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MGP9020 - 3.5E Expert Player's Guide Vol. I - Renegade Wizards Spellbook

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Page 1: MGP9020 - 3.5E Expert Player's Guide Vol. I - Renegade Wizards Spellbook

David Culliford (order #1969295) 203.35.82.136

OBSMIlwaukee
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Page 2: MGP9020 - 3.5E Expert Player's Guide Vol. I - Renegade Wizards Spellbook

Contents

1

CreditsEditor

Mark Gedak

LayoutMatt Sharp

Cover Art Alejandro Villen

Logo & Cover DesignAnne Stokes

Interior Illustrations Eric Bergeron, Brent Chumley, Anthea Dilly,

Marcio Fiorito, David Griffi th, Renato Guedes, Carlos Henry, Vincent Hie, Vitor Ishimura,

Andrew Jordan, Rhonda Libbey, John McSweeney, Randy Nunley, Tony Parker, Gillian Pearce,

Scott Purdey, Fred Rawles, Phil Renne,Chad Sergesketter, Stephen Sheperd, Jamie Sims, Ronald Smith, Alejandro Villen and Nathan Webb

RPG ManagerIan Belcher

Production DirectorAlexander Fennell

Proofreading Mark Quennell

Contents

Introduction 2

What They Did 3 Not Teach You At Wizard School

Spell Lists 9

Spell Descriptions 29

Appendix 241

Open Game License 250

License 250

Open Game Content & Copyright InformationExpert Player’s Guide – Renegade Wizard’s Spellbook ©2005 Mongoose Publishing. All rights reserved. Expert Player’s Guide – Renegade Wizard’s Spellbook is presented under the Open Game Licence. See page 250 for the text of the Open Game Licence. This product is Open Game Content. All other signifi cant characters, names, places, items, art and text herein are cop y right ed by Mongoose Publishing. All rights reserved. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the

Coast, Inc. in the United States and other countries and are used with permission.Printed in China.

Renegade Wizard’sSpellbook

David Culliford (order #1969295) 203.35.82.136

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Introduction

Magic is a powerful tool for creation and destruction that has been described by many. In the years since the wizards’ schools where

built and magic instruction became mechanistic in the fi elds of combat, the tombs of ancient kings and deep underground, the arcane arts have been practiced and it has grown. Free of the order and monotony of the wizard school’s ivory towers, new techniques have been developed to spread the effects of spells, new descriptors adopted to better classify spells and even changes to the time necessary to channel spell energy.

As the nature of magic has changed, it is important for arcane spellcasters to try to keep up to date on these innovations or else he could fi nd his own fi reball counterspelled and possess no defence against another mages’ oozing sores. When striving for ultimate power, do you want to be using the same tools as everyone else, or will you turn to the Renegade Wizard’s Spellbook?

The Expert Player ’s GuidesHere at Mongoose Publishing, we are always looking for new ways to present gaming information and better formats to help our readers get exactly what they need from our books.

The Expert Player’s Guides mark a new approach to D20 gaming from Mongoose Publishing.

How would you like huge 256 page hardback tomes packed full of D20 rules, each one a complete toolkit focused on one area of the game?

How would you like every part of these books to be designated as Open Content, allowing you to freely use them in your own roleplaying projects?

And if that sounds good, how would you like these 256 page hardback books to be priced at less than twenty dollars?

The Expert Player’s Guides are designed to provide complete gaming resources, drawn from the very best of Open Gaming material, at a fraction of the price similar books have been traditionally marked at in the past.

The Renegade Wizard’s SpellbookThis tome is the perfect companion to other magic compendiums - after all, who wants to play a wizard who only has access to ‘standard’ spells that everyone else has. With spells and spellcasting rules drawn from the very best of Open Content sources, the Renegade Wizard’s Spellbook is your one-stop shop for arcane power!

The Renegade Wizard’s Spellbook was designed to include a wide range of arcane spells from a wide range of sources. What They Did Not Teach You At Wizard’s School presents information on a number of enhancements to the magical overview section of your standard magic sourcebook. This is followed by complete Spell Lists for the Renegade Wizard’s Spellbook and over 200 pages of Open Game Content spells from more than sixty print and electronic sources. The Appendix houses all the additional rules such as feats, monster statistics and skills necessary to make full use of the spells provided for you in this collection. Hopefully, the next arcane spellcaster in your game will have a few new tricks with which to surprise their fellow adventurers.

The Renegade Wizard’s Spellbook features 100% Open Game Content.

‘Look, I know you’re new at this whole adventuring thing having just gotten out of wizard’s school with your precious little book loaded with cantrips, feather fall, mage armour and magic missile, but if you want to survive in this world you’d better learn right now. Don’t believe what you have been told.’

Jaizki Stormcloud, to the young wizard Arcadius, hours before he fell victim to a kobold sorcerer’s gelid stream.

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What They Did not Teach...

The study of magic at wizard’s school is suffi cient for most

spellcasters but anyone truly devoted to the arcane arts will eventually decided to leave their mouldy textbooks behind and begin to experiment with the nature of magic itself. Many of the spells introduced in this tome are the direct result of this sort of this experimentation. Likewise the spells presented in this tome may exhibit a number of new properties which are detailed below.

SubschoolAlmost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation and wish) are universal, belonging to no school. Traditionally there are 13 subschools of magic with each school having a limited set of subschools. However, some specialist wizards have discovered that there is another subschool that can be applied to any of the traditional schools of magic.

Contingent – SchoolThis is a contingent subschool, which is typically noted in the spells description as (Contingent – School). A contingent spell requires that an arcane or divine spellcaster have access to a specifi c school and not be prohibited from its spells. For example, a spell labelled Enchantment (Contingent – Illusion) is an Enchantment spell that can only be cast by a character that could

also cast Illusion spells. This has lead to some Schools spells being unavailable to specialists who are prohibited

from contingent schools.

DESCRIPTORAppearing on the same line as the school and subschool, when applicable, is a descriptor that further categorises the spell in some way. Some spells have more than one descriptor. There are eight new descriptors used in the Renegade Wizard’s Spellbook, their descriptions and properties are noted below.

ArchaicThere are a small number of spells that are ancient, older than almost any other spell known by wizards today. It stands to reason that the art of spellcasting, just like any other art or science, would adapt and evolve over time until there came a point when ‘modern’ spellcasting techniques would little resemble the techniques used thousands of years ago. Spellcasters, it can be assumed, would have diffi culty following the archaic practices detailed in the spellbooks from so long ago an era. For our purposes, such spells are identifi ed with the descriptor Archaic.

WHAT THEY DID NOT TEACH YOU AT WIZARD’S SCHOOL

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What They Did not Teach...

Archaic spells are both more diffi cult to learn and more diffi cult to cast. Learning an archaic spell requires the spellcaster to spend a number of weeks equal to the spell’s level doing nothing but studying. Breaks for eating and sleeping are allowed but the spellcaster must spend a minimum of 15 hours a day studying the spell in question. At the end of that time the spellcaster must make an Intelligence check (DC equal to the spell level plus 20). For each extra week spent studying, the spellcaster gains a +1 circumstance bonus to this check. If this check is failed, the spellcaster may not attempt to learn this spell again until he has gained a level in his spellcasting class.

When casting an archaic spell, the spellcaster must make a Spellcraft check (DC 10 plus the spell’s level). The caster gains a +1 circumstance bonus to this roll for each round above the stated casting time he spends doing nothing but casting the spell. If this check fails, the spell slot is expended though the spell has no effect.

NOTE: In your campaign, magic may have evolved differently. The archaic descriptor, as described above, assumes that spellcasting is actually decreasing in power as time elapses. For campaigns in which

magic is improving and not being forgotten, the archaic descriptor is out of place and should not be used. Each Games Master must determine for himself how magic has changed over time in his campaign world.

AgeThis descriptor denotes any spell that relates to magical aging effects or the rejuvenation of a creature to an earlier age.

FocusedSpells with this descriptor can be cast by any mage, but when cast by a specialist in the spell’s school with Spell Focus and Greater Spell Focus in that school of magic it has an additional or more powerful effect. The focused descriptor can be seen in action in the caress group of spells in this spellbook. Although this descriptor was fi rst seen within the Transmutation school; other specialists are beginning to perfect this type of spell research as well.

HangingHanging spells are cast when an arcane spellcaster fi rst prepares or regains his spell

slots. These spells then remain ‘active’ throughout the rest of the day, awaiting only a single word to perform their full effect. While hanging, they count as current spell effects and maybe dispelled normally. Speaking the activation word is an immediate action that can be taken even if it is not the caster’s turn as long as he is not fl at footed at the time. Hanging spells count as spent spell slots and are instantly negated without effect if the spellcaster refi lls that spell slot for any reason, even through the use of an item like a ring of wizardry. The casting time for any hanging spell is one minute per spell level unless otherwise noted. If the hanging spell is cast from a scroll, it remains in effect for 24 hours; at the end of that time it fades if it is not used.

Judicial CurseThere are times when a criminal cannot be brought to justice, or when she is simply too powerful for the forces of the law to overcome. But where an evil archmage may be able to resist any minor spell a crusading cleric has in her repertoire, the church can call on the power of the faithful to overcome his resistance. If a spell is identifi ed as a judicial curse, it has the following benefi ts and restrictions:

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Ceremonial Force: You can increase the power of the spell by taking additional time to perform the ritual and by receiving support from assistants. This increased effect is measured in ceremonial force.

For every two hours you add to the casting time of the spell, you receive 1 point of ceremonial force. You can spend a maximum of six hours in order to receive a total of 3 points of ceremonial force by increasing casting time.

For every two assistants you have helping you with the ritual, you receive 1 point of ceremonial force, to a maximum bonus of 3. Assistants must be of at least 2nd level in a class that has the potential to cast the spell in question. To provide you with this benefi t, an assistant must perform the verbal and somatic components required by the spell, and he must participate for the full casting time of the spell.

If the spell is divine in nature, you can increase its power further through use of a sacred relic of your deity. The nature of the deity will determine the nature of her relics; a goddess of knowledge might have spread the pages of the fi rst book across the world, while a war god would treasure the weapons of his sacred champions. You cannot create a relic, and it is ultimately up to the Games Master to decide if your god even has relics. Depending on the holiness of the object, you will gain 1 to 3 points of ceremonial force from its presence. Even if you have multiple relics, you cannot gain more than 3 points of ceremonial force. Arcane casters may be able to mimic this effect by creating esoteric spell amplifi ers; this is left up to the Games Master.

Ceremonial force has the following effects:

· Spell formulas (such as spell range) may be modifi ed by the number of points of ceremonial force in the spell. These effects vary, and details can be found in the description of a specifi c judicial curse.

· The ceremonial force is added to the DC of the spell’s saving throw. This cannot increase the DC by more than 5 points.

· If the spell effect can be removed with break enchantment, the ceremonial force is added to your level to determine the effective caster level of the spell.

· Unless otherwise specifi ed, the effects of a judicial curse can be broken with remove curse. Add

the ceremonial force of the spell to your caster level; the character attempting to break the curse must be of equal or higher level or remove curse will fail.

Restrictions: A judicial curse can only be used on a creature that could normally fall under the jurisdiction of your justice system. Nationality is not an issue, so most societies could target any human; but you cannot excommunicate a dragon. As an optional rule, the Games Master may decide that judicial curses cannot be used unless the target has actually been convicted of a crime (even if he was tried in absentia); alternately, he could receive a +5 bonus to his saving throw if he is innocent of any wrongdoing.

These benefi ts and restrictions only apply to spells that are clearly designated as judicial curses! You cannot increase the power of a fi reball just because you have a few friends working with you.

PoisonThe descriptor does not have any mechanical effect in its own right. However, it interacts with various other mechanics introduced in the book. It represents a spell’s reliance on the magical manipulation of poison. In addition to the spells contained in this book, the following classic spells should have it added to their entry: delay poison, detect poison, neutralise poison and poison.

PrimeThe prime descriptor indicates a spell that uses the fi eld of power between the caster and the Prime Material Plane to generate its effects. As such, the spell does not work if cast in a dimension other than the prime or if the caster is in a physical state other than corporeal. Outsiders can use prime spells without diffi culty, provided they are on the prime material plane when they do so and are corporeal at the time. Creatures who lack corporeality cannot use prime spells at all, even if they are manifested at the time of casting.

TemporalTemporal is a designator applied to all spells to do with the manipulation, perception or investigation of time. A wizard who has learned to cast these spells is often known as a chronomancer. In order to successfully be able to cast spells with the temporal designator, an arcane spellcaster must possess at least 5 ranks in both Knowledge (arcana) and Spellcraft, as well as possess the Extend Spell and Quicken Spell feats.

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ComponentsA spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifi cs for material, focus and XP components are given at the end of the descriptive text. Usually you do not worry about components, but when you cannot use a component for some reason or when a material or focus component is expensive, then the components are important. Additionally, some complex spells require a skill check to use properly.

Skill Check (SK): A skill check is sometimes necessary in spells that have long casting time or delicate somantic components. The skill check component was fi rst seen in the crafted series of Illusion spells that allow for the development of enduring illusions at all spellcaster levels. The skill check can also be used to make the spell a masterwork effect adding +1 to the spell’s save DC.

Casting TimeMost spells have a casting time of one standard action. Others take one round or more, while a few require only a free action. A spell that takes one round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. Recently spells have been researched that can be cast as swift or immediate actions.

Swift ActionA swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time

you would normally be allowed to take a free action. Swift actions usually involve magic or the activation of magic items; many characters (especially those who do not use magic) never have an opportunity to take a swift action.

Casting a quickened spell is a swift action. In addition, casting any spell with a casting time of one swift action is a swift action.

Casting a spell with a casting time of one swift action does not provoke attacks of opportunity.

Immediate ActionMuch like a swift action, an immediate action consumes a very small amount of time, but represents a larger

expenditure of effort and energy than a free action. However, unlike a swift action,

an immediate action can be performed at any time - even

if it is not your turn. Using an immediate action on

your turn is the same as using a swift action,

and counts as your swift action for that turn. You

cannot use another immediate action or a swift action

until after your next turn if you have

used an immediate action when it is not currently your turn

(effectively, using an immediate action before your turn is equivalent

to using your swift action for the coming turn). You

a l s o cannot use an immediate action if you are currently fl at-footed.

Aiming a SpellYou must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defi nes the spell’s target (or targets), its effect or its area, as appropriate. Mages who regularly see the fi elds of battle are not content with the simple areas of effect so common in other types of arcane magic. In order to gain the maximum impact from their spells, they have created several new ways to deliver magical effects for some of their castings, detailed below.

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Mobile EmanationSpells with this area of effect have an initial area that is the same as a normal emanation. However, each round after the fi rst, the caster can move the centre of the emanation up to 30 feet in any direction and the area of effect will move with it. This allows casters to cover a larger area with this spell than would otherwise be possible with a standard burst or emanation spell. An example of this type of effect and its movement is provided below.

In the fi rst diagram, the grey square indicates the original centre of the emanation. The black squares show the surrounding area of effect. In the second diagram, the greyed-out area represents the original location of the area of effect, while the black squares show the new location of the spell.

When a mobile emanation spell moves, the whole area of effect moves at once. The original area of effect fades away to be replaced a moment later by the new area of effect – the emanation does not ‘sweep’ through an area like a stream spell.

SpiralsSpiral areas of effect are unique to battlefi eld magic and were devised to provide greater coverage of a battlefi eld without sacrifi cing a spell’s effective potency. A spiral has one variable dimension, its length, but its basic shape is always the same. A spiral is targeted on one 5-foot square when it is cast. On impact, the spiral effect fi lls the target square and then travels in a straight line for 10 feet, fi lling all the squares it passes through. At the beginning of the next round, the next leg of the spiral unfolds and the area of effect makes a 90-degree turn to the left or right (caster’s choice of which) and continues on for 15 feet, again fi lling each square it passes through.

Each round thereafter, a new leg of the spiral unfolds and the effect turns 90 degrees to the direction of the second leg and travels 5 feet further than it did previously. Note that all legs of the spiral remain in existence until the round after the fi nal leg unfolds. See the diagram below, for an example of a spiral with a 75-foot length.

In the above diagram, the asterisk represents the original target square of the spiral spell. Each leg is coloured in alternating black and grey and the spiral ends in the grey square, where its 75-foot length runs out.

If a spiral spell runs into an obstruction, it immediately makes a 90-degree turn and continues normally for the rest of its length. This will often cause the spiral to cross over itself, which mages must be aware of to avoid unintended consequences. If the spiral runs into a dead end, it immediately stops and the spell ends. An obstruction must completely fi ll the square the effect is crossing through – a wall or door will block the effect, but a column or stalagmite will allow the spell effect to pass through unhindered.

Battlefi eld mages can use a spiral to protect themselves or friendly units inside an expanding area of deadly magic. Precise targeting of this type of spell can be used to clear away forces harassing the mage or his allies and is very useful in constrained areas where obstructions limit the usefulness of a standard burst or emanation spell. The spiral area of effect also provides a signifi cant surprise factor with its extended, unusual effect patterns and duration. Careful planning can also allow the spiral spell to bend around corners and pass through open doors to create a ricochet effect that is sure to keep enemies off guard.

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Unless otherwise noted, each leg of a spiral is 20-foot tall, or as tall as the ceiling of the area in which it is cast. A spiral does not ‘spread’ across a ceiling if the ceiling is less than 20-foot tall.

StreamA stream area of effect is a straight line that originates with the caster and can be ‘swept’ across an area during its duration. When cast, the stream extends from the caster out to the limit of its length in a straight line. On each following round, as a standard action, the caster can swing the far end of the stream up to 20 feet to the left or right, moving the area of effect to conform to the new location. Any target in the line of the stream’s new position, or in a location the stream moved through on the way to its new location, suffers the spell’s effect. See the diagrams below for an example of a 40-foot stream being swept through an area.

In the round that it is cast, the stream extends as shown in the fi rst diagram, catching targets A and B within its area of effect. On the next round, the mage sweeps the stream to the right, as shown in the second diagram. The second diagram illustrates the area the spell swept through, and we can see that targets D and E were affected as the stream crossed through their squares.

When determining which squares are affected by a stream, simply laying a string or fl exible ruler between the caster and the original target location works very well. When the spell is swung, move the string to the new location and the stream affects any square that the string passes through. All movement of the stream is assumed to occur during the caster’s action and persists from round to round until its duration has expired.

Stream spells are most effective for scattering enemy forces or forcing them to move in a particular direction. Because the area of effect can be moved from one spot to another, enemies are forced to remain on the move if they want to stay out of the stream’s way. A stream is also frighteningly effective when used against large numbers of relatively weak creatures; burning up a horde of kobolds is a snap when you have a stream of acid at your fi ngertips.

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Spell List

SPELL LISTSAssassin Spells1st Level Assassin Spel ls

Alter Poison Damage Type. Alters poison effects temporarily by changing ability damage dealt.Assassin’s Mark. Infl icted wound instantly reshapes into caster’s mark.Calling Card. Leaves behind a record of a specifi c crime committed.Far Strike. Ranged attacks may be fi red to an increased range.Fly True. Range attacks gain +10 insight bonus to hit.Poison Weapon. A weapon with magical poison.Shadow Stitch. Successful touch attack entangles target in own shadow.Spider Eyes. Caster gains +2 competence bounce to Intimidate checks.

2nd Level Assassin Spel lsShunt. Forces subject into Ethereal Plane for 1 round.Speed Poison. Increases virulence of affected poisons.Venom Touch. Infuses castor’s hands with virulent poison.

3rd Level Assassin Spel lsAssassin’s Coin. Affected coin can be used to contact spellcaster.Merge into Art. Allows caster to hide inside large piece of art.Poison Weapon, Greater. A weapon with magical poison.

4th Level Assassin Spel lsForbidden Script. Text written with affected ink causes immediate poisoning effect to reader.Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.

Bard Spells0th Level Bard Spel ls

Alter Taste. Changes the taste of one meal to a taste that is pleasant for the creature consuming it.Breeze. A gentle breeze provides some respite from hot weather.Conjure (specifi c creature). Calls specifi c creature.Dazzling Lights. Pattern of light dazzles creature of 1 or less HD. Direct Conversation. Caster receives +4 on next Gather Information check.Fool’s Coin. A small metallic disc can appear as a valuable coin.Public Whisper. Amplifi es your voice within 100 feet radius.Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.Slapping Hand. Disembodied hand slaps target for 1 point of damage.Smoke Image. Castor creates any shape out of existing smoke.Song of Serenity. Song and touch rejuvenates fatigued target. Counters touch of fatigue.Tuning. Conjures a tuning fork tuned to the frequency of plane the caster is currently on.

1st Level Bard Spel lsCalling Card. Leaves behind a record of a specifi c crime committed.Case Object/Room. Caster is protected from object/room hazards while searching.Cleanse of Alcohol. Subject is completely cured of alcohol effects. Counters inebriate.Compel Parley. Subject is compelled to bring protected characters to the nearest authority fi gure.Conjure (specifi c creature). Calls specifi c creature.Crescendo of Indefatigability. Caster receives +2 inspiration bonus on any relevant die roll.Distract Vermin. Dazes vermin in effect area.Distracting Pattern. Pattern of light may distract creature.Foretelling, Lesser. Allows the caster to pose a question and receive a yes or no answer.

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Spell List

Ghost Combatant. Phantasm fl anks opponent.Ground Trap. Ground rises up to trap target’s feet and lower leg for duration of spell.Hero’s Luck. Target gains a +2 bonus to one attack, skill check or saving throw.Immobilise Extremity. Paralysing effect to one appendage of target creature.Indescribable Creep. A creeping sensation causes panic.Irritation. Causes an itching sensation or rash to cover target’s body.Mantle of Dread. Caster gains +4 competence bonus to all Intimidate checks.Phantasmal Force. Target is attacked by phantasmal force dealing 1d6 points of nonlethal damage.Read History. Caster gains impressions from the past in effect area.Replace the Senses. Target has one sense replaced with another for duration of spell.Seal, First. Opens empathic bond between caster and target causing confusion and nonlethal damage.Secrets of the Heart. Instant knowledge of true identity of single creature within area of effect.Self-Refl ection. Victim suffers –1 morale penalty to attack and will leave battle to contemplate the self.Silver Voice. Caster gains +10 circumstance bonus to Bluff skill check.Switch Outfi ts. Caster switches clothing with target or loose pile of clothing.Tune Cooties. Places a song in victim’s head that cannot be removed conferring –1 morale penalty to any action.Vacate Bowels. Victim’s bowels completely evacuate.Wind Borne Songs. Doubles area of effect of your next bardic music effect.

2nd Level Bard Spel lsBeyond Words. Allows mental communication with a charmed opponent.Blindness/Deafness, Lesser. Target is blinded or deafened for a 1 round/level.Charm Spirit. Charms creatures with the spirit subtype.Conjure (specifi c creature). Calls specifi c creature.Deathchant. Creates a wave of negative energy out from caster.Detect Illusion. Detects illusions cast by a lower level caster.Dirge of the Walking Dead. Allows you to keep one ally up and conscious if hp less than 0.Felonious Friend I. Conjured thief helper, like unseen servant.

Fool’s Gold. Can make a limited amount of metal appear as copper, silver, gold or platinum.Golden Voice. Caster gains a +10 bonus to Bluff and Diplomacy.Good Intentions. Causes pain to target each time he performs a good act or act of kindness.Half-Orc Charm. Aura of menace around caster giving bonus to Intimidation checks.Hero’s Visage. Your appearance demoralises opponents.Inebriate. Target is rendered drunk for spell duration. Countered by cleanse of alcohol.Lightning Arrow. Adds 1d8 points of electrical damage (max 10d8) to single arrow or bolt.Mystic Lullaby. Allows you to lull a single creature into a deep slumber.Pass Through Element. You can walk through a barrier of a certain element without harm.Plausible Excuse. Those affected will believe that you were in their company for a specifi ed time.Poetic License. Caster attaches negative or positive stigma to target.Rain of Putrescence. Rainfall of faecal waste falls in area of effect.Seal, Second. Opens empathic bond between caster and target causing confusion and nonlethal damage.Seas of Fate. Puts the ultimate destination of the voyage into the hands of the gods.Tether. Rope shoots out of caster’s outstretched hand.Unbalanced Pattern. Unbalances all creatures in area of effect.Unseen Trickster. Improved form of unseen servant.Venom Touch. Infuses castor’s hands with virulent poison.Whispers of the Mind. Caster hijacks a target’s voice causing them to speak your words.Wind Armour. Winds swirl around target creating defl ection and armour bonus.

3rd Level Bard Spel lsAbsorb Information. Instant transfer of written information.Blade Song. Adds 1d6 sonic damage to imbued weapon.Cacophony. Fills the area with extremely loud sounds, dazing creatures.Cloaked Light. Object shines with light that emanates in a 60-foot radius but only visible to caster and one other.Combat Blessing. Allies gain +1 to hit, +2 to damage and have their weapons threat range increased.

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Spell List

Cone of Nausea. A cone of visual, auditory and olfactory elements nauseate opponents.Conjure (specifi c creature). Calls specifi c creature.Debilitating Decrescendo. Sonic weapon infl icting –2 morale penalty to attack, AC and saving throws.Dread Scream. Sonic effect that causes unexplained feeling of fear in all creatures in area.Eye of the Heart. You can sense the location of all living creatures within range.False History. Gives false history for a specifi c object.False Love’s Kiss. Like charm person but more powerful version.Frightful Presence. A fearsome manifestation mimics a dragon’s frightful presence.Garble. Disguises target’s speech into incomprehensible gibberish.Gossip. Forces target to gossip relentlessly, revealing everything including passwords and so on.Lighten Burden. Target can carry 50% more than normal.Malicious Image. Causes target under mirror image to be attacked by his images.Phantasmal Force, Improved. As phantasmal force but with the base attack of a cleric.Player Instrument. Makes a musical instrument play of its own accord.Read Spirit Echo. Caster can read the memories of a location’s spirits.Sea Chanty. Gives caster bonuses regarding sailing and sailors.Seal, Third. Opens empathic bond between caster and target causing confusion and nonlethal damage.Song of the Tempest. Quadruples (4x) the area of effect of your next bardic music effect.Spirit Song. Spirit voices interfere with all spellcasting and distracts creatures in area.Spiritual Bestowment. Spirit boost an ability in a target creature.Sword Curse. Victim is compelled to attack their allies.Time to Act. Gives you the time to perform a single complex skill check.Trigger Trap. Sets off any traps within the spell’s radius of effect.Twist Speech. Permanently changes the primary language of your target.Weatherblindness. Victims are unaware of dangers of any type of weather.

4th Level Bard Spel lsBlinding/Deafening Pattern. Pattern of light blinds or deafens opponent for a limited time.Conjure (specifi c creature). Calls specifi c creature.Detoxifying Wave. Purifying energy neutralises all poisons in area.Drinking Song. Causes temporary intoxication.Entourage of Pawns. Eight chess pawns become Medium animated objects under your control.Ethereal Sleep. As caster enters dreamworld, he becomes ethereal.Felonious Friend II. Conjured thief helper, like unseen servant.Fool’s Trove. An area may be glamoured to appear as a treasure trove.Foozle. Target becomes clumsy and oafi sh with –5 penalty on attack and checks.Ghost Blade. Weapon acquires ghost touch.Me First! First creature to see affected object has overwhelming desire to posses it.Paean of Greater Glory. Song bolsters allies and demoralises enemies.Paper Tigers. Transforms origami tigers into a real tiger with mirror images.Seal, Forth. Opens empathic bond between caster and target causing confusion and nonlethal damage.Steel Voice. Voice strikes fear into all creatures in area of effect.Wall of Fear. Anyone trying to pass through is overcome by pure fear.

5th Level Bard Spel lsBewildering Aura. Confuses, dazes and stuns up to 30 HD of opponents.Campfi re Lullaby. Targets benefi t of having had a full night’s sleep.Charm Person, Mass. Makes a number of creatures friendly toward caster.Conjure (specifi c creature). Calls specifi c creature.Destroy Memory. Permanently removes a single memory of one event, person or item.Ethereal Sleep, Mass. Like ethereal sleep but affects more people than just caster.Forbidden Script. Text written with affected ink causes immediate poisoning effect to reader.Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.Magic Circle against Energy. As protection from energy but protects everyone inside area.Malediction. More severe form of bestow curse.Manyeyes. Enables you to see in all directions at once granting 60-foot darkvision.Past’s Façade. Touch returns target to a more youthful form.

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Phantasmal force, Greater. As phantasmal force but with the base attack of a fi ghter.Player Instrument, Greater. Like player instrument except longer duration.Seal, Fifth. Opens empathic bond between caster and target causing confusion and nonlethal damage.Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.Thunder’s Song. Octuples (8x) the area of effect of your next bardic music effect.Time to Pause. Like time to act but gives caster suffi cient time to take 10 on his check.Voice of Memories. Allows you to plant hypnotic memories or remove painful experiences from subject.

6th Level Bard Spel lsCone of Paralysis. A cone of patterned light paralyses opponents.Conjure (specifi c creature). Calls specifi c creature.Eerie. An eerie shape exists at the edge of the victims’ vision.Lost Wanderer. Target becomes completely lost, wandering aimlessly for duration of spell.Minotaur’s Might. Target becomes stronger (+8 Strength bonus).Pocket Paradise. Transports subjects to a paradise of caster’s making.Song of Farsending. Target is instantly transported to any place you have been before including planar.Stream of Unconsciousness. Produced pattern causes creatures to fall unconscious.

Sorcerer and WizardSpells0th Level Sorcerer and Wizard Spel lsConj Conjure (specifi c creature). Calls specifi c creature.

Elemental Sample. Creates a small block of elemental matter.

Div Black Rainbow. Allows the caster to see colours using darkvision.Evoc Breeze. A gentle breeze provides some respite from hot weather.

Dark Baubles. Object casts deep shadows in 20 ft. radius.Slapping Hand. Disembodied hand slaps target for 1 point of damage.

Illus Alter Taste. Changes the taste of one meal to a taste that is pleasant for the creature consuming it.

Dazzling Lights. Pattern of light dazzles creature of 1 or less HD. Fool’s Coin. A small metallic disc can appear as a valuable coin.

Necro Animate Animal. Animates the skeleton of one Tiny dead animal.

Detect Dead. Allows you to detect the aura surrounding corpses. Identify Undead. Allows you to identify undead in a given area.Ray of Decay. Ranged touch attack dealing 1d3 points of negative energy damage.Retch. Caster causes target to retch and heave for a few seconds.Skull Snare. Animate a single skull to guard a specifi ed area.

Trans Caltrops. Turn pebbles into sharp caltrops over 5 ft area.

Cleanse of Alcohol. Subject is completely cured of alcohol effects. Counters inebriate.Granitehand. Fists become hard as stone.Public Whisper. Amplifi es your voice within 100 feet radius.Simple Bed. Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.Smoke Image. Castor creates any shape out of existing smoke.Spider Eyes. Caster gains +2 competence bounce to Intimidate checks.Tunnel Vision. Targets loose their peripheral vision.

Univ Speak with Familiar. Like speak with animals except only with familiar.

1st Level Sorcerer and Wizard Spel lsAbju Anchor. Holds ship’s position against currents.

Case Object/Room. Caster is protected from object/room hazards while searching.Courage. Immunity to a single fear or emotion changing spell or spell-like effect.Elemental Bastion. Can block a spell with a specifi ed energy designator.Familiar Sanctuary. Like sanctuary but can only be used on caster’s familiar.Repel Water. Caster keeps a number of subjects dry when immersed in water.Thoughtbane. Protected creature is protected from mind reading or psionic attack.Word of Warding I. Counters any spell of its own level or lower.

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Conj Bind Guardian I. Bind a monster summoning I creature preventing it from leaving.

Conjure (specifi c creature). Calls specifi c creature.Craft Material. Summons 1 cubic ft. of craft material to the caster.Diabolic Treasurer. An imp is summoned to count and record treasure.Gaze Refl ector. Creates a shimmering veil in front of caster, protecting from gaze attacks.Irritation. Causes an itching sensation or rash to cover target’s body.Life Net. Wraps target in a magical net of air bubbles that rise to the water’s surface.Pearl of Brilliance. Sphere releases fl ash of intense light.Poison Weapon. A weapon with magical poison.Power Word Push. Target creature or object is pushed to end of spell range.Summon Familiar. Instantly bring caster’s familiar to him.Web Bind. A jet of webbing wraps an unlucky target in thick sticky silk.Web Whip. A strand of webbing appears from caster’s palm and can be used as a whip.

Div Dead Man’s Eyes. Caster sees the last thing seen by the target corpse.

Envy’s Glance. Assesses a target’s net worth.Foes’ Measure. Caster gleans the power of all affected creatures, relative to himself.Foretelling, Lesser. Allows the caster to pose a question and receive a yes or no answer.Law of Simplifi cation. Removes all mitigating circumstances that affect an actions chance of success.

Moment’s Brilliance. Enhances caster’s Intelligence.Predict Weather. Caster can predict future weather within radius of effect.Secret Desires. Caster learns victim’s subconscious desires and fears.Touch of the Merchant. Know the approximate value of an object.

Ench Favour’s Focus I. Melee attack grants a bonus to enchantment spell against the struck opponent.

Keening of the Heart. Target’s emotional state is broadcast.Moment’s Pause. Improved form of daze causing target to become immobile.Self-Refl ection. Victim suffers –1 morale penalty to attack and will leave battle to contemplate the self.Shadow Stitch. Successful touch attack entangles target in own shadow.

Evoc Concussive Barrier. Knocks down opponents who walk into it.

Corrosive Burst. An explosion of magical acid deals 1d8+1/level (max +5).

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Revealing Light. Creates a 10-foot radius illuminated area.Torpor. Target suffers –1d3 penalty to Dexterity.Wall of Darkness. Wall of darkness that prevents anyone from seeing through to the other side.

Illus Calling Card. Leaves behind a record of a specifi c crime committed.

Crafted Figment I. Create enduring fi gments.Crafted Glamour I. Create enduring glamours.Crafted Pattern I. Create enduring patterns.Crafted Phantasm I. Create enduring phantasms.Crafted Shadow I. Create enduring shadows.Distracting Pattern. Pattern of light may distract creature.False Visage I. Create glamours to mask the appearance of objects or people.Ghost Combatant. Phantasm fl anks opponent.Improvised Figment I. Create fi gments limited by your concentration.Indescribable Creep. A creeping sensation causes panic.Phantasmal Force. Target is attacked by phantasmal force dealing 1d6 points of nonlethal damage.Phantasmal Item I. Creates an image in the minds of all within visual range.Shadow Conjuration I. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation I. Mimics any evocation spell but are only one-fi fth real.Umbral Fortifi cation, Minor. Instil shadow energy granting 1d8 temporary hit points.

Necro Animate Skeleton. Animates the skeleton of one Medium or smaller corpse.

Chill Blood. A ray of negative energy deals 1d4+1/level (max +10) and stuns for 1 round.Mantle of Dread. Caster gains +4 competence bonus to all Intimidate checks.Palsy. Target is overcome with a mild case of convulsions and seizures.Protection from Undead. Wards a creature from attack by undead.Vacate Bowels. Victim’s bowels completely evacuate.Virulence. Weakens the resistance of target making him more susceptible to poison and disease.

Wound. Accelerates injuries to living tissue and makes wounds more serious.Wretched Excess. Magical queasiness nauseates all creatures for a single round.

Trans Alchemist’s Boon. You gain a +5 bonus to your next Craft (alchemy) check.

Alter Poison Damage Type. Alters poison effects temporarily by changing ability damage dealt.Animate Shield. Unattended shield will fl oat in air and defend caster.Awaiting. Allows the caster to delay to observe other’s actions without losing he action.Blood like Icicles. Causes target’s blood to harden into spikes that thrust out of creature’s fl esh.Blurred Vision. Target suffers blurred vision.Command Flotsam. Can drag items through water.

Enhance Bond. Familiar and master share a more powerful bond gaining several benefi ts.

Familiar’s Fang. Like magic fang but limited to caster’s familiar.Far Strike. Ranged attacks may be fi red to an increased range.Fireshift, Lesser. A tiny object becomes imbued with elemental energy.Gelid Stream. A stream of chilling cold deals 1d3 cold damage and limits actions.Ground Trap. Ground rises up to trap target’s feet and lower leg for duration of spell.Hesitant Caress. Touch attack deals unarmed damage and is slowed for one round.Ramble of the Mad. Creatures in target area become unable to communicate with each other.Replace the Senses. Target has one sense replaced with another for duration of spell.Rooty Feet. Target’s feet sprout roots reducing base movement.Switch Outfi ts. Caster switches clothing with target or loose pile of clothing.Web Walking. Caster can move within or through any area of webs.Wielder’s Ease. Lightens target weapon, reducing its size category.

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2nd level Sorcerer and Wizard Spel lsAbju Pass Through Element. You can walk through a barrier of a certain element without harm.

Prevent Missile. Intercepts incoming missile attacks.Protection from Water. Protects any inanimate object from water.Shielding Star. Like shield but directed against a single target’s attacks.Slow Magic. Like dispel magic but spells are suppressed for limited number of rounds.Word of Warding II. Counters any spell of its own level or lower.

Conj Apportation. Readies an object that can be teleported to you as an immediate action.

Bind Guardian II. Bind a monster summoning II creature to you preventing it from leaving.Call Radiance. A burst of light deals 1d4/level (max 5d4) and dazzles opponents.Conjure (specifi c creature). Calls specifi c creature.Felonious Friend I. Conjured thief helper, like unseen servant.Flash Bombs. Creates small fi re bombs with 2-foot radius.Hungry Shadow. A shadow creature attacks and envelops opponents.Power World Block. Magical force blocks the next physical attack upon caster.Rain of Putrescence. Rainfall of faecal waste falls in area of effect.Steel Satellites. Swarm of steel balls interfere with physical attacks against you.Tether. Rope shoots out of caster’s outstretched hand.Unseen Trickster. Improved form of unseen servant.Yellow Smoke. Creates a bank of fog like stinking cloud but vapours are sickening.

Div Analyse Creature. Determines detailed information on a monster selected.

Detect Illusion. Detects illusions cast by a lower level caster.Detect Spirits. You can detect the presence of active and latent spirits in an area.Detect Transformation. Detect those with ability to change their shape.Estimation. Quickly assess the number and location of items within a given in an area.Eyes of the Cat. Caster gains low-light vision and a bonus to Armour Class.

Hero’s Luck. Target gains a +2 bonus to one attack, skill check or saving throw.Mental Unity, Lesser. Forges a bond between caster and other creatures.Read History. Caster gains impressions from the past in effect area.Touch of the Scoundrel. Imparts a basic understanding of how to perform certain skills of thieves and criminals.

Ench Bite of the Seductress. Target temporarily falls slavishly in love with caster.

Charm Spirit. Charms creatures with the spirit subtype.Compel Parley. Subject is compelled to bring protected characters to the nearest authority fi gure.Daze, Greater. As daze but not limited by HD.Favour’s Focus II. Melee attack grants a bonus to enchantment spell against the struck opponent.Immobilise Extremity. Paralysing effect to one appendage of target creature.Mystic Lullaby. Allows you to lull a single creature into a deep slumber.Piercing Gaze. Gaze causes confl icting urges and emotions on target causing mental trauma.Plausible Excuse. Those affected will believe that you were in their company for a specifi ed time.Rapturous Touch. Any subsequent touch of target is perceived as extremely pleasurable.Seductive Smile. Gaze attack permanently enamours target.Thrall’s Understanding. Follow up to charm subschool spell; target will have a common language with the caster.

Evoc Air Brand. Target gains +2 bonus to Dexterity & bonus shield of swirling air.

Amber Globes. Creates globes of electricity energy that can be hurled or tossed.Black Lightning. Mixture of electricity and evil energy, deals 1d6 damage/2 levels.Disruption Missiles. Missiles that disrupt undead creatures.Earth Brand. Target gains +2 bonus to Strength & ability to conjure and throw rock.Fire Brand. Target gains +2 bonus to Dexterity & bonus ray of fi re (3d6).Quick Freeze. Target takes 1d4 damage (max 10d4) cold damage.Spray of Needles. Cone of needles shoot from caster’s hands.True Sharing. Bond between caster and his familiar is greatly intensifi ed.

