG
Ghaele eladrin (celestial) CG
Elemental, elder N
Barghest, Large LE
Xill LE
Rakshasa LE
Gelugon (devil) LE
Night hag NE
Nightmare NE
Vrock (demon) CE

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally I

Conjuration (Summoning) [see text]
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 1st-level list on the Summon Nature’s Ally table below. All the creatures on the table are neutral unless otherwise noted.

1st-level
Badger (animal)
Dire rat
Dog (animal)
Hawk (animal)
Viper,Tiny (animal)

Summon Nature's Ally II

Conjuration (Summoning) [see text]
Level: Drd 2, Rgr 2
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 2nd-level list on the Summon Nature’s Ally table below or 1d3 creatures of the same type from the1st-level list. All the creatures on the table are neutral unless otherwise noted.

2nd-level
Eagle (animal)
Hyena [treat as wolf (animal)]
Octopus (animal)
Shark, Medium-size (animal)
Squid (animal)
Wolf (animal)
Viper, Small (animal)

Summon Nature's Ally III

Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 3rd-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 2nd-level list, or 1d4+1 creatures of the came type from the 1st-level list. All the creatures on the table are neutral unless otherwise noted.

3rd-level
Ape (animal)
Bear, black (animal)
Bison
Boar
Crocodile (animal)
Dire badger
Dire bat
Dire weasel
Elemental, Small
Leopard (animal)
Lizard, giant (animal)
Salamander, Small [neutral evil]
Satyr [without pipes]
Shark, Large (animal)
Snake, constrictor (animal)
Thoqqua
Viper, Medium-size (animal)
Wolverine (animal)

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally IV

Conjuration (Summoning) [see text]
Level: Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 4th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 3rd-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

4th-level
Arrowhawk, Small
Assassin vine
Dire ape
Dire wolf
Giant eagle [chaotic good]
Giant owl [neutral good]
Grig (sprite) [without pipes, neutral good]
Lion (animal)
Phantom fungus
Tojanida, Small
Viper, Large (animal)
Xorn, Small

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally V

Conjuration (Summoning) [see text]
Level: Drd 5
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 5th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 4th-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

5th-level
Arrowhawk, Medium-size
Bear, brown (animal)
Dire boar
Dire lion
Dire wolverine
Elemental, Medium-size
Giant crocodile (animal)
Rhinoceros (animal)
Salamander, Medium-size [neutral evil]
Satyr [with pipes]
Shark, Large (animal)
Snake, giant constrictor (animal)
Tiger (animal)
Tojanida, Medium-size
Viper, Huge (animal)
Whale, orca (animal)

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally VI

Conjuration (Summoning) [see text]
Level: Drd 6
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 6th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 5th-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

6th-level
Dire bear
Elemental, Large
Shambling mound
Tendriculos
Unicorn [chaotic good]
Xorn, Medium-size

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally VII

Conjuration (Summoning) [see text]
Level: Drd 7
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 7th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 6th-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

7th-level
Arrowhawk, Large
Dire tiger
Elemental, Huge
Elephant
Octopus, giant (animal)
Pixie [can't cast irresistible dance, neutral good]
Tojanida, Large
Treant [neutral good]
Xorn, Large

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally VIII

Conjuration (Summoning) [see text]
Level: Drd 8
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 8th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 7th-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

8th-level
Elemental, greater
Salamander, Large [neutral evil]
Squid, giant (animal)

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature's Ally IX

Conjuration (Summoning) [see text]
Level: Drd 9
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a natural creature. It appears where the character designates and acts immediately, on the character’s turn. It attacks the character’s opponents to the best of its ability. If the character can communicate with the creature, the character can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

The spell conjures one of the creatures from the 9th-level list on the Summon Nature’s Ally table below, 1d3 creatures of the same type from the 8th-level list, or 1d4+1 creatures of the came type from a lower level list. All the creatures on the table are neutral unless otherwise noted.

9th-level
Elemental, elder
Pixie [can cast irresistible dance, neutral good]

When the character uses a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Swarm

Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Swarm of small creatures in a 5-ft. spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No

A swarm of little creatures carpets the effect’s area, viciously attacking all other creatures there. (Roll on the table below to see what sort of creature is summoned.) A creature in the swarm who takes no actions other than fighting off the swarming creatures takes 1 point of damage on its turn. A creature in the swarm who takes any other action, including leaving the swarm, takes 1d4 points of damage +1 point per three caster levels. Spellcasting or concentrating on spells within the swarm is impossible.

1d20 Swarm Type*
1-8 Rats (animals)
9-14 Bats (animals)
15-16 Spiders (vermin, poisonous)
17-18 Centipedes (vermin, poisonous)
19-20 Flying beetles (vermin)
* The creature types (in parentheses) indicate what sorts of spells and effects might aid a subject against the swarm.

A swarm of poisonous creatures deals no damage to creatures who are immune to poison, though it still prevents spellcasting and concentration. The creatures’ attacks are nonmagical. Damage reduction, being incorporeal, and other special abilities also make a creature immune to damage from the swarm.