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Water Brand. Target gains +2 bonus to Constitution & stream of water attackWave of Heat. Powerful burst of heat energy of 1d6 points of damage (max 5d6).Wind Armour. Winds swirl around target creating defl ection and armour bonus.

Illus Blindness/Deafness, Lesser. Target is blinded or deafened for 1 round/level.

Crafted Figment II. Create enduring fi gments.Crafted Glamour II. Create enduring glamours.Crafted Pattern II. Create enduring patterns.Crafted Phantasm II. Create enduring phantasms.Crafted Shadow II. Create enduring shadows.Encumbering Load. Lightens recipient’s encumbrance to exceed heavy carrying capacity.False Visage II. Create glamours to mask the appearance of objects or people.Fool’s Gold. Can make a limited amount of metal appear as copper, silver, gold or platinum.Half-Orc Charm. Aura of menace around caster giving bonus to Intimidation checks.Improvised Figment II. Create fi gments limited by your concentration.Phantasmal Item II. Creates an image in the minds of all within visual range.Shadow Conjuration II. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation II. Mimics any evocation spell but are only one-fi fth real.Umbral Aura. Protective aura of shadow energies.Unbalanced Pattern. Unbalances all creatures in area of effect.

Necro Absorb Dead Flesh. Heal 1d6 +1 hit points/ caster level when touching a corpse.

Allip Touch. Touch disrupts the mind of living creatures with 1d4 points Wisdom damage.Animate Zombie. Animates the body of one Medium or smaller corpse.Bleeding Wound. Wounds suffered continue to deal hp damage.Bolt of Ghostslaying. Bolt of energy that deals 1d6 damage to incorporeal beings only.Bonearm Animation. Creates an extra arm which the caster can use like normal arm.Bones of Steel. Animated skeletons touched gain Damage Reduction 10.

Death Blossoms. Pollen coats victim and may sprout deadly fl ower with bloodshed.Mark of Life. Creates a small bond between caster and target.Rotting Wound. Infects target weapon with fi lth fever.Sensory Link. Caster can see and hear through a controlled undead creature.Skin Spy. Caster’s skin peels off and animates as a magical creature you control.Venom Touch. Infuses castor’s hands with virulent poison.Visage of the Dead. Caster alters his appearance to that of a corpse or zombie.

Trans Alchemistry, Lesser. Allows you to change the nature of a potion.

Bolster Familiar. Temporary +1 hp/caster level to familiar.Combat Fluidness. Caster gains +2 bonus to initiative and unable to be caught fl at-footed.Corruption’s Kiss. Kissed opponent radiates an aura of corruption that sours new relationships.Earthmaw. Creates gaping maw in section of normal earth.Eyes of Light. Dazzling gaze attack within 20 ft.Indelible Mark. Like a more powerful variation of arcane mark.Inebriate. Target is rendered drunk for spell duration. Countered by cleanse of alcohol.Instant Trap. Uses any mundane weapon to build a trap that attacks when a creature approaches.Lack of Grace. Ranged touch attack disorientates and unbalances target.Lightning Arrow. Adds 1d8 points of electrical damage (max 10d8) to single arrow or bolt.Merciful Weapon. Affects one weapon to only deal nonlethal damage.Murk & Gloom. Causes an area of water to become dark and gloomy, affecting visibility.Pyrotic Careess. Target bursts into fl ame.Rat’s Grace. Grants target amazing fl uidity of motion.Razor the Vein. Wounds infl icted by target weapon continue to bleed.Seavision. Underwater vision.Shape Boat. Transforms any boat-like object into a semi-seaworthy boat.Shunt. Forces subject into Ethereal Plane for 1 round.Solidify Air. Alters viscosity of air slowing physical movement.

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Stinky Toe. Target leaves behind footprints of a foul smelling substance enabling easy tracking.Switch Fate. Caster steals the target’s initiative.

3rd Level Sorcerer and Wizard Spel lsAbju Creaturebane. Area warded against specifi c creature type.

Grace. Brings forth a ‘bubble’ of safe reality when travelling between planes.Protection from Air Creatures. Wards a creature from attack by creatures with air subtype.Protection from Earth Creatures. Wards a creature from attack by creatures with earth subtype.Protection from Fire Creatures. Wards a creature from attack by creatures with fi re subtype.Protection from Oozes and Slimes. Wards a creature from attack by oozes and slimes.Protection from Water Creatures. Wards a creature from attack by creatures with water subtype.Repercussion, Lesser. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.Shield Vessel. Protects ship from attack from sides or above.Shifting Element Guard. Alters element or energy protection spells so caster can change type he is protected from.Sigil of Fire. Marking that explodes when triggered.Sigil of Sleep. Marking that causes the target to suffer the effects of a sleep spell when triggered.Thievesbane. Creates a warded area where thief skills are reduced.Trigger Trap. Sets off any traps within the spell’s radius of effect.Word of Warding III. Counters any spell of its own level or lower.

Conj Acidic Rain. Causes acid rain storm.Bind Guardian III. Bind a monster summoning III creature preventing it from leaving.Call Darkness. A burst of shadow plane material deals cold and Constitution damage.Call Lesser Demon. Summons a lesser demon of 5HD or less.Celestial Teardrops. Rain from the heavens deal 1d6/level; 2d6/level to undead.

Conjuration Bolt. Blast of magic force for 1d4.Conjure (specifi c creature). Calls specifi c creature.Dimensional Warp. Teleports you and a number creatures.Grappling Chains. Hooked chains explode from ground and attempt to grapple all in area.Harvest of Blades. Seeds an area with long, fi ne steel blades that sprout when triggered.Painblast. Creates a line of painful force tossing anyone in area 5 ft.Poison Weapon, Greater. A weapon with magical poison.Power World Fear. All affected targets act as if struck with cause fear.Razor Trap. Creates several eldritch traps trigged by creature entering affected squares.Spider Gorge. Caster vomits forth a stream of tiny spiders that engulf victims.Swarm Boil. Boils form on victim’s skin erupting and spilling forth tiny spiders.Tuning. Conjures a tuning fork tuned to the frequency of plane the caster is currently on.

Div Bliss. Target relieves up to an hours worth of memory in an instance.

Destiny Is My Sword. Target suffers previous pains, sicknesses and injury.Detect Dimensional Disturbance. Detect recent planar movement.Gilded Tongue. Divination allows a Concentration check to be used instead of social skills.Law of the Wild. Caster gains a +10 insight bonus to Handle Animal, Wild Empathy and Wilderness Lore.Master of the Game. Allows caster to foresee future possibilities of a simple action.Mass Revelation. Creatures in area of affect can see all spirits in their sight range.Read Spirit Echo. Caster can read the memories of a location’s spirits.Singular Focus. Allows caster to focus attention on one-task, guarantees success and cuts time required in half.Sorcerer’s Parry. Caster may avoid any damage by non-magical attack.Touch of the Sage. Ability to use a specifi c Knowledge skill or Spellcraft for duration.War Mastery. Target is granted a single feat from fi ghter class list.

Ench Beyond Words. Allows mental communication with a charmed opponent.

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Confi dante. Charmed designate treats the caster as an utterly trusted friend and will answer any questions posed.False Love’s Kiss. Like charm person but more powerful version.Favour’s Focus III. Melee attack grants a bonus to enchantment spell against the struck opponent.I Speak the Will of Kings. You are able to command beings for a number of rounds.Me First! First creature to see affected object has overwhelming desire to posses it.Sword Curse. Victim is compelled to attack their allies.Twist Speech. Permanently changes the primary language of your target.Wave of Hesitation. Attempts to stun all creatures in affected cone.

Evoc Cloaked Light. Object shines with light that emanates in a 60-foot radius but only visible to caster and one other.

Corrode. A single object (25 lbs) crumbles to dust from age.Floor of Fire. Creates immobile, horizontal sheet of fl ame.Privacy Guarantee. Channels a blast of energy toward scrier.Ribbon of Light. Ranged touch causing 1d4 damage (max 10d4) of pure white light.Shockwave. Force wave dealing 3d6 nonlethal damage to all in area of affect.

Illu Cone of Nausea. A cone of visual, auditory and olfactory elements nauseate opponents.

Crafted Figment III. Create enduring fi gments.Crafted Glamour III. Create enduring glamours.Crafted Pattern III. Create enduring patterns.Crafted Phantasm III. Create enduring phantasms.Crafted Shadow III. Create enduring shadows.False Visage III. Create glamours to mask the appearance of objects or people. Frightful Presence. A fearsome manifestation mimics a dragon’s frightful presence.Garble. Disguises target’s speech into incomprehensible gibberish.Improvised Figment III. Create fi gments limited by your concentration.Malicious Image. Causes target under mirror image to be attacked by his images.Phantasmal Force, Improved. As phantasmal force but with the base attack of a cleric.Phantasmal Item III. Creates an image in the minds of all within visual range.Shadow Conjuration III. Mimics any

conjuration spell but are only one-fi fth real.

Shadow Evocation III. Mimics any evocation spell but are only one-fi fth

real.

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Thousand Feet. Confuse a creature that navigates and hunts by tremorsense.Umbral Fortifi cation. Instil shadow energy granting 2d8 temporary hit points.Wraithform. Makes subject partially insubstantial.

Necro Blood Doll. Target receives damage done to spell focus.

Corpse Armour. Creates magical armour from the remains of a humanoid.Cure/Cause Bends. Causes or cures high-pressure gas bubbles in bloodstream.Donor. Can transfer hit points between two creatures.Draining Mist. Mist drains Strength of all characters in effect area.Hand of Vengeance. Deals equal damage to opponent as was sustained by target originally.Invigoration of Undeath. Zombies targeted gain Improved Initiative and lose the single action only special quality.Oozing Sores. Target immediately suffers 1d4 points of damage from oozing sores.Shadow Horror. Sends a ball of negative energy stunning victim.Shadow Mastery. Enemy’s own shadow rises up against him.Speed Poison. Increases virulence of affected poisons.Strike Barren. Target becomes permanently infertile.Thin Blood. Target suffers a wave of weakness.Undead Conduit. Cast necromantic spells through a controlled undead creature.

Trans Absorb Information. Instant transfer of written information.

Alacritous Stride. Movement rates are tripled.Awaken Element. Creates a small elemental for a limited time.Blade Song. Adds 1d6 sonic damage to imbued weapon.Cacophony. Fills the area with extremely loud sounds, dazing creatures.Elemental Shape. Target’s body is transformed into an elemental one.Enhance Bond. Temporarily enhances connection of caster and familiar.Ethereal Sleep. As caster enters dreamworld, he becomes ethereal.Eyes of Fire. Caster’s eyes burn with arcane energy that burns opponents as a gaze attack.

Familiar’s Fang, Greater. Like greater magic fang but limited to the caster’s familiar.Faststroke. Doubles normal swim rate of caster and all he touches.Fireshift. A weapon is imbued with elemental damage.Good Intentions. Causes pain to target each time he performs a good act or act of kindness.Great Knock. Like knock but also opens secret doors or trick-open boxes or chests.Invulnerability. Imparts a level of damage reduction upon the target of spell.Mariner’s Faithful Seachest. Seachest will follow owner and take care of objects.Monk’s Fighting Grace. Improved unarmed fi ghting.Repair Ship. Repairs minor (1d3) structural damage to original seaworthiness.Reverse Missile. Forces one ranged physical attack back to its source as a free action.Spiritual Bestowment. Spirit boost an ability in a target creature.Toxic Caress. Target is considered poisoned.Vulnerability. Cone of light leaving all highly vulnerable to further magical attack.Wings of Wrath. Creates bat-like wings granting you basic fl ight and defl ection bonus.

4th Level Sorcerer and Wizard Spel lsAbjur Acidic Shield. Provides cover, attackers suffer 2d6 acid damage. May be detonated.

Fortify Armour. Targeted armour gains fortifi cation.Fortify Weapon. Targeted weapons gains increased hardness.Know thy Master. Marks an object as ‘claimed’ and will buck and twist if picked up by others.Sensebane. Creatures affected become invisible to detection by senses.Shielding Star, Greater. Like shielding star but with a defl ection bonus of +4.Sigil of Poison. When triggered causes creatures to be stricken as if injected with deadly poison.Word of Warding IV. Counters any spell of its own level or lower.

Conj Animated Web. Fills a 20 ft. area with sticky strands that may slowly move.

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Bind Guardian IV. Bind a monster summoning IV creature, preventing it from leaving.Call Energy. A burst of primal energy from the positive energy plane.City Elemental I. Summon small earth elemental.Conjure (specifi c creature). Calls specifi c creature.Disarmament. Stream or cone of energy that disarms creatures in area.Dragonfl y. A dragonfl y of chaotic energy deals ranged touch attacks against multiple opponents.Extradimensional Pit. Creates 10-foot pit than opens an extradimensional space.Felonious Friend II. Conjured thief helper, like unseen servant.Ghost Armour. Spirits act as armour granting a +1 defl ection bonus of DR 10/magic.Infusion, Lesser. Summoned creatures gain the fi endish celestial template.Instant Exit. Door appears transporting creatures 1,000 feet in a random direction.Midnight Slime. Touch transfers green slime to target.Phantom Artillery. Creates a temporary siege engine.Power Word Pain. All affected targets act as if struck with symbol of pain. Spider Mother. Laces victims’ body with spider’s eggs that hatch inside.Stone Spears. Stone fl oors and ceiling erupt with stalactites and stalagmites.

Div Council of Stowaways. Momentarily connects caster to all creatures living on a ship or in a structure.Echoes of the Past. A spectral image of the recent past is shown.Glimpse Past the Barrier. This allows you to look through a barrier as if the barrier was from a time in which it did not exist.Hand of the Guilty. An object directs you toward the last person to touch it.Intuitive Insight. Grants up to a +5 bonus to skill in which the caster is not skilled.Portents and Omens. Caster becomes acutely aware of the world around him, increasing his luck.Seas of Fate. Puts the ultimate destination of the voyage into the hands of the gods.Telepathic Assault. Like mindshriek but forces information into the mind of a target creature.

Touch of the Healer. Grants temporary mastery of the healing arts.

Ench Dolorous Touch. Melee touch attack knocks the opponent into a deep slumber.

Favour’s Focus IV. Melee attack grants a bonus to enchantment spell against the struck opponent.Foozle. Target becomes clumsy and oafi sh with –5 penalty on attack and checks.Fractured Unity. Dissent spreads through an area disrupting spells affecting allies and prevents casters from using benefi cial spells on allies.Hatred’s Puppets. Target falls into a murderous rage and attacks the nearest living creature.Wall of Distraction. Wall infl icts an intense distraction on all those who contact or pass through.Weatherblindness. Victims are unaware of dangers of any type of weather.

Evoc Air Brand, Greater. As air brand, plus ability to fl y.

Breath of the Wyrm. Allows caster to spew forth a breath attack similar to a dragon’s breath weapon.Bubble Goop. You breath forth bubbles that release a sticky goo.Corrode. Ages inanimate objects in an instant.Earth Brand, Greater. As earth brand, plus Damage Reduction.Fire Brand, Greater. As fi re brand, plus 20 points of fi re resistance.Magic Missile, Repeating. Like magic missile, but missiles return to caster until used again.Shriek of Abject Hatred. Unleashes sonic energy blast that can liquefy fl esh.Spirit Song. Spirit voices interfere with all spellcasting and distracts creatures in area.Volcanic Wave. Unleashes a torrent of fl aming lava that engulfs the affected area.Water Brand, Greater. As water brand, plus allows caster to breathe water.

Illu Blinding/Deafening Pattern. Pattern of light blinds or deafens opponent for a limited time.

Catalytic Mouth. Speaks once when triggered.Crafted Figment IV. Create enduring fi gments.Crafted Glamour IV. Create enduring glamours.Crafted Pattern IV. Create enduring patterns.

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Crafted Phantasm IV. Create enduring phantasms.Crafted Shadow IV. Create enduring shadows.Echoes of the Past. Spectral images and sounds re-enact events of the recent past.False Visage IV. Create glamours to mask the appearance of objects or people.Fool’s Trove. An area may be glamoured to appear as a treasure trove. Improvised Figment IV. Create fi gments limited by your concentration.Phantasmal Item IV. Creates an image in the minds of all within visual range.Shadow Conjuration IV. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation IV. Mimics any evocation spell but are only one-fi fth real.

Necro Ageing Stroke. Ray ages target 1d10+1 per two levels years.

Burrowing Bony Digits. You cause skeletal fi ngers to imbed in the fl esh of the targets.Feast of Flesh. Paralyse your opponent as a ghoul but extend the duration by eating your opponent.Ghoulish Curse. Curse slowly transforms the target into a ghoul.Graft Weapons. Graft weapons onto skeletons and zombies to replace their natural weapons.Infected Touch. Ranged touch attack infecting target with Wizard’s Touch.Red Hourglass. Victim is infused with a deadly poison that is activated by caster.Siphon Elemental Lifeforce. Shoots a ray of negative energy tailored to affect target element. Wall of Bone. Vertical bone wall appears in unoccupied area of fl oor.Wave of Mutilation. Wave of phantasmal razor blades, instruments of torture and grasping hands rushes toward victims tearing at whatever victim fears injury to the most.

Trans Alchemistry. Allows the transfer of one scroll to another.

Become Swarm. Caster becomes a spider swarm.Deny Transformation. Prevents polymorph, wildshaping and alternate form.Detoxifying Wave. Purifying energy neutralises all poisons in area.Disarmament. Cone of magical energy disarms opponents.Enforcer I. Strengthens the level of previously cast spell.

Entourage of Pawns. Eight chess pawns become Medium animated objects under your control.Exploding Bones. Blast of electrical energy causing target’s bones to explode out of its fl esh.Eyes of Darkness. Punishing gaze attack that reduces the vision of opponents and grants concealment.Familiar Growth. Like animal growth but can only be used on caster’s familiar.Ironrope. Strengthens and hardens normal rope to that of forged iron.Item Tattoo. Converts one object into a small tattoo.Message in a Bottle. Transforms bottle or scroll case into a messenger.Necrotic Caress. Touch attack transfers unliving negative energy.Painted Ship. Transforms targeted vessel into an oil painting.Sculpt Water. Any water touched by caster can be sculpted.Shattersight. Causes 1d6 force damage (max 10d6) to item or undead.Time to Act. Gives you the time to perform a single complex skill check.

5th Level Sorcerer and Wizard Spel lsAbju Bloodbane. Strengthens your blood gaining several immunities.

Contingent Spell Immunity. Like contingency but protects caster from one specifi c spell.False History. Gives false history for a specifi c object.Loyal Guardian. Conjures globe of protection caster can control.Magic Circle against Energy. As protection from energy but protects everyone inside area.Repercussion. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.Sovereign Shield. Like shield but protects in all directions simultaneously.Weapon Ward. You gain damage reduction against one kind of weapon attack.Word of Warding V. Counters any spell of its own level or lower.

Conj Bind Guardian V. Bind a monster summoning V creature preventing it from leaving.

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Spell List

Conjure (specifi c creature). Calls specifi c creature.Control Currents. You can guide sea currents to increase ship speed.Drown. Conjured water drowns target.Ghost Dance. Summoned spirits deal 1d6/spirit to all creatures in a 30 ft. radius.Girding Call. Items can be summoned from afar in an instant.Magma Blast. Lava jets through tiny gate for 1d6 fi re damage (max 15d6).Mariner’s Luxurious Cabin. Creates an extradimensional space, luxurious room onboard a ship.Power Word, Slumber. One at a time, each target is affected as if under sleep spell.Shadow Fangs. Caster’s melee attacks issue forth from any shadow or area of darkness.

Div Foretelling. Allows the caster to pose a question and receive a magical answer.

Manyeyes. Enables you to see in all directions at once granting 60-foot darkvision.Mathemagic Principle. Allows caster to optimise spellcasting.Timesight. Caster attempts to read the past or future of target.Touch of the Soldier. Target gains skill and expertise in the use of a single weapon.

Ench Camaraderie. Charmed creatures treat each other as trusted friends.

Charm Person, Mass. Makes a number of creatures friendly toward caster.Dazing Aura. Opponents attacking the caster are subjected to a daze attack.Destroy Memory. Permanently removes a single memory of one event, person or item.Favour’s Focus V. Melee attack grants a bonus to enchantment spell against the struck opponent.Fleeting Genius. Allows the caster to take 40 on a single skill check, saving throw or attack.Keening of the Mind. Targets current thoughts are broadcasted.Shattered Will. Target is permanently rendered unable to resist caster’s enchantment spells.Taboo. Enforces a simple prohibition on a creature.Wall of Fear. Anyone trying to pass through is overcome by pure fear.

Evoc Bloodfi re. Caster sprays his blood in a fl aming stream to strike one target.

Elemental Rupture. A cloud of elemental energy spreads in an area of effect dealing 1d8/level.Wave of Heat, Greater. Like wave of heat but max 15d6 points of fi re damage.Wind Bindings. Storm like forces presses on target keeping it from moving.

Illus Animate Shadow. Animates the caster’s shadow.

Bewildering Aura. Confuses, dazes and stuns up to 30 HD of opponents.Crafted Figment V. Create enduring fi gments.Crafted Glamour V. Create enduring glamours.Crafted Pattern V. Create enduring patterns.Crafted Phantasm V. Create enduring phantasms.Crafted Shadow V. Create enduring shadows.False Visage V. Create glamours to mask the appearance objects or people.Improvised Figment V. Create fi gments limited by your concentration.Phantasmal force, Greater. As phantasmal force but with the base attack of a fi ghter.Phantasmal Item V. Creates an image in the minds of all within visual range.Shadow Conjuration V. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation V. Mimics any evocation spell but are only one-fi fth real.Umbral Fortifi cation, Greater. Instil shadow energy granting 3d8 temporary hit points.

Necro Agony. Touch deals continuing nonlethal damage (1d8) and causes intense pain.

Annihilation. A burst of negative energy kills opponents.Forbidden Script. Text written with affected ink causes immediate poisoning effect to reader.Mark of Life, Greater. Like mark of life but longer duration.Recall Spirit. Caster summons a spirit back to its original body.Shrieking Missile. Cast on non-magical missiles, when fi red screams unnerve any enemy.Skeletal Revolt. Victim’s skeleton twists and writhes within his body, tearing muscles and fl esh.Skeletal Spikes. Sharp spikes burst forth from caster’s body granting natural weaponry bonuses.

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Soul Poison. Infects victim with psychic poison that erodes their soul.Wall of Bone, Greater. Vertical bone wall appears in unoccupied area of fl oor.

Trans Adaptation. Grants immunity to a selected plane’s environmental effects.

Armour Crypt. All opponents in an area have their armour sprouts spikes on the inside.Aura of Degradation. A personal fi eld of energy deals damage to non-living matter. Awaken Spellbook. Provides humanlike sentience to a spellbook.Bandersnatch. Sets a minor trap in a small sack.Bird of Prey. Caster transforms into a true hunter with increased abilities.Devolving Caress. Touch attack deals unarmed damage and devolves the victim.Ethereal Sleep, Mass. Like ethereal sleep but affects more people than just caster.Familiaform. Grants wild shape to familiar.Familiar Augmentation. Familiar gains temporary 1d6 hp and bonuses.Future Dispatcher. One Medium or smaller creature is sent 10 minutes into the future.Ghost Blade. Weapon acquires ghost touch.Grappling Spine. Spine lengthens considerably becoming a controllable prehensile weapon.Lower Spell Resistance. Reduces target’s spell resistance by adding +4 to caster check.Magma Pit. Affected area of earth boils into magma causing damage to creatures in area.Minotaur’s Might. Target becomes stronger (+8 Strength bonus).Past’s Façade. Touch returns target to a more youthful form.Set Loose the Raging Wind. Creates storm blowing all in area effect back.Shunt Storm. Pushes a storm or cloud mass away from caster.

Univ Spell Legs. Caster usurps control of an ongoing effect and can move it at a rate of 20 ft./round.

6th Level Sorcerer and Wizard Spel lsAbju Break Ship’s Enchantments. Attempts to free a ship/crew of any malicious enchantments.

Deathbane. Wards the caster against death effect, energy drain or negative energy.Hold Ship. Halts another ship motionless for one round.Sovereign Self. Caster becomes nearly immune to physical harm.Word of Warding VI. Counters any spell of its own level or lower.

Conj Bind Guardian VI. Bind a monster summoning VI creature to you preventing it from leaving.

City Elemental II. Summon medium earth elemental.Conjure (specifi c creature). Calls specifi c creature.Dimension Portal. Like dimension door but passageway remains after you travel.Dimensional Rift. Paired gates allow quick travel from two points.Dismissive Glance. Ranged touch attack sends the target to the Astral Plane.Elemental Parasite. Elemental creature consumes a target from within.Infusion, Greater. Creatures summoned later gain the half-fi end or half-celestial template.

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Spell List

Portal in a Storm. Creates an instability allowing portal to random plane to open.Power World Deafen. Instantly strikes creatures of less than 50 hp permanently deaf.Wall of Snakes. Forms a fl at wall of snakes.Wall of Spiders. Forms a fl at wall of tiny poisonous spiders.

Div Guided Strike. Allows the next spell cast to not have a Refl ex save or to automatically critical if it requires an attack roll.

Shared Minds. Caster and target operate more effi ciently as part of a greater whole.Touch of the Artisan. Caster gains +25 competence bonus for chosen Craft.

Ench Bind Crew. Affected crew are unable to leave the ship.

Dragon’s Awe. Caster gains a frightful presence like that of dragons.Enamouring Touch. Touch attack has the effect of an elixir of love or provokes jealousy.Favour’s Focus VI. Melee attack grants a bonus to enchantment spell against the struck opponent.Friendship. Target creature’s disposition becomes friendly toward the caster. Lingering Daze. Like daze but no limitation to number of HD that can be affected.Symbol of Lust. All creatures within 60 feet are overwhelmed with lust and need to act upon their urges.

Evoc Fiery Constrictor. Tendril of fl ame lashes out in 20 ft. radius.

Pulsing Fireball. Hurl a fi reball each round detonates another fi reball at the same target point.Wall of Will. Wall of energy that deals 6d6 points of force damage against anyone trying to pass through it.

Illu Cone of Paralysis. A cone of patterned light paralyses opponents.

Crafted Figment VI. Create enduring fi gments. Crafted Glamour VI. Create enduring glamours.Crafted Pattern VI. Create enduring patterns.Crafted Phantasm VI. Create enduring phantasms.Crafted Shadow VI. Create enduring shadows.Eerie. An eerie shape exists at the edge of the victims’ vision.False Visage VI. Create glamours to mask the appearance of objects or people.

Improvised Figment VI. Create fi gments limited by your concentration.Phantasmal Item VI. Creates an image in the minds of all within visual range.Shadow Conjuration VI. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation VI. Mimics any evocation spell but are only one-fi fth real.Skittering Darkness. Shadow and darkness crawls like a wave striking victims and gnawing at their fl esh.Temporal Disjunction. Target’s perceptions lag moments behind actual events.

Necro Acid Symbol. Marks an undead which then can deal an extra 1d6 points of acid damage.

Animate Crew. Creates undead crew for a ship.Kidnap Soul. Targets soul is removed and their body acts as a zombie under your control.Longevity. Negates the effects of natural ageing for 1 day.Suffocate. Like drown but air is sucked from target’s lungs.Threshold of Unlife. Enhances the ambient negative energy of area decreasing effectiveness of healing spells and increasing damage.Unfettered Undead. Disrupts and distorts bond between undead and their master.Zombie to Ghoul. Changes a zombie to a ghoul.

Trans 24 Hours. Time is accelerated for one target allowing a day to pass for them in one round.

Alchemistry, Greater. Allows the transfer of a charged magic items power to another object.Calcifying Caress. An unarmed attack deals normal damage and may turn the target to stone.Defencelessness. Target is unable to defend themselves effectively and are considered fl at-footed.Desiccate. Moisture is removed from victim’s body.Enforcer II. Strengthens the level of previously cast spell.Fireshift, Greater. A weapon is imbued with an energy burst property and gains a +1 enhancement bonus.Legs of the Spider. Caster gains 4 spider’s legs allowing him to climb or attack.Malediction. More severe form of bestow curse.

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One. Temporarily links caster and an ally’s life energies, sharing saving throws and ability score modifi ers.Rekindle Youth. Removes any unnatural aging the target has experienced.Spider Totem. Subject takes on spider characteristics and inherent bonuses.Time to Pause. Like time to act but gives caster suffi cient time to take 10 on his check.Union of Body. Fuses two creatures together temporarily.

7th Level Sorcerer and Wizard Spel lsAbju Blowback. A wall of shrieking power throws any targets it collides with to the ground.

Delay Sinking. Temporarily prevents ship from sinking.Eldritch Enemy. A band of energy deals damage to a target attempting to cast a spell.Forsaken. Temporarily impedes all contact with target and his deity.Slow Skin. Delays onset of damage for a limited numbers of rounds.Touch of Transference. Allows you to transfer any or all of your abjuration spells to another creature.Wardbane. Creature protected is defended against the effect of magical wards.Weaponbane. Target enjoys immunity to attacks from physical weapons of chosen type.Word of Warding VII. Counters any spell of its own level or lower.

Conj Bind Guardian VII. Bind a monster summoning VII creature, preventing it from leaving.

Call Loyal Servant. Summon a human NPC to your party.Conjure (specifi c creature). Calls specifi c creature.Creation, Greater. As major creation with increased duration.Death Wish. Summons an outsider to do battle with caster.Doorway to the Infernum. Opens a portal to hell. Echoing Call I. A hanging conjuration repeats a summon monster I, II, or III spell.Elemental Parasite. Conjures tiny elemental creature.Fatal Attraction. Creates vortex that inexorably draws creatures into its grasp.

Lightning Vice. Sheets of lightning form a cage surrounding target area.Raise Island. Island of bare stone raises instantly from depths of ocean.Wave of Unbinding. Unravels the energies of conjured beings and object to prime material.

Div Analyse Creature, Greater. Details comparative information on one living or dead creature.

Darkest Knowing. Subjects the target of his own darkest truths.Gilded Thoughts. Caster can project false thoughts and ideas to those attempting to detect his thoughts, establish mental contact, or control his actions.Mindshriek. Guards caster’s mind by setting up a psychic trap.Touch of the Mystic. Target can freely use detect magic and identify.

Ench Bonded Souls. Your life force is tied to that of a charmed target. Target can also deliver touch spells and is affected by your personal spells.Bonded Thoughts. You and a charmed designate share telepathic communication over any distance.Control Lycanthrope. You can command lycanthropes for a short period, like charm monster.Dream Thief. Steals the dreams of target and prevents sleep.Favour’s Focus VII. Melee attack grants a bonus to enchantment spell against the struck opponent.Torment of Loss. Causes creature formerly under a charm spell to be fi lled with terrible regret over the loss of the bond with caster.Undying Loyalty. Initiates a spiritual change in the target bonding target to caster in death.Xenophobic Rage. Make subjects instantly aggressive to anyone not of their own race.

Evoc Night Bolt. Causes a ray of darkness dealing 1d6 damage (max 15d6).

Rupture the Eye. Blinding light explodes in target’s face searing face and boiling eyes.Swarming Missiles. Swarm of magic missiles explodes from caster’s hand.Tempest. Localised storm materialises around a ship attempting to shipwreck it.

Illus Crafted Figment VII. Create enduring fi gments.

Crafted Glamour VII. Create enduring glamours.

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Crafted Pattern VII. Create enduring patterns.Crafted Phantasm VII. Create enduring phantasms.Crafted Shadow VII. Create enduring shadows.Déjà Vu. A target relives the damage he suffered last round. False Visage VII. Create glamours to mask the appearance objects or people.Improvised Figment VII. Create fi gments limited by your concentration.Phantasmal Item VII. Creates an image in the minds of all within visual range.Recurring Image. Like programmed image except image follows predetermined script of caster.Shadow Conjuration VII. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation VII. Mimics any evocation spell but are only one-fi fth real.Stream of Unconsciousness. Produced pattern causes creatures to fall unconscious.

Necro A King in Crimson with Eyes of Starless Night. Castor assumes traits and powers of a master vampire.

Grave Storm. Cone of grave dirt, maggots and putrid fl esh splatters opponents for 1d6/level (max 20d6).Pestilence. Creates a cloud of deadly plague vapours that carries every virulent disease.Raise Death Hulk. Raises sunken ship complete with undead crew.

Trans Etheral Caress. Touch attack deals unarmed damage and may materialise incorporeal opponents. Future Banishment. Target is sent 10 minute into the future. Make Manifest. Permanently, transforms an image/icon into the object it represents. Skyship. Raise a ship above the water to become a skyship for a short period. Sleep of Power. Caster falls into a comalike sleep in effect lengthening the duration of previously cast spell. Teleportive Burst. All creatures in area of effect are instantly teleported to chosen locations.Univ Bond Transferal. You transfer your familiar to another willing creature.

8th Level Sorcerer and Wizard Spel ls

Abj Globe of Invulnerability, Major . Like lesser globe of invulnerability but excludes 5th level spells from its radius of effect.Repercussion, Greater. Reduces melee, touch or unarmed attack damage and rebounds back to attacker.Spellbane. Target becomes completely immune to one school of magic and its effects.Steal the Thunder. Caster steal other spellcasters’ ability to work magic.Word of Warding VIII. Counters any spell of its own level or lower.

Conj Acid Geysers. Geysers of acid deal 4d8 damage to multiple opponents and degrade armour.

Bind Guardian VIII. Bind a monster summoning VIII creature, preventing it from leaving.City Elemental III. Summon Huge earth elemental.Conjure (specifi c creature). Calls specifi c creature.Echoing Call II. Repeats summon monster IV.Lava Wyrm. Serpent of fi re controlled by the caster deals 10d6 fi re damage to all targets it hits.Planar Promise. Extremely fast version of greater planar ally.Rending Grasp. Same power as a calling spell but binding energies are released and target’s physical substance unravels before it arrives.Spectral Gallows. Invisible tentacles encircle the necks of affected creatures.Summon Swarm of Voracious Hell Beetles. Creates a swarm of beetles.Undead Gate. Enchant a portal to act as a gate for undead monsters.

Div Mental Unity. Like lesser mental unity except number of creatures in bond is greater.

Pure Sight. Duplicates several lesser divinations, allowing caster to switch as a free action.Touch of the Torturer. Imparts an in-depth knowledge of the torturer’s arts.

Ench Endless Daze. A creature is permanently dazed.

Favour’s Focus VIII. Melee attack grants a bonus to enchantment spell against the struck opponent.

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Power Word Rage. All affected creatures immediately fl y into a murderous frenzy.Symbol of Grief. All creatures within 60 feet are stricken with grief.Symbol of Hate. All creatures within 60 feet are overwhelmed with hate, turning on closest creature.

Illus Crafted Figment VIII. Create enduring fi gments.

Crafted Glamour VIII. Create enduring glamours.Crafted Pattern VIII. Create enduring patterns.Crafted Phantasm VIII. Create enduring phantasms.Crafted Shadow VIII. Create enduring shadows.False Visage VIII. Create glamours to mask the appearance of objects or people.Improvised Figment VIII. Create fi gments limited by your concentration.Phantasmal Item VIII. Creates an image in the minds of all within visual range.Shadow Beast. Creates quasi-real beast that serves as protector and mount.Shadow Conjuration VIII. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation VIII. Mimics any evocation spell but are only one-fi fth real.

Necro Corpsefi re. A dead body releases a burst of cold fi re (4d6 damage) in an area.

Crippling Fog. Fog cloud weakens physical attributes.Flesh Made Foul. A bolt of negative energy deals 1d4 + ¼ levels of level damage.Vampiric Lust. Victim begins to crave human blood.Witherirng. Ages every living thing in the area.

Trans 2 Minutes. The world appears to stop allowing you to take 20 on a single skill check.

Body of Fire. You transform your body into elemental fi re.Chaotic Caress. A touch attack deals unarmed damage and causes bizarre mutations in the target. Dead Magic Zone. Creates a permanent zone of dead magic, like antimagic fi eld.Drowning Wave. Causes air-breathing creatures to drown in area of effect.Enforcer III. Strengthens the level of previously cast spell.Scourge. Powerful form of bestow curse that can be cast over a vast distance.

Set Form. Permanently sets creature’s shape changed by baleful polymorph.Shattered Maelstrom. Creates a storm of force energies affecting all those in 20 ft. radius.Treasure Hunter Ward. Protective ward that teleports intruders to specifi ed location leaving their equipment.Void of the Wolf Spider. More powerful version of spider totem.

9th Level Sorcerer and Wizard Spel lsAbju Hide the Soul. Draw target soul from body and stores it in any single animal.

Sovereign Strike. Allows single effected weapon to strike true.True Bane. Duplicates the effects of all 9 levels of lesser bane spells.Ward Island. Island is wreathed in magical mists making it almost impossible to fi nd.Word of Warding IX. Counters any spell of its own level or lower.

Conj Bind Guardian IX. Bind a monster summoning IX creature, preventing it from leaving.

Conjure (specifi c creature). Calls specifi c creature.Echoing Call III. Repeats summon monster V.Planar Breach. Tears open the barriers between the planes and forms rift of wild energies.Song of Farsending. Target is instantly transported to any place you have been before, including planar locations.Spears of Oblivion. 1d3 spears attack all creatures in affected area deal 2d10 damage.Tendrils of Destruction. Portal in the ground is created where tendrils spring out and attempt to grapple enemies.Voice of the Great Wyrm. Calls a mighty dragon of evil alignment to speak with you.Vorpal Spray. Power erupting from your hand can instantly slay any creature.

Div Equation of Man. Caster cannot fail an attack, skill check or saving throw that relates to his own race.

Foretelling, Greater. Allows the caster to pose a question and receive a magical answer or can duplicate any other divination of 7th level or lower.Oracle. Reveals hidden or secret information concerning location and condition of object.

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Touch of the Divine. Grants caster the ability to ‘trade out’ spells for any spell from the target deities’ domains.

Ench Change of Heart. Target suffers a permanent shift in alignment.

Favour’s Focus IX. Melee attack grants a bonus to enchantment spell against the struck opponent.Keening the Soul. Target’s alignment, fears, desires and darkest secrets are broadcast.Lord of the City. Affecting an entire city, caster appears as an important lord or offi cial.Mindcrypt. Caster’s mind becomes a trap that attempts to destroy the enemy spell caster.

Evoc Engulfi ng Doom. A shrieking maelstrom fi lls an increasing area and deals 5d6.Illus Crafted Figment IX. Create enduring fi gments.

Crafted Glamour IX. Create enduring glamours.Crafted Pattern IX. Create enduring patterns.Crafted Phantasm IX. Create enduring phantasms.Crafted Shadow IX. Create enduring shadows.False Visage IX. Create glamours to mask the appearance of objects or people.Improvised Figment IX. Create fi gments limited by your concentration.Phantasmal Item IX. Creates an image in the minds of all within visual range.Shadow Conjuration IX. Mimics any conjuration spell but are only one-fi fth real.Shadow Evocation IX. Mimics any evocation spell but are only one-fi fth real.Wall of Patterns. One side of wall sends forth waves of patterns that stun foes.

Necro Devour the Shadow. Obliterates shadow and the personality of the target.

Plague. More virulent form of pestilence.Raise City. Caster raises an entire city of skeletons.Raise Death Fleet. Caster

raises an entire fl eet of death hulks with crew.Thief Soul. Caster acquires skills of rogue.

Trans Alchemistry, True. Allows for the short- term production of magic items by cannibalising others.

Anywhere Door. Creates a one-way magical doorway.Cathartic Caress. A touch attack deals unarmed damage and polymorphs opponent.Command Construct. Caster takes permanent control of any construct.Enforcer IV. Strengthens the level of previously cast spell.Eternal Sleep. Variation of temporal status, but allows condition to be set to break enchantment.Eyes of the Retriever. Eyes are replaces by that of a retriever demon.Future Imprisonment. Target is sent one year into the future.Sphere of Decay. Causes living creatures to wither and crumble in area of effect.Temporal Abstraction. Allows caster extra actions by concentrating time.

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Spell Descriptions

2 MinutesTransmutation [Temporal]Level: Sor/Wiz 8Components: VCasting Time: 1 swift actionRange: PersonalTarget: YouDuration: Instantaneous

2 minutes gives you the time to take 20 on a single skill check without expending the regular time to do so. The skill check must be an actual action, you must have at least one rank in the skill, all necessary equipment must be on your person and ready to use. Skill checks that require extensive time or bulk materials cannot be used with this spell. The skill check cannot be a reaction to outside actions or the actions of others.

During the action, you cannot move from your current position but you can perform any other physical aspects of the skill use. You cannot make use of any spell, supernatural or even extraordinary ability-related skill check. You could, for example, use this spell to disable a trap you are kneeling next to or pick a lock. You could not use it to make Balance, Climb, Jump or Tumble checks. You cannot even Hide unless already in a suitable place to do so.

While you perform the skill use, the world appears to stop about you. To others, you seem to blur and then the action is complete.

24 HoursTransmutation [Temporal]Level: Sor/Wiz 6Component: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell greatly accelerates time for a single creature. In an instant, the creature experiences a single day’s worth of rest and relaxation. The target receives all the benefi ts of a single day of rest, including hit point recovery, ability damage repair and so on.

SPELL DESCRIPTIONSAs a by-product, the creature ages one full day. Spells and other external forces with a fi xed duration do not experience the day but poisons, diseases and other internal forces progress as if a day had passed. If 24 hours were cast on a bleeding individual, for example, this spell would kill them unless they stabilised.

For reasons not properly understood even by chronomancers, this spell does not clear the target’s mind in a way that would allow arcane spellcasters to recover spells nor does it allow a psionic character to regain used power points. Its original creator, a mysterious chronomancer whose name has been lost, is rumoured to still be working on a spell that will allow just this kind of freedom. So far, he has not succeeded.

Material Component: A broken hourglass.

A King in Crimson with Eyes of Starless NightNecromancyLevel: Sor/Wiz 7 Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)

When you cast this spell, you temporarily assume the traits and powers of a master vampire. You gain most of the benefi ts of the vampire template, but gain its weaknesses as well; because the living mortal soul rebels against death’s cold, intrusive touch, you are not as powerful as a true vampire, but neither are you so easily harmed.

Upon casting this spell, you gain the vampire template, with changes as listed below:

* Type: You retain your original creature type, but gain a +4 bonus to saves against poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and mind infl uencing effects.

* Hit Dice: You gain +2 hit points per caster level.

* Domination (Su): At your caster level.

* Energy Drain (Su): Your slam attack does not infl ict negative levels.

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* Blood Drain (Ex): This attack deals Constitution damage instead of Constitution drain. In addition, each point of Constitution damage dealt only grants you 2 temporary hit points.

* Create Spawn (Su): You cannot create spawn.

* Alternate Form (Su): At your caster level.

* Fast Healing (Ex): You heal 5 points of damage each round as normal, but if reduced to 0 hit points or less, you fall unconscious and the spell ends immediately.

* Abilities: You gain increases to Strength and Dexterity as normal, but do not gain increased mental attributes and your Constitution is unaffected.

* Feats: You gain any two of the following feats: Alertness, Combat Refl exes, Dodge, Improved Initiative, Lightning Refl exes.

In addition to the above abilities, you also take on the following weaknesses:

* Turning: You can be turned or rebuked as though you were an undead being. For the purposes of turning checks, you are considered to be an undead with Hit Dice equal to your caster level. Regardless of the turning check result, you cannot be destroyed.

* Sunlight: You suffer 2d6 points of damage per round of exposure to direct sunlight. If you are reduced to 0 hit points or less by sunlight, or by a spells like sunburst or sunbeam, your body is destroyed utterly.

Material Component: A pinch of dirt from a grave and a square of burial cloth, both of which are consumed in the casting.

Absorb Dead FleshNecromancy [Evil]Level: Sor/Wiz 2Components: S, MCasting Time: 1 standard actionRange: TouchTarget: One corpseDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

By placing a hand upon a corpse (a dead, and not undead, body the caster absorbs the fl esh of the

corpse, healing himself for 1d6 points plus 1 point per level of the caster (maximum +5). Once cast on a corpse, the corpse shrivels and decomposes rapidly, leaving only a bare skeleton. This spell may only be used once on any corpse. Absorb dead fl esh does not work on any corpse that does not have some rotten meat hanging from its bones.

Material Component: A corpse.

Absorb InformationTransmutationLevel: Brd 3, Sor/Wiz 3Components: V, MCasting Time: 1 minuteRange: TouchTarget: Object touchedDuration: InstantaneousSaving Throw: See textSpell Resistance: No

Information is power, and sometimes you need that power fast. When you are dealing with long rows of fi gures, complicated instructions, or a secret battle plan, absorb information can help you. This spell instantly transfers written information from a book, scroll or similar document to your mind, allowing you to recall it perfectly at will.

Non magical writings are transferred automatically. To absorb the writing of a magical item, you must make a caster level check (1d20 + caster level) versus a DC of 11 + the item’s caster level. If you absorb a document with more than one spell written in it, you must make a caster level check for each spell absorbed. Absorb information may absorb any spell that can be affected by an erase spell. If you fail the caster level check to absorb explosive runes, glyph of warding, or a sepia snake sigil, you accidentally activate the runes, glyph or sigil instead.

Absorbing a spell does not mean that you learn or can cast that spell. You can write the spell in a spellbook or (if you have the Scribe Scroll feat) on a scroll, but if the spell was written by someone else you must fi rst decipher it as per the standard rules for deciphering magical writing. You may not create magical items using an absorbed spell unless you are capable of casting that spell. You can write down the text of a magical book like the tome of clear thought, but it has no magical power unless you enchant it. (You gain no magical benefi t from mentally studying the absorbed text of a magical book — the power is in the physical book itself.)

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You may absorb up to 10 pages of information for each caster level you have. There is no limit to the amount of absorbed information that you can keep in your head. Just try not to share it all at once.

Material Component: A sprig of dried rosemary, which you must crumble in your hand as you cast the spell.

Acid GeysersConjuration [Acid]Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One target per level per roundDuration: One round per levelSaving Throw: Refl ex negatesSpell Resistance: No

At your direction, geysers of magical acid erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails its Refl ex save suffers

4d8 points of acid damage. The corrosive action of the acid also damages the creature’s armour (either worn or natural) and reduces the protection it offers by 1d4 points of Armour Class. Natural armour that is degraded will remain so until any wounds caused by this spell have been healed. Any worn armour degraded by this spell must be repaired. Armour that is so badly degraded that it no longer offers any protection is considered destroyed. Magical armour gets a Fortitude save as usual (see PHB) to completely avoid any degradation.

As a free action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds.

Material Components: A diamond vial (worth at least 800 gp) fi lled with acid.

Acid SymbolNecromancy [Acid]Level: Sor/Wiz 6Components: V, SCasting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)Target: 1 HD of animated corporeal undead/levelDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

Undead creatures animated by you are imbued with an undulating sigil that fl oats just above their heads. The body of the creature drips with thick greyish slime, and acid oozes steadily from its eye sockets. The spell affects a number of Hit Dice of animated undead equal to your level.

Undead with the acid symbol deal an extra 1d6 points of acid damage when they strike with a natural weapon. Creatures touching or striking the symbol-bearing undead with a natural weapon also suffer this damage. The creature’s acidic touch deals 20 points of damage per round to wood or metal objects. Armour and clothing dissolves and becomes useless immediately unless succeeding a Refl ex save (DC 19). The acid cannot harm stone. A wooden or metal weapon that strikes a symbol-bearing undead creature also dissolves immediately unless if succeeds a Refl ex save (DC 19). Additionally, undead under this spell have acid immunity. This spell does not stack with other symbol spells.

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Acidic RainConjuration (Summoning)Level: Sor/Wiz 3Components: V, SCasting Time: 1 roundRange: Medium (100 ft. +10 ft. /level)Effect: 20-ft.-radius storm cloudDuration: Concentration (up to 5 rounds) (D)Saving Throw: Fortitude halfSpell Resistance: Yes

This spell creates huge reddish coloured storm clouds. Red acid rains down from the storm clouds in the area, dealing 1d4 points of acid damage per caster level (maximum 10d4). If you do not maintain concentration on the spell after casting it, the spell ends. Ranged attacks within the area of the acid rain suffer a -4 to hit. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to 10 + the level of the spell the caster is trying to cast.

Acidic ShieldAbjuration [Acid]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Personal Target: SelfDuration: 1 round/level (D)

This spell causes a glimmering shield of magical acid to appear before you, providing cover (+4 AC, +2 cover Refl ex) against melee, ranged and magical attacks. Any creature that attempts to attack you in melee suffers 2d6 points of acid damage from the acidic shield. In addition, you may, at any time during the spell’s duration, detonate the shield and scatter burning acid in a 25-foot burst pattern centered on you. All creatures caught in this blast radius, including yourself, suffer 1d4 points of damage per level (10d4 maximum) with no save allowed. This shield will also detonate on its own if you are ever reduced to zero hit points or less.

Material Component: A crystal shield fi lled with perfume and acid (150 gp value).

AdaptationTransmutationLevel: Clr 4, Sor/Wiz 5Components: VCasting Time: 1 immediate actionRange: PersonalTarget: YouDuration: 1 hour/level (D)

Upon casting this spell, you must select a plane. This spell grants immunity to the selected plane’s negative or harmful environmental effects, including such things as toxic air, temperature extremes, lack of air or any other planar trait otherwise harmful to you. Additionally, this spell grants energy resistance 20 to the prevalent types of energy common to the plane, such as magma in the Elemental Plane of Fire. This spell does not grant you immunities to the effects of unusual events, such as astral cyclones or ethereal vortices, nor does this spell make you immune to attacks from the plane’s native inhabitants. This spell has no effect when cast on your native plane.

Ageing StrokeNecromancy [Age, Temporal]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. /2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

A beam of grey brilliance bursts from your fi nger. With a successful ranged touch attack you may hit any one creature within range, immediately ageing the creature 1d10 + 1 year per 2 levels (maximum 1d10 + 10 years). All gained years fade after a week.

Material Component: The spell requires the tooth of an elderly woman.

AgonyNecromancyLevel: Clr 3, Sor/Wiz 5.Components: V, S.Casting Time: 1 standard action.Range: Touch.Target: One creature touchedDuration: 1 round/levelSaving Throw: NoneSpell Resistance: Yes

This spell allows the caster to cause inestimable pain to a target with a successful melee touch attack. It suffers an immediate 1d8 points of nonlethal damage and an additional 1d8 points of nonlethal damage each round thereafter until the spell ends. Creatures affected by this spell scream in pain for the entire duration, suffer a –1 penalty to all attack rolls and skill checks due to their distracted state and are unable to cast spells with a verbal component.

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Air BrandEvocationLevel: Drd 3, Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: TouchTarget: One creatureDuration: 10 minutes/level or until dischargedSaving Throw: Will negates (harmless)Spell Resistance: Yes

The energy of this spell creates a white, swirled brand on the face, hand or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus to Dexterity. They also possess the ability to conjure a shield of swirling air that provides a +5 defl ection bonus to Armour Class for 10 rounds. Using this shield of air ability is a standard action that immediately dismisses the air brand.

Air Brand, GreaterEvocationLevel: Drd 5, Sor/Wiz 4

As air brand, except that the mark allows the subject to fl y with a speed of 40 feet (good manoeuvrability) for the spell’s duration or until the subject uses the greater shield of air ability: as under air brand, but the wall of churning air created works exactly like a wind wall that lasts 10 rounds.

Alacritous StrideTransmutation [Temporal]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level (D)

This spell allows its caster to move with complete agility along almost any surface. The character triples his normal movement rate. If he does not already have them, he receives a climb and swim movement rate equal to triple his normal movement rate. If he does have one or both, he triples their values or increases them to triple his conventional movement rate, whichever is higher. The increase in speed is an enhancement bonus.

The caster does not lose his Dexterity bonus to his Armour Class while climbing and need only make Climb or Swim checks when performing diffi cult or intricate manoeuvres, for which he receives a +8

bonus to the roll. Finally, the character triples his maximum jumping distance while under the infl uence of this spell.

Material Component: The material component for this spell is a leaf of ivy.

Alchemist’s BoonTransmutationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 roundRange: PersonalTarget: YouDuration: 1 hour or until discharged

When this spell is cast, your sense of smell grows extremely acute in regards to alchemical reagents. You gain a bonus of +5 to the next Craft (alchemy) check you make. This check must be made within one hour of casting the boon or you lose its effect. This bonus only occurs once, so it may not be useful for aiding an extended action but for identifi cation purposes and other quick uses of the Craft (alchemy) skill, it can be extremely helpful. Most forms of this spell cause the caster’s nose to grow quite large until the effect is expended.

Material Component: An ounce of lead, a gold coin and a drop of blood from a gnome.

AlchemistryTransmutation Level: Sor/Wiz 4Target: One magical scroll or potion

As per lesser alchemistry, but the effect has improved to allow the same changes to scrolls. If alchemistry is used to emulate lesser alchemistry and affect a potion, there is no experience point cost for the transfer of a prepared or known spell. This essentially allows free use of the lesser alchemistry spell, though the material cost of the alchemical formula remains the same for that spell.

Alchemistry lets you transfer a spell from one magical scroll into another along the same guidelines as lesser alchemistry. There is no spell level limit to scrolls but the spell transferred into the scroll must still come from a scroll, a potion or from your own prepared spells (for a wizard) or known spells (for a sorcerer). After the casting of this spell, the donor scroll is destroyed, even if it has other spells on it. If the donated spell was from your memory, it is either lost as if cast or a spell slot of the same level is expended,

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depending on your method of casting. This use of the spell can also transfer a spell from you onto a piece of blank parchment suitable for enchanting, creating in effect a magical scroll in a fraction of the time and effort usually required.

Alchemistry can also be used to transfer an arcane spell from a scroll directly into your memory, replacing one of your prepared spells for that level. If you do not prepare spells, the spell occupies one of your spell slots. You must have a prepared spell or spell slot of the appropriate level available to accept the spell or the alchemistry is wasted. This spell cannot be scribed down once it is in your memory; it can simply be cast. In fact, until it is cast, the spell slot is occupied and cannot be replaced or refi lled until used. When the spell is cast, it acts at your caster level. Metamagic feats used in the scroll’s version remain intact, even if you do not possess those feats, though you must be able to cast the spell at its modifi ed level. You may not apply metamagic feats on the transferred spell that you know personally, even if you can do so spontaneously.

Material Components: The item (potion or scroll) to be donated from, the item (potion or scroll) to accept the spell, or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spells are simply being transferred from one magical item to another. If the spells come directly from you onto blank parchment, you must pay the full experience point cost for creating a scroll of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must fi rst be created requiring a Craft (alchemy) check (DC 20), access to an alchemist lab kit, 100 gp for materials, and 10 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, GreaterTransmutationLevel: Sor/Wiz 6Target: One magical scroll, potion or charged magical item

This spell works as per the spell lesser alchemistry, but has a number of enhancements over the original spell. If this spell is used to emulate lesser alchemistry, it does away with the gold, material components, and experience point cost normally required. Even the alchemical potion becomes unnecessary, although

if it is used anyway, the spell transferred can be up to 4th level, bypassing the normal level limit on potions. If this spell is used to emulate alchemistry, the spell transferred from you does not even need to be prepared; it can simply be one you know and have scribed into your spellbook. If this is done, a slot of the appropriate level is still spent. Any experience cost you would incur for transferring a spell of 6th or lower level to a blank parchment is halved if you use this spell.

Greater alchemistry’s primary purpose is to facilitate the transferral of a spell from your prepared spells (or a known spell you can cast as a sorcerer) or any charged item and transfer it to any other magical item or item suitable for enchantment. This process removes the spell completely from the donor item, destroying it in the process, and grants it to the intended item along with any charges it possessed. Unwilling intelligent items are unaffected by this spell if they do not wish to be. If the intended item is a masterwork item suitable for enchantment, it receives the spell at half its previous charges and is considered magical thereafter. The Games Master must decide what constitutes ‘suitable for enchantment’ in the case of a wand, staff, or rod. Newly created items that come from the caster’s prepared spells (as opposed to an item) begin with full charges for an equivalent item

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of the same type. If there is no item of an equivalent sort, the item gets one charge per caster level. Scrolls and potions contribute only a single charge.

For example, a caster could hold a diamond ring in one hand and a scroll of polymorph in the other. By casting greater alchemistry, the scroll is destroyed and the ring becomes a magical ring with the ability to cast polymorph (at the same caster level as the scroll) on command. The now magical ring has one charge. The caster could also take the polymorph from his prepared spells. Since rings do not generally have charges, the ring of polymorph would have 11 charges if the caster were 11th level at the time of this casting.

Material Components: The item (potion, scroll or charged item) to be donated from, the item (potion, scroll or charged item) to accept the spell, or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spells are simply being transferred from one magical item to another. If the spells come directly from you onto blank parchment, you must pay the full experience point cost for creating a scroll of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must fi rst be created requiring a Craft (alchemy) check (DC 25), access to an alchemist lab kit, 250 gp for materials, and 20 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, LesserTransmutationLevel: Sor/Wiz 2Components: V, S, M, XP, SKCasting Time: 1 minuteRange: TouchTarget: One magical potionDuration: InstantaneousSaving Throw: Fortitude negates (object)Spell Resistance: Yes (object)

This spell allows you to transform any magical potion, granting it the effect of any spell you wish to drain from a held scroll or from your own spells. If you wish to imbue the potion with a spell from a scroll, you must choose a spell that can be imbued into a potion; i.e. 3rd level or lower. You do not have to be able to use the scroll in question, which is destroyed after transfer even if it has other spells on it.

If you choose to take the spell from yourself, it must be one of your prepared spells or one you know and can cast as a sorcerer. The spell must still be of 3rd level or lower, unless you somehow possess the ability to bypass this limit. A spell transferred in this way, as with all transferred personal spells in any version of alchemistry, is lost as if cast.

Material Components: The scroll to be donated from, the potion to accept the spell or the material components for the transferred spell if it is coming from you directly.

XP Cost: None if the spell are simply being transferred from a scroll to a potion. If the spell comes directly from the caster, you must pay the full experience point cost for creating a potion of that spell. No gold cost for such creation applies, however.

Skill Check: A specially prepared alchemical potion must fi rst be created requiring a Craft (alchemy) check (DC 15), access to an alchemist lab kit, 50 gp for materials, and 10 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Alchemistry, TrueTransmutationLevel: Sor/Wiz 9Target: One magical item or item suitable for enchantment

True alchemistry is the ultimate form of alchemical item transmutation. It can be used in place of lesser alchemistry or alchemistry without any material components or experience point cost. The precision and power of this spell also allows potions of up to 5th level and retains any additional spells that might be on a donor scroll, though the transferred spell is still lost. In addition, this spell can be used to emulate greater alchemistry without any material components needed and at half the required experience point cost, if any. Even the need for the alchemical potion is waived. If true alchemistry is used in this way, the spell granted to the charged item, scroll, or potion can come from known spells that are not yet prepared, though a slot of the appropriate level must still be spent.

True alchemistry is capable of creating magical items of any sort in an incredibly short period of time by cannibalising other items or spells in your memory the way other alchemistry spells sacrifi ce scrolls, potions, and charged items. This creation process is vastly faster than true item creation, requires no special feats and can even craft amalgam items with the powers of several others.

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You begin this spell by holding the intended recipient item with one hand and touching the donor item (if any) in the other. By invoking the spell, one power or special quality (in the case of a weapon or armour) is removed from the donor item and gained by the recipient. The donor item is then destroyed if it fails a Will save using the caster’s base saving throw. In any case, the item loses the donated power permanently. Enchantment bonuses can be pulled in total as one power, but they supersede and do not stack with bonuses the recipient item may already have.

If you wish, you can take a spell from your prepared or known spells (if you are a sorcerer) and grant it to the recipient in the same charged manner as greater alchemistry. This spell only transfers a power from one item per casting, but a recipient item can receive as many powers as you wish through successive castings up to a maximum market value of 10,000 gp times your caster level.

The Games Master may determine that some powers cannot be transferred to some items, such as armour enchantment bonuses to a ring or the fi reballs (all technically one power) from a necklace of missiles into a shirt. In addition, obviously useless powers can be transferred like the defending special weapon quality into an item with no bonuses, but the result will have no practical use.

Material Components: The item to be donated from, the item to accept the spell, or the material components for the transferred spell if it is coming from you directly. In addition to these, you must drink a previously prepared alchemical potion as part of the spellcasting. This potion costs 1000 gp, requires a Craft (alchemy) check at a DC of 30 and takes 30 minutes to create. This potion is not needed if you are emulating any other form of alchemistry.

XP Cost: You must also pay any XP costs required for the transferred powers, as determined by your Games Master for item creation.

Skill Check: A specially prepared alchemical potion must fi rst be created requiring a Craft (alchemy) check (DC 30), access to an alchemist lab kit, 1000 gp for materials, and 30 minutes of preparation. This alchemical potion spoils after one week and must be drunk prior to casting this spell.

Allip TouchNecromancyLevel: Sor/Wiz 2Components: V, S

Casting Time: 1 standard actionRange: TouchTargets: Creature or creatures touched (up to one/level)Duration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

A touch from your hand, which glows with cursed dark energy, disrupts the mind of living creatures. Each touch channels negative energy that deals 1d4 points of Wisdom damage to the target unless it makes a successful Will saving throw. You can use this melee touch attack up to one time per level.

Alter Poison Damage TypeTransmutation [Poison]Level: Asn 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)lTarget: One dose of non-magical poison that deals ability damageDuration: 1 minute/levelSaving Throw: Will negates (object)Spell Resistance: Yes (object)

You are able to change the type of ability damage dealt by the effected poison. Poison that deals Strength, Dexterity or Constitution damage may only be altered to one of the other two types. Poison that deals Intelligence, Wisdom or Charisma damage may only be altered to one of the other two types.

When the spell ends, the poison reverts to its normal damage type, even if it occurs between dealing initial and secondary damage to a poisoned creature.

A dose of poison under the effect of this spell is considered a magically modifi ed poison.

Alter TasteIllusion (Glamour)Level: Brd 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: 10 ft.Target: One meal of 1 cu. ft./levelDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell changes the taste of one meal to a taste that is pleasant for the creature consuming it. Note that this spell only disguises the taste of the meal and does

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not alter any other quality of it. While it will alter the taste of rotten meat, for instance, the meat will still be rotten. Furthermore, all parts of the meal taste the same no matter what is eaten. Thus soup, salad, main course, dinner roll and so on will all taste exactly alike since the spell masks any and all fl avours with the taste.

Each creature that tastes the meal will experience a different taste sensation depending on what his or her preference is. Thus one creature might taste warm bread while another tastes raw meat.

This spell changes the taste of anything that is part of the meal at the time the spell is cast; if something is added later, such as gravy or poison, then the spell cannot alter that and the creature receives the proper taste of the added item. Creatures are instantly aware of this spell’s effect upon the fi rst bite and can choose to disbelieve the spell’s effects at any time.

Material Component: A pinch of salt or other spice that is tossed in the air at the time of the casting.

Amber GlobesEvocation [Electricity]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: 0 ft.Effect: One or more globes of electricity energyDuration: 10 minutes/level or until expendedSaving Throw: None or Refl ex halfSpell Resistance: Yes

You create up to fi ve globes of electricity energy about the size of acorns, which can be hurled at targets by you or another creature, or can be detonated on command. Together, the globes are capable of dealing 1d6 points of electricity damage per caster level (maximum 10d6). A single globe cannot deal more than 4d6 points of damage, but you can otherwise divide up the damage among the globes as you wish.

Each globe is a splash weapon with a range increment of 30 feet, and requires a ranged touch attack to hit. Throwing a single globe is a standard action, while throwing two or more is a full-round action that requires that all targets be within 30 feet of each other. Globes not thrown during the turn in which you cast the spell can be held for throwing in a subsequent turn, or can be handed to other characters as a standard action.

Each globe explodes upon striking any hard surface, and in addition to dealing its regular electricity damage to the target, deals 1 point of splash damage per die in all adjacent squares. Creatures within the splash area that make a successful Refl ex save take only half the splash damage, but creatures struck directly are not allowed a saving throw against the globe’s primary damage.

Alternatively, you can gently toss or place a globe within 5 feet of you so that it does not explode on contact. Once in place, you can cause one or more globes to detonate by speaking a command word as a standard action if you are within 200 feet. When it detonates, the globe deals its electricity damage to all targets within a 5-foot burst. Creatures in the area that make a successful Refl ex save take only half damage.

Material Component: One amber or glass bead per globe created.

Analyse CreatureDivination (Contingent – Transmutation)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 minuteRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

When cast, analyse creature gives an accurate, detailed account of the target creature’s physical structure, capabilities and weaknesses. While this spell cannot determine specifi c skills or spells known (if any), anything that is a physical characteristic of the creature is learned once the casting time is complete. This allows the caster to determine a target’s creature type, subtype, natural armour bonus, base attack bonus, movement types and rates, natural weapon attacks and damage, unmodifi ed statistics, innate extraordinary, spell-like and supernatural abilities, racial bonuses to skills and statistics, inherent weaknesses, current Hit Dice and hit points.

This spell does not reveal any abilities or statistical changes brought about by active spells, equipment, magic items or other external effects. It does not reveal whether a given piece of information is a common trait of the creature’s race or something specifi c to the target. Analyse creature does not work on animated objects, constructs or undead, nor will it work on a creature that is dead.

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The size of target that can be analysed with this spell depends on the caster level. A caster of 3rd through 5th level can affect Medium or smaller targets, 6th through 8th level can affect Large creatures, 9th through 11th level can analyse Huge targets and a caster of 12th level and above can affect a creature of any size.

Material Component: A drop of blood and a small piece (a few strands of hair, a scale or something similar) of the target to be analysed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.

Analyse Creature, GreaterDivination (Contingent – Transmutation)Level: Sor/Wiz 7Casting Time: 1 hourRange: Unlimited

This spell functions like analyse creature, except that the information obtained is even more detailed. It informs the caster of both the creature’s abilities (as noted in analyse creature) and what characteristics differ from the target’s normal racial type. The other major difference is that greater analyse creature has no true range limitation except that the caster must have seen the creature before, works on dead creatures and can be used on undead (though the information it gives is for the creature as it was when it was alive).

Material Component: A drop of blood and a small piece (a few strands of hair, a scale or something similar) of the target to be analysed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.

AnchorAbjurationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: 1 shipArea: See textDuration: 2 hours/level (D)Saving Throw: NoneSpell Resistance: No

This spell maintains a ship’s position against currents, holding ships weighing up to 10 tons per caster level.

Material component: A small bit of iron and a piece of string.

Animate AnimalNecromancy [Evil]Level: Clr 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One Tiny animal corpse touched (base creature HD up to 1 HD/level)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell turns the bones or body of one dead animal into an undead skeleton or zombie that follows your spoken commands. This spell will only animate dead animals of Tiny size. The skeleton or zombie can follow you or can remain in an area and attack any creature (or just a specifi c type of creature) entering the place.

The undead you create remain under your control indefi nitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the fl esh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

The skeleton or zombie remains animated until it is destroyed. A destroyed skeleton or zombie cannot be reanimated again. The statistics for a sample Tiny skeleton or zombie may be found in Appendix I (see p. 241)

Material Component: A small black onyx gem worth at least 10 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

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Animate CrewNecromancy [Evil]Level: Clr 5, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: Creates an undead crew for a shipDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

Animate crew creates up to three skeletons or zombies per level of the caster, which serve as the crew for a ship. These animated creatures are bound to the ship they serve and cannot go further than one mile from the vessel (and then only by express command of the caster). If corpses are unavailable when the spell is cast, they crawl out of the sea as soon as they can (although if the spell is cast far away from the site of a shipwreck or naval battle, it may take the undead crew weeks to reach the ship).

The undead all have a Profession (sailor) score of +5. The spell creates a wraith captain to command the ship, and the crew serve the captain. Only the captain’s Hit Dice counts towards the caster’s control limit.

Material Component: The captain must be gifted with an item worth at least 100 gp per level of the caster, while the crew demand at least two gold pieces each.

Animate ShadowIllusion (Shadow)Level: Sor/Wiz 5Components: V, S, M, XPCasting Time: 1 standard actionRange: TouchTargets: Caster’s shadowDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell turns the caster’s shadow into a quasi-real creature that follows the character’s spoken commands. The shadow created can follow the caster, or can remain in an area and attack any creature (or just a specifi c type of creature) entering the place. The shadow remains animated until it is destroyed.

The shadow creature possesses the same statistics as the caster except it has only has one-fi fth the hit points and knowledge (including level, class abilities, skills and vocabulary) of the caster.

At all times the shadow remains under the character’s absolute command. No special telepathic link exists, so command must be exercised in some other manner. The shadow has no ability to become more powerful. It cannot increase its level or abilities. If destroyed, the shadow instantly dissipates and returns to the caster. While the spell is in effect, the caster casts no shadow.

Material Component: The caster must have a shadow at the time of casting the spell.

XP Cost: 100 XP.

Animate ShieldTransmutationLevel: Rgr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Shield touchedDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

You cause an unattended shield to fl oat in the air and defend you as if you were using it. The shield moves to de fend you against physical attacks. You suffer no armour check penalty or arcane spell failure chance from the shield. You can use both hands freely, even to attack, but your off-hand attacks suffer a -2 circumstance penalty if you attack with multiple weapons or a two-handed weapon.

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Animate SkeletonNecromancy [Evil]Level: Clr 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One corpse touched (base creature HD up to 1 HD/level)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell turns the bones or body of one dead creature into an undead skeleton that follows your spoken commands. This spell will only animate skeletons of Medium size or smaller. The skeleton can follow you or can remain in an area and attack any creature (or just a specifi c type of creature) entering the place. The skeleton remains animated until it is destroyed. A destroyed skeleton cannot be reanimated again.

The undead you create remain under your control indefi nitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

An undead skeleton can be created only from a mostly intact skeleton or corpse. If a skeleton is made from a corpse, the fl esh falls off the bones. In the Appendix (see p. 241) you will fi nd a sample skeleton animated by this spell.

Material Component: A small black onyx gem worth at least 50 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

Animate ZombieNecromancy [Evil]Level: Clr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One corpse touched (base creature HD up to 1 HD/level)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell turns the bones or body of one dead creature into an undead zombie that follows your spoken commands. This spell will only animate zombies of Medium size or smaller. The zombie can follow you or can remain in an area and attack any creature (or just a specifi c type of creature) entering the place.

The undead you create remain under your control indefi nitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

An undead zombie can be created only from a mostly intact corpse. The statistics for a zombie depend on its size; they do not depend on what abilities the

creature may have had whilst alive. In Appendix I (see p. 241) you will fi nd a sample zombie

animated by this spell.

Material Component: A small black onyx gem worth at least 50 gp must be placed into the mouth or eye socket of the corpse. The magic of the spell makes this gem worthless.

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Animated WebConjuration (Creation)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Webs in a 20 ft. radius spreadDuration: 1 minute/level (D)Saving Throw: Refl ex negates; see textSpell Resistance: No

A more powerful and versatile version of the web spell, animated web creates a many-layered mass of sticky fi lament that ensnares those unfortunate enough to come in contact with it. Similar to, but far larger than, a normal spider’s web, these magical strands are as tough as steel and diffi cult to destroy.

Unlike a normal web, the mass of threads created by this spell need not be anchored to anything and, in fact, works best if it is not. The peculiar magic of the spell allows the strands of the web to hover in mid air.

Anyone in the effect’s area when the spell is cast must make a Refl ex save. If the save succeeds, the being is entangled, but not prevented from moving. If the save fails, the being is entangled and rendered unable to move – a creature unable to move can only attempt to break loose, requiring either a DC 20 Strength check or a DC 25 Escape Artist check. A being who succeeds in avoiding becoming completely ensnared, either by succeeding at his initial Refl ex save or by succeeding at his Strength or Escape Artist check, remains entangled, but may move through the strands. Each round devoted to movement requires another Strength or Escape Artist check against a DC of 10, with the creature only able to move 5 feet for each full 5 points by which the check succeeds.

The versatility of the animated web spell comes from its ability to stretch and move, albeit slowly. Each round, the caster can cause the web to move up to 10 feet in any direction as a free action, allowing him to engulf the unwary. In addition, the caster can deform and twist the radius of the web as he sees fi t, causing it to become a line or wall. If, during its movement, the web engulfs a target, that being must immediately attempt a Refl ex save as though he had been caught in the spell’s initial radius. Any beings that are already entangled within the web are normally carried along when it moves, though their relative position within the web is not changed, unless its dimensions are radically changed. If the caster wishes, he can alter the web to release the trapped creature, or if the trapped

being succeeds at a Strength or Escape Artist check against a DC of 25 (if fully entangled) or 10 (if only partially entangled, as above) he can hold his position successfully, causing the strands to tear around him and allowing him to move either 5 feet or 5 feet per full 5 points above the check DC, respectively.

As with a standard web spell, a creature with at least 5 feet of webbing between itself and an opponent is considered to be under cover. Likewise, a being protected by 20 feet of webbing gains total cover (see PHB).

The strands of an animated web spell are fl ammable, meaning a fl aming sword can part them as a hand parts cobwebs. Any fi re, whether it be from a torch or from a fi reball, sets the webbing alight and burns away a 5-foot section each round. Those caught within the burning area suffer 2d4 points of fi re damage.

Unlike the strands of a normal web, an animated web cannot be made permanent, save by means of a spell comparable in power to a miracle or wish. Material Component: A piece of spider web and a living spider.

AnnihilationNecromancy [Evil]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: 0 ft.Area: 30 ft. radius spreadDuration: InstantaneousSaving Throw: Will (negates)Spell Resistance: Yes

Through the use of this spell, you harness the very essence of negative energy present in your surroundings, calling it to you, magnifying its power and then sending great waves of destructive power radiating away from you. The natural world itself recoils from the use of such magic, with plant life wilting under the wave of negative energy and small animals fl eeing desperately before being drained into lifeless husks.

Use of this spell will automatically destroy all plant life and Tiny animals of under 1 HD within the area of effect. In addition, roll 1d6 per caster level and total the result (maximum 15d6). Any creature with hit points below this score must make a Will save or be automatically slain. This spell does not affect undead creatures, or the caster.

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Material Component: A small segment from the brain of a mass murderer.

Anywhere DoorTransmutationLevel: Sor/Wiz 9Components: V, S, MCasting Time: Six hoursRange: See textEffect: A one-way magical doorwayDuration: PermanentSaving Throw: NoneSpell Resistance: No

This spell creates a doorway through which you view another location. The doorway is a 5-foot-by-8-foot, one-way magical hole that allows you or anyone else to step into the desired location. You cannot choose or change the position, orientation or angle of the doorway. Any spell that protects an area from teleportation or scrying also prevents an anywhere door from opening into it.

Any creature in the destination location with an Intelligence of 12 or higher cannotice the doorway by making a Spellcraft skill check (or Intelligence check) against DC 20. Even if the doorway is noticed, however, it remains one-way and the creature cannot look or step in— he merely knows it is there.

When creating the doorway, choose a place known to you that the doorway leads to—a place you have been or have had described to you. It can even be on another plane. To determine if the doorway appears where you want it to, roll on the table below:Familiarity: ‘Very familiar’ refers to a place where

you have been very often and where you feel at home. ‘Studied carefully’ is a place you know well, either because you have been there often or because you have used other means (such as scry) to study the place. ‘Seen casually’ is a place you have seen more than once but with which you are not very familiar. ‘Viewed once’ is a place you have seen once, possibly using magic. ‘Description’ is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map. ‘False destination’ is a place that doesn’t exist, such as if you have mistranslated an ancient tome and tried to step into a nonexistent treasure vault that you believe you read about, or if a traitorous guide has carefully described an enemy’s sanctum to you wholly inaccurately. When looking into to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling percentile dice, since there is no real location for you to hope to see or even be off target from.

* On Target: The doorway opens into the place you want.

* Off Target: The doorway opens into a location a random distance away from the desired location in a random direction. Distance off target measures 1d10 x 1d10 percent of the distance between you and the original location. If the door goes to another plane, the off-target location is another plane.

* Similar Area: The doorway opens into a location that is visually or thematically similar to the target area. Generally, you step into the closest similar place, but since the spell has no range limit, you could conceivably step somewhere else across the globe.

* Mishap: The doorway’s energy explodes around you, dealing 3d6 points of damage to you and all within 10 feet of you.

Material Component: A 5-foot-by-8-foot pane of quality glass with a silver frame, worth at least 5,000 gp

ApportationConjuration (Summoning) [Hanging]Level: Sor/Wiz 2Components: V, SCasting Time: Special Range: Touch (see below)Target: One touched object that bears an arcane mark up to 2 lbs./level

Anywhere Door TableFamiliarityFamiliarity On On

TargetTargetOff Off TargetTarget

Similar Similar AreaArea

MishapMishap

Very Very FamiliarFamiliar

01 - 97 98 - 99 100 -

Studied Studied CarefullyCarefully

01 - 94 95 - 97 98 - 99 100

Seen Seen CasuallyCasually

01 - 88 89 - 94 95 - 98 99 - 100

Viewed Viewed OnceOnce

01 - 76 77 - 88 89 - 96 97 - 100

DescriptionDescription 01 - 52 53 - 76 77 - 92 93 - 100

False False Destination Destination (1d20+80)(1d20+80)

- - 81 - 92 93 - 100

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Duration: 24 hours or until discharged.Saving Throw: Will negates (harmless, object)Spell Resistance: No

This spell is usually cast when you prepare your spells or when you regain your spells, depending on your manner of magical recovery. The target of apportation is any object weighing less than two pounds per caster level that you can physically hold and carry. This target does not have to be of any special quality, but it does need to bear a special symbol placed by you through the use of arcane mark. A magical item can be used as the target if desired.

At any time within 24 hours, you can speak a single word and the object instantly teleports from its location to your hand(s). This is an immediate action and can be done even on another being’s turn as long as you are not fl at-footed. The object can be anywhere within 1 mile per caster level and be summoned with apportation. If the object is outside this distance, the word fails but the spell is not lost.

While this spell is hanging, it counts as a used spell slot or cast spell. If the slot is replaced or refreshed in any way, the apportation is lost and must be recast. As with most hanging spells, the true casting time for apportation is one minute and it is ruined and lost if there are any interruptions during its casting.

Armour CryptTransformationLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Mobile Emanation (20 ft. area)Duration: Concentration (up to 1 round/level)Saving Throw: Fortitude halfSpell Resistance: No

Creatures caught in this spell’s area of effect suffer continuing damage as their armour sprouts spikes on its interior. At the end of each round a target is in the area of effect, he suffers one hit point of damage per point of Armour Class that is provided from worn armour. Magical bonuses to Armour Class do not count, only the physical Armour Class of the original object is used to determine damage sustained. Thus, a suit of padded armour causes one point of damage per round while a suit of banded mail causes six hit points of damage each turn, regardless of any enchantments on either suit of armour. Note that Armour Class provided by shields does not contribute to this total for purposes of calculating damage.

A successful Fortitude save halves damage (to a minimum of one hit point of damage) for a single round but does not provide the creature with further immunity. A new save must be made each round a target is in the area of effect, regardless of how briefl y.

When the spell expires, the spikes on the interior of the armour disappear and the armour may be worn normally.

Material Components: A steel spike wrapped in jagged golden wire (value 250 gp).

Assassin’s CoinConjuration (Summoning)Level: Asn 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One gold or platinum coinDuration: Permanent (until discharged) (D)Saving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

Take a coin from a payment and cast this spell upon it. Return it to the person who paid you the money.When they wish to contact you, they must throw the coin into the air and call out the name you gave them. The coin vanishes and reappears in your pocket, giving you a brief mental image of the person who wishes your services. No message may be conveyed by this spell. Any individual may have only one of these coins from the same caster in their possession.

Material Component: The material component is the coin, which returns to the caster when used.

Assassin’s MarkTransmutation [Evil]Level: Asn 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft + 5 ft./2 levels)Target: A body slain by your own handDuration: InstantaneousSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

Cast this spell on a victim. The wound from your death blow (or another of your choice) instantly reshapes into a mark, tattoo or symbol of your choice. It is automatically identifi ed as your mark. When you fi rst learn this spell, you select the mark it creates.