The swarm cannot be fought effectively with weapons, but fire and damaging area effects can force it to disperse. The swarm disperses when it has taken a total of 2 hit points of damage per caster level from these attacks. Certain area or effect spells disperse a swarm immediately if appropriate to the swarm summoned.

The swarm is stationary once summoned. A druid caster, however, can (as a move-equivalent action) direct the swarm to move up to 30 feet per round (or 90 feet per round if the druid has summoned bats or beetles).

Sunbeam

Evocation
Level: Drd 7, Sun 7
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Beam 5 feet wide and 100 ft. + 10 ft./level long, starting at a point right in front of the character
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and half (see text)
Spell Resistance: Yes

For the duration of this spell, the character can use a standard action to evoke a dazzling beam of intensely hot light each round. The character can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or the character's allotment of beams is exhausted.

All creatures in the beam are blinded and take 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.) In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage.

Undead creatures caught within the ray are dealt 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the ray results in the destruction of undead creatures specifically affected by sunlight if they fail their saves.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.

Sunburst

Evocation [Fire]
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 10 ft./level-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial (see text)
Spell Resistance: Yes

Sunburst causes a globe of searing heat and radiance to explode silently from a point the character selects. All creatures in the globe are blinded and are dealt 3d6 points of damage. (A successful Reflex save negates the blindness and reduces the damage by half.). In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills. Creatures to whom sunlight is harmful or unnatural take double damage.

Undead creatures caught within the globe are dealt 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of undead creatures specifically affected by sunlight if they fail their saves.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, slimes, jellies, puddings, and fungoid creatures just as if they were undead creatures.

Sword

Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

The character brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as the character desires, starting the round that the character cast the spell. The sword attacks its designated target once each round. Its attack bonus is the character's level + the character's Intelligence bonus or the character's Charisma bonus (for wizards and sorcerers, respectively) with a +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of damage, with a threat range of 19–20 and a crit of x2.

The sword always strikes from the character's direction. It does not get a flanking bonus or help a combatant get one. If the sword goes beyond the spell range from the character, if it goes out of the character's sight, or if the character is not directing it, the sword returns to the character and hovers.

Each round after the first, the character can use a standard action to switch the sword to a new target. If the character does not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC against touch attacks is 13.

If an attacked creature has SR, the resistance is checked the first time the sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Focus: Worth at least 250 gp.

Symbol

Universal [see text]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF (or V, S, M for carefully engraved)
Casting Time: 1 action or 10 minutes
Range: 0 ft.
Effect: One symbol
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

This spell allows the character to scribe any of the potent runes described below. A symbol can be quickly scribed in the air or on some surface. Alternatively, the character can carefully inscribe it on a surface. The symbol harms those who trigger it.

A quickly scribed symbol has a casting time of 1 action. The resulting rune becomes active immediately. It lasts 10 minutes per caster level and glows faintly while it lasts. Symbols of fear, hopelessness, pain, or persuasion can be used in this manner. Symbols of death, discord, insanity, pain, sleep, and stunning cannot.

A carefully engraved symbol has a casting time of 10 minutes. The symbol is inactive when finished and remains so until triggered. Once triggered, it becomes active and glows, usually lasting 10 minutes per caster level. Some symbols can last indefinitely once triggered.

To be effective, a symbol must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol ineffective.

As a default, a symbol is triggered whenever a creature does one or more of the following, as the character selects: reads, touches, or passes over the rune, looks at the rune, or passes through a portal bearing the rune.

In this case, "reading" the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol to render it inoperative triggers it if it reacts to touch. To trigger a symbol, a creature must be within 60 feet of the rune.

The character can set special triggering conditions of the character's own. These can be as simple or elaborate as the character desires. Special conditions for triggering a symbol can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify.

A symbol's triggering conditions must always be defensive in nature. A touch-triggered symbol remains untriggered if an item bearing the symbol is used to touch a creature. Likewise, a symbol cannot be placed on a weapon and set to activate when the weapon strikes a foe.

Once the spell is cast, a symbol’s triggering conditions cannot be changed.

The character ignore the effects of the character's own symbols and cannot inadvertently trigger them. When scribing a symbol quickly, the character can instantly attune any number of creatures to the symbol, rending them immune to its effects, provided the creatures are within 60 feet of the rune when it is created and that the character is aware of their presence.

When creating a carefully inscribed symbol, the character can specify a password or phrase that prevents a creature using it from triggering the symbol. The character also can attune any number of creatures to the symbol, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (up to ten creatures) takes 1 hour. Attuning a large group (up to twenty-five creatures) takes 1 day. Attuning larger groups takes proportionately longer, as the DM sees fit.

When triggered, a symbol affects all creatures within a 60-foot radius except for the character and any individuals attuned to it. If a symbol has a password, anyone using the password remains immune to that particular rune’s effects so long as the character remains within 60 feet of the rune. If the character leaves the radius and returns later, the character must use the password again. Once triggered, a symbol remains active until its duration expires. Creatures who subsequently meet an active symbol’s triggering conditions suffer its effects.