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You cannot change the mark once chosen without extreme magical means (such as a wish or miracle).

Aura of DegenerationTransmutation [Force]Level: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round per level (D)

You surround yourself with a destructive fi eld of transmutation energy that seeks to break down any material object that contacts your body after this spell is cast. The aura is a fl ickering white fi eld of energy and is quite visible, even shedding light out to a radius of 10 feet. You may dismiss the aura at any time, but you cannot choose to have it affect certain objects and ignore others while it is active.

Anything non-living that makes contact with you such as a weapon, an arrow or other material object suffers 2 hit points per caster level in the same manner as a sunder attempt. This does not provoke an attack of opportunity from the object’s wielder. You may use this aura offensively by attacking objects directly, but this will provoke an attack of opportunity if you do not possess the Improved Sunder feat. Magical items and weapons may make a Fortitude save for half damage, even if they are unattended. Hardness may negate part or all of the aura’s damage as normal.

If a weapon is destroyed by the aura, the damage it would have dealt you is reduced to half and treated as nonlethal. If a trap or a spell relies on physical objects (like a spike trap or a web spell) and the aura’s damage destroys them, its damage is similarly reduced and any secondary effects like entangling do not apply. A weapon that survives its contact with the aura does not have its damage lessened in any way. When the aura ends, any damage it has dealt is permanent and remains.

AwaitingTransmutation [Temporal]Level: Sor/Wiz 1Component: V, SCasing Time: 1 swift actionRange: PersonalTarget: YouDuration: 1 round

This spell twists the caster’s perception of time. He may wait and absorb all the actions of others, planning

and preparing and then, when he is ready, he may act without any perceivable delay.

Under the infl uence of this spell, the caster receives two benefi ts. Casting this spell fi xes the chronomancer’s initiative. In the following round, the character acts on whatever initiative this spell was cast, immaterial of any actions on his part that would normally change his initiative. The spell switch fate still functions on the spellcaster, though it switches with this fi xed initiative. Additionally, the spellcaster may delay his actions in a round for as long as he wishes and never forfeit those actions.

This spell gives the caster time to prepare and plan. He may observe all the actions of his opponent before acting and he has time to consider what to do if he waits until everyone else has acted. This spell does not mean the Games Master must stop the game while the player plans but he should give the player a few minutes if he is willing to let everyone else act fi rst.

Awaken ElementTransmutation [see text]Level: Drd 3, Sor/Wiz 3Components: V, S, M/DFCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: 5 ft. cube of an elementDuration: 1 minute/levelSaving Throw: None (Object)Spell Resistance: No

You give an element human-like sentience. You target a volume of air, earth, fi re or water no bigger than a 5-foot cube per four caster levels, and it awakens as if becoming an elemental. It has all the statistics of an elemental of Small size for its element type, except that its Intelligence score is 3d6 and it can speak Common.

The creature is friendly towards you and, although it is not bound to you, will perform any reasonable task you ask of it until the spell’s duration ends and it collapses or disperses back into its material. An intelligent element remembers what happened around it for one week per caster level before it was awakened and can answer questions about that.

When you use this spell to awaken an air, earth, fi re or water creature, it is a spell of that type. For example, awaken element is a fi re spell when cast to awaken a fi re elemental.

Material Component: A fi stful of crushed crystal powder.

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Awaken SpellbookTransmutationLevel: Sor/Wiz 5Components: V, S, XPCasting Time: 24 hoursRange: TouchTarget: Personal spellbookDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes (object)

You awaken your spellbook to humanlike sentience. To succeed, you must make a Will save (DC 10 + your current level). The awakened spellbook is

friendly toward you. You have no special empathy or connection with the spellbook you awaken, although it serves you in specifi c tasks or endeavours if you communicate your desires to it.

An awakened spellbook has characteristics as if it were an intelligent item. It also gains the ability to move its pages and propel itself across the ground at a base movement speed of 5 feet. It possesses language and senses similar to a human’s senses. An awakened spellbook can speak one language you know plus one additional language that you know per point of Intelligence (if any).

An awakened spellbook gains 3d6 Intelligence, Wisdom, and Charisma scores as well as an additional 2d6 hit points. Awakened spellbooks have distinctive personalities of their own. These personalities can refl ect the personality of the caster, spells contained within or can be completely random. Some example personalities include: cautious, crazy, curious, helpful, ornery, passionate, philosophical or sarcastic.

XP Cost: 250 XP

BandersnatchTransmutationLevel: Sor/Wiz 5Components: V, S

Casting Time: 10 minutesRange: TouchTarget: One small sack touchedDuration: Permanent until dischargedSaving Throw: Will negatesSpell Resistance: Yes

You imbue a small sack with a minor trap. Any person who sticks a hand inside the bag without fi rst speaking the command word triggers the spell. The victim must make a Will save or be shrunk down to a height of one inch and be teleported into the sack. Non-living beings such as undead or constructs do not trigger the spell. The caster is notifi ed as soon as a creature has triggered the spell, as long as he and the sack are on the same plane.

The sack will not allow a victim out until it is opened by the spellcaster, who may choose to release the victim or not. The caught creature cannot use spells, weapons or psionics to damage the sack or leave the sack in any way, with the exception of a plane shift or similar magic.

A dispel magic or a successful Escape Artist check (DC 30) allows a creature to escape. A released creature teleports to just outside the sack and is returned to full size. A spellcaster may only have one active bandersnatch at any given time.

Become SwarmTransmutation Level: Sor/Wiz 4 Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)

The caster assumes the form of a writhing mass of Tiny spiders, the better to swarm over his foes, make a quick escape or pick your way through cracks and crevasses. The swarm occupies the same space as the caster, a 5 foot square if Medium, 10 foot if Large and so on.

The caster’s body is composed of 100 Tiny spiders per caster level, to a maximum of 2,000 Tiny spiders at 20th level. They cannot reduce the size of their swarm body, though they can scurry through cracks or holes large enough for the component spiders. In swarm form, the caster can move through enemy occupied squares without impediment, though you suffer an attack of opportunity as normal when doing so.

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While in swarm form, the caster cannot be grappled, cannot cast spells with verbal or material components and cannot wield equipment of any sort though it is transformed along with them. The caster gains damage reduction equal to his caster level, though it is bypassed by blunt magical attacks (so a 10th level caster gains damage reduction 10/magic and bludgeoning).

As a swarm, the caster cannot make standard melee attacks. Instead, they attack by moving into enemy occupied squares, provoking attacks of opportunity as normal when doing so. They deal automatic damage to any creature whose space they occupy at the end of the caster’s move, with no attack roll needed. Their attacks are not subject to miss chances for cover or concealment. The amount of damage the caster’s swarm attack deals is dependent on their caster level, as outlined below:

Caster Caster LevelLevel

Swarm Swarm DamageDamage

1-5 1d6

6-10 2d6

11-15 3d6

16-20 4d6

As a swarm, the caster does not threaten those within his square and cannot make attacks of opportunity with his swarm attack. However, he does distract any creature that occupies his square, so long as he is normally capable of damaging them (meaning they are not incorporeal or the like). Each round they remain within the swarm, they must attempt a Fortitude save against a DC equal to 10 + one half the caster’s level + caster’s Constitution modifi er; if they fail, they are nauseated for the round. Spellcasters within the swarm body must succeed at a Concentration check (DC 20 + spell level) to successfully cast their spells. Likewise, skills which require patience and concentration require Concentration checks against DC 20 + spell level.

In swarm form, the caster does not have a discernible front or back and no discernible anatomy, so is not subject to either fl anking or critical hits. The caster takes half damage from slashing and piercing weapons, but suffers a -4 save to all spells or effects which affect an area, such as splash weapons and many Evocation spells.

As the caster suffers damage, his swarm body begins to thin, though it does not shrink in size. When the spell’s duration ends, or when he is reduced to 0 or fewer hit points, he reverts to his normal form. If the caster is slain in swarm form he returns to his normal body.

Material Component: A sack of 100 spider’s legs, which must be scattered across the ground at the time of casting.

Bewildering AuraIllusion (Pattern) [Mind-Affecting]Level: Brd 5, Sor/Wiz 5Components: V, S, MCasting Time: 1 standard action. Range: Close (25 ft. + 5 ft./2 levels)Target: One creature or object.Area: 10 ft. radius sphere around the creature or object targeted.Duration: 1 minute/level or until dischargedSaving Throw: Will negatesSpell Resistance: Yes

This pattern creates a bewildering aura of light, sound, heat and smell around the target of the spell. All creatures that enter the area are subject to the following effects according to their HD:

* Up to 3: Stunned for 3d4 rounds, dazed for 2d4 rounds and then confused for 1d4 rounds.

* 4-6: Stunned for 2d4 rounds, dazed for 1d4 rounds and then confused for 1 round.

* 7-9: Stunned for 1d4 rounds, dazed for 1 round.

* 10 or more: No effect.

Note that this spell can affect the same creature more than once, but only if they are not currently not under any of the effects of the spell and are within 10 ft. of the targeted creature. Once the spell affects, or attempts to affect, 30 HD of creatures it is discharged. The target of the spell is not affected by the spell.

Material component: A kaleidoscope.

Beyond Words Enchantment Level: Brd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) (see text)

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Target: Your charmed creature Duration: Varies (D) Saving Throw: None Spell Resistance: Yes

Similar to thrall’s understanding, this spell can be cast at any point during the charm effect. In addition to the effects of the understanding, beyond words allows the caster to communicate mentally with the target as a free action during its duration. Once cast, the target can travel any distance from the caster and still remain affected by the initial charm effect, regardless of the range limitations of the original spell.

Material Component: A polished, engraved and faceted amethyst worth 100 gp.

Bind CrewEnchantment (Compulsion) [Mind-affecting]Level: Clr 6, Sor/Wiz 6Components: V, S, F/DFCasting Time: 1 standard actionRange: Medium (100-ft. + 10-ft./level)Target: One crew, numbering no more than six creatures per level of the casterDuration: 1 round/level (D)Saving Throw: Will negatesSpell Resistance: Yes

This spell affects the entire crew of a ship, but all are permitted to make individual Will saves to resist the spell. Those bound are unable to leave the ship for the duration of the spell. They may act normally, but cannot move beyond the confi nes of the ship. They can climb to the top of the rigging, descend into the bowels of the ship, shoot harpoons at the caster or whatever they choose, as long as they do not leave the ship. The spell will even hold the crew if the ship sinks.

Focus: A tiny anchor.

Bind Guardian IConjuration (Calling)Level: Sor/Wiz 1Components: V, S, XPCasting Time: 1 minute Range: CloseDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

This spell is identical to summon monster I, using the same summoning chart and arcane focus as those shown in the PHB. The casting time is as listed above

however, and the creatures summoned only appear for a single round instead of the spell’s normal duration. Dur ing that time, the effects below occur. The summoned creatures are motionless and do nothing during this round, disappearing without further effect if they are attacked or the bind fails.

The summoned target of the bind guard ian I spell must make an opposed Will saving throw against you or be bound to your service in much the same way as an animal companion. If the spell tries to bind multiple creatures, they receive a single saving throw; failure binds them all. A willing subject may voluntary fail this save, but targets are generally hostile to the idea of remaining perma nently with you. You can only have twice your arcane caster level in Hit Dice worth of guardians at one time. If the spell affects multiple creatures from one casting of bind guardian I and any are slain thereafter, the survivors must all be released before replacements can be bound. An additional limitation of this spell is that while you have bound guardians, you cannot prepare or cast the summon monster spell used to summon them until they are released.

At the caster’s option, the guardians can be as signed (at the time of binding) to another individ ual, but they still count towards your total number of Hit Dice available and the decision cannot later be changed without releasing them fi rst.

XP Cost: 100 XP.

Bind Guardian IIConjuration (Calling)Level: Sor/Wiz 2

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster II.

XP Cost: 200 XP.

Bind Buardian IIIConjuration (Calling)Level: Sor/Wiz 3

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster III.

XP Cost: 300 XP.

Bind Guardian IVConjuration (Calling)Level: Sor/Wiz 4

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Identical to bind guardian I, but this uses the summoning rules and chart from summon monster IV.

XP Cost: 400 XP.

Bind Guardian VConjuration (Calling)Level: Sor/Wiz 5

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster V.

XP Cost: 500 XP.

Bind Guardian VIConjuration (Calling)Level: Sor/Wiz 6

Identical to bind guardian I, but this uses the summoning rules and chart from summon monster VI.

XP Cost: 600 XP.

Bind Guardian VIIConjuration (Calling)Level: Sor/Wiz 7

Identical to bind guardian I, but this uses the summoning rules and chart for summon monster VII.

XP Cost: 700 XP

Bind Guardian VIIIConjuration (Calling)Level: Sor/Wiz 8

Identical to bind guardian I, but this uses the sum-moning rules and chart for summon monster VIII. XP Cost: 800 XP.

Bind Guardian IXConjuration (Calling)Level: Sor/Wiz 9

Identical to bind guardian I, but this uses the summoning rules and chart for summon monster IX.

XP Cost: 900 XP.

Bird of PreyTransformationLevel: Sor/Wiz 5

Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

The caster is transformed into a true hunter and will fi nd himself given a boost in abilities and knowledge. He gains 1d4+2 Strength, Dexterity and Constitution, is considered profi cient with all weapons and gains the following feats; Power Attack, Weapon Focus (any weapon) and Weapon Specialization. With this spell, the caster has become a veritable bird of prey and is ready to enter the hunt.

Bite of the SeductressEnchantment (Charm) [Mind-Affecting]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour/levelSaving Throw: Will negatesSpell Resistance: Yes

With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love with him. In order for this spell to take effect, the caster must deal actual damage upon them with an unarmed attack; meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell.

Those who fail their Will save to resist the spell become slavishly devoted to the caster, willingly obeying commands and fl inging themselves into harm’s way for the caster’s benefi t. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe that threatens their paramour, no matter how powerful.

Unlike a charm person spell, obviously threatening actions by the caster do not instantly break the spell, though lethal attacks grant them a new save to resist the bite’s effect.

The caster must speak the victim’s language in order to communicate commands.

Material Components: A small braided whip.

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Black LightningEvocation [Death, Electricity, Evil]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: Yes

With this spell the caster launches crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes that is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy).

Material Component: A piece of humanoid scalp and a rod of black crystal.

Black RainbowDivinationLevel: Sor/Wiz 0Components: V, MCasting Time: 1 standard action Range: TouchTarget: One living beingDuration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes

Casting this spell allows the recipient to see in full colour when using dark vision, with exactly the same degree of detail as if you were using normal sight in full daylight.

Material Component: A shred of brightly coloured fabric.

Blade SongTransmutation [Sonic]Level: Brd 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Bladed weapon touchedDuration: 1 round/levelSaving Throw: Fortitude negates (harmless, object)Spell Resistance: Yes (harmless, object)

You imbue a single bladed weapon you touch with a magical aura that causes the weapon to emit a

cacophonic blast of sound whenever it successfully strikes a target. Any creature hit by the imbued weapon takes an additional 1d6 points of sonic damage.

Bleeding WoundNecromancyLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 2 rounds/levelSaving Throw: NoneSpell Resistance: Yes

This is a more powerful necromantic spell than wound, it too accelerating injuries to living tissue and making wounds more serious. With this spell, even a small pinprick can cause a subject to bleed to death as the wound resists all attempts to halt the fl ow of blood.

A ranged touch attack must be made against the subject. If successful, the subject will lose one extra hit point every time it takes damage from any source, each round, for the duration of the spell. This effect does not apply to nonlethal damage. Stopping this bleeding requires the application of any magical healing or a Heal check at DC 15. This spell has no effect on undead, constructs, animated objects or outsiders.

Material Component: Bladed weapon buried with a corpse for at least one year.

Blinding/Deafening PatternIllusion (Pattern) [Mind-Affecting]Level: Brd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard action. Range: Medium (100 ft. + 10 ft./level)Effect: Blinding light or deafening sound in 30 ft. radius spreadDuration: Concentration + 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

This pattern of lights and sounds blinds or deafens (the caster’s choice) all creatures in its area of effect. Those who move out of the area remain blinded or deafened for 1d4 rounds afterward. 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

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effectively invisible), moves at half speed and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.

Material Component: Blinding - A pair of eyeglasses that have the lenses painted over; Deafening – A chain with a half dozen bells of differing sizes.

Blindness/Deafness, LesserIllusion (Glamour)Level: Brd 2, Sor/Wiz 2Components: VCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Targets: One living creatureDuration: 1 round/level Saving Throw: Will disbelief negatesSpell Resistance: Yes

The subject of this spell becomes blinded or deafened, as the caster chooses. 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. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.

BlissDivination [Temporal]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

The name of this spell can be misleading but it gives some idea of what the spell is commonly used for by less reputable casters. Bliss probes the memories of a single

creature, allowing it to relive, in complete detail, a time in its life. This period can be up to one hour in length and from any time in the creature’s life.

The caster may either specify the time exactly or allow the target to experience any moment in his life he desires. If the target is given free rein, it must succeed at a Wisdom check (DC 10) or be sent to an emotional moment in its life it did not choose. The creature is likely to be sent to a time it regrets or memories it tries to avoid consciously.

If the creature lacks memory of the event, it will fi nd complete clarity with the casting of this spell. If the creature is dealt damage in its memory, it must succeed at a Will save or take 1d6 points of nonlethal damage for every source of damage it experiences. Bliss can be used as a drug, a means of restoring lost memory or helping a person to overcome tragic loss. It can also be used as a method of torture, without actually injuring the target.

Material Component: A stem of a rose bud. The petals are removed. During the casting of the spell, the bud reforms and blossoms only to fade into dust as the casting is completed.

Blood Like IciclesTransmutationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creature with bloodDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

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You cause the blood of one creature to suddenly coagulate and harden into spikes, which then thrust out of the creature’s fl esh. This eruption deals 3d6 points of damage on the subject. If the creature survives, it can then use the spikes as weapons for the duration of the spell. The spikes add 1d6 points of damage to any grapple or unarmed attack the subject makes.

BloodbaneAbjuration (Contingent - Necromancy)Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You or creature touchedDuration: 10 minutes/levelSaving Throw: Fortitude negates (harmless) Spell Resistance: Yes

When cast, bloodbane makes the circulatory system and fl uids in the body glow faintly with a crimson light. This cannot normally be seen, though the recipient’s eyes fl icker red in dim light. Other than that, there is no visible effect of this spell while it is in effect. Bloodbane bolsters your blood and protects you from any alterations, changes or interference.

This makes you immune to wounding effects, negates poisons that deal Constitution or Strength damage and prevents you from being polymorphed into any form outside your own type. While in effect, you automatically stabilise if brought below zero hit points and you regenerate as if wearing the ring of the same name. Creatures that attack by draining or drinking your blood cannot do so effectively, dealing only what hit point damage is normally associated with such an attack.

Material Component: A single drop of blood from an animal, beast or humanoid with a 16 or higher Constitution.

BloodfireEvocation [Fire]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One target within rangeDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: No

Through this spell, the caster is able to spray his blood in a fl aming stream to strike one target. The material component of this spell is the caster’s own blood, which is spilled in copious quantities. When the spell is cast, the caster determines how much Constitution damage he is willing to suffer. For 1 point of temporary ability damage, the spell causes 1d6 hit points of damage to the target per level of the caster and for 2 points, the spell causes 1d8 hit points of damage per level of the caster. This spell may cause no more than 15 dice of damage in either case.

For every point of Constitution damage after the second the character voluntarily suffers when casting this spell, he may add one of the following to the spell’s effect:

* Increase the save DC by 2.

* Lessens elemental resistance by 5.

* Change the descriptor to one of the following: acid, cold, electricity, force, or sonic.

Each of the above may be selected more than once provided the Constitution cost is paid for separately each time. The Constitution damage heals at the rate of one point per hour and this cannot be magically increased.

Material Component: The caster’s blood.

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BlowbackAbjuration (Sonic)Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Spiral, 20 ft. long/levelDuration: Based on spiral length, aboveSaving Throw: See belowSpell Resistance: Yes

A spiral wall of shrieking power whips out from the target location, throwing any non-prone creature caught in its area of effect or that attempts to cross its area of effect 1d6 x 10 feet in a random direction. There is no saving throw to prevent this, except for creatures that have seen the spell in action before who may choose to make a Refl ex save to throw themselves prone for the duration of the spell, if desired.

To determine the direction a creature is thrown, consult the Missing with a Thrown Weapon diagram in the PHB. Creatures thrown in this way suffer 1d8 hit points of damage per 10 feet thrown, unless they are thrown into a wall or other immovable object in which case they suffer 2d6 hit points of damage per 10 feet thrown. If a creature is thrown into another creature, both suffer damage as if they had been thrown the same distance as the creature actually thrown. Any creatures affected by this spell must also make a Fortitude save on landing or fall prone, stunned for 1d3 rounds. Even those who succeed at the save will be prone on landing, and may be advised to stay there, as the spell will not affect those who are prone.

Flying creatures caught by this spell, or who cross through the spell’s area of effect, are allowed a Refl ex save to avoid striking the ground. If successful, they suffer 1d6 hit points of nonlethal damage per 10 feet they are thrown. They must then spend one round regaining their balance before they can begin fl ying normally. Creatures knocked unconscious by nonlethal damage fall to the earth and suffer normal damage upon impact.

Material Component: A bar of pure copper wrapped in rubber worth at least 400 gp.

Blurred VisionTransmutationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)

Target: One creatureDuration: 1 round/levelSaving Throw: Fortitude negatesSpell resistance: Yes

With this spell, the caster causes the subject to suffer from blurred vision. A creature with blurred vision suffers a 20% miss chance on all melee attacks and a 50% miss chance on all ranged attacks.

Body of FireTransmutation [Fire]Level: Drd 8, Sor/Wiz 8Components: V, S, MCasting Time: 1 roundRange: PersonalTarget: YouDuration: 1 minute/level

You transform your body into elemental fi re. You gain the elemental type (including immunity to poison, sleep, paralysis, stunning, critical hits, and fl anking), the Fire subtype (including fi re immunity and cold vulnerability) and damage reduction 10/–. Anyone whom you touch, or who touches you, suffers 1d4 points of fi re damage. Flammable objects ignite at your touch, though equipment you wear or carry when initiating the transformation is unaffected. You are considered armed when striking with this burning touch, and threaten your area even when unarmed. Your spellcasting abilities are unaffected.

Material Component: Ash from a deceased creature with the Fire subtype.

Bolt of GhostslayingNecromancyLevel: Clr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

The caster forms a deadly bolt of blue energy in the air and sends it toward his target, which must be an incorporeal being. This bolt will only harm an incorporeal being, which includes any creature or character under infl uence of a spell making him incorporeal. The caster must succeed at a ranged touch attack to strike his target; if successful, the bolt deals 1d6 points of damage per level of the caster (max 5d6).

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Material Component: A cold iron bolt.

Bolster FamiliarTransmutationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: Your familiarDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes (harmless)

Bolster familiar grants the familiar +1 temporary hit points/caster level and grants them a +1 to all attack rolls and saving throws.

Bond TransferralUniversalLevel: Sor/Wiz 7Components: V, S, M, XPCasting Time: 8 hoursRange: Close (25 ft. + 5 ft./2 levels)Target: One willing creature and your familiarDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes (harmless)

This spell bonds the caster’s familiar to a creature of the caster’s choice. The familiar still uses its previous master’s effective class level when determining special abilities, however, it is reduced by two levels. Note that the familiar’s effective class level is not affected by an increase in its former master after the point at which it is bound to a new master and that the former master and familiar no longer gain any boon or doom from each other. The familiar still counts against its former master’s number of familiars that can be summoned and thus their effective master level. This is only applicable if the caster has the Extra Familiar feat. In all other respects, the familiar and its new master are treated as normal master and familiar. The new master gains all the boons of having a familiar of its type, the familiar is infused with all the special abilities and attributes appropriate to its adjusted master level. They also both suffer from the dooms that come about from bonding with each other. Also, the familiar counts against its new master’s number of familiars that can be summoned and thus their effective master level; this is only applicable if the new master has the Extra Familiar feat. If at some future point the new master’s effective class level rises above the familiar’s former master, the new master may take over the maintenance of the familiar and the

familiar then uses his new master’s effective master level to determine abilities.

Material Component: 100 gold pieces worth of diamond dust or some other precious material per effective class level with its new master, minimum of 100 gp.

XP Cost: The maximum experience loss that comes from dismissing a familiar (200 XP per class level).

Bonded SoulsEnchantmentLevel: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Your charmed creatureDuration: Special (D)Saving Throw: None (see below)Spell Resistance: Yes

This powerful spell binds a creature affected by one of your Enchantment (Charm) spells to you in much the same way as a familiar. Like similar charmed-

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affecting spells, this spell ends when the charm-designator spell does. Neither of you gain any special abilities from this bond, but the link does transmit touch-ranged spells and personal-affecting spells as the similar familiar powers. A second effect of this bond is also its most powerful. If the caster dies while the bond is in effect or within one hour of its being broken, the subject must make a Will save or be slain instantly. If the subject kills the caster personally, there is no Will save allowed.

Bonded ThoughtsEnchantment Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Your charmed creature Duration: Special (D) Saving Throw: None Spell Resistance: Yes

This spell must be cast on the next turn after affecting a creature with an Enchantment (charm) spell. Bonded thoughts has a duration equal to the charm spell in question, ending immediately when the latter does.

The caster can initiate telepathic contact over any distance at any time with a subject of this spell. The subject can also initiate this contact, but the caster can block communication if desired. This bond allows the caster to give commands without needing a common language. If the charm-designator spell already allows this ability, the enhanced bond enhances the original charm spell as if the caster were +2 caster levels (possibly increasing the duration and range, and so on).

Bonearm AnimationNecromancyLevel: Sor/Wiz 2Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 min/level

When this spell is cast, bones begin to assemble and ends by looking much like a bony arm with bony fi ngers. They are bound together by a strange undead force, with 20 hp and a hardness of 10. This bonearm becomes a part of the caster, protruding from his back, stomach or anywhere the caster wants to attach it. For as long as the duration of this spell the caster has an extra bonearm which can be used just like a

normal arm, and gives the caster a secondary attack; this arm has Strength 13 regardless of the caster’s normal strength.

Focus: A lot of bones (5 pounds).

Bones of SteelNecromancy (Contingent – Transmutation)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 hourRange: TouchTargets: One or more skeletons touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell greatly strengthens the bones of animated skeletons, literally making them as hard as steel and able to resist far greater amounts of damage. You may only strengthen the bones in 2 HD of skeletons per caster level.

Casting bones of steel on a skeleton will grant it a damage reduction 10/-, effectively transforming its bones into steel. Additionally, the skeleton’s resistances to energy attacks are handled as though the creature were now an object as detailed in the PHB.

Material Component: Any portion of metal armour that has been buried with its deceased wearer.

Break Ship’s EnchantmentsAbjurationLevel: Clr 5, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One shipDuration: InstantaneousSaving Throw: See textSpell Resistance: No

This spell attempts to free the ship of any malicious enchantments, transmutations or curses. It only affects spells that target a single ship or crew. Like break enchantment, it can even counter instantaneous effects. For each spell or effect on the vessel or crew, the caster of break ship’s enchantments must make a caster level check (1d20 + caster level, maximum of +15) against a DC of 11 + caster level of the effect. Success means the ship is freed of the malicious effect. If the spell is one that cannot be countered by dispel magic, break ship’s enchantments works only

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if that spell is 5th level or lower. If the effect comes from a permanently cursed magic item, break ship’s enchantments does not remove the curse from the item, but does free the ship from the effect and allows the item to be removed. This spell can also be used to dispel a single spell or effect affecting a ship, such as shield vessel or a magically propelled vessel’s engine. This functions like a targeted dispel magic, but the maximum caster level bonus is +15.

Breath of the WyrmEvocation [Varies]Level: Sor/Wiz 4Components: V, MCasting Time: 1 standard actionRange: 60 ft. for cone or 120 ft. for lineArea: Cone or LineDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance Yes

Breath of the wyrm allows the caster to spew forth a breath attack similar in nature to that of a dragon’s breath weapon. There are fi ve different forms of the spell, though the wizard need prepare the spell only once and choose the variety of breath attack at the time of casting. Each form requires different material components to successfully cast, while none of the versions require somatic components of any sort.

A character under the effect of a breath of the wyrm spell may breathe a cone of fi re, cold or corrosive gas or a stream of acid or lightning. The attack deals 1d6 points of damage per level of the caster (to a maximum of 10d6) to all creatures within the attack’s area of effect. Note that the caster need not expel the entire attack at once; a 10th level character could, for example, breathe two 5d6 cones of fi re or one 10d6 cone or fi ve 2d6 cones. If a round passes with no attack, however, the remainder of the spell’s effect is lost.

Material Components: The material component of the spell is a small amount of dragon’s blood

corresponding to the breath type being used. The blood is mixed with another component appropriate to the breath type: oil for fi re, acid for acid, a frozen liquid for cold, liquid chlorine for corrosive gas and melted copper for electricity. This mixture is drunk on casting, causing the caster to lose one hit point (no save) for every die of damage dealt by the spell.

BreezeEvocation [Air]Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: 30 ft.Effect: A cone shaped gentle gust of wind emanating out from you to the extreme of the range. Duration: 1 round/levelSaving Throw: NoneSpell Resistance: Yes

You create a gentle breeze to blow continuously over an area as far as 30 feet away from you. The breeze is cool and pleasant, giving a +1 morale bonus to any Fortitude save against hot weather. It does not help in extreme heat conditions, like those found in a volcanic crater or the Elemental Plane of Fire. It can also be used to dry humid or drenched objects like scrolls and clothing, or to fl y a kite.

Bubble GoopEvocationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: One or more bubblesDuration: InstantaneousSaving Throw: Refl ex negatesSpell Resistance: Yes

Bubble goop allows you to breathe forth one bubble per two caster levels (maximum 6 bubbles at 12th level) that quickly fl oat toward a designated target. When a bubble contacts a solid surface or creature, it pops and releases sticky goo that quickly covers a 5-foot area or a creature (a creature can attempt a Refl ex save to avoid the goo). One bubble can cover a Medium or smaller creature. For every size category larger than Medium, one additional bubble is required to cover a creature. If you release multiple bubbles, you can direct them to strike a single creature or several creatures.

A creature covered with goo takes a –2 penalty on attack rolls, a –4 penalty to Dexterity and it can move

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only at half speed. A fl ying creature must make a second Refl ex save or be unable to fl y, assuming it uses its wings to fl y) and fall to the ground. This spell does not function underwater. Multiple bubbles that hit a single creature do not increase the penalty on attack rolls or the penalty to Dexterity.

A creature can break free by dealing damage to the goo with a slashing weapon. The goo has 10 hit points. For every additional bubble that strikes a foe, increase the goo’s hit points by +3. A creature trying to scrape off goo does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including fl ying) at normal speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 1 minute, cracking apart and losing its effectiveness. An application of universal solvent dissolves the goo immediately.

Material Component: A bit of tree sap that must be consumed during the casting. Alternately, you can substitute a piece of fl esh from a mimic. The fl esh is consumed during the casting.

Burrowing Bony DigitsNecromancyLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Up to fi ve creatures, no two of which can be more than 15 ft. apartDuration: See textSaving Throw: Refl ex partialSpell Resistance: Yes

By means of this fi endish spell, you cause up to fi ve skeletal fi ngers to streak forth and imbed themselves in the fl esh of the targets. Each digit deals 1d6 points of damage upon striking its target. They do not stop there, though.

Any creature that failed its Refl ex save was unable to extract the bony digit before it could lodge itself into the wound. The bony digit continues to penetrate the creature’s body for one round for every 3 levels of the caster, dealing 1d6 damage per round. Once the bony digit is lodged in the wound, it cannot be extracted. A creature can only be targeted by one fi nger at a time.

Material Components: Five humanoid fi ngers stripped of fl esh and muscle. The individual fi nger bones must then be tied together with black thread.

CacophonyTransmutation [Chaos, Sonic]Level: Brd 3, Clr 3Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels) (see text)Area: Emanation centred on the caster extending to rangeDuration: 1 minuteSaving Throw: Fortitude partialSpell Resistance: Yes

Cacophony fi lls the area of effect with extremely loud wailing, banging, singing, whistling and other sounds. The noise created is suffi cient to be heard at long range (400 ft. + 40 ft./level), but those within close range (25 ft. + 5 ft./2 levels) suffer several negative effects. The noise is loud enough to mask all other sounds; all creatures within the area of effect are effectively deafened for the duration of the spell. Creatures in the area of effect when it is cast, or who enter the spell’s area of effect while the spell is active, must make a Fortitude Save or be dazed for 1d6 rounds. Characters that succeed at this saving throw are immune to any further negative effects from the cacophony spell for 24 hours. Spell casting and the use of spell-like abilities requires a Concentration check at a DC equal to the save DC of the spell plus the level of the spell to be cast. Cacophony ignores silence spells and effects of 2nd level or lower.

Calcifying CaressTransmutation [Focused]Level: Sor/Wiz 6Components: V, SCasting Time: 1 swift actionRange: TouchTarget: Huge or smaller creature touchedDuration: 1 round per 4/levels (see text)Saving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

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Calcifying caress imparts a form of stone to fl esh, and has the same effect on a target who fails his save against its effect. Unlike the latter spell, calcifying caress can be dispelled normally and can be reversed with a remove curse; any dispel effect, or another touch by anyone using this spell at your caster level or greater. Any effect that would free someone from a petrifi ed condition will also suffi ce. Until freed, petrifi ed victims of this spell remain in that state for one day per caster level.

Dispelling you does not end the duration on already affected targets.

Focused Effect: Your victims remain turned to stone indefi nitely.

Call DarknessConjuration (Creation) [Darkness]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20-ft. burstDuration: 1 round/levelSaving Throw: Fortitude halfSpell Resistance: No (See below)

You open a momentary gate to the Plane of Shadow and Negative Energy Plane, bringing forth a billow ing sphere of darkness at the desired point in range. This darkness is also extremely cold and drains some of the life of anyone caught inside it. The burst created by this spell obstructs the line of sight and cannot be seen through, even with darkvision. Anyone who succeeds at a Fortitude save only suffers half of the effects below and is imme diately moved to the nearest edge of the darkness burst.

Those caught in the spell’s effect suffers 1d6 hit points of cold damage per 2 levels (maximum 10d6) and 2 points of Constitution damage for each round spent in the area of effect.

If the spell is centred on a specifi c target, he gets no initial Fortitude save at all and must suffer the normal spell effect for the fi rst round. In this case, spell resistance does apply and, if successful, the call darkness is negated without manifesting at all.

Material Components: A black gem worth at least 100 gold pieces and a two-inch square of black silk.

Call EnergyConjuration (Creation) [Variable]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 feet + 5 ft./level)Area: 20-ft. burstDuration: 1 round per levelSaving Throw: Refl ex halfSpell Resistance: No (See below)

As call darkness, except the burst created is a roiling mass of pure energy of the de scriptor type chosen at the time of casting. Like the darkness effect, this burst blocks line of sight. You can choose fi re, acid, sonic, cold or electricity; the sphere deals 1d6 for every two caster levels (maximum 10d6) of the chosen energy type to any target within the burst each round. You can also choose to centre the spell on a target as noted in call darkness.

Material Components: A gem worth 100 gp and two-inch square of silk of a colour ap propriate to the type of energy called. This can be red, yellow or orange for fi re, white or blue for cold, green for acid, clear or grey for sonic or purple for lightning. The Games Master may assign other colours at his discretion.

Call Lesser DemonConjuration (Calling)Level: Clr 3, Sor/Wiz 3Components: V, SCasting Time: 10 minutesRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned demon of up to 5 HDDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

By casting this spell, you summon a lesser demon of 5 HD or less. You do not need to have the same or general alignment as the demon summoned. This spell was specifi cally created by a powerful demon prince and allowed to pass into the hands of mortal spellcasters to summon demons of corruption so they might corrupt the caster and turn him toward chaos and evil. Good-aligned creatures can employ this spell if desired.

The target creature gets a Will save. If the save succeeds, the creature resists the spell. If the save fails, the creature is immediately drawn to your location. A demon subjected to this spell receives a penalty to its save or spell resistance roll based on the alignment of the caster and how far away from chaotic evil the

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caster is. For each step that the caster is removed from chaos (on the law-chaos axis), the demon receives a -1 penalty to its save and spell resistance roll. For each step that the caster is removed from evil (on the good-evil axis), the demon receives a -1 to its save and spell resistance roll. These penalties stack. Thus, a demon summoned by a neutral evil caster receives a –1 penalty to its save and spell resistance roll (neutral is one step removed from chaos on the law-chaos axis), while a demon summoned by a lawful good caster receives a –4 penalty to its save and spell resistance roll (-2 for lawful and -2 for good).

You may ask the demon to perform one task for you, and the demon may ask for some service in return. The more demanding the task requested, the greater the return favour asked by the summoned demon. This bargaining takes at least 1 round, so any actions by the demon begin the round after it arrives. If the character agrees to the service, the demon performs the task the character requested, reports back to the character afterward (if possible) and returns to its home plane. The character is honour bound to perform the return favour. If the return favour is not completed as promised, the summoner is visited by an appropriate number of demons to slay him and take his soul.

Call Loyal ServantConjuration (Summoning)Level: Clr 7, Drd 7, Sor/Wiz 7Components: V, S, M, XPCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned creatureDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

By tapping into the city’s collective consciousness, you summon a human with up to 5 total levels in classes of your choice. Your DM creates the character as normal, though you select any prepared spells, feats, skills and other aspects of the character aside from his ability scores. In addition, the NPC arrives with 1,000 gp worth of equipment chosen by the DM. The character speaks a language you possess and obeys your commands to the best of his abilities, even suicidal ones. At the end of the spell’s duration, the NPC and all of his equipment disappear.

A person summoned with this spell is treated as a normal human with the appropriate class levels, though he is in truth the composite of the people and places the caster has visited.

Material Component: A single gold piece.

XP Cost: 100 XP

Call RadianceConjuration (Creation, Light)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20-foot burstDuration: 1 round per levelSaving Throw: Refl ex halfSpell Resistance: No (See below)

As call darkness, except the sphere of brilliant light created by the spell is a blinding fl are that lingers and fl ares for the spell’s entire duration. Those caught in the area of effect suffer 1d6 per 2 caster levels (maximum 5d6) and must make a For titude save or be dazzled for ten rounds. Success at this save reduces the dazzle effect to one round. As with call darkness, you can centre its effect on one target. If you do, that target must make an additional Fortitude save. Failing this save blinds the target for one hour while his eyes recover. Of course, the blind and dazzle effects do not function on beings without eyes.

Material Components: An opal or pearl worth 100 gp and a two-inch square of pure white silk.

Calling CardIllusion (Figment)Level: Asn 1, Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft + 5 ft/2 levels)Effect: Creates an illusionary imageDuration: 1 hour/level; each instance 1 round/levelSaving Throw: NoneSpell Resistance: No

Used most often by assassins and criminals of ego and ability, this spell allows the caster to leave behind a recorded magical message for those who visit the scene of the crime. This can be something as simple as writing a signature phrase on the wall in bright red colours, or as elaborate as a full-fl edged replay of the culprit in the middle of committing the crime. Everybody that enters the area can see the illusion play out; if they choose to leave and re-enter, they see the spell’s result from the beginning. Any live persons or objects mimicked by this spell are transparent and slightly blurred, thus no roll is required to see through the illusion.

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Material Component: For this spell is any item that serves as proof of an illegal deed committed in the area in question by the caster. A coin taken in a robbery, a scrap of clothing from a murder victim or a lock of hair from a rape victim are all appropriate components.

CaltropsTransmutationLevel: Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Ground in a 5-ft. squareDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

You turn a handful of pebbles into sharp caltrops that cover an area 5 feet square. Each time a creature moves into the area covered by the caltrops (or spends a round fi ghting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armour and defl ection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armour bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not be effective against unusual opponents.

Material Component: A handful of pebbles.

Camaraderie EnchantmentLevel: Sor/Wiz 5 Components: V, S, F Casting Time: 1 standard action Range: Unlimited Target: Your charmed creatures Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

This spell affects every creature an enchanter currently has an active Enchantment (charm) spell on. When cast, all of these creatures instantly learn of each other by name (if the caster knows it) and current appearance. From now until the charm effect wears off them, all these creatures consider each other trusted friends. The enhanced bond created by this spell allows all of the charmed beings affected by it to share any ability the caster might have to communicate with them. Lastly, beings under camaraderie fi ght better together, enjoying a +1 morale bonus to attack and damage while within line of sight of at least one other.

Focus: A gold ring worn by the caster. This ring cannot be magical; if it is taken off, the spell ends immediately.

Campfire LullabyEnchantment (Compulsion) [Mind-Affecting]Level: Brd 5Components: V, MCasting Time: 10 minutesRange: Close (25 ft. +5 ft./2 levels)Target: All living creatures within a 15-ft. radius burstDuration: 1 hourSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

When sung to group of creatures that willingly succumb to it, regardless of HD, they gain all of the benefi ts of having had a full night’s sleep (including re-memorising spells that have already been cast.) Unwilling creatures are unaffected by this spell. A creature may only receive the benefi ts of this spell once every fi ve days.

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Material Component: Wood ash from a campfi re no older than a week.

Case Object/RoomDivinationLevel: Brd 1, Rgr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

You can thoroughly search an object or area (within the limits of the spell’s duration) without fear of personal harm. While searching an area slowly and carefully, you will not set off traps, although other actions—such as stepping on a pressure plate—may still activate one. Neither will you unleash curses or contract a disease when you perform a search, even of dangerous, trapped or hazardous substances. However, this spell does not infl uence whether characters fi nd what they are searching for—they still must succeed at a Search check.

Catalytic MouthIllusion (Glamour)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One objectDuration: Permanent until dischargedSaving Throw: Will negates (object)Spell Resistance: Yes (object)

A catalytic mouth conforms in all respects to the 2nd level arcane spell magic mouth with one notable exception. It can speak a command phrase used to trigger another spell effect or to activate a magic item within 30 feet of the mouth.

For example, a wizard could place a staff of swarming insects in a glass case in the centre of a room, and cast catalytic mouth on a nearby wall. She could set the mouth to speak the staff’s command word for its summon swarm effect if anyone other than she enters the room.

Material Component: A bit of honeycomb from a hive of giant bees.

Cathartic CaressTransmutation [Focused]Level: Sor/Wiz 9Components: V, S

Casting Time: 1 swift actionRange: TouchTarget: Huge or smaller creature touchedDuration: 1 round/4 levels (see text)Saving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Cathartic caress forces its victims to immediately transform as per the spell baleful polymorph. Victims who succumb to this spell are fully transmuted into these forms and adopt all the statistics, abilities and attributes of whatever creature you wish them to become. Memories of their former lives remain, but these fade after one day per former character level. After this time, the target becomes entirely a member of its new race.

While the target retains memories of what it once was, break enchantment, remove curse or greater dispelling can return it to its previous form. After these memories fade, the change is permanent can only be undone by a wish or miracle.

Dispelling you does not end the duration on already affected targets.

Focused Effect: Targets only retain memories for one hour per character level and greater dispelling is ineffective at countering the caress.

Celestial TeardropsConjuration (Creation) [Evil or Good]Level: Clr 3, Sor/Wiz 3Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20-ft. radius spreadDuration: 2 rounds Saving Throw: Refl ex halfSpell Resistance: Yes

You summon up a burst of energy from the outer planes which manifests as a sudden downpour of raindrops composed of either sunlight or the infi nite darkness which fi lls the void of the heavens [either positive or negative energy, chosen at the time of casting]. The

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downpour lasts for two rounds and deals 1d6 per two caster levels (maximum 5d6) damage each round. Undead caught in the downpour of positive energy suffer 1d6 per caster level (maximum 10d6) each round and undead which are specifi cally harmed by sunlight suffer maximum damage automatically (Refl ex save for half as normal). Outsiders with the Good subtype caught in the downpour of negative energy suffer 1d6 per caster level (maximum 10d6). Since it summons energy from the cosmos itself, rather than real drops of rain, celestial teardrops can be cast indoors as easily as outdoors.

Change of HeartEnchantmentLevel: Clr 8, Sor/Wiz 9Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: One living creatureDuration: Special (D)Saving Throw: Will negatesSpell Resistance: Yes

This incredibly potent spell infl icts a permanent change on the target’s alignment. If the target fails a Will save, its alignment instantly changes to match the caster’s alignment. Only a wish or miracle can restore the target to its former alignment and the target cannot take any action on its own to undo this effect. As soon as its alignment changes, it accepts the new outlook as natural and attempts to perform some action as immediate confi rmation. For example, a fi re giant is affected by change of heart from a chaotic good caster. The giant is now dedicated to the concepts of personal freedom and charity. It rushes into the dungeons of its lair and frees all the prisoners, handing them all items from its treasury as an apology.

Focus: A holy symbol consecrated to a deity of the caster’s alignment.

Chaotic CaressTransmutation [Focused]Level: Sor/Wiz 8Components: V, SCasting Time: 1 swift actionRange: TouchTarget: Huge or smaller living creature touchedDuration: 1 round/4 levels (see text)Saving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

This spell deals a totally random, chaotic polymorph effect that mutates the targets body in hideously painful ways, rendering them unable to consciously act (but not helpless) for the entire agonizing duration of the spell’s effect. Each creature touched that fails its Fortitude save is driven prone by painful transformations that torture its body for one round per caster level, dealing 1d4 damage each round. Because the transformations often involve the violent eruption of body spikes, extra limbs or sharp protrusions, anyone near the victim takes 2d6 damage each round they begin or end within 5 feet of the subject.

The effects of this spell can be dispelled normally, but any damage suffered before the spell is countered or negated remains and must be healed normally. A victim is considered stunned for one full round after the spell ends for any reason due to pain and shock.

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Focused Effect: Victims suffer a much more debilitating effect and are considered helpless for the duration of the spell’s effect.

Charm Person, MassEnchantment (Charm) [Mind-Affecting]Level: Brd 5, Sor/Wiz 5Components: VTargets: One or more creatures, no two of which can be more than 30 ft. apartDuration: One day/level

This spell functions like charm person, except that mass charm person affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

Charm SpiritEnchantment (Charm) [Mind-Affecting]Level: Brd 2, Clr 1, Drd 1, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels).Target: 1 creature with the spirit subtype.Duration: 1 hour / level (D)Saving Throw: Will negatesSpell Resistance: Yes

As charm person, except that the spell affects creatures with the spirit type. You can fi nd more information on the spirit subtype in the Appendix (see p. 241).

Chill BloodNecromancyLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Targets: One creatureDuration: InstantaneousSaving Throw: Refl ex partialSpell Resistance: Yes

A coruscating black ray of negative energy is created by this spell. It twists towards its target, almost caressing the subject’s body as it seeps in. The effect is immediate and all too apparent to the victim, as a small amount of their blood suddenly freezes within their veins, causing immense pain and discomfort.

A subject affected by this spell will lose an amount of hit points equal to 1d4 + 1 per caster level (maximum

+10) and is stunned for one round. If the subject succeeds in a Refl ex save, the ray only glances it. The subject will suffer half the normal damage and not

be stunned. Only living, warm-blooded creatures are affected by this spell.

Material Component: Three drops of blood from a corpse that died of cold.

City Elemental IConjuration (Summoning)Level: Clr 4, Drd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned creatureDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

You summon a Small earth elemental as per summon monster III. In addition to its standard qualities, the earth elemental gains a +2 bonus on attack and damage rolls and +3 hit points per Hit Die while it remains in an urban environment. The earth elemental is composed of bricks, wood, trash and other detritus of the city.

Material Component: A brick or other part of a building.

City Elemental IIConjuration (Summoning)Level: Clr 6, Drd 6, Sor/Wiz 6Effect: One summoned creature

As city elemental I, except you call a Medium size earth elemental with the same bonuses listed above.

City Elemental IIIConjuration (Summoning)Level: Clr 8, Drd 8, Sor/Wiz 8Effect: One summoned creature

As city elemental I, except you call a Huge earth elemental with the same bonuses listed above.

Cleanse of AlcoholTransmutationLevel: Brd 1, Clr 0, Sor/Wiz 0Components: V, SCasting Time: 1 roundRange: TouchTarget: Personal or one creatureDuration: Instantaneous

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Saving Throw: Fortitude negates (harmless)Spell Resistance Yes (harmless)

The target of a cleanse of alcohol spells fi nds himself completely cured of any effect caused by indulging in alcohol. Cleanse of alcohol can also be used to counter inebriate.

Cloaked LightEvocation [Light]Level: Brd 3, Clr 4, Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Object touchedDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

The object that receives this spell shines with a light as bright as full daylight that emanates in a 60-foot radius. However, this illumination is only perceptible to the caster and one person he designates per caster level. Other creatures cannot see this light or gain the benefi ts of its glow. Only the caster and the creatures he designates can see the area this spell illuminates. Other creatures need light sources of their own in order to see. The caster’s opponents could stand in the midst of this spell but be unable to see if their own light sources have been extinguished. Most useful of all, this spell provides light without revealing the party’s location to orcs, purple worms and other subterranean creatures.

Cloaked light brought into an area of magical darkness is temporarily negated. The natural lighting conditions in the area take effect where the two spells overlap. It does not dispel or counter magical darkness of any type, including spells of lower levels.

Focus: A tiny, black cloak.

Combat BlessingEnchantment (Compulsion) [Mind-Affecting]Level: Brd 3, Clr 4, Pal 3Components: V, S, F/DFCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: The caster and all allies within rangeDuration: 1 round/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes

By invoking the favour of the gods, the caster augments the combat prowess of himself and his allies. For the

duration of the spell, all affected targets gain a +1 bonus to their attack rolls and a +2 bonus to damage rolls; in addition their weapons have their critical threat ranges increased by one. For example, a fi ghter using a longsword (critical 19-20/x2) would threaten a critical on an 18 or higher. Apply after applying effects such as the Improved Critical feat or Keen.

Focus: A silver dagger.

Combat FluidnessTransmutationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level

This spell allows the caster to react quickly to the fl uid changes of combat, updating strategies and keeping on top of more recent changes. The caster gains a +2 bonus to Initiative for the duration of the spell. In addition, the caster is considered on guard (unable to be caught fl at-footed).

Command ConstructTransmutationLevel: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Target: One constructDuration: PermanentSaving Throw: Will negatesSpell Resistance: No

This powerful spell allows the caster to take permanent control of any construct, including a golem. Doing so severs the construct’s link with its old master completely. If the construct is linked to an external focus, such as an amulet or ring, that focus now only functions for its new master. Until the caster gains control of the external focus, the construct simply lies dormant wherever it was when the command construct was cast.

The construct gets a Will save to resist the effects of this spell, gaining a +4 bonus if it has an external focus. If it fails, the caster becomes the construct’s new master, and all previous orders are forgotten. The caster may give it new orders as a move action.

Material Components: A piece of whatever material from which the construct is made, and a gem worth

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at least 1,000 gp. Both of these are consumed during the spell’s casting.

Command FlotsamTransmutationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100-ft. + 10-ft./level)Target: One object/levelDuration: 1 round/levelSaving Throw: NoneSpell Resistance: Yes

‘Flotsam’ refers to fl oating debris left over after a shipwreck, but this spell works on any item or creature drifting on the water. The fl oating items are seized by an invisible force under the command of the caster. This force moves the items through the water, bringing them as close to the caster as possible. The force cannot make the items leave the water, but can drag them to the shore or close to a ship for easy collection. For the purposes of this spell, an ‘item’ is about one cubic foot in size, but the caster can choose to concentrate the spell’s effect to drag larger objects. An item is dragged at the rate of 15 feet per round towards the caster.

Creatures targeted by the spell gain a +2 circumstance bonus to Swim checks if they move towards the caster, or suffer a –2 circumstance penalty to Swim checks if they swim away from the caster. The force is not strong enough to prevent a creature from escaping.

Compel ParleyEnchantment (Compulsion)Level: Brd 1, Clr 2, Sor/Wiz 2Components: VCasting Time: 1 standard actionRange: Close (25-ft. + 5-ft./2 levels)Target: One creature/levelDuration: 1 hour/level (D)Saving Throw: Will negatesSpell Resistance: Yes

This spell compels those affected to bring the caster and up to six companions to the target’s leader. The targets are permitted by the spell to take whatever precautions they choose, so long as they do not kill the caster or his companions. They may strip the protected characters of weapons, bind and gag a spellcaster, even target them with spells, so long as the characters are brought before the target’s leader alive and given a chance to speak.

The targets bring the protected characters to the nearest authority fi gure – a guard affected by this spell would not bring the characters to his king, but to his commanding offi cer. The spell functions somewhat like charm person, but with much less intensity. If two gnolls are targeted with this spell and one makes his save, the other gnoll might plead with his companion to allow the caster to meet the gnoll chieftain, but would not attack or physically block the actions of the fi rst gnoll.

One curious note is that this spell works on unintelligent creatures such as animals. A swarm of giant ants might feel compelled to bring the caster before the ant queen. The queen and the caster can stare at each other across a wide gulf of language and species before the ants shake off the spell and eat him.

Concussive BarrierEvocation (Force)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 15 ft. spiral/levelDuration: As determined by spiral (see above)Saving Throw: No (See below)Spell Resistance: Yes

At the time this spell is cast, you create a spiral of invisible walls. When any creature attempts to cross one of these walls, they are immediately hurled directly backwards 1d4 x 5 feet and suffer 1d4 hit points of damage for every 5 feet of distance they are thrown back. A Refl ex save is required for those thrown back to land on their feet; otherwise they fall prone and drop anything they are holding.

Material Component: A silver mirror (10 gp).

Cone of NauseaIllusion (Pattern) [Mind-Affecting]Level: Brd 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 30 ft.Area: Cone Duration: Instantaneous (see text)Saving Throw: Will negatesSpell Resistance: Yes

This pattern uses a mixture of visual, audio and olfactory elements to nauseate all creatures in its area of effect for 1d4 rounds + 1 round/level.

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Material Component: Dried skunk bladder.

Cone of ParalysisIllusion (Pattern) (Mind-Affecting)Level: Brd 6, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard action. Range: 60 ft.Area: Cone Duration: Instantaneous (see text)Saving Throw: Will negatesSpell Resistance: Yes

This pattern paralyses all creatures in its area of effect for 1d4 rounds + 1 round/level

Material Component: One dose of ghoul saliva.

ConfidanteEnchantmentLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: Your charmed creatureDuration: Varies (D)Saving Throw: NoneSpell Resistance: Yes

This can be cast any time while an Enchantment (charm) spell cast by you on the target creature is in effect. The target of confi dante treats the caster as an utterly trusted friend, telling him anything he is asked to reveal. The only limit to this newfound trust is if revealing the information would get someone else the target cares about hurt or killed. (This condition applies only if the target is aware of a real danger; suspicion of a threat to those it cares about is not enough.) In this situation he automatically resists the urge to answer the question but the spell itself is still in effect. A continuing advantage of confi dante is that the target will consider the caster someone to inform any time he comes into new information of interest to him. The caster will have to explain what qualifi es for this but, once this is established, the target will seek out the caster if at all possible whenever such information comes into his possession. The target does not become empowered with any ability to locate the caster, nor will he risk his life to gather information (unless forced to do so through other spells). One of the verbal components of this spell is a secret about the caster communicated to the target. This secret can be very simple and basic (‘My favourite colour is blue’) but it must be true and it must be communicated

orally. Thus, confi dante cannot be cast with the Silent Spell feat.

Conjuration BoltConjuration (Summoning)Level: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Medium (100 feet + 10 feet/level)Target: One creatureDuration: Instantaneous (see text)Saving Throw: Refl ex halfSpell Resistance: Yes

You fi re a blast of magical force that strikes a target unerringly, dealing 1d4 points of damage per caster level (maximum 10d4). Further, at the time of striking, the bolt summons an outsider as if summon monster I had been cast. The summoned creature can act immediately upon appearing anywhere you desire within 5 feet of the target, as described in summon monster I. It remains for 1 round per caster level.

Conjure (specific creature)Conjuration (Summoning)Level: Brd, Sor/Wiz (varies, see spell effect)Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2levels)Effect: Summons one specifi ed creatureDuration: 1 hour/level (D)Saving Throw: noneSpell Resistance No

Conjure (specifi c creature) is not a single spell; rather it is a series of individual spells that share the same characteristics. Each version of this spell must be learned and prepared individually. Conjure (rabbit) for example, must be prepared separately from conjure (unicorn). Conjure (rabbit) would then occupy a single 0-level spell slot, while conjure (unicorn) would occupy one 2nd level slot. Knowing one variant of the spell does not grant access to any other versions – a wizard who learns conjure (light horse) would not automatically know conjure (solar), but would have to locate and learn the higher level version separately. The various versions of the spell are identical only in so far as they share similar mechanics – otherwise, they are treated as entirely different spells. The spell’s level is always ½ the specifi ed creature’s CR. Versions that conjure creatures of CR 1 or less are always 0th level.

This spell causes creatures to appear in exactly the same manner as the summon monster and summon

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nature’s ally spell, save that the spell’s duration is 1 hour/caster level.

Summoned creatures are always awake and at full strength, with all normal equipment, spells and abilities available to them. Creatures that require items or weapons to be considered at full strength are always summoned fully equipped. For example, a satyr could never be summoned without his pipes. An orc would probably arrive in armour and bearing a weapon of some sort. Creatures summoned in this manner are also very typical representatives of their species and are rarely exceptional in any way (i.e., summoned creatures never arrive with magic items).

Material Components: A small bit of organic material from the type of animal being summoned such as a tuft of fur, a feather or a snake’s shed skin. Components from common creatures are usually available for free, while components from especially rare or dangerous creatures may be harder and more expensive to obtain.

Contingent Spell ImmunityAbjuration [Temporal]Level: Sor/Wiz 5Components: V, S, FCasting Time: 10 minutes

Range: TouchTarget: Creature touchedDuration: 1 day/level, until discharged (D)Saving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)

This powerful, protective spell is similar in effect to the contingency spell. When he casts this spell, the caster must designate a spell against which it will be effective. The spell must be on his spell list and he must possess the spell in the form of a scroll, though he need not have created it himself. The spell can be no higher than 4th

level.

If the recipient of this spell is affected by the designated spell while under the infl uence of contingent spell immunity, the spell’s effects are completely negated as if by Spell Resistance. Contingent spell immunity protects from one use of the spell per 5 levels of the caster before discharging. A single target may only benefi t from one casting of contingent spell immunity. A second casting of this spell negates all previous castings.

Focus: A gold, diamond-studded scroll case in which you place the scroll for the spell to be

protected against. The case must be specially crafted and is worth at least 200gp. If the case is separated from the target after the initial casting or the scroll is removed from the case, the contingent spell immunity is lost.

Control CurrentsConjurationLevel: Sor/Wiz 5Components: V, SCasting Time: 10 minutesRange: TouchTargets: One ship touchedDuration: 1 daySaving Throw: NoneSpell Resistance: No

Drawing magical forces around the vessel you touch, you are able to guide sea currents to literally draw the ship along at far greater speeds than normal. Whether oared or sailed, the ship you touch will now move 25% faster than its original base and daily movement rates for a period of one day.

Control LycanthropeEnchantment (Charm) [Mind-Affecting]Level: Sor/Wiz 7

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Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: Up to 2 HD/level of lycanthropes, no two of which can be more than 30 ft. apartDuration: 1 minute/levelSaving Throw: Will negatesSpell Resistance: Yes

This spell enables you to command lycanthropes for a short period of time (as if by charm monster). A lycanthrope, regardless of its current shape (humanoid, hybrid, or animal) can be affected by this spell. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled lycanthropes do not attack you. At the end of the spell, the subjects revert to their normal behaviour. Lycanthropes remember that you controlled them.

Focus: A small piece of polished moonstone.

Corpse ArmourNecromancyLevel: Sor/Wiz 3Components: V, S, M, DFCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level or until discharged

This spell allows the caster to create magical armour from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting or even skeletal, so long as enough of it remains that it could be animated via an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster and begin to bend and twist, wrapping itself around the caster to form a gruesome armour of bones and dead fl esh. The armour grants a +2 enhancement bonus to the caster’s AC, 25 temporary hit points, a –1 armour check penalty and a 55% arcane spell failure penalty. Damage dealt to the caster is fi rst removed from the temporary hit points. The spell ends either when the duration expires or the 25 temporary hit points are lost. Should the spell end normally, all remaining temporary hit points are lost.

Material Component: A humanoid corpse.

CorpsefireNecromancyLevel: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)Target: Mobile Emanation (see below)Duration: Concentration (up to 1 round/level)Saving Throw: Refl ex for half (see below)Spell Resistance: No

When you cast this spell, a blue-grey haze fl oats out from your hand to fi ll the targeted area. Any corpses in this area immediately emit blue fl ames that fi ll an area 20 feet in diameter centred on the dead body. Any creatures in the areas fi lled with blue fl ame suffer 4d6 hit points of cold-based damage. A successful Refl ex save reduces this damage by one-half.

Once a body has been ignited with corpsefi re it may not be used to generate further fl ames. New bodies thrown into the haze emitted by this spell will burst into corpsefi re fl ames as soon as they land within the affected area.

Material Components: A fi nely carved crystalline fl ame with a value of at least 800 gp.

CorrodeEvocation [Temporal]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: One object up to 5 lbs./levelDuration: InstantaneousSaving Throw: Fortitude negates (object)Spell Resistance: No

This spell exposes an inanimate object of up to 5 lbs./level in weight to decades of time in an instant. Even the best-constructed item crumbles to dust under the exposure of eons. Magic or psionic items are entitled to a saving throw to avoid this effect.

Material Components: A single silver coin dropped into a glass of water.

Corrosive BurstEvocation [Acid]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40ft./level)Target: 10 ft. burstDuration: InstantaneousSaving Throw: Refl ex negatesSpell Resistance: Yes

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Your incantation creates an explosion of magical acid centred on the target you choose. Any creatures in the area of effect must make a Refl ex save or suffer 1d8 hit points of damage, +1 hit point per caster level (maximum +5 hp). The corrosive action of the acid also burns the eyes and skin, leaving living creatures unable to defend themselves to the best of their ability. All living creatures that fail their Refl ex save also suffer a –1 circumstance penalty to their Armour Class and Refl ex Saves for the next 1d6 rounds.

Material Components: A fl ask of acid.

Corruption’s KissTransmutationLevel: Clr 3, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

Truly evil beings understand the seductive power of corruption all too well. Through the means of this spell, you impart the same understanding on another, forever marking them as impure.

A victim who fails to save radiates an aura of sickly sweet corruption that is palpable and so strong that even the most debauched and evil are put off. All Non-Player Character reaction checks involving creatures of average human Intelligence are considered to begin as hostile. The effects of corruption’s kiss can only be reversed by break enchantment, remove curse, limited wish, miracle or wish.

Material Components: A woodcarving of scandalous images prominently featuring the victim.

Council of StowawaysDivinationLevel: Drd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100-ft. + 10-ft./level)Target: One vessel or structureDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

A curious spell, council of stowaways momentarily connects the caster’s mind to the minds of all the rats, seagulls, barnacles, termites, spiders and other vermin

living in the target. Such creatures hear and see almost everything that goes on within that structure, but understand nothing of what they hear. This spell bombards the caster with fl ashes of memory and instinct. He learns roughly how many ‘big things’ live in the structure, how many rooms there are, how much activity goes on there, how much food there is and so on. All the information is gained from the perspective of the vermin – a rat does not distinguish between a sickly sailor who will not put up a fi ght, and an elite swordsman tattooed with magical enhancements wielding a nine lives stealer, nor can a seagull tell the difference between a warship and a merchantman.

The caster does not learn the shape of the structure well enough to construct a map, but does vaguely perceive how far different locations are from each other.

Material Component: A scrap of food, usually cheese when targeting a building or a fi sh head when targeting a vessel.

CourageAbjurationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: You or one creature touched/2 levelsDuration: 10 minutesSaving Throw: Will negates (harmless)Spell Resistance: Yes

The arcane version of similar divine spells, courage wards the mind against fear and emotional effects caused by outside sources. Any time within the duration of the spell that the protected recipient has to make a Will save versus such an effect, this spell lets the caster automatically make the save. Once courage operates once, it is negated for the recipient in question, though its effects do not end for others. This spell occurs automatically, regardless of the recipient’s wishes, as long as the fear or emotion effect involved offers a Will save.

Craft MaterialConjuration (Creation)Level: Sor/Wiz 1Components: V, S, FCasting Time: 1 minuteRange: 1 mile/levelDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

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This basic conjuration is extremely useful to craftsmen and tradesmen. By touching the spell’s focus, a masterwork set of crafting tools, you summon material appropriate to the tools into your presence. This spell can summon stone, wood, iron, parchment or clay in quantities equal to 1 cu bic foot (or full sheet in the case of parchment) per caster level. For this spell to work, the material in question must exist unattended within 1 mile per caster level of your location. Iron may exist as smelted ingots or unprocessed ore within the same area. Materials will appear prepared for use, in block, ingot, board or sheet form. Care must be taken when casting this spell near a town or city, as the materials may be taken from someone else’s possession.

Focus: A masterwork set of crafting tools.

Crafted Figment IIllusion (Figment)Level: Sor/Wiz 1Components: V, S, M, XPCasting Time: 1 hourRange: Long (400 ft. + 40 ft./level)Duration: PermanentSaving Throw: Will disbelief (if interacted with)Spell Resistance: No

You can create enduring fi gments with this spell. The casting time is usually an hour of uninterrupted work to create an illusion of Fine size. At the time of casting, the illusionist chooses one of the following types to link to the fi gment: static, dynamic or reoccurring.

Static fi gments do not move from where they are placed and do not require as much craft as the other types listed. To successfully create a static illusion, the caster has to make a Craft (illusions) check (DC 10 + spell level).

Dynamic fi gments have a triggering condition (which may be a special word) that is set at the casting of the spell. The event that triggers the illusion can be as general or as specifi c and detailed as desired, but must be based on an audible, tactile, olfactory or visual trigger. The trigger cannot be based on some quality that is not normally obvious to the senses, such as alignment. Triggers react to whatever appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger but magical darkness or invisibility does. Silent movement or magical silence defeat audible triggers. Audible triggers can be keyed to general types of noises or to a specifi c noise or spoken word. Note

that actions can serve as triggers if they are visible or audible. A dynamic fi gment cannot distinguish invisible creatures, alignments, level, HD or class except by external garb. The range limit of a trigger is 40 feet per caster level, so a 6th level caster can command a dynamic illusion to respond to triggers up to 240 feet away. Regardless of range, the illusion can respond only to triggers and actions in line of sight, within hearing distance or within scent distance (see the Scent ability in the MM for more details). To successfully create a dynamic fi gment, the caster has to make a Craft (illusions) check (DC 15 + spell level).

Recurring fi gments follow a predetermined pattern decided upon by the caster. The illusion follows that script without the caster having to concentrate on it and repeats it after a predetermined amount of time (maximum of 10 minutes per caster level) or upon a specifi c triggering condition (see above for more details on how triggers work). The illusion created can include intelligible speech if the character wishes. For instance, the character could create the recurring illusion of several orcs playing cards and arguing, culminating in a fi stfi ght. It then repeats this scene from beginning to end at the predetermined time or trigger. To successfully create a recurring illusion the caster has to make a Craft (illusions) check (DC 18 + spell level).

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Note that all the above types may include visual, auditory, olfactory and thermal elements. Failure on the Craft (illusions) check means that the spell suffers a –2 penalty to the Diffi culty Class of its Will disbelief save. Failure by 5 or more causes the spell to fail.

Material Component: A sketch and/or instructions on how to create the illusion.

XP Cost: Same XP cost as if scribing a scroll of the spell’s level.

Crafted Figment IIIllusion (Figment)Level: Sor/Wiz 2Casting Time: 2 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Diminutive size or 1d3 fi gments of Fine size, multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment IIIIllusion (Figment)Level: Sor/Wiz 3Casting Time: 3 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Tiny size of 1d3 fi gments of Diminutive size or 1d4+1 fi gments or Fine size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment IVIllusion (Figment)Level: Sor/Wiz 4Casting Time: 4 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Small size of 1d3 fi gments of Tiny size or 1d4+1 fi gments of Diminuative size or smaller; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment VIllusion (Figment)Level: Sor/Wiz 5Casting Time: 5 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Medium size or 1d3 fi gments of Small size or 1d4+1 fi gments of Tiny or smaller

size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment VIIllusion (Figment)Level: Sor/Wiz 6Casting Time: 6 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Large size or 1d3 fi gments of Medium size or 1d4+1 fi gments of Small or smaller size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment VIIIllusion (Figment)Level: Sor/Wiz 7Casting Time: 7 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Huge size or 1d3 fi gments of Large size or 1d4+1 fi gments of Medium or smaller size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment VIIIIllusion (Figment)Level: Sor/Wiz 8Casting Time: 8 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Gargantuan size or 1d3 fi gments of Huge size or 1d4+1 fi gments of Large or smaller size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Figment IXIllusion (Figment)Level: Sor/Wiz 9Casting Time: 9 hours

This spell functions as crafted fi gment I, except you can craft one fi gment of Colossal size or 1d3 fi gments of Gargantuan size or 1d4+1 fi gments of Huge or smaller size; multiple fi gments must be the same kind but can be located in different areas within the spells range.

Crafted Glamour IIllusion (Glamour)Level: Sor/Wiz 1Components: V, S, M, XPCasting Time: 1 hour

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Range: TouchDuration: PermanentTargets: Creatures or item touchedSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

Similar to crafted fi gment, except that an enduring glamour of Fine size is created.

At the time of casting, the illusionist chooses whether the glamour will be static, dynamic or leaping.

Static glamours are unchanging and linked to a particular creature or object and require a successful Craft (illusions) check (DC 10 + spell level) to create.

Dynamic glamours are also linked to a particular creature, but unlike static glamours they change if a certain triggering condition is met (see crafted fi gment I for more details on triggers). To successfully create a dynamic glamour, the caster has to make a Craft (illusions) check (DC 15 + spell level).

Leaping glamours are placed upon a particular creature or object. However, if a certain triggering condition is met (see crafted fi gment I for more details on triggers), then the glamour leaps from that creature or object to another subject of the same type and general qualities. Thus a leaping glamour placed upon a human cannot then leap to a giant or dragon. The glamour could, however, leap to humanoids, monstrous humanoids and any other generally human-shaped bipedal creature. Note that glamours of this kind can only affect a particular creature or item once and never again. To successfully create a leaping glamour the caster has to make a Craft (illusions) check (DC 20 + spell level).

Note that all the above types may include visual, auditory, olfactory and thermal elements. Failure on the Craft (illusions) check means that the spell suffers a –2 penalty to the Diffi culty Class of its Will disbelief save. Failure by 5 or more causes the spell to fail.

Material Component: A sketch and/or instructions on how to create the illusion.

XP Cost: Same XP cost as if scribing a scroll of the spell’s level.

Crafted Glamour IIIllusion (Glamour)Level: Sor/Wiz 2Casting Time: 2 hours

This spell functions as crafted glamour I, except you can craft one glamour of Diminutive size or 1d3 glamours of Fine size, multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour IIIIllusion (Glamour)Level: Sor/Wiz 3Casting Time: 3 hours

This spell functions as crafted glamour I, except you can craft one glamour of Tiny size or 1d3 glamours of Diminutive size or 1d4+1 glamours of Fine size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour IVIllusion (Glamour)Level: Sor/Wiz 4Casting Time: 4 hours

This spell functions as crafted glamour I, except you can craft one glamour of Small size or 1d3 glamours of Tiny size or 1d4+1 glamours of Diminuative or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

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Crafted Glamour VIllusion (Glamour)Level: Sor/Wiz 5Casting Time: 5 hours

This spell functions as crafted glamour I, except you can craft one glamour of Medium size or 1d3 glamours of Small size or 1d4+1 glamours of Tiny or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour VIIllusion (Glamour)Level: Sor/Wiz 6Casting Time: 6 hours

This spell functions as crafted glamour I, except you can craft one glamour of Large size or 1d3 glamours of Medium size or 1d4+1 glamours of Small or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour VIIIllusion (Glamour)Level: Sor/Wiz 7Casting Time: 7 hours

This spell functions as crafted glamour I, except you can craft one glamour of Huge size or 1d3 glamours of Large size or 1d4+1 glamours of Medium or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour VIIIIllusion (Glamour)Level: Sor/Wiz 8Casting Time: 8 hours This spell functions as crafted glamour I, except you can craft one glamour of Gargantuan size or 1d3 glamours of Huge size or 1d4+1 glamours of Large or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Glamour IXIllusion (Glamour)Level: Sor/Wiz 9Casting Time: 9 hours

This spell functions as crafted glamour I, except you can craft one glamour of Colossal size or 1d3

glamours of Gargantuan size or 1d4+1 glamours of Huge or smaller size; multiple glamours must be the same kind but can be located in different areas within the spells range.

Crafted Pattern IIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 1Components: V, S, M, XPCasting Time: 1 hourRange: 10 ft.Area: Cone-shaped burstDuration: Permanent until dischargedSaving Throw: Will Negates

Similar to crafted fi gment, except that an enduring pattern is created with the following qualities:

* At the time of casting, the illusionist chooses whether the pattern will be static, dynamic or layered. Dynamic and layered patterns can only be created with crafted pattern II or higher.

* Static patterns are unchanging and linked to a particular place. They require a successful Craft (illusions) check (DC 10 + spell level + number of effects) to create.

* Dynamic patterns are also linked to a particular place but unlike static patterns, they change effects if a certain triggering condition is met (see crafted fi gment I for more details on triggers). To successfully create a dynamic pattern, the caster has to make a Craft (illusions) check (DC 15 + spell level + number of effects).

* Layered patterns are linked to a particular place and have multiple effects linked to them (only available at crafted pattern II and higher). These effects are usually triggered at certain points within the pattern’s range. For example, a layered pattern might dazzle viewers at a range of 60 feet, blind them at 30 feet and at 10 feet knock them unconscious. To successfully create a layered pattern, the caster has to make a Craft (illusions) check (DC 15 + spell level + number of effects).

When created, the pattern can be designed to dazzle, distract or fascinate opponents. Both dazzled and fascinated are described in the PHB, distracted is detailed in the Appendix (see pg. 241). The length of time that the victim is affected by the spell is proportionate to the amount by which he failed his saving throw. If the victim failed critically (i.e. he rolled a 1), then the effects of the spell last 2d4 +

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the caster’s level rounds. If the victim failed by 5 or more, then the effects of the spell last 1d4 + the caster’s level rounds (maximum +10). Finally, if the victim failed by 4 or less, then the effects of the spell last 1d4 rounds.

Note that while most patterns are visual only, some do use auditory (usually associated with deafen and confused effects) and olfactory (usually linked to nausea effects) elements. A crafted pattern I can affect 1d4 + caster level worth of HD (maximum +10).

Determine the maximum number of HD that the pattern can affect (this is usually done by the GM, secretly). The pattern then stays in place until it has affected, or has attempted to affect, that number of HD worth of creatures. Note that the pattern can only affect creatures that have equal to or less than twice the caster’s level in HD. Once the limit is reached, the pattern is discharged and disappears. All patterns affect creatures with fewer HD before those with more HD.

Failure on the Craft (illusions) check means that the spell suffers a –2 penalty to the Diffi culty Class of its Will save. Failure by 5 or more causes the spell to fail. Due to the special qualities of patterns, the caster of the spell still needs to save versus the spell if he enters the predetermined area of effect. The caster does however gain a +2 insight bonus to his Will save.

Material Component: A sketch and/or instructions on how to create the illusion.

XP Cost: Same XP cost as if scribing a scroll of the spell’s level.

Crafted Pattern IIIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 2Casting Time: 2 hoursRange: 20 ft.This spell functions as crafted pattern I, except that you are now able to create dynamic or layered patterns containing a number of effects equal to your caster level. Patterns created with this spell will now affect 1d6 + caster level HD (maximum +10).

Crafted Pattern IIIIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 3Casting Time: 3 hoursRange: 30 ft.

This spell functions as crafted pattern I, except that you are now able to create dynamic or layered patterns containing a number of effects equal to your caster level and targets may now suffer from effects that blind, daze, deafen, nauseate or unbalance them (each counts a two effects toward caster level limit and Craft (illusion) DC). Blinded, dazed, deafened, nauseated conditions are all described in the PHB, unbalanced can be found in the Appendix (see pg. 241). Patterns created with this spell will now affect 2d4 + caster level HD (maximum +10).

Crafted Pattern IVIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 4Casting Time: 4 hoursRange: 40 ft.

This spell functions as crafted pattern III, except that patterns created with this spell will now affect 2d6 + caster level HD (maximum +10).

Crafted Pattern VIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 5Casting Time: 5 hoursRange: 50 ft.

This spell functions as crafted pattern III, except that the pattern may now confuse or stun opponents (each counts as three effects toward the caster level limit and Craft (illusion) DC). Patterns created with this spell will now affect 2d8 + caster level HD (maximum +10).

Crafted Pattern VIIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 6Casting Time: 6 hoursRange: 60 ft.

This spell functions as crafted pattern V, except that the blind, daze, deafen and unbalance effects now only count as one effect each. Patterns created with this spell will now affect 3d6 + caster level HD (maximum +10).

Crafted Pattern VIIIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 7Casting Time: 7 hoursRange: 70 ft.

This spell functions as crafted pattern VI, except that the pattern may now paralyse or knock opponents

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unconscious (each counts as three effects toward the caster level limit and Craft (illusion) DC) and the confuse and stun effects now only count as two effects each. Patterns created with this spell will now affect 3d8 + caster level HD (maximum +10).

Crafted Pattern VIIIIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 8Casting Time: 8 hoursRange: 80 ft.

This spell functions as crafted pattern VII, except that the paralyse or knock opponents unconscious effects now only count as two effects each and the confuse and stun effects now only count as one effect each. Patterns created with this spell will now affect 4d8 + caster level HD (maximum +10).

Crafted Pattern IXIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 9Casting Time: 9 hoursRange: 90 ft.

This spell functions as crafted pattern VIII, except that the paralyse or knock opponents unconscious effects now only count as one effect each. Patterns created with this spell will now affect 5d8 + caster level HD (maximum +10).

Crafted Phantasm IIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 1Components: V, S, M, XPCasting Time: 1 hourRange: Close (25 ft. + 5 ft./2 levels)Duration: Permanent until dischargedSaving Throw: Will disbelief (if interacted with), Fortitude negatesSpell Resistance: YesSimilar to crafted fi gment, except that an enduring phantasm is created with the following qualities:

* At the time of casting, the illusionist chooses whether the phantasm will be static, dynamic or wandering.

* Static phantasms do not move from where they are placed and are automatically triggered when someone enters the area designated. They require a successful Craft (illusions) check (DC 10 + spell level + number of effects) to create.

* Dynamic phantasms are linked to one place, but have a specifi c condition that must be met before they can be triggered (see crafted fi gment I for more details on triggers). To successfully create a dynamic phantasm, the caster has to make a Craft (illusions) check (DC 15 + spell level + number of effects).

* Wandering phantasms are not linked to any one place, instead they are linked to a general area and can appear anywhere in that area when a particular triggering condition is met (see crafted fi gment I for more details on triggers). To successfully create a wandering phantasm, the caster has to make a Craft (illusions) check (DC 20 + spell level + number of effects).

* When this spell is cast, the caster determines the area of effect which can be up to 5-foot cube + 5-foot/level for static and dynamic phantasms and 20-foot cube + 5 foot/level for wandering phantasms.

When creating a phantasm, the caster chooses one (or more) up to his caster level of the following adverse effects or one of the effects listed under the crafted pattern I spell (at appropriate levels). Crafted phantasm I can cause a victim to become shaken as described in the PHB. The length of time that the victim is affected by this phantasm is proportionate to the amount by which he failed his saving throw. If the victim failed critically (i.e. he rolled a 1), then the effects of the spell last 2d4 + the caster’s level rounds. If the victim failed by 5 or more, then the effects of the spell last 1d4 + the caster’s level rounds (maximum +10). Finally, if the victim failed by 4 or less, then the effects of the spell last 1d4 rounds.