A successful dispel magic removes the effects of a symbol from a creature unless the symbol’s effect is instantaneous or the description specifies another remedy. The rune itself can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol. Destruction of the surface where a symbol rests destroys the symbol but also triggers its effects.

Read magic allows the character to identify a symbol with a successful Spellcraft check (DC 19). Identifying the symbol does not discharge it and allows the character to know the version of the symbol.

A symbol can be rendered permanent with the permanency spell, provided it is carefully engraved upon a permanent, nonportable surface such as a wall or door. A permanency spell extends a symbol’s basic duration of 10 minutes per caster level indefinitely. When triggered, a permanent symbol usually glows and is active for about 10 minutes, but there is no limit to how many times it can be triggered. If the symbol can affect only a limited number of hit points worth of creatures, the limit applies each 10 minutes.

Known symbols include:

Death: One or more creatures within the radius, whose combined total hit points do not exceed 150, must succeed at Fortitude saves or die. The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts until it has affected 150 hit points worth of creatures.

Discord: All creatures with an Intelligence score of 3 or higher within 60 feet who fail a Will save immediately fall into loud bickering and arguing. Meaningful communication is impossible. If the affected creatures have different alignments, there is a 50% chance that they attack each other. Bickering lasts 5d4 rounds. Fighting begins 1d4 rounds into the bickering and lasts 2d4 rounds. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell.

Fear: This symbol can be scribed quickly or carefully engraved on a surface. Living creatures within the radius become panicked. They suffer a –2 morale penalty on saving throws, and they flee from the area. A panicked creature has a 50% chance to drop what it’s holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.

If scribed in the air, this symbol requires a Will save to resist. If the rune is carefully inscribed, the save DC increases by 4. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell.

Hopelessness: All creatures within the radius must attempt Will saves. If the rune is carefully engraved on a surface, the save DC increases by 4. If the save fails, the creature suffers from hopelessness for 3d4x10 minutes and submits to simple, demands from foes, such as to surrender or get out. If no foes are present to make demands, there is a 25% chance that a hopeless creature proves unable to take any action except hold its ground. If the creature remains free to act, there is a 25% chance it retreats from the rune at normal speed. In either case, the creature can defend normally if attacked. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell.

Insanity: One or more creatures within the radius, whose combined total hit points do not exceed 150, become insane (Will negates)

Creatures affected behave randomly, as indicated on the following table:

1d10 Behavior
1 Wander away for 1 minute (unless prevented)
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round

Except on a result of 1, roll again each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them. Behavior is checked at the beginning of each creature’s turn. Any creature who is attacked automatically attacks its attackers on its next turn.

Remove curse does not remove insanity. Greater restoration, limited wish, miracle, and wish can restore the creature.

The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts until it has affected 150 hit points worth of creatures. This version is a mind-affecting spell.

Pain: Creatures within the radius suffer wracking pains that reduce Dexterity scores by 2 and impose a –4 penalty on attack rolls, skill checks, and ability checks (Fortitude negates). Both effects last 2d10x10 minutes. This symbol can be scribed quickly or carefully engraved on a surface. If carefully inscribed, the save DC increases by 4. Once triggered, the symbol lasts 10 minutes per caster level.

Persuasion: This symbol can be scribed quickly or carefully engraved on a surface. All creatures within the radius must succeed at Will saves to resist. If the symbol is carefully inscribed, the save DC increases by 4. If the save fails, the creature becomes the same alignment as the character for 1d20 x 10 minutes. During this time, affected creatures become friendly to the character.

The spell does not enable the character to control the creatures as if they were automatons, but the creatures perceive the character's words and actions in the most favorable way. The character can try to give the creatures orders, but the character must win an opposed Charisma check to convince the creatures to do anything they wouldn’t ordinarily do. (Retries not allowed.) The creatures never obey suicidal or obviously harmful orders. Any act by the character or the character's apparent allies that threatens the creatures breaks the spell. Note also that the character must speak the creatures’ language to communicate the character's commands, or else be good at pantomiming.

This version is a mind-affecting spell.

Sleep: Creatures within the radius fall into a catatonic slumber if they have 8 or fewer HD (Will negates). Sleeping creatures cannot be awakened for 3d6x10 minutes. This symbol must be carefully engraved on a surface. Once triggered, the symbol lasts 10 minutes per caster level. This version is a mind-affecting spell.

Stunning: One or more creatures within the radius whose total hit points do not exceed 250 become stunned (Fortitude negates). The symbol affects the closest creatures first, skipping creatures with too many hit points to affect. A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it. In addition, the stunned creatures drop what they are holding. This symbol must be carefully engraved on a surface.

Material Component (carefully scribed version): Worth at least 5,000 gp each.

Sympathy

Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes

The character causes an object or location to emanate magical vibrations that attract either a specific type of intelligent creature or creatures of a particular alignment, as defined by the character. The particular type of creature to be affected must be named specifically. Larger groups, such as a “type,” are not specific enough. Likewise, the specific alignment must be named.

Creatures of the type or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 x 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.

Material Components: Worth at least 1,500 gp.