The phantasm can affect a number of targets equal to 1d4 + caster’s level worth of HD (maximum +10). Determine the maximum number of HD that the phantasm can affect (this is usually done by the GM, secretly). The phantasm then stays in place until it has affected, or has attempted to affect, that number of HD worth of creatures. Note that the phantasm can only affect creatures that have equal to or less than twice the caster’s level in HD. Once this limit is reached, the phantasm is discharged and disappears. Any damage dealt by a phantasm can be negated with a successful Fortitude save.

Material Component: A sketch and/or instructions on how to create the illusion.

XP Cost: Same XP cost as if scribing a scroll of the spell’s level.

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Crafted Phantasm IIIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 2Casting Time: 2 hours

This spell functions as crafted phantasm I, except that targets may be frightened or suffer nonlethal damage. Those frightened are affected for the same durations, as they would be if they were shaken. A creature suffers 1d6/level nonlethal damage from phantasms created to have that effect. Both frightened and nonlethal effects count as two effects for determining the maximum number of effects that can be placed in a crafted phantasm. This crafted phantasm can affect 1d6 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm IIIIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 3Casting Time: 3 hours

This spell functions as crafted phantasm II, except both frightened and nonlethal effects count as a single effect for determining the maximum number of effects that can be placed in a crafted phantasm. This crafted phantasm can affect 2d4 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm IVIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 3Casting Time: 3 hours

This spell functions as crafted phantasm III, except that targets may be panicked (counts as three effects for determining the number of effects that can be placed in a crafted phantasm). Those panicked are affected for the same durations as they would be if they were shaken. This crafted phantasm can affect 2d6 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm VIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 5Casting Time: 5 hours

This spell functions as crafted phantasm IV, except that the panicked effect now counts as only two effects. This crafted phantasm can affect 2d8 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm VIIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 6Casting Time: 6 hours

This spell functions as crafted phantasm V, except that targets may now take normal damage or become fatigued (each counts as four effects) or the panicked effect now counts as one effect for determining the number of effects that can be placed in a crafted phantasm). Those subjected to normal damage suffer 1d6/level while if the nonlethal effect is used, it will now deal 2d6/level. This crafted phantasm can affect 3d6 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm VIIIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 7Casting Time: 7 hours

This spell functions as crafted phantasm VI, except that the normal damage or fatigued effects now count as three effects for determining the number of effects that can be placed in a crafted phantasm). This crafted phantasm can affect 3d8 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm VIIIIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 8Casting Time: 8 hours

This spell functions as crafted phantasm VII, except that targets may now suffer continuous damage, cower, take ability damage or be exhausted (each counts as fi ve effects). Additionally, normal damage or fatigued effects now count as two effects for determining the number of effects that can be placed in a crafted phantasm). Those subjected to continuous damage suffer 3d6 points of damage for a number of rounds equal to one half the caster’s level. Those subjected to ability damage suffer 1 point of ability damage/level, the type of damage is set when the phantasm is created and cannot be changed. Those cowering or exhausted are affected for the same durations as they would be if they were shaken. This crafted phantasm can affect 4d8 + caster level worth of HD (maximum +10 HD).

Crafted Phantasm IXIllusion (Phantasm) [Fear, Mind-Affecting]Level: Sor/Wiz 9Casting Time: 9 hours

This spell functions as crafted phantasm VIII, except that targets may now suffer from a death effect (counts as six effects) . Additionally, the continuous damage, cower, take ability damage and be exhausted effects now only count as four effects and the take normal damage or fatigued effects now only count as

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one effect for determining the number of effects that can be placed in a crafted phantasm. Those subjected to a death effect are killed if their Fortitude save fails and still suffer 1d6/2 levels if successful. This crafted phantasm can affect 5d8 + caster level worth of HD (maximum +10 HD).

Crafted Shadow IIllusion (Shadow)Level: Sor/Wiz 1Components: V, S, M, XPCasting Time: 1 hourRange: Close (25 ft. + 5 ft./2 levels)Duration: InstantaneousSaving Throw: NoneSpell Resistance: No

You can create enduring shadows with this spell. You may create only shadow equipment or creatures of Fine size or armour, shields and weapons usable by Tiny size creatures. Items created with this spell are considered to be one-third as real and have one-third the normal hardness and hit points of the true object. There are four types of objects that can be created: weapons, armour, shields and equipment.

Weapons created via this spell are partially real and those who succeed their Will disbelief saves still suffer one-third of the damage that would normally be received from such a weapon (rounded down, minimum one point of damage). Those who fail to disbelieve suffer full damage from shadow weapons. To successfully create a shadow weapon, the caster has to make a Craft (illusions) check versus DC 12 for simple weapons, DC 15 for martial weapons and DC 18 for exotic weapons. Shadow weapons are considered magical for the purpose of overcoming damage reduction.

Armour or shields created in this way provide the full armour bonus to AC against enemies that fail their Will disbelief saves. For those enemies that make their saving throw, the armour still provides one-third of the mimicked armour’s bonus (rounded down, minimum of +1). Note that the armour bonus of real armour and shadow armour do not stack, though a shadow shield would stack with real armour and vice versa. The wearer also acts as if he had the actual armour on for purposes of determining maximum Dexterity bonus, armour check penalty, arcane spell failure and movement, unless he knows the shadow armour is not entirely real, at which point he suffers one-third the normal penalties. To successfully create a shadow armour or shield, the caster has to make a Craft (illusions) check

versus DC 10 + the armour bonus of the item being created.

Items created via this spell have their normal qualities against those who fail their Will disbelief saving throws, such as a shadow alchemist’s fi re. Those who make their disbelief checks only suffer one-third the normal effect. Note also that shadow items created by this spell only count towards having real items of that type one-third of the time. For example, if a rogue uses shadow thieves’ tools to pick a lock there is a 33% chance that the shadow tools work. To successfully create a shadow item, the caster has to make a Craft (illusions) check versus DC 5 for very simple items, DC 10 for typical items, DC 15 for high quality items and DC 20 for superior or complex items.

Creatures shaped via this spell are considered one-third real and have only 1 HD, despite the creature being mimicked.

Creatures made by this spell have none of the spell-like or supernatural abilities of their real counterparts, however they do have access to the extraordinary abilities of the creatures they mimic. To successfully

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create a shadow creature, the caster has to make a Craft (illusions) check versus DC 10 + the HD of the creature + the number of extraordinary abilities the creature being mimicked has.

The caster can only have a number of crafted shadows active whose HD do not total more than twice his current caster level. Unlike other crafted illusions, a shadow can be dismissed if its creator does not like the result. Failure on the Craft (illusions) check means that the spell suffers a –2 penalty to the Diffi culty Class of its Will disbelief save. Failure by 5 or more causes the spell to fail.

Material Component: A sketch and/or instructions on how to create the illusion.

XP Cost: Same XP cost as if scribing a scroll of the spell’s level.

Crafted Shadow IIIllusion (Shadow)Level: Sor/Wiz 2Casting Time: 2 hours

This spell functions as crafted shadow I, except that you may now craft objects and creatures of Diminutive size or 1d3 objects or creatures of Fine size. Armour, shields and weapons crafted will be usable by Small or smaller creatures. Shadow creatures crafted with this spell may now have 2 HD.

Crafted Shadow IIIIllusion (Shadow)Level: Sor/Wiz 3Casting Time: 3 hours

This spell functions as crafted shadow I, except that you may now craft objects and creatures of Tiny size or 1d3 objects or creatures of Diminutive or smaller size. Shadow creatures crafted with this spell may now have 3 HD. Armour, shields and weapons created may be used by creatures of Medium size or smaller and can now be made of masterwork quality with a successful Craft (illusions) DC 21.

Crafted Shadow IVIllusion (Shadow)Level: Sor/Wiz 4Casting Time: 4 hours

This spell functions as crafted shadow I, except that you may now craft objects and creatures of Small size or 1d3 objects or creatures of Tiny or smaller size. Shadow creatures crafted with this spell may now

have 4 HD. Armour, shields and weapons created may be used by creatures of Large size or smaller and can now be made to include a +1 weapon property or +1 armour/shield property with a successful Craft (illusions) DC 24. You do not need the item creation feats required to add the property chosen but you do need to have access to the spells required for that property.

XP Cost: It costs an additional 80 XP to add a +1 weapon property and 40 XP to add a +1 armour/shield property.

Crafted Shadow VIllusion (Shadow)Level: Sor/Wiz 5Casting Time: 5 hours

This spell functions as crafted shadow IV, except that you may now craft objects and creatures of Medium size or 1d3 objects or creatures of Small or smaller size. Shadow creatures crafted with this spell may now have 5 HD. Armour, shield and weapons created may be used by creatures of Huge size or smaller.

Crafted Shadow VIIllusion (Shadow)Level: Sor/Wiz 6Casting Time: 6 hours

This spell functions as crafted shadow IV, except that you may now craft objects and creatures of Large size or 1d3 objects or creatures of Medium or smaller size. Shadow creatures crafted with this spell may now have 6 HD. Armour, shields and weapons created may be given a +1 enhancement bonus.

XP Cost: It costs an additional 320 XP to give a +1 enhancement bonus to a crafted weapon and an additional 160 XP to give a +1 enhancement bonus to a crafted suit of armour or shield.

Crafted Shadow VIIIllusion (Shadow)Level: Sor/Wiz 7Casting Time: 7 hours

This spell functions as crafted shadow VI, except that you may now craft objects and creatures of Huge size or 1d3 objects or creatures of Large or smaller size. Shadow creatures crafted with this spell may now have 7 HD. Armour, shield and weapons created may be used by Gargantuan or smaller creatures.

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Crafted Shadow VIIIIllusion (Shadow)Level: Sor/Wiz 8Casting Time: 8 hours

This spell functions as crafted shadow VII, except that you may now craft objects and creatures of Gargantuan size or 1d3 objects or creatures of Huge or smaller size. Shadow creatures crafted with this spell may now have 8 HD. Armour, shields and weapons created can have a +2 weapon property or a +2 armour/shield property (or with a base modifi er less than 4,000 gp). You do not need the item creation feats required to add the property chosen but you do need to have access to the spells required for that property.

XP Cost: It costs an additional 720 XP to give a crafted weapon a +2 weapon property and 360 XP to give a crafted suit of armour or shield a +2 armour/shield property.

Crafted Shadow IXIllusion (Shadow)Level: Sor/Wiz 9Casting Time: 9 hours

This spell functions as crafted shadow VIII, except that you may now craft objects and creatures of Colossal size or 1d3 objects or creatures of Gargantuan or smaller size. Shadow creatures crafted with this spell may now have 9 HD. Armour, shield and weapons created may be used by Colossal or smaller creatures.

Creation, GreaterConjuration (Creation)Level: Sor/Wiz 7Components: V, SCasting Time: 10 minutesRange: Close (25 ft. + 5 ft./2 levels)Duration: Special (See text) (D)Saving Throw: NoneSpell Resistance: No

This spell duplicates the effects of major creation, but the duration is greatly increased. Double the duration on every category of item except vegetable matter, stone, crystal and base metals. Vegetable matter created is permanent and the duration of the spell is considered instantaneous in this regard. Stone, crystal and base metals created exist for one full day per caster level. In addition,

multiple objects of any material allowed can be created as long as they are related in some signifi cant way (tools in a set, chess pieces, coins and so on.). In addition to these effects, items created are considered masterwork if the caster possesses fi ve ranks or more in an appropriate Craft or Profession skill.

Crippling FogNecromancyLevel: Clr 7, Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Cloud spreads 20 ft. radius and 20 ft. highDuration: 1 round/levelSaving Throw: See textSpell Resistance: Yes

This spell creates a glistening cloud of purple fog that stinks of mold and old leather. Any creature within the fog must make a Fortitude save or suffer 1d4 points of ability damage to their highest physical ability each round. Creatures within the fog must make a new Fortitude save each round or suffer damage as noted above.

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CreaturebaneAbjuration [Force, Mind-Affecting]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 0 ft.Area: 30-ft.radius spherical emanations, centred on you Duration: 2 rounds/levelSaving Throw: Will negatesSpell Resistance: Yes

When cast, you must name a creature type as listed in the MM. A shimmering dome springs up instantly, covering the ground at its base and fi lling the spell’s area with a coloured light of your choice. No creature of the chosen type can come in or out of the dome, being both physically incapable and mentally repelled from doing so. Spell-like abilities or supernatural powers that would normally allow the creature to bypass a force effect can still be used, but the creature must make a Will saving throw to do so. Otherwise, the attempted action fails. Only one Will save is allowed and failure prevents the creature in question from trying to bypass the ward again. Success allows the creature to bypass freely; the wall no longer in existence for it.

Material Component: A one-inch piece of turtle shell, soaking in a potion of fear. (This spell does not consume the potion when cast.)

Crescendo of IndefatigabilityEnchantment [Mind-Affecting]Level: Brd 1Components: VCasting Time: 1 standard actionRange: PersonalArea: YouDuration: 1 round/level

By means of this single, pure note, you acquire great resolve toward succeeding at a specifi c task whose outcome is determined by a single die roll. This task can be an attack roll, a damage roll, a saving throw, an ability check or a skill check. The task must be specifi ed at the time of casting. The bard enjoys a +2 inspiration bonus on the relevant die roll for the duration of the spell.

Cure/Cause BendsNecromancyLevel: Clr 2, Drd 2, Sor/Wiz 3Components: V, SCasting Time: 1 standard action

Range: TouchArea: See textDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

By casting this spell, the wizard either causes a humanoid target to double over in pain from high-pressure gas bubbles forced into their bloodstream, or cures said affl iction as it occurs naturally in divers. The target is unable to move for 1d4 hours and takes 1d10 points of damage unless they make a Fortitude save.

Dark Baubles Evocation [Darkness]Level: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: Touch Target: Object touchedDuration: 10 minute/levelSaving Throw: NoneSpell Resistance: No

This spell causes an object to throw deep shadows in a 20-foot radius. The shadow is equivalent to that seen in a moonless night and grants a +2 circumstance bonus to all Hide checks. The effect is immobile, but can be cast on a movable object. Shadow taken into an area of magical light will not function.

A dark baubles spell is suffi cient to counter and dispel the effects of a light spell or another spell with the light descriptor of equal level.

Material Component: A small, black spider.

Darkest KnowingDivination [Mind-Affecting]Level: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: Close Target: One creature (see text)Duration: InstantaneousSaving Throw: Will partial (see text)Spell Resistance: Yes

While divination spells are powerless to actually infl ict any form of compulsion, sometimes the truth can be a far more effective weapon than any forced effect. By casting this spell at a target crea ture, the spellcaster grants it just that: the truth. Darkest knowing calls forth all of the unvarnished truths

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about the subject, such as its infi nitesimal lifespan and its utter insignifi cance in the grand scheme of the cosmos, and reveals them to it in a single, mind-breaking moment. The target is able to resist this shock of knowledge if it makes a suc cessful Will save and is only affected as per a daze cantrip unless it has 11 or more hit dice.

If the target’s Will saving throw fails, it is forced to accept these harsh truths in the space of a single heartbeat. Its mind locks up and to all outward ap-pearances, the subject becomes catatonic and will not react to any outside stimulus for a minimum of 24 hours minus one hour per point of Wisdom it possesses. Creatures with a Wisdom score of 24 or higher are immune to this spell, as are any targets with the Perfect Self class feature. At the Games Master’s option, certain creatures may be more or less resistant to this spell, depending on their psyches and how well or poorly they might react to its effects.

Daze, GreaterEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close Target: One humanoid creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes

This is identical to the daze cantrip, except that it has no limit on the Hit Dice or level that can be affected. Otherwise, the limitations of daze apply, including appropriate targets.

Dazing Aura Enchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 2 rounds/level (D)

A fl aring aura of pale white energy surrounds the caster. Any creature making contact with this aura by means of a melee attack (though only if the attack comes from a target in the caster’s threatened area) must make a Will save or be dazed as per the spell. Beings of up to the caster’s Hit Dice can be affected by this daze and, if it succeeds, the melee attack that prompted the Will save is negated. The aura can also ward off a spell attack or spell-like effect that

specifi cally targets the caster. If the attacker fails the Will save against the daze, the spell is wasted and the attacker suffers the daze’s effect. Again, only an attacker of Hit Dice equal to or less than the caster qualifi es. In addition, if the dazing aura successfully wards off a spell, it instantly ends as well.

Material Component: An elixir made from the eyes of a blindheim and the water of any lake or pond where a nymph resides.

Dazzling LightsIllusion (Pattern) [Mind-Affecting]Level: Brd 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: 10 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

This pattern dazzles all creatures (of 1 or less HD) in its area of effect for one round. This spell has no effect on creatures of higher HD.

Material Component: A piece of fl ash paper.

Dead Magic ZoneTransmutationLevel: Clr 8, Drd 8, Sor/Wiz 8Components: V, S, XPCasting Time: 1 dayRange: TouchEffect: 10-ft. spread/levelDuration: PermanentSaving Throw: NoneSpell Resistance: No

With this spell, you create a permanent zone of dead magic, an area where no magic can be cast, just as if the area had been affected by an antimagic fi eld. Divination spells cannot detect subjects within dead-magic areas, nor can a spellcaster use teleport or another spell to move into or out of the zone. The only exception to the ‘no magic’ rule is permanent planar portals, which still function normally.

Dead-magic zones created by this spell can be repaired, but only by a heightened limited wish (8th level or higher), miracle or wish spell.

XP Cost: 5,000 XP

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Dead Man’s EyesDivination (Contingent – Necromancy)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: See dying visionDuration: 1 roundSaving Throw: NoneSpell Resistance: No

With this spell, the caster sees the last thing seen by the target corpse. The body cannot be more than 3 days old per level of the caster. The point of view is the same as the last moment of the target’s life; anything behind the target or outside its range of vision cannot be seen. The spell does not improve the target’s vision, so someone who died in darkness reveals only blackness, even if the caster has darkvision. However, if the deceased has special vision then the caster will see events with that sight. Visions created by this spell are very vivid, emotionally charged and often extremely unpleasant. The caster must make a Fortitude saving throw at the end of the vision (i.e., the moment of death) or pass out for 1d10 rounds from the psychic shock of sharing in the target’s death.

Material Component: A whole eye from the target creature.

Death BlossomsNecromancyLevel: Sor/Wiz 2 Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft/2 levels)Target: One creature/4 levels Duration: One round/2 levels Saving Throw: Fortitude negatesSpell Resistance: Yes

You infect a victim with clinging necromantic pollen which springs to horrible life the instant blood is spilled upon it. The pollen is, for all intents and purposes, invisible, with only a small chill on the victim’s skin signifying its presence. Should a pollen contaminated being come into contact with blood, his own or someone else’s, during the duration of the spell, the spores absorb the blood and instantly put down roots, blossoming into black with red-veined roses in the course of a single round. The hapless victim suffers 1d4 + 1/level (maximum +5) points of initial damage and must attempt a Fortitude save. If he fails, vines and roots force themselves beneath his skin and begin to entwine in and around his veins, dealing an additional 1d4 points of damage on the following round and making sudden movement or exertion both painful and potentially deadly. He may take a single move or standard action each round safely, but suffers an automatic 1d4 points of damage if he attempts actions beyond that.

If a victim is slain while infected with death blossoms, 1d4 blood red, quivering bulbous fruits spontaneously ripen on the vine. When eaten, each fruit heals 1d4 points of damage - excess points are gained as temporary hit points that fade at the rate of one minute. Death blossom spores and fl owers are instantly destroyed if the victim suffers 5 or more points of fi re or cold based damage.

Material Component: A handful of red or black rose blossoms, which must be crushed in the hand and then scattered by a quick puff of breath.

Death WishConjuration [Evil]Level: Sor/Wiz 7Components: V, SCasting Time: 1 minuteRange: UnlimitedTarget: An unknown evil higher power (see text)Duration: 1 monthSaving Throw: NoneSpell Resistance: No

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You challenge an evil deity or other higher power to send a creature after you to do battle. An evil deity or other higher power of the DM’s choosing hears your wish for death and orders an outsider (of the DM’s choosing) to fulfi l it. The outsider arrives on your plane 5–500 (1d100 x 5) miles away. The specifi c outsider summoned varies, but is usually 1 CR or more higher than the caster at the time of casting. Devils and demons are the most common outsiders used to fulfi l the death wish.

The outsider summoned to kill you has quadruple standard treasure and maximum hit points (and uses whatever gear he has to the best of his ability to kill you). If the outsider has the means to, he fi rst studies you using divination magic in order to more successfully engage you. If you have friends or guards, the outsider fi nds others to help deal with them so it can do battle with you one on one. If the outsider kills you, it burns your body as an offering to the power you challenged and takes all of your belongings. If you succeed in defeating the outsider sent, you are able to claim anything it was carrying which should include at least one major wondrous item.

The outsider summoned can take as long as one month to choose the best opportunity to attack you.

DeathbaneAbjuration (Contingent - Necromancy)Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 roundRange: TouchTarget: You or creature touchedDuration: SpecialSaving Throw: Fortitude negates (harmless)Spell Resistance: Yes

A powerful abjuration, this spell makes you immune to death effects and uses of negative energy for an indeterminate amount of time. When cast, the spell has a number of ‘charges’ equal to your caster level. These last until used or until one hour per caster level has elapsed. Then, all remaining levels fade. While deathbane is active, each time you are affected by a death effect, energy drain or negative energy use (such as the various infl ict spells), the effect is negated and you lose 1 charge per point of Charisma bonus the attacking creature possesses (minimum of one). A partially negated effect does half its damage. No reciprocal effect occurs to the creature negated; this spell merely protects you from its negative energy damage and/or death effects.

As a curious side effect, while deathbane is active, you suffer no adverse effects from Constitution loss from any source. You still lose the Constitution points and if the spell ends while you are at 0 Constitution, you still die but, during deathbane’s duration, you do not lose hit points, Fortitude save bonuses or suffer any other ill effect of losing Constitution.

Material Components: A Constitution effecting poison and any cure potion, combined and drunk as part of the spellcasting. Neither affects the caster in any way.

DeathchantNecromancyLevel: Brd 2Components: V, S, MCasting Time: 1 roundRange: 30 ft.Effect: Emanation in a 30 ft. radius spread, centred on youDuration: Concentration, up to 1 round/level (D); see textSaving Throw: Will negates; see textSpell Resistance: Yes

Your chanting creates a wave of negative energy that spreads out from you, dealing 1 point of damage per two caster levels (maximum 5 points) each round to all living creatures in the area of effect. If a creature makes a successful save, it is immune to the effects of that particular casting of the spell (even if it leaves the emanation but later enters it again). A creature that fails a save stops taking damage if it leaves the area, but resumes taking damage if it enters again later.Because undead are powered by negative energy, this spell cures such creatures of a like amount of damage, rather than harming them.

Material Component: A miniature knife.

Debilitating DecrescendoEnchantment [Mind-Affecting, Sonic]Level: Brd 3Components: VCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: 1 creature/levelDuration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

The caster of this spell sings forth a powerful, clear note. The note starts strong and pure, but degenerates into a weak, discordant gasp directed at one enemy

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per caster level within range. If a target fails a Will save, it suffers a -2 morale penalty to attack rolls, AC and saving throws for the duration of the spell.

DefencelessnessTransmutation [Chaotic]Level: Clr 5, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: SpiralDuration: Spiral duration + 1d4 roundsSaving Throw: Will negatesSpell Resistance: Yes

This spell fi lls the targets with an inability to focus on their own defences. While the targets can attack normally, they are blind to any gaps in their protection and do nothing to protect themselves from incoming attacks. All targets that fail their save are treated as if they were fl at-footed when they are attacked.

Material Components: A miniature ivory shield that is crushed underfoot when the spell is cast (300 gp value).

Déja VuIllusion (Shadow) [Temporal]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Duration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

In an instant, the subject of this spell experiences the ravages of the previous round over again. Only forces that directly deal hit point damage are experienced again. The character receives, in an instant, all the damage he received in the previous round. For example, if the character receives 20 points of fi re damage after successfully saving from a fi reball and 8 points from a dagger attack, he receives 20 points of fi re damage and 8 points of dagger damage when this spell is cast.

Material Component: A magnifying glass.

Delay SinkingAbjurationLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard action

Range: TouchTargets: One ship touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes

By calling upon powerful arcane forces, you are able to call up invisible barriers of magical force that effectively plug holes in the hulls of sinking ships for a short period of time. Crewmen are then able to effect longer lasting repairs in the hope their ship might reach the safety of port.

A ship under the infl uence of this spell will stop sinking for the duration of its casting. After this period has elapsed, the ship will continue to sink as normal.

Material Component: A small amount of tar.

Deny TransformationTransmutationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 roundRange: 20 ft.Target: 20 ft. radius emanation centred on youDuration: 1 minute/levelSaving Throw: None, Fortitude negates (special)Spell Resistance: Yes

When cast, deny transformation prevents any creatures caught in the range of the spell from being affected by alter self, polymorph, natural shapeshifting abilities including those granted by class powers such as Wild Shape or the alternate form special quality, or spell-like abilities from any source. This effect allows no save. Lycanthropes are forced into their base form if they fail a Fortitude save, but even if they succeed they are stuck in whatever form they are currently in until the spell ends.

Material Component: A 100 gold piece moonstone and a sprig of foxglove or wolvesbane. The moonstone is hurled to the ground and shattered to begin the spell’s effect.

DesiccateTransmutationLevel: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One person

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Duration: InstantaneousSaving Throw: See textSpell Resistance: Yes

When this spell is cast, a bizarre fractal nimbus of salt crystals begins to dance around the caster’s hands.

The caster must make a successful touch attack to discharge the spell. When the spell takes effect, the moisture is torn out of every cell in the victim’s body. His skin shrivels and becomes encrusted in a thick cake of salt and tears; his fl esh becomes dry and brittle.

Desiccate has three effects. The fi rst is simple damage, similar to that caused by the horrid wilting spell. It deals 1d6 points of damage per caster level, to a maximum of 15d6. Water or Plant creatures suffer 1d8 points of damage per level instead. The victim may make a Fortitude save to take half damage.

The second effect deals 2d4 points of ability damage to each of the victim’s Strength, Dexterity and Constitution. This effect takes place after any damage is dealt. The victim may make a Will save to preserve his Strength, a Refl ex save to preserve his Dexterity and another Fortitude save to preserve his Constitution. A successful save negates the ability damage.

The target of desiccate also has his movement reduced by one-third and suffers a –2 inherent penalty to all actions for 2d4 rounds.

Material Component: A bag of salt.

Destroy MemoryEnchantment (Compulsion) [Mind-Affecting]Level: Brd 5, Sor/Wiz 5Components: V, MCasting Time: 1 hourRange: See textTarget: See textDuration: Permanent Saving Throw: Will negatesSpell Resistance: Yes

This insidious spell permanently erases a single memory from the victim’s mind, with such precision and thoroughness the victim has no idea something has been taken from him. The spell can erase either the memory of one event, person, object or idea. For example, you could erase the victim’s memory of a specifi c battle, his memory of a childhood friend or of his prized sword.

In order to cast this spell, you must have some knowledge of the memory to be erased, from fi rsthand experience, from an account given to you by someone with fi rst hand knowledge or from a written account, tapestry, legend or song. A successful check with the relevant Knowledge skill against a DC of 20 - 30 (depending on obscurity) provides suffi cient knowledge for the spell to work.

Destroy memory can be cast on any being which is currently on the same plane of existence as you. Should the intended target leave the plane before the casting is complete, the spell has no effect. Only a miracle, a wish or direct deity level intervention, can reverse the effects of a destroy memory spell.

Material Components: A bit of paper upon which is written a description of the memory to be erased. The scrap must be folded and devoured by the caster at the conclusion of the casting ritual.

Detect DeadNecromancyLevel: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

You can detect the aura that surrounds the dead, allowing you to locate hidden corpses by magical means. The amount of information revealed depends on how long you study a particular area or subject.

* 1st Round: Presence or absence of corpses.

* 2nd Round: Number of corpses in area.

* 3rd Round: The location of each corpse detected. If a corpse is outside your line of sight, then you only discern its direction but not its exact location.

Detect Dimensional DisturbanceDivinationLevel: Clr 2, Sor/Wiz 3Components: V, S, DFCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 minute/level (D)

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Saving Throw: NoneSpell Resistance: No

As detect magic, except you can detect whether something has disturbed the barriers between the Prime Material Plane and the rest. The effects that this spell detects include the spells ethereal jaunt, etherealness, gate, dimension door, blink, teleport (and all its variants), all summon spells, commune, contact other plane, astral projection, planar ally and so on. Supernatural and spell-like abilities that emulate these spells, like the ability to materialize from the Ethereal or Astral Planes. Incorporeal undead and spirits, also become evident to the caster.

The spell identifi es what kind of effect pierced the barriers and also what kind of creature was responsible. In order to determine strength of the effect, as well as the time that can transpire between the dimensional disturbance and the casting of this spell, use the guidelines for detect magic.

Detect IllusionDivinationLevel: Brd 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 min./level (D)Saving Throw: NoneSpell Resistance: No

You detect illusions cast by someone with a lower caster level than you. If the caster level is equal to your own, you must make a caster level check (1d20 + caster level) versus the save DC of the spell. The amount of information revealed depends on how long you study a particular area or subject.

* 1st Round: Presence or absence of illusions.

* 2nd Round: Number of different illusions.

* 3rd Round: The location of each illusion.

This spell tells you only that illusions are present, not exactly what those illusions are, but knowledge that illusions are present gives you an automatic +4 circumstance bonus to any saving throws required to disbelieve the illusion(s).

Detect SpiritsDivinationLevel: Clr 1, Drd 1, Rgr 2, Sor/Wiz 2Components: V, S, M/DFCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

You can detect the presence of active and latent spirits within range (any creature with the spirit type). The amount of information revealed depends on how long you concentrate on a particular area:

* 1st Round: Presence or absence of spirits.

* 2nd Round: Number of different spirits and the spell level of the strongest spirit (see pg. 242).

* 3rd Round: The strength and location of each spirit.

This spell does not detect the presence of spirits that currently possess a creature inside the area.

Material components: A small piece of fur.

Detect TransformationDivination [Focused]Level: Sor/Wiz 2, Clr 2Components: V, S, DF/FCasting Time: 1 standard actionRange: 60 ft.Target: Cone-shaped emanationDuration: Concentration, up to 1 min/level (D).Saving Throw: Fortitude negatesSpell Resistance: Yes

By casting this spell and focusing your attention (in the same manner as a detect evil spell), you can determine if there is anyone within range who possesses a natural ability, spell-like power or class feature that grants the ability to change their shape. This includes druids, outsiders with form-altering spell-like abilities, lycanthropes, doppelgangers and so on. The ability to cast polymorph spells as an arcane or divine spellcaster does not, by itself, qualify someone as a shapechanger.

Use the chart for detect evil listed under the spell of the same name in the PHB, assuming that all creatures with the shapechanger subtype are detected at base

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HD with no modifi cations. Substitute the word ‘shapechanger’ for evil where appropriate.

Focused Effect: Add a 4th round effect to the listing; 4th Round: Type of power granting each detected aura its ability to change shape (class ability, spell-like ability, supernatural ability and so on.).

Arcane Focus: A 100 gold piece value moonstone.

Detoxifying WaveTransmutation [Poison]Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4, Sor/Wiz 4Components: V, S, M/DFCasting Time: 1 standard actionRange: 30 ft.Area: 30 ft. radius burst centred on youDuration: InstantaneousSaving Throw: Fortitude negates (object)Spell Resistance: Yes (object)

You unleash a burst of purifying energy. All poisons affected by the spell are immediately and irrevocably transformed into pure, potable water. The spell affects poisons on weapons or traps. It has no effect on venomous creatures or poisons that have already affected their target. Attended or magical poisons get a Fortitude saving throw to resist the effect of the spell.

Material Component: A small square of steel mesh.

Devolving CaressTransmutation [Focused]Level: Sor/Wiz 5Components: V, SCasting Time: 1 swift actionRange: TouchTarget: Living creature touchedDuration: 1 round/4 levels, also see textSaving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack which may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

The mind of a victim touched with this spell begins to devolve rapidly, quickly losing its sentience and rendering the subject bestial and wild. The more

intelligent a victim is, the more effective this insidious transformation becomes. Once touched, a victim is affected for two rounds plus one round per point of Intelligence bonus it possesses. Each round of effect deals 1d4 points of Intelligence damage on your turn, though you do not need to maintain concentration and can take other actions freely while this occurs. Lost Intelligence points return at a rate of one per hour.

Intelligence cannot be dropped below 1 with this spell, but if a target reaches 3 Intelligence or less, he drops anything he is holding and becomes a neutral NPC of animal level cognisance under the Games Master’s control until his Intelligence score returns to 4 or greater. Any dispelling effect, remove curse, or break enchantment will end this spell and return all the lost Intelligence points immediately, even if the spell has already technically ended.

Dispelling you does not end the duration on already affected targets.

Focused Effect: Each time a subject suffers a 1d4 Intelligence damage; one point of it is a permanent Intelligence drain. Drained points do not return when the spell ends or is dispelled.

Devour the ShadowNecromancy [Age]Level: Sor/Wiz 9Components: V, S, MCasting Time: See textRange: Touch Target: One target touchedDuration: Permanent Saving Throw: Will partial Spell Resistance: Yes

One’s shadow is the gateway to his soul and the only true anchor to the mortal world. By destroying the shadow, you can destroy the victim’s vitality and his will to live. With the casting of this spell, the caster can tear away the victim’s shadow like tissue paper, absorbing his essence into themselves and liquidating his personality.

The moment this spell is cast, the victim must attempt a Will save. If the save succeeds, the victim suffers 1d4 points of Intelligence, Wisdom and Charisma damage. If the save is failed, the victim suffers 1d4 points of Intelligence, Wisdom and Charisma drain, and his shadow is completely obliterated.

A being whose shadow has been obliterated immediately ages one age category, with his body

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ageing to the exact midpoint of the next category. He suffers penalties to his physical and mental abilities as appropriate, but does not gain the commensurate benefi ts, if any. At the same moment, the caster is fi lled with a surge of energy and youthful vitality; the length of his current age category is extended by the number of years the victim aged. The caster can never more than quadruple the length of any age category by means of this spell, meaning that while the victim ages as normal, he will no longer benefi t from the casting.

In order to cast this spell, the caster must fi rst gather a score of objects which are considered important to the prospective victim. Appropriate objects might include a dagger which the victim always carries, a favourite piece of art or clothing or a love letter from an old paramour. Once these objects are gathered, they must be systematically destroyed, their essences burned away on a pyre of white-hot fl ame. Afterwards, the ashes from the pyre must be gathered and mixed with precious oils, rare herbs and the fresh blood of a doppelganger or other being capable of natural shape shifting. This mixture costs 200 gold pieces per character level or Hit Dice of the victim, and must be stored in a cool environment for one full week, in order to ‘ripen’ into potency.

The actual casting of the spell, once the preparations are complete, is done in two stages. The fi rst requires an hour of concentrated, undisturbed work, during which the caster must perform an elaborate series of chants and calculations. Once this fi rst stage is complete, the spell is primed for fi nal casting. From this point, the spell can be cast with a standard action, so long as the caster is within 100 feet + 10 feet per level of the intended target. Devour shadow is one of, if not the, most feared spells necromancers have developed.

Material Components: See text, plus a small, lit candle, which is snuffed at the moment of casting.

Diabolic TreasurerConjuration (Summoning) [Lawful, Evil]Level: Clr 1, Sor/Wiz 1Components: V, S, M/DFCasting Time: 1 standard actionRange: Close (25 ft + 5 ft./2 levels)Effect: One summoned accountant impDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

This minor, though useful, incantation calls forth one of Hell’s many treasure imps, a vicious little creature

charged by the dukes of Hell with counting and inspecting their treasures. The imp appears as a small, red skinned creature with tiny horns and a vicious, barbed tail. It possesses 6 ranks in the Appraise skill and Skill Focus (Appraise) as a bonus feat. Otherwise, it has the stats and abilities of a normal imp. During its time on the Prime Material Plane, it uses its skills to inspect and evaluate any item given to it. It fl atly refuses to undertake any other action, even if it is subject to a spell such as charm monster or suggestion. In such a case, it immediately returns to Hell and this spell ceases. Under no circumstances does the imp undertake any action other than to inspect items given to it. This spell is based on an ancient contract established by powerful wizard, who struck a deal that allowed the dukes of the Infernum to rent out their most troublesome underlings in return for a small fee. The magical binding that summons the imp immediately breaks and returns the imp if he undertakes any actions other than those directly connected to assessing an item.

Material Components: A small sack fi lled with coins or items worth 5 gp. This item must be handed to the imp as soon as the creature appears. The imp takes the sack and gold with it back to hell when the spell breaks or ends normally.

Dimension PortalConjuration [Teleportation]Level: Sor/Wiz 6Components: VCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Effect: A dimensional passage connecting two pointsDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

As dimension door, save that the passage you create remains in place after you travel through it and other creatures may use it until the spell’s duration ends. The portal appears as a gleaming point of light. It has no effect on attacks, provides no cover and does not block movement.

A creature must enter the space you occupied when you fi rst cast this spell and spend a standard action to move through the portal. It counts as having cast dimension door save that it appears at the destination point you originally chose. Travel is possible in only one direction.

Creatures can enter at the spot at which you created the portal and exit it at the same place you travelled to,

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but they cannot do the opposite. If a creature would appear in a spot that is too tight to hold its bulk or in an area already occupied by a creature, it counts as having used dimension door to enter a spot occupied by solid matter. A creature affected by a dimensional anchor cannot travel via this spell.

Dimensional WarpConjuration [Teleportation]Level: Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: You and one willing recipient per caster levelDuration: InstantaneousSaving Throw: None (see below)Spell Resistance: Yes (harmless)

You and a number of willing creatures up to your caster level are teleported to any point up to this spell’s maximum range. You may determine the exact placement of your fellow travellers at your arrival point, but they must all appear within 30 feet of your destination. They can be above, below or beside you, as long as they are within this range. Unwilling creatures are never affected by this spell. A creature affected by a dimensional anchor cannot travel via this spell.

Direct ConversationEnchantment (Compulsion) [Mind-Affecting]Level: Brd 0Casting Time: 1 standard actionComponents: SRange: Close (25 ft. +5 ft./2 levels)Target: One living creatureDuration: 1 minute/level or until discharged, whichever comes fi rstSaving Throw: Will negatesSpell Resistance: YesThis subtle spell helps you to encourage your target to unburden her thoughts. It provides you with a +4 on the next Gather Information check that you make against the target, provided that the check is made within the time limit of the spell’s duration.

Dirge of the Walking DeadNecromancyLevel: Brd 2, Clr 3Components: VCasting Time: 1 standard actionRange: 50 ft.Area: One ally/level within a 50 ft. burst centred on the caster.

Duration: Concentration, up to 1 round/level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

By means of this spell, you enable one ally per level within range to continue to act normally if its hit points have been reduced to 0 or below. If you are somehow rendered unable to sing, the spell is negated immediately. When the spell is negated, the target does not suffer any additional damage, but immediately suffers the effects appropriate to its current hit point level (meaning, usually, that he is unconscious and slowly bleeding to death). If your target is reduced to -10 or fewer hit points, it dies immediately, even if under the infl uence of this spell.

DisarmamentConjuration (Teleportation) [Chaotic]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: StreamDuration: InstantaneousSaving Throw: Refl ex negatesSpell Resistance: No

A violent stream or cone of magical energy blasts forth from your palm when this spell is cast, wresting the weapons away from those caught in its area of effect. If a creature fails its saving throw, all weapons on its person are teleported away to land at the caster’s feet. Magical weapons are entitled to an additional saving throw.

Material Components: A small silver sword replica worth at least 100 gp.

Dismissive GlanceConjuration (Calling) [Prime]Level: Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Close (25 feet + 5 ft./2 levels)Target: One creature of Large size or smallerDuration: InstantaneousSaving Throw: Will halfSpell Resistance: Yes

A ray of magical energy fi res from your eyes. Choose a being in range that is in your line of sight and make a ranged touch attack roll. The target makes a Will save if struck. Failure sends the creature physically to the Astral Plane im mediately, keeping it there for 1 round per caster level, even if it normally has the

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ability to travel the planes. A successful save avoids this fate but the stress of resisting the conjuration causes 1d6 points of nonlethal damage per caster level (maximum of 5d6).

Disruption MissilesEvocation [Good]Level: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Up to fi ve creatures, no two of which can be more than 15 ft. apartDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

A missile of positive energy darts forth from the palm of the character’s hand and unerringly strikes its target. The missile is designed specifi cally to affect undead creatures only and deals 2d4+2 points of damage.

As magic missile, the disruption missile strikes unerringly, even if the target is in the midst of melee or has anything less than total cover or concealment for protection. This spell has no effect on living creatures.

For every two levels of experience past 3rd, the character gains an additional missile. The character has two at 5th level, three at 7th level, four at 9th level and the maximum of fi ve missiles at 11th level or higher. If the character shoots multiple missiles, the character can have them strike a single creature or several creatures, as well as divert all of the missiles she is capable of fi ring at a single creature for maximum results. The caster must designate her targets before she rolls for spell resistance or damage.

Distract VerminIllusion (Figment)Level: Brd 1, Drd 1Components: V, MCasting Time: 1 standard actionRange: Medium (100 ft.+10 ft./level)Targets: Vermin within 20 ft. of each otherDuration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

This spell creates a small zone of steady, faint light near the eyes of vermin. This light causes the vermin to lose track of the motion around them, rendering them dazed for 1 round per caster level. No two

subjects may be more than 20 feet apart. The maximum number of Hit Dice of vermin you can affect is equal to 2d4 + caster level.

The affected creatures remain where they are and do not attack or fl ee. They are not helpless and defend themselves normally if attacked. Any direct attack breaks the spell on the assaulted creatures.

Material Component: You must have a thin sheet of mica.

Distracting PatternIllusion (Pattern) [Mind-Affecting]Level: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard action. Range: Medium (100 ft. + 10 ft./level)Area: 15 ft. radius spreadDuration: Concentration + 1 round/level (D)Saving Throw: Will negatesSpell Resistance: Yes

This pattern distracts, as described in Appendix I (see pg. 241), all creatures in its area of effect. Those who move out of the area of effect are no longer distracted by the pattern and may perform skills and cast spells normally.

Material component: Finely ground glass.

Dolorous TouchEnchantment (Contingent – Transmutation)Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature of Large size or smaller with fewer Hit Dice than the casterDuration: 1 hour per level, up to 10 hours (D) Saving Throw: Will negates Spell Resistance: Yes

This spell requires a melee touch attack to be successful. If the target fails its Will save, it falls into a deep slumber and cannot be awakened until the duration of dolorous touch ends. In addition, this spell has a lingering effect. While it is in effect, any appropriate target that touches a sleeping victim of this spell must also make a Will save or fall unconscious. This new target is now also considered to be affected by dolorous touch. No matter how many targets succumb to this spell, they all awaken when the original duration ends or when the caster dispels the

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effect. The caster can choose to selectively end the spell on any secondary target but, if the original target is released, the entire spell ends.

Doorway to the InfernumConjuration (Summoning) [Evil]Level: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/2 levels)Effect: A magical door leading to HellDuration: 1 round/level (D)Saving Throw: NoSpell Resistance: No

The caster creates a doorway of balefi re and brimstone. Once per round, a barbazu, kyton or erinyes (equal chance of each) passes through the gate and arrives in the presence of the caster. If the caster speaks an Infernal word of greeting (a free action), there is a 50 percent chance the devil will remain and obey the caster’s commands for the duration of the spell as if summoned by a summon monster spell. If it chooses not to stay, there is a 5 percent chance that it attacks the caster for the duration of the spell. Otherwise, it leaves.

If the caster does not speak the word of welcome, the devil always chooses not to stay. If the caster moves out of range of the gate, it ceases to exist and the spell ends. Any summoned creatures disappear.

DonorNecromancyLevel: Clr 3, Sor/Wiz 3Components: V, S, DF/FCasting Time: 1 roundRange: Touch; see textTargets: Two creatures, both of which can be no more than 10 ft. apart; see textDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

By means of this spell, you can transfer hit points from yourself or a donor creature to another creature. The donor must be within 10 feet of the subject. If the donor is unwilling, you must succeed at a melee touch attack. You can serve as the donor, but cannot be the recipient of this spell’s effects.

For every hit point you drain from the donor, you transfer an equal amount to the subject. Using this spell, you can drain and transfer a total number of hit points equal to your caster level.

Focus: A needle.

DragonflyConjuration [Chaotic]Level: Clr 5, Sor/Wiz 4Components: V, S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./ level)Target: One or more creatures within range (see text)Duration: Concentration (up to 1 round/level)Saving Throw: NoSpell Resistance: No

A dragonfl y formed of chaotic energy bursts into life over your shoulder and streaks toward the target of your choice within range. The dragonfl y causes 3d6 damage on a successful ranged touch attack. If a ranged touch attack succeeds, you may make another ranged touch attack in the same round against any target within 30 feet of the last target. As long as each attack damages its target, you may continue making ranged touch attacks against targets (each of which must be within 30 feet of the last damaged target) a total of three additional times. You may only make one attack against each target each round and if you miss with any of the ranged touch attacks, the dragonfl y immediately returns to your shoulder until the next round.

Material component: A tiny dragonfl y (carved from any gemstone) worth 150 gp.

Draining MistNecromancyLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 20-ft. radius spreadDuration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: Yes

A charnel stench arises from the ground in the affected area, causing a powerful life-sapping effect that robs all within the area of 1 point of Strength damage for every two levels of the caster (to a maximum of 10). Any who resist successfully suffer only half of the ability damage. In either case, the lost Strength points return at an accelerated rate of one point/hour.

Material Component: Ash from the body of a sentient creature consumed by fi re.

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Dread ScreamEnchantment [Fear, Mind-Affecting]Level: Brd 3Components: V, SCasting Time: 1 standard actionRange: 40 ft.Area: 40-ft. coneDuration: 1 round/levelSaving Throw: Will partialSpell Resistance: Yes

You create sound vibrations in a 40-foot cone-shaped burst that gives creatures a deep, unexplained feeling of fear. Creatures failing their Will save are panicked (see DMG for effect). Those that succeed remain so uneasy that they suffer a –2 penalty to all attack and damage rolls and have a –2 penalty on all future Will saves against fear effects.

Although this spell is based on sound, it is vibrations from the sound that cause the fear effect. Deaf or deafened creatures are not immune, but they do receive a +4 circumstance bonus to their Will saves.

Dream ThiefEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 7Components: V, SCasting Time: 1 minuteRange: Medium (100 ft. + 10 ft./level)Target: One creatureDuration: 1 day/level (D)Saving Throw: Will negatesSpell Resistance: Yes

This spell steals the dreams from the subject’s mind each time he sleeps. So long as the subject is affected by this spell, it does not gain the benefi ts of a good night’s sleep. That is, the subject does not regain hit points or heal ability damage, does not regain lost spells and functions as if fatigued (effective ability decrease of –2 to Strength and Dexterity). Creatures that do not sleep (such as undead and constructs) cannot be affected by this spell. Elves, however, can be. The effective penalty to ability scores does not stack from day to day.

Drinking SongEnchantment [Mind-Affecting]

Level: Brd 4Components: V, MCasting Time: 1 roundRange: Close (25 ft. +5 ft./2 levels)Target: All living creatures within rangeDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: Yes

One reason bards are so popular in the common taverns and ale houses of many a city is not because of their ability to tell tales, recite heart-wrenching poetry, or play instruments with the skill of virtuoso performers, but because they have a tendency to make even the most dreary gathering fun. When an accomplished bard (8+ ranks in the Perform skill) casts this spell, all living creatures within range who fail their Will save gain a temporary +4 enhancement bonus to Charisma and become utterly drunk for the duration. Bards with fewer than 8 ranks of the Perform Skill only impart a +2 enhancement

bonus to Charisma. Drunken characters are treated as if they were nauseated for the duration of the spell. Unwilling targets that successfully resist this spell immediately attempt to attack the bard.

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DrownConjuration (Creation) [Water]Level: Clr 5, Drd 5, Sor/Wiz 5Components: V, S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One creatureDuration: 1 round/level (D)Saving Throw: Fortitude partialSpell Resistance: Yes

You create a volume of water around your target’s head or other respiratory organs. The creature must make a Fortitude save every round to hold its breath against the magically conjured water and each round after the fi rst the DC increases by +1. If the creature fails a save, its hit points drop to 0; starting the next round, they drop by –1 per round as the creature slowly drowns. You can dispel the effect at any time, and the creature stabilizes automatically if the effect ends before it dies. Creatures that do not breathe or that can breathe water are completely unaffected.

Material Component: A few drops of water.

Drowning WaveTransmutation [Water]Level: Drd 7, Sor/Wiz 8Components: V, S, MCasting Time: 1 roundRange: 20 ft.Effect: Drowning aura extending 20 ft. from youDuration: Concentration +3 roundsSaving Throw: Refl ex partial; see textSpell Resistance: Yes

You generate an aura around you that causes living, air-breathing creatures to drown, as though they were underwater. Subjects that make their saving throw are able to draw breath before the spell takes effect, allowing them to hold their breath for the standard time (a number of rounds equal to twice their Constitution score) before being forced to make Constitution checks. Creatures who fail do not draw breath and must begin making Constitution checks the following round, as though they had already held their breath for twice their Constitution in rounds. Failure on this check indicates the individual begins drowning, as per the standard downing rules in the DMG.

Material Component: The bones or scales of a dead fi sh.

Earth BrandEvocationLevel: Drd 2, Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: TouchTarget: One creatureDuration: 10 minutes/level or until dischargedSaving Throw: Will negates (harmless)Spell Resistance: Yes

The energy of this spell creates a brown, block-shaped brand on the face, hand or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus to Strength. They also possess the ability to conjure and throw a large mass of rock, which requires a normal ranged attack roll and deals 5d6 points of damage to a target it hits within medium range (100 feet + 10 feet/level). Using this mass of rock ability is a standard action that immediately dismisses the earth brand.

Earth Brand, GreaterEvocationLevel: Drd 5, Sor/Wiz 4

As earth brand, except that the mark grants the subject damage reduction 10/magic for the spell’s duration or until the spell has protected the subject from up to 10 points of damage per caster level, or until the subject uses the greater mass of rock ability: as under earth brand, but the 40-foot cone of earth and rock blasted from the caster’s hand deals 6d6 points of damage. A successful Refl ex saving throw allows half damage.

EarthmawTransmutation [Earth]Level: Drd 2, Sor/Wiz 2Components: V, S, M/DFCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Earthen maw that fi lls a 5-foot cubeDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

You transmute a section of the ground into a gaping maw. The spell affects normal earth, such as sand, clay or stone, but not wood or metal. The maw tries to bite any creature standing on or stepping into the square where you create it (including you or your allies), attacking by making an opposed grapple check as a Large creature with a Strength score of 15 (grapple bonus +6). For every three caster levels

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beyond 3rd, the maw’s Strength score increases by +1, to a maximum of 21 at 12th level.

The maw does not make an initial touch attack, but rather automatically grabs and tries to establish a hold. If the maw successfully establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus its Strength bonus (lethal or nonlethal damage at your option, decided upon when the spell is cast).

The maw can grab or hold only one creature at a time, but it makes a new grapple check each round in your turn once it has seized a creature. If it succeeds with a second grapple check against a Medium or smaller creature, the maw swallows it, dealing another 1d6 points of damage. There is no air inside the maw, and a swallowed creature automatically takes 1d6 points of damage each round until the spell ends or it manages to escape by winning an opposed grapple check (but is still grappled even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other creatures even when it is full.

Creatures still in the maw when the spell ends are expelled from the earth, taking 1d6 points of damage. The maw itself is impervious to damage, but anything that destroys the 5-foot cube of earth ends the spell and frees any creature held inside. A stone shape counters and dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s square ends the spell but leaves any formerly trapped creatures submerged in the mud.Material Component: A fossil tooth or soapstone carving of a gaping mouth.

Echoes of the PastIllusion (Contingent – Divination, Figment)Level: Sor/Wiz 4Components: V, SCasting Time: 1 minute

Range: PersonalArea: 10 ft. per caster level radius emanation centred on you Duration: 1 minute per level (D)

With the casting of this spell, you bring to life spectral images and sounds which re-enact events of the recent past. At the time of the spell’s casting, you decide how far back in time you wish the spell to reach, to a maximum of one hour per caster level. The round after the casting is complete, phantasms, equivalent to those created by major image, appear and begin exactly re-enacting the events that unfolded from the chosen time on. The phantoms are readily visible to all, but only images of living beings are generated by the spell, meaning viewers might watch a ghostly father take a seat seemingly in mid air or watch two children pantomime kicking a ball back and forth. Voices are reproduced as well, though they take on a hushed, atonal quality which erases any emotion and infl ection from the words. Observers cannot interact with the phantasms in any way, but the caster can move about as he wills - because the area of effect is centred on him, it moves as he does, meaning he can follow a particular phantasm as it re-enacts the past. When he does move, all phantasms which are no longer within the radius of effect instantly disappear; should the caster return to that area, the phantasms reappear, but will begin re-enacting events as though he never left, meaning he may miss some vital bit of information.

Once the phantoms have been raised, they do not fade until either the spell’s duration ends or the caster dismisses the effect.

Material Components: A small remembrance box and a diary. At the time of casting, the caster must open both the box and the diary and, holding one in each hand, speak aloud the hour he wishes to summon up.

Echoing Call IConjuration (Summoning) [Hanging]

Level: Sor/Wiz 7Components: V, S, XP

Casting Time: SpecialRange: Special

Duration: 3 rounds (See text)Saving Throw: NoneSpell Resistance: No

The word that activates this hanging spell is added when you

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cast a summon monster I, II, or III spell. This does not signifi cantly alter the spell’s casting time. The summon spell occurs normally, summoning what you desire from the appropri ate choice. Echoing call does not apparently do anything until your turn comes up the round after you complete the summon monster spell. Then, the same type of creature(s) summoned appear again anywhere you wish within 30 feet. The same thing happens the next round and the one after that, essentially quadrupling the power of the original summon monster spell.

The echoing call remains active until its three additional summons fi nish. If you are dispelled during this time, all of the monsters summoned with the call instantly vanish and no further sum monings occur. Once all three summoning echoes occur, the spell ends and is not vulnerable to dispel any longer. All of the extra creatures brought about by this call disappear if for any reason the original creatures from the summon monster do, including the end of the summon’s duration.

XP Cost: 100 XP, paid when the spell activates.

Echoing Call IIConjuration (Summoning) [Hanging]Level: Sor/Wiz 8

Similar to echoing call I, except that it is cast with summon monster IV.XP Cost: 200 XP, paid when the spell activates.

Echoing Call IIIConjuration (Summoning) [Hanging]Level: Sor/Wiz 9

Similar to echoing call I, except that it is cast with summon monster V.

XP Cost: 300 XP, paid when the spell activates.

EerieIllusion (Phantasm) [Fear, Mind-Affecting]Level: Brd 6, Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Target: One living creatureDuration: See textSaving Throw: Will disbelief (if interacted with), then Fortitude partialSpell Resistance: Yes

When a creature is fi rst affected by this spell, it sees an eerie shape in its peripheral vision. The subject then gets a Will disbelief save to recognise the image as being unreal. If the subject fails, the eerie fi lls its vision with strange and confusing images. At this point, the creature must succeed at a Fortitude save or collapse helpless on the ground for 1 round per caster level of the spell. If the creature succeeds at its Fortitude save, it is instead mildly confused for 3d6 rounds. Use the following table when determining the character’s actions for each round:

1d10 Behaviour1-4 Wander away for 1 round5-6 Do nothing for 1 round7-8 Attack nearest creature for 1 round9-10 Act normally for 1 round

Roll each round to see what the subject does that round. Wandering creatures leave the scene as if disinterested. Attackers do not gain any bonus to their attack rolls. Behaviour is checked at the beginning of each creature’s turn. Any confused creature who is attacked automatically attacks its attackers on its next turn.

If the subject of an eerie spell succeeds in disbelieving and is wearing a helm of telepathy, the eerie can be turned upon the caster. The caster must then disbelieve it or suffer its effects.

Eldritch EnemyAbjuration [Force]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: One creature within rangeDuration: Concentration (up to 1 round/level)Saving Throw: Fort halfSpell Resistance: NoThis spell creates a band of force loosely circling the target. Whenever the target begins to cast a spell, the band contracts sharply, causing 7d6 hit points of damage and forcing a Concentration check in order to fi nish casting the spell. A successful Fortitude save halves the damage, although the target will still need to make a Concentration check.

Material Components: A platinum band worth at least 500 gp.

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Elemental BastionAbjuration [Varies]Level: Sor/Wiz 1Components: V, SCasting Time: 1 immediate actionRange: PersonalTarget: You Duration: Instantaneous

When you cast elemental bastion, you choose the energy descriptor [acid, cold, electricity, fi re or sonic] to be endured and the spell counters any 1st level or lower spell that has a fi re, sonic, acid, cold or electrical descriptor that would affect you.

Elemental ParasiteConjuration Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10ft./level) Target: One creatureDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes (see below)

This spell calls into being a tiny creature of elemental power that appears within the selected target and begins burrowing through their body with frenzied hunger. This parasite consumes the host from within and, after killing its fi rst target, immediately leaps to another body to begin the process again. When the spell is fi rst cast, the target(s) of the elemental parasite are allowed a Fortitude save. If successful, the target rejects the infestation and suffers no further ill effects from the spell; the spell ends immediately. The same applies to spell resistance – if a target’s spell resistance is not overcome, the target is not affected by the elemental parasite and if any target successfully resists the spell, it ends immediately.

When a target is infested, he immediately suffers 1d4 points + 1 point per three caster levels of Constitution damage. At the beginning of each round thereafter, the target suffers another 1d4 points of Constitution damage. If killed by this damage, the target’s body is utterly destroyed and only a true resurrection spell can return him to life.

On the round following a target’s death, the creature created by the elemental parasite spell attempts to launch itself into a new, randomly selected host within 20 feet of the original target. The caster has no control over which host the infestation will choose after he selects the initial target. The new host is allowed a

Fortitude save, but spell resistance is not effective against infestations once the elemental is already on this plane of existence. If the new target saves successfully, the elemental is immediately returned to its home plane. If the target fails, however, he suffers 1d4 points of Constitution damage immediately and an additional 1d4 points of Constitution damage at the beginning of each round thereafter. If the new target dies from this damage, the elemental parasite will attempt to attack a new host, as detailed above.

Targets that are infested may take no action other than movement each round and suffer a –4 circumstance penalty to all skill checks due to the internal destruction taking place. Note that the elemental creatures summoned are not true elementals.

This spell continues until its duration expires or a target successfully resists infestation.

If a dimensional anchor, lesser planar binding, planar binding or greater planar binding spell is cast on the current target of the parasite, the creature will not be able to switch bodies when the current host dies. Instead, the spell will end and the creature will dissipate harmlessly. The banishment spell will end the effects of the elemental parasite spell immediately if cast upon the parasite’s current host.

Material Components: A gemstone (400 gp value).

Elemental RuptureEvocation [Varies, see below]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: 50 ft. radius spreadDuration: 1 round/2 levelsSaving Throw: Refl ex halfSpell Resistance: Yes

This spell causes a spreading cloud of damaging elemental energy to fl ood the area of effect. At the time the spell is cast, you may decide which descriptor to apply to the spell from this list: acid, cold, electricity, fi re or sonic. Any creature caught in the elemental rupture suffers 1d8 points of damage per caster level (maximum 10d8); this damage is suffered again every round the creature remains in the area of effect and no saving throw is allowed to reduce damage in subsequent rounds.

Any creature that makes a successful Refl ex save when the elemental rupture is fi rst cast must, on their

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next action, take a full move out of the area of effect if possible. Creatures that cannot move or are not able to move outside the area of effect, will suffer full damage on the following round.

Material Component: A small golden barrel, worth at least 200 gp, crushed during the casting of the spell.

Elemental SampleConjuration (Creation) [Varies]Level: Sor/Wiz 0Components: SCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Effect: Create 1-foot cubic block of elemental substanceDuration: InstantaneousSaving Throw: Refl ex negates (fi re only)Spell Resistance: Yes

Elemental sample creates a small block of elemental matter (air, earth, fi re or water). The effects of this conjuration vary depending on the type of elemental matter created.

* Air: The conjured air disperses into air or fi re. However, if used underwater or underground, it creates a bubble of breathable air, allowing a character to breathe for 1d6 rounds before it is spent.

* Earth: The conjured earth forms into a block of stone, crumbling into dust after a 1d3 rounds. You can drop it on an opponent, given the right conditions (see ‘Falling Damage’ in the DMG; treat the stone as weighing 15 lbs.), or you could use it as a stepping-stone or for any number of other possible uses.

* Fire: The conjured fi re snuffs out in 1 round. If used against an opponent and the opponent fails a Refl ex save, the fi re deals 1d3 points of damage. Conjured fi re can ignite combustibles, which burn for 1d2 rounds before extinguishing.

* Water: Conjured water can snuff small fi res (fi replace or smaller) or provide drinking water. If not used immediately, the conjured water evaporates in 1d6 rounds.

Elemental ShapeTransmutation [Varies]Level: Clr 3, Drd 4, Sor/Wiz 3Components: V, S, M/DFCasting Time: 1 standard actionRange: Touch

Target: One creatureDuration: 10 minutes/level (D)Saving Throw: Fortitude negatesSpell Resistance: Yes

You can transform a creature’s body, including your own, into pure elemental matter. The target of this spell retains all its special attacks and abilities, including spellcasting, and gains some of the abilities of the element it transformed into:

* Air: Flies at double its speed with perfect manoeuvrability. Can squeeze through narrow spaces and gains a damage reduction of 5/-. Suffers a –2 penalty to saves against earth-based attacks.

* Earth: Moves at half its speed but gains a +4 natural armour bonus to AC and damage reduction 5/-. Suffers a –2 penalty to saves against air-based attacks.

* Fire: Every melee or unarmed attack does 1d6 points of additional fi re damage and gains a damage reduction of 5/-. Suffers a –2 penalty to saves against water-based attacks.

* Water: Swims at double its speed and ignores all penalties for fi ghting underwater. Can breathe as if benefi ting from the water breathing spell and gains damage reduction 5/-. Suffers a –2 penalty to saves against fi re-based attacks.

The creature can return to normal at will before the spell ends but cannot take the elemental shape again. Casting this spell on an elemental of the opposite element does 3d6 points of damage to it. When you use this spell to transform a creature into an air, earth, fi re or water creature, it is a spell of that type. For example, transforming a creature into water means you cast a Water spell.

Material Component: A fan (air), a fi stful of sand (earth), dry tinder (fi re) or a few drops of water (water).

Enamouring TouchEnchantment (Charm, Contingent – Transmutation)Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)

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Saving Throw: Will negates Spell Resistance: Yes

This spell enchants one of the caster’s hands with an invisible aura of charm magic. By making a touch attack with this aura, the caster can affect targets with the same effect as an elixir of love. The DC save is determined by this spell as opposed to the listed for the potion’s save. The duration of the charm created by successful uses of this touch is 1d3 hours, as with the potion. The caster may, at his option, transmit jealousy with some or all of these touches. If this is done, those affected by the spell will be hostile towards each other and require little provocation to fi ght. The jealousy will not make targets murderous if that is not in their nature, but nonlethal combat is likely. Although the enamouring effect of this spell is permanent, the jealousy fades when the charm does.

Material Component: An elixir of love, which is consumed without effect just before the spell is cast. (If the spell is interrupted during casting, the potion immediately has its normal effect.)

Encumbering LoadIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Target: One creatureDuration: 1 minutes/level (D)Saving Throw: Will disbeliefSpell Resistance: Yes

This spell causes the recipient to feel as though a great weight is upon their shoulders. The encumbering load weighs 20 pounds per level of the caster. If this spell causes the recipient’s encumbrance to exceed heavy carrying capacity, he loses all Dexterity bonuses and can only move 5 feet per round.

Material Component: 1 ounce of lead.

Endless DazeEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 8Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: Permanent (D)Saving Throw: Will partialSpell Resistance: Yes

This is identical to lingering daze, except the duration of the effect is permanent.

Enforcer ITransmutationLevel: Sor/Wiz 4Components: VCasting Time: 1 swift actionRange: PersonalTarget: YouDuration: See text

If the caster casts another spell in the same round, the level of that spell is considered to be 5 for purposes of determining the save DC, if any. This spell does not affect spells of 6th level or higher.

Enforcer IITransmutationLevel: Sor/Wiz 6

As enforcer I, except that the spell level is considered to be 7 for purposes of determining the save DC, if any. This spell does not affect spells of 8th level or higher.

Enforcer IIITransmutationLevel: Sor/Wiz 8

As enforcer I, except that the spell level is considered to be 9 for purposes of determining the save DC, if any.

Enforcer IVTransmutationLevel: Sor/Wiz 9

As enforcer I, except that the spell level is considered to be 11 for purposes of determining the save DC, if any.

Engulfing DoomEvocation [Force]Level: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: 20 ft. radius emanationDuration: 1 round/levelSaving Throw: Fortitude halfSpell Resistance: Yes

This spell summons forth a shrieking maelstrom of magical force that completely fi lls the target area to a

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height of 30 feet Any creature caught in the initial burst suffers 5d6 hit points of damage, though a successful Fortitude save reduces this damage by one-half.

For each creature in the area of effect that is killed by the engulfi ng doom, the radius of the emanation increases by 5 feet at the beginning of the following round and the damage caused increases by 1d6. If, for example, 3 targets are killed by the spell, at the beginning of the next round the radius increases by 15 feet, and the damage caused increases by 3d6 to cause a total of 8d6 hit points of damage to all creatures caught in the area of effect. The maximum damage this spell can cause in a given round is 25d6 hit points, but there is no maximum to the area of effect.

Material Components: A globe of obsidian wrapped in alternating bands of gold, silver and copper (1,000 gp value).

Enhance BondTransmutationLevel: Sor/Wiz 3Components: V, S, M, F Casting Time: 1 standard action Range: Unlimited Target: Your familiar Duration: 1 hour/level Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This simple magic is invaluable to a spellcaster with a familiar. First, the spell adds 1d4+1 effective levels to the caster for purposes of determining what special abilities his familiar possesses. Second, the familiar gains the caster’s level in temporary hit points for the duration of the spell. The familiar cannot go over the caster’s own hit point total with this increase, however. Third, the bond between them becomes so strong that healing (or harming) magic applied to one is also applied at half effect to the other.

Material Component: A small piece of the familiar’s fur (or scales, claws, or other cast-off body part).

Focus: A small silver locket (at least 50 gp) to hold the material components.

Entourage of PawnsTransmutationLevel: Brd 4, Sor/Wiz 4Components: V, S, FCasting Time: 1 roundRange: Close (25 feet + 5ft./2 levels)Target: 8 chess pawns

Duration: 1 round per levelSaving Throw: None Spell Resistance: No

This spell takes a complete set of eight chess pawns carved of semi-precious stone (see Focus below) and transforms them into Medium sized animated objects under your control (statistics are found in Appendix I (see pg. 241)). The pawns are scattered in front of you as you cast this spell, with each animated creature appearing in a different 5-foot square anywhere within the range of this spell. The pawns transform into representations of foot soldiers, armed with either a one-handed melee weapon and a heavy shield or any two-handed melee weapon, as you wish. The armament must be simple or martial and of a type you are familiar with; all pawns created by a given spell must be equipped identically.

Focus: A set of semi-precious stone chess pawns valued at 240 gold pieces. If an animated pawn is ‘slain’ during the duration of this spell, it must be replaced at a cost of 30 gold before this particular set of pawns can be used as a focus again.

Envy’s GlanceDivinationLevel: Sor/Wiz 1Components: S, MCasting Time: 1 standard actionRange: 60 ft.Target: 1 target within 60 ft.Duration: InstantSaving Throw: Will negatesSpell Resistance: Yes

This spell magically assesses the target’s net worth. This includes the value of any armour, coins, gems, magical items, objects of art, weapons or any other sellable good the creature owns. It does not assess the value of so called permanent assets (houses, lands and so on).

The assessment gives you a number between 91% and 110% of the target’s actually worth. The Games Master secretly rolls 1d20 and adds the result to 90 to determine the fi nal result. This spell can be used to assess the value of a specifi c object within range instead.

Material Component: Two balls, one made of lead and the other of wood.

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Equation of ManDivination (Contingent – Transmutation)Level: Sor/Wiz 9Components: VCasting Time: 1 standard actionRange: Personal Target: YouDuration: 1 round/level

This spell has as many different names as there are races that know of it. The ultimate form of social divination, equation of man opens the caster to the infi nite knowledge of how his own race thinks, acts and lives. Everything about the caster’s race, from its history to its myriad social traditions, is laid bare and revealed in one moment of incredible revelation. While this immense amount of knowledge is short-lived and impossible for a mortal mind to retain for long, it can be put to good use while it lasts.

A caster under the effect of equation of man cannot fail an attack roll, skill check or saving throw regarding his race. A caster with a template (for example, a lich) applies this ability to those of his original race. This ability extends to Craft and Profession skill checks if the subject matter is specifi c to his race, though appropriate materials must be on hand.

The power of this spell goes even further. Any task other than combat that this spell applies to can be completed within its duration, no matter how long it would normally take to complete, as long as the caster can dedicate more than half the spell’s duration to that task. The sole exception to this is an attempt to chronicle the vast knowledge gained in any way. There

is simply far too much information in the caster’s mind to allow the kind of concentration required to write down everything he has learned. More narrow topics are acceptable though.

For example, an 18th level elven caster could fi ght dark elf warriors for seven rounds, hitting with every attack, teleport to a forge in his home village on the eighth round without any chance of error and spend the next 10 rounds crafting a fl awless suit of elven chain mail.

This spell has only one downside; the caster can barely think about anything other than the many facets and complications of his own race. Thus, any roll made regarding another race is at a –10 penalty. If the elf in the above example was also attacked by a Huge monstrous spider, he would be hard pressed to defend himself and unlikely to make a saving throw against its poison.

EstimationDivinationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 minute/level (D)Saving Throw: NoneSpell Resistance: Yes

A useful way of determining information in an area, estimation lets a caster state any type of object or creature within the area of the spell. The caster is then made immediately aware of how many of the named things are within the area. If there are less than 10 of the stated items with in the burst, the caster gets an exact count. If there are between 10 and 100, the number is to the nearest 10. Between 100 and 1,000 is to the nearest 100 and beyond 1,000 the count is to the nearest 1,000. If the stated item exists in quantities of 100,000 or more, or does not exist at all, the spell fails.

The caster also gets a general idea of where the objects are. This awareness grants a +2 bonus to any Search or Spot checks made to fi nd the targets.

Eternal SleepTransmutationLevel: Sor/Wiz 9Components: V, S, M, XPCasting Time: 1 standard actionRange: Touch

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Target: Creature touchedDuration: PermanentSaving Throw: Fortitude negatesSpell Resistance: Yes

This variation of temporal stasis allows you to set a condition that breaks the subject’s state of suspended animation. During the casting of this spell, you speak aloud the condition that breaks this enchantment. The specifi c condition could be the next solar eclipse, a particular day or year, the death of a ruler, the birth of a child or the invasion of an army. You can cast this spell on yourself. This spell, unlike temporal stasis, cannot be removed by dispel magic (unless the caster has a higher caster level than you).

Material Component: A powder composed of diamond, emerald, ruby and sapphire dust, sand, and crushed rose petals. The total value of the dust must be at least 4,000 gp.

XP Cost: 500 XP.

Ethereal CaressTransmutation (Focused)Level: Sor/Wiz 7Components: V, SCasting Time: 1 swift actionRange: TouchTarget: Huge or smaller creature touchedDuration: 1 round/4 levels, also see textSaving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack which may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

This spell has two effects. The fi rst is to render you able to touch and be touched by incorporeal entities. This does not allow you to affect an incorporeal being with a weapon or spell (other than this one, as noted below), but any grapple or touch initiated by you or by the creature in question can be effective during the duration of this spell.

The main effect of ethereal caress is to impart the spell ethereal jaunt on those touched. The victims do not have control over the spell, and remain incorporeal for one round per caster level. If the target is already incorporeal, the caress forces the being to manifest for

one round per caster level even if it does not possess the ability to do so. Targets under the magical effects of something that renders them incorporeal have that effect suppressed for one round per caster level.

Any dispelling effect can negate this spell on a target during its duration. Dispelling you does not end the duration on already affected targets.

Focused Effect: Victims of this spell are rendered unable to end this spell prematurely through their own abilities or spells. Magical items they may possess work normally.

Ethereal SleepTransmutationLevel: Brd 4, Rgr 4, Sor/Wiz 3Components: V, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: Until awakened

The caster recites a verse that enables this spell just before he goes to sleep and, as he enters the dreamworld, his body becomes ethereal. He is now located somewhere between the two worlds, and cannot be harmed by normal weapons, as he is now both invisible and incorporeal, for as long as he sleeps. This spell is useful against assassins, though it does not make the caster invincible, merely ethereal. Many adventurers fi nd a good use for this spell when they are travelling as it guards them when they sleep in the wild lands.

Note that this spell does not send the target to sleep. The spell takes effect when the target falls to sleep naturally.

Material Component: An item which has been carried by one who was ethereal (20gp).

Ethereal Sleep, MassTransmutationLevel: Brd 5, Sor/Wiz 5Components: V, S, MCasting Time: 10 minutesRange: TouchTarget: 1 creature touched/2 levelsDuration: Until awakenedSaving Throw: NoneSpell Resistance: No

This spell works just like ethereal sleep, with the exception that it takes longer time to cast and affects

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more people than just the caster. The caster must touch the affected creatures, which can include animals as well as humanoids. When awakened, the spell expires for just that person and continues for the others.

Material Component: Essence from a shadow (100 gp)

Exploding BonesTransformation [Electricity]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One creature (see below)Duration: InstantaneousSaving Throw: Fort negatesSpell Resistance: Yes

This spell infuses the target with a blast of electrical energy that causes its bones to explode out of its fl esh, showering those nearby with fl aming bits of gruesome shrapnel. If the target fails its saving throw, it suffers 8d6 damage as its bones explode from the power of the electrical current. All creatures within 15 feet of the target must make a Refl ex save (cover bonuses apply to this save) to avoid suffering one-half the damage taken by the original target as shards of sparking bone rip through the area.

The original target also suffers Strength and Dexterity damage equal to half caster level due to the tremendous damage caused to his skeletal structure.

Material Components: A bone wrapped in 75 gp worth of copper wire.

Extradimensional PitConjuration (Creation)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5ft./2 levels)Area: A piece of ground or fl oor, no more than 10-ft. square in sizeDuration: 1 hour/levelSaving Throw: NoneSpell Resistance No

The pit created by this spell can be no more than 10-foot square and must be placed on solid ground. A dungeon fl oor works fi ne. A piece of fl oor occupied by a creature or object cannot be used. Thus, it is

impossible to open an extradimensional pit under the feet of another person.

Creatures or objects can fall into the pit after it has been created however, and doing so will cause them to enter the extradimensional space. A person who has fallen into the pit will never hit the ground and can conceivably be rescued if the rescuers can get to him before he starves or thirsts to death.

When the spell’s duration ends, the pit opening disappears. Another extradimensional pit cast on the same area of ground will reopen to the same pit however, so rescuing ‘trapped’ comrades is still conceivable.

Even though the pit is bottomless, it has no actual effect on anything (fl oors of a dungeon and so on) that is beneath the location where it is created.

Material Component: A small stone with a hole through it.

Eyes of DarknessTransmutationLevel: Sor/Wiz 4Components: V, S, FCasting Time: 1 roundRange: 20 ft.Area: Punishing gaze in a cone shaped emanationDuration: 1 minute/level (D)Saving Throw: Will negatesSpell Resistance: Yes

Eyes of darkness causes the caster’s eyes to become deep sinks of shadow. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail lose 20 feet off of their normal visual range and have a 20% miss chance against any target they attempt to attack. This effect lasts for 1 hour per level of the caster. The effect is cumulative, so if the target fails two saving throws, his miss chance increases to 40% and so on. When the character’s miss chance becomes 100%, he is considered blind for the duration of the spell.

While under the affect of eyes of darkness, the character may, as a full round action, focus the darkness in his eyes on a single target within range. This target may make a Will save. If he fails, he is immediately blinded for 1 hour per level of the caster.

Focus: An eye carved out of star sapphire. This costs a minimum of 700 gp.

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Eyes of FireTransmutationLevel: Sor/Wiz 3Components: V, S, FCasting Time: 1 roundRange: 20 ft.Effect: Damaging gaze in a cone-shaped emanation.Duration: 1 minute/level (D)Saving Throw: Will negatesSpell Resistance: Yes

Eyes of fi re causes the caster’s eyes to blaze with arcane fl ames. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail take 1d6 + 1 every two levels (maximum +10) fi re damage.

The spell can be used to ignite fl ammable materials. The material must be within 20 feet of the caster. Igniting an object requires the caster to spend a full round action focusing his gaze on the target. At the end of the action, the object must make a Will save or burst into fl ame. This does not cause infl ammable objects to ignite or deal damage to living creatures.

Focus: A ruby with a value no less than 500 gp.

Eyes of LightTransmutationLevel: Sor/Wiz 2Components: V, S, FCasting Time: 1 roundRange: 20 ft.Effect: Dazzling gaze in a cone shaped emanationDuration: 1 minute/level (D)Saving Throw: Will negatesSpell Resistance: Yes

Eyes of light causes the caster’s eyes to glow with bright white light. Opponents within range of the spell must attempt a saving throw each round at the beginning of their turn in initiative order. Those that succeed are unaffected. Those that fail are dazzled (–1 penalty on attack rolls, Search and Spot checks) for the round. While under the effect of eyes of light, the character radiates light as a torch. Furthermore he may, as a full round action, focus the light in his eyes to illuminate a single target within 20 feet. This target gains a –2 penalty to his AC. The illuminated target may make a Refl ex save to negate the effect.

Focus: A diamond with a value of no less than 300 gp.

Eyes of the CatDivination (Contingent – Transmutation)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 5 rounds

Eyes of the cat grants the caster a preternatural ability to see motion and a sensitivity to light. For the duration of the spell, you gain low-light vision. If you already possess low-light vision, this spell does not affect or augment it. In addition, you gain a +1 competence bonus to Armour Class against attacks you can see. If the caster possesses a feline familiar, the duration on the spell is doubled.Material Component: A cat’s whisker and a small piece of tigers-eye valued at 1 gp.

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Eye of the HeartDivination [Sonic]Level: Brd 3Components: V, SCasting Time: 1 standard actionRange: 30 ft.Area: 30 ft. radius emanation centred on you.Duration: 1 hour/levelSaving Throw: NoneSpell Resistance: No

You gain the ability to automatically sense the location of any being that breathes within the area of effect. You also gain a +4 bonus to all Listen skill checks for the duration of the spell. This ability pierces invisibility, the Hide skill and the Move Silently skill. It does not tell you what someone is doing, but it does tell you where he is and where he moves.

You lose cannot detect beings if you suffer from the deafened condition or if the target is in an area affected by a magical silence of some kind.

Eyes of the RetrieverTransmutationLevel: Sor/Wiz 9 Components: V, S, MCasting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: 1 round/4 levelsSaving Throw: See textSpell Resistance: Yes

The caster tears out his eyes over the course of an agonising few seconds. In their place appear multifaceted, glittering black orbs; the eyes of the dreaded retriever.

Each round of the spell’s duration, the caster may fi re one of the following ray effects from the retriever’s eyes as a free action requiring a ranged touch attack:

* Fire – 1d6/two caster levels damage to a single target

* Electricity – 1d6/two caster levels damage to a single target

* Cold – 1d6/two caster levels damage to a single target

* Petrifi cation – Single target must succeed at a Fortitude save or be petrifi ed, as by the spell fl esh to stone.

In addition to the above ability, for the duration of eyes of the retriever, the caster is rendered immune to all spells or abilities which cause blindness and gains a +2 profane bonus to all saves against sight based spells, spell-like effects and abilities. Further, they gain a +4 profane bonus to all Spot and Search checks for the duration of the spell. At the end of the spell’s duration, the caster’s eyes regrow themselves in their sockets.

Material Component: Two black diamonds of at least 1,000 gold pieces value. The diamonds are consumed in the casting.

False HistoryAbjurationLevel: Brd 3, Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Object touchedDuration: 1 year/levelSaving Throw: See textSpell Resistance: See text

This spell allows the caster to ward a specifi c object so that anyone who touches the object or tries to divine its nature believes it to be something else. Legend lore and similar spells return false information about the object, marking it as something it is not. Anyone handling the item must make a Will save or be convinced that it is not the object he seeks. The spell goes so far as to give false information to someone using bardic lore, Appraise or a Knowledge skill to try to recognize the object or its value.

For instance, a secluded wizard has endured several attempts to steal a valued statuette, so he fi nally decides to take some measure against this annoyance. He casts false history on the statue so that it appears to be a valueless reproduction to anyone attempting to discern its value or identity.

The warded object does not change appearance in any way; it is the information given by knowledge or divination spells that is changed. Therefore, the wizard’s tome remains brown with gold trim, but the bard who just failed his save remembers that the book he seeks is black with red trim.

Focus: The object to be warded.

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False Love’s KissEnchantment (Charm) [Mind-Affecting]Level: Brd 3, Sor/Wiz 3Components: V, S, MCasting Time: 5 minutesRange: TouchTarget: One humanoidDuration: 1 day (see below)Saving Throw: Will negatesSpell Resistance: Yes

False love’s kiss is a more powerful version of charm person. Preparing false love’s kiss involves casting the spell over a mixture of striped toadstool poison (see DMG) and a half-pint of wine. This creates a clear, wax-like substance that is applied to the user’s lips. The user must then kiss the subject of the spell, who gets a Will save to avoid the effects. If the save is failed, the target sees the user as a friend, much like the charm person spell.

The duration of false love’s kiss may be extended by one day if the user makes a successful Diplomacy check opposed by the target’s Sense Motive. This check must be made before the spell’s duration ends, and the user and target must be together for at least one hour before the check can be made. Only one such check may be made per day.

The waxy gloss created by this spell remains potent for up to one day or until the spell is discharged.

Material Components: The aforementioned striped toadstool poison and half-pint of wine.

False Visage IIllusion (Glamour)Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchDuration: Concentration + 10 minutes/levelTargets: One creature or object touchedSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes (harmless)

You create glamours that mask the real appearance of the subject. You can mask the real appearance of a Fine creature. You can make creatures affected by this spell seem shorter or taller (within one size increment of their actual size), thin, fat or anything in between. You cannot change the subject’s body type. For example, a human subject could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent

change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make the subject look like an entirely different person.

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 subject.

You could also mask the real appearance of an object making it appear 10% more or less valuable than it actually is worth. Items may also be made to appear larger or smaller (within two size categories of their actual size). This spell can even make them appear as any item within the size range given, although a battleaxe made to look like a dagger still functions as a battleaxe.

If the character uses this spell to create a disguise, the character gets a +10 bonus on the Disguise check.Note: Creatures get Will saves to recognise the glamour as an illusion if they interact with it (such as by touching the character and having that not match what they see, in this case of this spell).

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False Visage IIIllusion (Glamour)Level: Sor/Wiz 2Duration: Concentration + 10 minutes/level

This spell function as false visage I except the creature can be up to Diminutive size and the value of the object can be adjusted by 20%.

False Visage IIIIllusion (Glamour)Level: Sor/Wiz 3Duration: Concentration + 10 minutes/level

This spell function as false visage I except the creature can be up to Tiny size and the value of the object can be adjusted by 35%.

False Visage IVIllusion (Glamour)Level: Sor/Wiz 4Duration: Concentration + 1 hour/level

This spell function as false visage I except the creature can be up to Small size and the value of the object can be adjusted by 50%.

False Visage VIllusion (Glamour)Level: Sor/Wiz 5Duration: Concentration + 1 hour/level

This spell function as false visage I except the creature can be up to Medium size and the value of the object can be adjusted by 75%.

False Visage VIIllusion (Glamour)Level: Sor/Wiz 6Duration: Concentration + 1 hour/level

This spell function as false visage I except the creature can be up to Large size and the value of the object can be adjusted by 100%.

False Visage VIIIllusion (Glamour)Level: Sor/Wiz 7Duration: Concentration + 1 day/level

This spell function as false visage I except the creature can be up to Huge size and the value of the object can be adjusted by 250%.

False Visage VIIIIllusion (Glamour)Level: Sor/Wiz 8Duration: Concentration + 1 day/level

This spell function as false visage I except the creature can be up to Gargantuan size and the value of the object can be adjusted by 500%.

False Visage IXIllusion (Glamour)Level: Sor/Wiz 9Duration: Concentration + 1 day/level

This spell function as false visage I except the creature can be up to Colossal size and the value of the object can be adjusted by 750%.

FamiliaformTransmutationLevel: Sor/Wiz 5, Drd 4Components: V, S, FCasting Time: 1 roundRange: TouchTarget: Your familiarDuration: 1 day or 3 transformationsSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

A rare and precious spell, familiaform grants a powerful ability to the familiar, the power of wild shape. Once cast, familiaform grants three transformations as per the druidical ability, all of which must be taken within 24 hours or they are lost. Transforming back into the familiar’s base form counts as one of these, but each form can be kept indefi nitely until the duration ends. When the spell ends, the familiar reverts to base form. Each transformation heals the familiar an amount equal to the caster level in hit points.

The size and type of creature the familiar can turn into depends on the caster level of its bonded master. If the caster is 9th to 12th level, the familiar can take the form of any Animal with size between Tiny and Large. At 13th through 16th, it can become a Plant creature. At 17th +, it can change to become any Animal or Plant between Diminutive and Huge.

Familiaform is gained through a partnership between the caster and a druid.

Focus: A small consecrated token worn somewhere on the animal’s person. If this token is lost or destroyed, it must be replaced by the same druid. If the druid is dead or unavailable, the caster must research another

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version of familiaform (at full cost for doing so) for use with a different druid.

Familiar AugmentationTransmutationLevel: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Your familiar Duration: 1 round/level

The familiar gains 1d6 temporary hit points per caster level, +4 enhancement bonus to Strength, +4 enhancement bonus to Dexterity, a +1 base attack bonus per two effective master levels and a +5 competence bonus on Fortitude saves.

Material Component: Powdered ginseng that is sprinkled in the familiar’s direction.

Familiar GrowthTransmutation Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Your familiar Duration: 1 minute/level

This spell functions the same as animal growth, but can only be used on the caster’s familiar.

Familiar’s FangTransmutation Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Your familiar Duration: 1 minute/level

This spell functions as the spell magic fang, but can only be used on the caster’s familiar.

Familiar’s Fang, GreaterTransmutationLevel: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Your familiar Duration: 1 hour/level

This spell functions a greater magic fang, but can only be used on the caster’s familiar.

Familiar SanctuaryAbjurationLevel: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Your familiar Duration: 1 round/level Saving Throw: Will negates Spell Resistance: No

This spell functions as sanctuary, but can only be used on the caster’s familiar.

Far StrikeTransmutationLevel: Asn 1, Rgr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./ 2 levels)Target: Twenty projectiles, all of which must be in contact with each other at the time of casting.Duration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

This minor enchantment allows arrows, bolts, sling stones or other missiles to soar through the air, striking a distant target as easily as one within point blank range. Multiply the shot’s range increment by 5. You must be able to see your target as normal. You gain no additional bonuses to hit. The missile merely fl ies much longer than normal.

Far strike may normally only be used on a thrown weapons or a pieces of ammunition fi red from a bow, crossbow, sling or similar ranged weapon. Once you fi re or throw a missile, it loses the benefi ts of this spell. You may use this spell on stones and other improvised missiles, though it does not grant you any special abilities to throw melee weapons or improvised armaments.

FaststrokeTransmutationLevel: Drd 2, Clr 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets: One living creature touchedDuration: 1 round/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

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Fastroke permits a subject to slip through the water at great speed, at almost unbelievable rates. Any creature you touch whilst casting faststroke will move at double their normal swim rate whilst in any liquid.

Material Component: A pinch of fi sh scales.

Fatal AttractionConjuration (Teleportation)Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Target creature or 5 ft. squareDuration: 1 round/levelSaving Throw: Fortitude to resist for one roundSpell Resistance: Yes

The target designated by this spell becomes a vortex and inexorably draws creatures into its grasp. At the end of the round in which the spell is cast, all creatures within 20 feet of the target who fail their Fortitude save are instantly teleported 10 feet closer to the target. At the end of the round after the spell is cast, all creatures within 30 feet of the target (including those in the original area of effect) who fail their Fortitude save are instantly teleported 20 feet closer to the target. At the end of every subsequent round, the affected area expands by 10 feet and the distance teleported also increases by 10 feet On the fourth round, all creatures within 50 feet who fail their saving throw are teleported 40 feet toward the target. If the original target of this spell was a creature, it may not move for the duration of the spell and suffers damage each round as noted below.

Any creature that is teleported to the target area immediately takes 5d6 hit points of damage and is then teleported 50 feet in a random direction. Note that the target of this spell is never teleported, but suffers 1d6 hit points of damage each round. A successful Fortitude save will resist the damage for a single round and a save is allowed each round until the spell’s duration expires.

Material Components: A magnet wrapped in gold-embroidered silk, value 300 gp.

Favour’s Focus IEnchantment Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One humanoid of Medium size or smaller

Duration: Permanent (D) Saving Throw: Will negates Spell Resistance: Yes

This spell requires a dangerous action for most spellcasters, a successful melee attack. Since the caster must make true physical contact, this attack is not considered a touch attack, and thus all bonuses to Armour Class apply. If the Will save against this spell is successful, the target remains unaware that favour’s focus tried to affect him, though he may have seen the spellcasting or been aware of the attack. Once the caster has touched someone, favour’s focus comes into effect for that target. Until dispelled, a special +1 favour bonus applies to the DC of any enchantment spells the caster uses on the target.

Additionally, line of sight is no longer required if the caster is somehow aware of the target (now called the favoured) within range. Only one favour’s focus, regardless of spell level, can be in effect on a given target at any one time. If a second favour’s focus targets someone already affected by one, both are instantly dispelled. A caster can have only one favoured per caster level at one time. To create another favoured, one of the others must be released. The caster determines which one. If any favoured has the favour dispelled or otherwise escapes it, the caster knows immediately (although no other information is relayed; the caster knows only of the spell’s loss).

Focus: A gem of any colour worth 100 gp. The caster must have the gem on his person to use the favour’s bonus. No two favoured of the same caster may be represented by the same kind of gem.

Favour’s Focus II Enchantment Level: Sor/Wiz 2

This is identical in every respect to favour’s focus I, except that the favour bonus granted is +2 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

Favour’s Focus IIIEnchantment Level: Sor/Wiz 3

This is identical in every respect to favour’s focus I, except that the favour bonus granted is +3 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

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Favour’s Focus IVEnchantment Level: Sor/Wiz 4

This is identical in every respect to favour’s focus I, except that the favour bonus granted is +4 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster. The caster can choose to reduce the favour bonus by +3 (to +1). If this is done, the spell can affect a humanoid target of any size. None of the other limitations of the spell change.

Favour’s Focus VEnchantment Level: Sor/Wiz 5

This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +5 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

Favour’s Focus VI Enchantment Level: Sor/Wiz 6

This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +6 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

Favour’s Focus VII Enchantment Level: Sor/Wiz 7

This is identical in every respect to favour’s focus IV, except that the favour bonus granted is +7 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster. The caster now also can choose to reduce the favour bonus by +6 (to +1). If this option is chosen, the favour’s focus can affect any living creature susceptible to mind-affecting spells.

Favour’s Focus VIIIEnchantment Level: Sor/Wiz 8

This is identical in every respect to favour’s focus VII, except that the favour bonus granted is +8 instead. All

other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

Favour’s Focus IXEnchantment Level: Sor/Wiz 9

This is identical in every respect to favour’s focus VII, except that the favour bonus granted is +9 instead. All other details are as per the original spell, including the kind of target affected and the maximum number of focus spells allowed to a given caster.

Feast of FleshNecromancyLevel: Sor/Wiz 4Components: V, S, M, XPCasting Time: 30 minutesRange: TouchTarget: Living humanoid touchedDuration: 1 hour/level (D)Saving Throw: Fortitude negatesSpell Resistance: No

Feast of Flesh has some similarities with ghoul touch, although its effects are far more long lasting and serious. Owing to the grim material component required, few except the vilest of necromancers will ever cast it. It opens up a channel, not just to the Negative Energy Plane, but also to the primal essence of ghoulishness on that plane.

For the duration of the spell, you are granted the ability to paralyse your opponents with your unarmed strike attacks. This paralysis lasts 1d6+2 minutes. Elves are immune to it. Your victims may make Fortitude saving throws to resist the effects of the paralysis. All your unarmed strike attacks gain a bonus of +2 to hit and do normal damage without penalty (rather than nonlethal damage). If you kill anyone with your unarmed strike attacks while affected by this spell, you may either consume their corpse there and then to gain an additional hour added to the duration of your feast of fl esh, or leave the corpse be; in this case it may rise as a ghoul itself after 1d4 days (see MM).

In addition to your paralysing touch, you gain a +2 bonus on all saving throws against mind-affecting magic or sleep spells for the duration of the spell. You work yourself into such a frenzy that it is very diffi cult to control you with magic.

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At the Games Master’s discretion, a character who uses this spell too frequently may have a chance of becoming a ghoul himself when he dies.

Material Component: At least 5 pounds of raw fl esh from the caster’s own species, to be eaten during the casting process.

XP Cost: 100 XP.

Felonious Friend IConjuration (Creation)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 10 ft./2 levels)Effect: One invisible, mindless, shapeless servantDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

By means of this spell, you create an invisible, mindless force that duplicates the effects of unseen servant with all the normal limitations. In addition to performing all the normal functions of an unseen servant, the felonious friend can use Sleight of Hand to pick pockets as a rogue with a skill bonus equal to the caster’s level + 3. This ability is subject to all the normal restrictions, though a Spot check that beats the Sleight of Hand check only reveals that something is being taken—it does not reveal the invisible rogue.

Material Components: A piece of string, a bit of wood, and a sharpened copper piece.

Felonious Friend IIConjuration (Creation)Level: Brd 4, Sor/Wiz 4Components: V, S, M, F

As felonious friend I, but the servant can also Disable Device and Open Locks as a rogue with skill ranks equal to your level + 3. Focus: A set of thieves’ picks and tools.

Material Components: A piece of string, a bit of wood and a sharpened copper piece.

Fiery ConstrictorEvocation [Fire]Level: Sor/Wiz 6Components: V, S, M, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Creates a fi ery tendril that constricts

opponentsDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: No

You create a tendril of fl ame from an existing fi re source that lashes out at any foe that you designate within 20 feet. Its attack bonus is equal to +5 (+6 for the tendril’s Strength, –1 for its size) + your caster level + your Intelligence or Charisma modifi er (for wizards or sorcerers). If the tendril hits a foe with a touch attack, it attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus is the same as its attack bonus, except with a +4 size modifi er instead of a – 1). If it wins the grapple check, it constricts, dealing 3d6 points of fi re damage each round the hold is maintained. Directing the spell to a new target is a move action.

The tendril can be attacked. If reduced to 0 or less hit points, it dissipates and the spell ends. The tendril is AC 20 and has hit points equal to yours. The tendril has damage reduction 10/magic.

Material Component: A fragment of a red dragon scale.

Focus: The existing fi re source.

Fire BrandEvocation [Fire]Level: Drd 3, Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: TouchTarget: One creatureDuration: 10 minutes/level or until dischargedSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The energy of this spell creates a red, fl ame-shaped brand on the face, hand or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus to Dexterity. They also possess the ability to cast from the palm of the hand a ray of fi re that deals 3d6 points of fi re damage, if a ranged touch attack strikes the target within medium range (100 feet + 10 feet/level). Using this ray of fi re ability is a standard action that immediately dismisses the fi re brand.

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Fire Brand, GreaterEvocation [Fire]Level: Drd 5, Sor/Wiz 4

As fi re brand, except that the mark provides 20 points of fi re resistance each round for the spell’s duration or until the subject uses the greater ray of fi re ability: as under fi re brand, but the resulting 6d6 fi reball explodes with a 20-foot spread. A successful Refl ex saving throw allows half damage.

FireshiftTransmutation [Varies]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 roundRange: Touch Target: One weapon, object or group of objectsDuration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

By touching a weapon of Large size or smaller (Large or larger casters can affect a weapon of up to one size category greater than themselves), you grant it one of the elemental damage special abilities listed in the DMG. You may choose from fl aming, frost, shocking or you may substitute sonic or acid damage while retaining the other properties of the special ability. If cast on arrows or other ammunition, you may affect ten items at a time.

If cast on an object, the target must weigh 50 pounds per caster level or less. Fireshift surrounds the item with an invisible fi eld (unless you wish it to be

visible) that deals 1d6 damage of the elemental type you choose each round it is touched. This version allows a Refl ex save for half damage, but success on the save assumes the creature has dropped or is no longer holding the item. Intentionally maintaining contact with the fi reshifted item denies the holder any save at all.

Material Component: 50 gold pieces worth of powdered gemstones of a colour appropriate to the elemental damage form desired. The Games Master is the fi nal arbiter on what is ‘appropriate’.

Fireshift, GreaterTransmutation [Varies]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 roundRange: Touch Target: One weapon, object or group of objectsDuration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

As fi reshift, but you grant the item in question the corresponding burst power from the DMG. You may substitute sonic or acid as with fi reshift, and the elemental damage dealt gains a +1 bonus for every 4 full caster levels you have attained. Using this spell also grants the weapon in question a +1 enchantment bonus if it did not already have one.

Damage dealt by objects, if you choose to cast it on something other than a weapon, is increased to 3d6 of the appropriate elemental type. All details regarding saves are the same as fi reshift.

Material Component: 100 gold pieces worth of powdered gemstones of a colour appropriate to the elemental damage form desired. The Games Master is the fi nal arbiter on what is ‘appropriate’.

Fireshift, LesserTransmutation [Varies]Level: Sor/Wiz 1Components: V, SCasting Time: 1 swift actionRange: TouchTarget: One tiny objectDuration: 1 roundSaving Throw: Fortitude

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negates (object, harmless)Spell Resistance: Yes (object, harmless)

You cast this spell while holding a Tiny object like a pebble or coin. The item transmutes into small bursts of fi re, cold, electrical, sonic or acidic energy that do not harm you. This item can be thrown as shuriken with full profi ciency. This attack is ranged, not considered touch and deal 1d6 of the appropriate elemental damage if they hit. This transformed object cannot be defl ected or snatched, dealing its damage on anyone who attempts to do so. After attacking, hit or miss, this object is consumed and disappear.

Flash BombsConjuration (Creation) [Fire]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets: One bead per two caster levelsDuration: 10 min./level or until usedSaving Throw: Refl ex half; see textSpell Resistance: No

You turn ordinary glass beads or marbles into bombs that you can detonate on command. You can turn one bead for every two levels into a fl ash bomb. If you are within 50 feet and speak a word of command, each bead instantly bursts into fl ame. The fl ames shoot out in a two-foot radius (effectively one 5-foot square is covered by the fl ames) and cause 1d4 points of fi re damage to anyone caught in the area, as well as igniting any easily combustible materials (such as clothing or paper, but not wood) in the area. A creature caught in the blast may attempt a Refl ex save for half damage.

Flash bombs are usually placed by hand in fi re resistant surfaces, either dirt or small metal saucers, in areas where there are no audience members. They are often used as part of a fi reworks display or during a performer’s entrance or exit.

Flash bombs can be thrown, having a range increment of 5 feet. However, they only detonate upon use of the command word, not on impact, so timing is of the essence if they are going to be used as weapons in this manner. Furthermore, they cause no actual damage when thrown.

A better tactic is to roll them under the feet of enemies. This can be done individually, but they are usually all rolled into the same area (same 5-foot square) so that their combined effect is more devastating (they do

more damage, but still only light easily combustible materials on fl ame).

Material Component: Glass beads or marbles.

Fleeting GeniusEnchantmentLevel: Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: One roundSaving Throw: Will negatesSpell Resistance: Yes

The caster of fl eeting genius gains an incredible, highly focused ability to perform a single task with fl awless precision. The caster picks one skill, saving throw category or attack type. For the duration of the spell, rolls of this type cannot fail if a roll of 40 can succeed. If a 40 would still result in failure, this spell simply cannot help the caster. Attacks aided by fl eeting genius should still be rolled, as any critical threat (whether it would hit or not with the caster’s true bonuses) automatically becomes a critical hit, without the need for a second roll. This roll must be made before the end of the caster’s next round.

Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.

Flesh Made FoulNecromancyLevel: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One creatureDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

This spell channels great amounts of negative energy in a very short space of time. Unleashed against one creature, its life force will be annihilated by the black bolt of twisting negative energy and it may very well become one of the walking dead. Flesh decays or even becomes insubstantial as the black energy fl oods through the victim’s body, to be held under the permanent thrall of the necromancer.

The caster must make a ranged touch attack against any living creature within range. If the attack

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succeeds, the subject gains negative levels equal to 1d4 + 1 per four caster levels.

If the subject survives this attack, they will regain all lost levels after a number of hours equal to your caster level. If the subject gains as many or more negative levels than it has Hit Dice, then it is automatically slain and within one round, transformed into one of the undead. The type of undead is chosen by you but cannot have more Hit Dice than the subject originally had in life. The undead creature is under your permanent control until destroyed, though no more than one undead creature may be controlled through the use of this spell at any one time.

Undead creatures targeted by this spell will have any lost hit points restored, damaged or severed limbs replaced and become immune to turning attempts for 1 hour per level of the caster.

Material Component: Heart of sentient creature that died of disease, famine, violence or magic.

Floor of FireEvocation [Fire]Level: Drd 4, Sor/Wiz 3Components: V, S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Horizontal sheet of fl ames with a radius up to 10 ft. + 5 ft./2 levelsDuration: 1 round/levelSaving Throw: Fortitude halfSpell Resistance: Yes

You create an immobile, horizontal sheet of fl ame that burns two inches above the ground. The fl ames themselves are one foot high. The fl ames created are quite hot, but not as damaging as a wall of fi re. They deal 1d6+1 points of fi re damage per round to any creature within the area of effect. Those within 10 feet of the sheet of fl ame, but not within it, suffer 1d3 points of damage per round. These fl ames are particularly damaging to undead, dealing twice as much damage to such creatures.

Material Component: A vial of alchemist’s fi re.

Fly TrueDivinationLevel: Asn 1, Rgr 1Components: V, S, MCasting Time: 1 standard actionRange: Personal

Target: YouDuration: 1 round

You gain insight into your target’s position, wind speed and other factors that could affect your accuracy. Your next ranged attack within the spell’s duration gains a +10 insight bonus to hit and ignores miss chances due to concealment, as well as AC modifi ers for less than total cover and penalties for range.

Material Component: The arrow to be fi red, which crumbles away after it strikes.

Foes’ MeasureDivinationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Creatures in a 30-ft.-radius burst.Duration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

The caster learns the power of all affected creatures, relative to himself. Creatures with a Challenge Rating two or more lower than the character’s level register as ‘weak,’ those with a Challenge Rating within one step of the character’s level register as ‘worthy,’ and those with a Challenge Rating two or more higher than the character’s level register as ‘powerful.’ The spell grants no information as to why a creature has a certain power level and cannot take account of exceptional circumstances, such as a 1st-level orc who has just picked up a +5 vorpal axe.

Fool’s CoinIllusion (Glamour)Level: Brd 0, Sor/Wiz 0Components: V, MCasting Time: 1 standard actionRange: TouchTarget: One metallic diskDuration: See textSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

With this spell, you can make a single metallic disk appear to be a precious coin of some type for a short time. The metal affected by this spell takes on all of the properties of the metal being mimicked, including weight. The duration of the spell depends on the metal being mimicked: copper lasts for 2 minutes, silver for 1 minute, gold for 5 rounds and platinum for 1 round.

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Those who save versus this glamour recognise the metallic disk for what it is.

Material Component: A metallic disk.

Fool’s GoldIllusion (Glamour)Level: Brd 2, Sor/Wiz 2Components: V, MCasting Time: 1 standard actionRange: TouchTargets: Up to 2 lb. of touched metal/levelDuration: See textSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

As fool’s coin except that the caster can affect metallic objects up to a certain weight. The metal affected by this spell takes on all of the properties of the substance being mimicked, including weight. As with fool’s coin the spell’s duration depends on what metal is being mimicked: copper lasts for 2 minutes/level, silver for 1 minute/level, gold for 5 rounds/level and platinum for 1 round/level. Those who save versus this glamour recognise the metallic item or items for what they are.

Material Component: A metallic object or objects that do not exceed the weight limit.

Fool’s TroveIllusion (Glamour)Level: Brd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft.+ 5 ft./2 levels)Area: Up to a 20 ft. cubeDuration: 1 hour/levelSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

As fool’s coin except that the caster can affect all types of objects in a certain locale. The object or objects affected by this spell take on the appearance of extraordinary value to those who behold them. A wooden practice sword could be made to appear as a masterwork or even enchanted blade. A granite pillar could be made to appear encrusted in gems and gilded in silver. Each item in the fool’s trove requires its own separate Will disbelief save to recognise what lies beneath. Note that this spell can be cast to make valuable objects appear almost worthless.

Material Component: A pouch of platinum dust (worth 100 gold pieces).

FoozleEnchantment (Compulsion) [Mind-Affecting]Level: Brd 4, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One creature/level touchedDuration: 1 round/level (D)Saving Throw: Will negates; see textSpell Resistance: Yes

The subjects of this spell become so clumsy and oafi sh they fi nd it exceedingly diffi cult to undertake most actions without error, taking a –5 penalty on all attack rolls, ability checks and skill checks. Whenever an affected creature fails an attack or skill check that involves a manufactured weapon or tool, if must make a Refl ex save or drop it.

An affected creature can move at only up to one-half its normal speed without having to make a Refl ex save to avoid falling prone. In cases where a skill check also involves movement (such as climbing, jumping or swimming), ignore the speed restriction but apply the check penalty noted above. If a creature falls prone for any reason while affected by this spell, it must make a Refl ex save to get up again. An affected creature must make a Refl ex save to draw a weapon, pick up a dropped item, retrieve a stored item and the like. If the save fails, the creature drops the item in its space.

To cast a spell or use a special ability that requires any action, an affected creature must succeed on a Concentration check with a DC equal to the foozle spell’s save DC. If the check fails, the creature loses the spell or expends a use of the special ability with no effect. Whenever foozle prevents a creature from completing an action, the creature’s turn ends.

Material Component: A vial containing wine or other spirits and a fruit or vegetable peel.

Forbidden ScriptNecromancy [Language-Dependent, Poison]Level: Asn 4, Brd 5, Sor/Wiz 5Components: V, S, MCasting Time: 10 minutesRange: TouchTarget: 1 oz. vial of inkDuration: 1 hour/level; see textSaving Throw: None; see textSpell Resistance: No

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You imbue the target ink with powerfully poisonous energy. If the ink is used during the duration of the spell, any writing produced with it is permeated with the energy. Once written and the ink dried, this effect is permanent. At the time the spell is cast, you may designate up to one unique creature per level that is immune from the effects of the poisonous script. Anything written with the ink after the duration of the spell expires is normal script.

Once the ink dries, anyone reading the text other than you or a designated creature is immediately exposed to a magically created ingestion poison. The poison has a Fortitude DC equal to 10 + ½ your caster level + your relevant ability modifi er. The initial and secondary damage of the poison are death. Merely looking at the text does not trigger the effect. It is only triggered if the creature actually reads the writing.

Some shady spellcasters have been known to write their spellbooks entirely in forbidden script.

Material Component: A mixture of aged bloodyberry juice and wyvern blood with a total value of at least 250 gp that is mixed with the ink at the time of casting.

ForetellingDivinationLevel: Sor/Wiz 5Components: V, S, M, FCasting Time: 1 minuteRange: PersonalTarget: YouDuration: Instantaneous

Similar to lesser foretelling, foretelling allows the caster to ask a question and derive a magical answer to it. Unlike lesser foretelling, the question can be anything, not merely one answerable by ‘yes’ or ‘no’. The question can also be contingent on as many as three different conditions. Unfortunately, a wider scope means a greater chance for error. When casting foretelling, there i s a chance for an incorrect o r misleading answer (25% minus 1% per caster level). The answer will always be brief, as simple as possible and may not entirely answer the question if it is too vague or open-ended.

‘Will I be alive tomorrow?’ is a pretty basic question but it is also fairly vague. In this case, the answer could be ‘If you are careful, yes’. The Games Master knows that he has a dangerous ambush waiting to spring on the party when they camp tonight but it is not impossible to defeat or avoid.

Material Component: A single gold coin carried by the caster for more than a day.

Focus: A set of fortune telling tools worth at least 250 gp.

Foretelling, GreaterDivinationLevel: Sor/Wiz 9Components: V, S, M, FCasting Time: 1 standard action

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Range: PersonalTarget: YouDuration: Instantaneous

This spell attributes its level to its incredibly wide range of uses. It is similar to foretelling, except that the question can have any kind of phrasing and offers a complete, perfectly accurate answer (though it is not always easy to understand). Instead of this ability, greater foretelling can be used to duplicate the effects of any divination spell of 7th level or below, foregoing any need for material components other than those required by this spell. Experience point costs, if any, must be paid as normal.

Alternately, greater foretelling can be cast immediately after the foresight spell to increase the duration of the foresight to 24 hours. Greater foretelling has no other effect if cast in this way.

Material Component: A single gold coin carried by the caster for more than a day.

Focus: A set of fortune telling tools worth at least 250 gp.

Foretelling, LesserDivinationLevel: Brd1, Sor/Wiz 1Components: V, S, M, FCasting Time: 10 minutesRange: PersonalTarget: YouDuration: Instantaneous

A basic divination, lesser foretelling allows the caster to ask a simple yes or no question and get an answer through the magical perception of probabilities and fate. While this spell gives as accurate a reading as possible, the question cannot be a complicated one. Lesser Foretelling only allows for two conditions and if the wording makes it impossible for the answer given to be a yes or no, the spell fails. The spell also fails if the question is too general or there are too many circumstances to allow for a clear outcome to base an answer on.

An example of a question allowable by lesser foretelling would be ‘If we follow the path we are on, will we make it to Caer Olvran by nightfall?’ Following the path and nightfall are the two conditions and the answer would be ‘yes’ since the party is close enough to reach the doomed ruins of Caer Olvran at their current rate of movement. This answer is not a guarantee of getting to the Caer but it is well within

the realm of possibility that they can make their destination by nightfall.

If the question had been ‘Will we make it to Caer Olvran?’ the spell will likely fail. While the party is only a few hours from its bone-littered streets, there are packs of dire wolves and the deadly guardian that protects the only entrance to its valley to contend with. The party is certainly not assured of being able to defeat what lies ahead, and so the question is too general to allow for a defi nitive answer.

Material Component: A single gold coin carried by the caster for more than a day.

Focus: A set of fortune telling tools worth at least 250 gp.

ForsakenAbjurationLevel: Drd 7, Sor/Wiz 7Components: V, S, DFCasting Time: 1 roundRange: Medium (100 ft. + 10 ft./level)Target: One divine spell casterDuration: Concentration up to 1 minute/levelSaving Throw: Will negatesSpell Resistance: Yes

Forsaken impedes all contact that a target creature has with his deity by temporarily cutting the conduit through which such powers fl ow. Upon a successful casting, the target is entitled to a Will saving throw. If he fails, the victim is unable to cast any divine spell or use any spell-like or supernatural ability that is of divine nature, such as turning undead. Paladins, priests, rangers and druids are adversely affected.

The innate abilities of outsiders are not affected by this spell because they carry the spark of divinity within themselves. However, an outsider’s divine spells are still gifted to them by the deity they represent, and they are subject to being forsaken.

The caster of forsaken must maintain constant concentration in order to maintain the spell. When the concentration lapses, for whatever reason, the victim’s divine connection returns.

Fractured UnityEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)

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Area: One or more living creatures within a 20 ft. radius burst.Duration: 1 round/level (D)Saving Throw: Will negatesSpell Resistance: Yes

Sowing discord and emotional turmoil through its area, fractured unity prevents anyone from thinking of others as allies. Any spells currently active in the area that determine their effects by means of allies will likely fail because of this, and spells that affect enemies will attempt to affect everyone within the 50 foot radius area of this spell. Targets of fractured unity will not disengage from melee to heal others, request aid of any sort, or offer help to others. If an affected spellcaster has benefi cial spells that could affect himself as well as others, he will cast them on himself in preference to sharing them. (This does not force him to cast these spells; it merely keeps the target from ‘wasting’ them on other beings if the opportunity to use the spells arises.) Any feat or tactic that relies on supporting allies (such as fl anking bonuses or rogues being able to sneak attack a fl anked target) also fails to work during this spell.

Material Component: A broken contract at least 10 years old and special oils worth 100 gp. The contract erupts in fl ame and is instantly consumed when the spell is cast.

Fortify ArmourAbjuration [Force]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 roundRange: TouchTarget: Armour touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

When this spell is cast on armour, it gains a certain level of fortifi cation as per the armour special ability. At caster level 7th – 11th, the armour gains light fortifi cation, at 12th – 14th, the armour gains moderate fortifi cation and at higher caster levels it gains heavy fortifi cation.

Material Component: A pinch of dragon scale dust (any colour) or vial of rust from a destroyed iron golem.

Fortify WeaponAbjuration [Force]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 roundRange: TouchTarget: Weapon touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

When this spell is cast, a weapon touched is granted a hardness of 40 which cannot be bypassed by any non-magical means. This fi eld also allows the weapon to be used for Sunder attempts regardless of the defending weapon’s bonus, though it adds no bonus to damage and does not actually make the weapon ‘magical’ for any other purpose.

Material component: A pinch of dragon scale dust (any colour) or a vial of rust from a destroyed iron golem.

FriendshipEnchantment Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Your charmed creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Essential to good relations with those the caster charms, this spell makes the friendship effect of an Enchantment (Charm) spell (assuming it has one) permanent and nonmagical. This amiability becomes a natural part of the creature but it is not enforced in any way. Thus, actions by the caster can easily disrupt or undo the fragile bonds of this new friendship. Likewise, if the caster takes steps to strengthen the relationship, the target is likely to remain friendly indefi nitely. Ultimately, this spell is what the caster makes of it.

Material Component: A rose petal, a gold coin and a knotted silk cord.

Frightful PresenceIllusion (Glamour) [Fear]Level: Brd 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard action

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Range: 30 ft.Area: Cone shaped emanationDuration: InstantaneousSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

With this spell the caster can create a fearsome manifestation that mimics the frightful presence special attack. This spell makes the caster’s very presence unsettling to foes. Opponents within 30 feet who can see the spellcaster must make a Will save versus the spell’s DC or become frightened for 3d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the caster has.

Future BanishmentTransmutation [Temporal]Level: Sor/Wiz 7Targets: One creature

This spell is identical to the spell future dispatcher in all ways except where noted above. The spell may transmit any single creature ten minutes into the future.

Future DispatcherTransmutation [Temporal]Level: Sor / Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Targets: One creature of Medium size or smallerDuration: 10 minutesSaving Throw: Fortitude negatesSpell Resistance: Yes

This powerful spell thrusts a single creature of Medium size or smaller forward in time ten minutes. The creature simply vanishes from his current location and reappears in exactly the same spot ten minutes later. The creature experiences no perceptible time lapse. Instead, the surrounding scene appears simply to change in an instant to that of the future.

If the creature’s original spot is occupied when the ten minutes elapses, it reappears in the nearest available location. For locations an equal distance from the original, roll randomly to determine in which spot the creature appears. While the creature is absent, no magic can affect it. A dispel magic targeted at the location where the creature was will bring it back prematurely as will an antimagic fi eld.

Material Component: The material component for this spell is a grasshopper trapped in a small glass bottle.

Future ImprisonmentTransmutation [Temporal]Level: Sor / Wiz 9Duration: One yearTargets: One creature

This spell is identical to future banishment in all ways excepted where specifi cally noted. This spell is a curse worse than death for many as the caster projects the unfortunate victim into the future, never to return. This spell may transmit any single creature up to one year into the future.

Material Component: A silver statuette of a grasshopper worth at least 500gp, trapped in a glass bottle.

GarbleIllusion (Glamour)Level: Brd 3, Sor/Wiz 3Components: V, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft/2 levels)Target: One creatureDuration: 1 hour/level (D)Saving Throw: Will negatesSpell Resistance: Yes

This curse disguises the target’s speech, which is useful for ending arguments and squelching well-spoken agitators. Whatever she says sounds completely normal to her, but is incomprehensible gibberish to everyone else. Most skills involving a common language are useless, though the target may be able to communicate with non-verbal methods such as touch, writing, sign language or facial expressions. The target’s ability to cast spells with verbal components is unaffected.

Material Component: A slice of lemon, which the caster must bite and suck the juices from.

Gaze ReflectorConjuration (Creation)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

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This spell creates a shimmering veil, akin to a mirror, in the area in front of your face. The veil moves with you and you can see normally through it. Any gaze attack requiring that you meet the opponent’s eyes (such as that of a medusa or basilisk) is refl ected back upon the opponent and affects it normally unless the creature is immune to its own gaze attack (the creature gets a save to avoid the effects if its gaze normally allows one).

Material Component: A small silver mirror.

Gelid StreamTransmutation [Cold]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: StreamDuration: 1 round/2 levelsSaving Throw: Refl ex NegatesSpell Resistance: Yes

Your hand emanates a stream of chilling cold that reduces the mobility of any target it touches. A target that fails its Refl ex save may only take a single move or standard action each round for the duration of the spell and suffers 1d3 hit points of damage every round for the duration of the spell.

Material Component: A small icicle carved from crystal (50 gp value).

Ghost ArmourConjuration (Summoning) [Force]Level: Clr 3, Rgr 4, Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: One creature Duration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

You call upon the protection of the spirits to guard you or another creature from harm. The spirit envelops the target creature, granting it a +1 defl ection bonus to AC and damage reduction 10/magic. Despite the spell’s name, the protecting creature is a spirit, not an undead, and it can be seen as a transparent fi gure juxtaposed to the protected creature’s body. The spirit also protects the creature from incorporeal attacks and force effects as the mage armour spell.

Focus: A turtle shell with a carved image of a warrior.

Ghost BladeTransmutation [Force] Level: Brd 4, Clr 5, Drd 5, Sor/Wiz 5Components: V, FCasting Time: 1 standard actionRange: TouchTarget: One melee or natural weaponDuration: 1 minute/levelSaving Throw: NoneSpell Resistance No

The caster touches a melee or natural weapon such as a claw or a creature’s teeth, suffusing it with raw magical force. So fortifi ed, the weapon cleaves easily through its targets and acquires the ghost touch trait for the spell’s duration. The weapon ignores the hardness rating of inanimate objects, doing damage directly to an object’s hit points. All attacks made by the affected weapon are resolved as touch attacks – the target’s armour, natural armour and shield bonuses are ignored, though magical bonuses are not. The weapon’s wielder may attack incorporeal targets without penalty.

Focus: The weapon.

Ghost CombatantIllusion (Phantasm) [Mind-Affecting]Level: Brd 1, Clr 2, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creature Duration: 1 round/levelSaving Throw: Will negates.Spell Resistance: No

You can make spirits whisper, make noises and create false movements behind a creature to make it believe it is fl anked. If the target fails its saving throw, it believes that there is another attacker behind it, occupying a space where no actual opponent exists, suffering all the effects of being fl anked (opponent gets a +2 bonus to attack rolls and is vulnerable to sneak attacks), even if it is not.

Material Component: Iron fi lings, caltrops work as an alternative.

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Ghost DanceConjuration (Summoning)Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5Components: V, S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: 1 summoned creature per caster level in a 30-ft.-radius areaDuration: 1 round/2 levels (D)Saving Throw: Refl ex halfSpell Resistance: No

You summon warrior spirits to aid you in combat. The number of spirits that arrive equals your caster level, with a maximum of 15. The spirits start attacking anything and everything inside the area of effect, dealing a total of 1d6 points of damage per spirit, and you assign how much damage each creature inside the area receives before the targets roll their Refl ex saving throws. Every creature that succeeds at the save receives only half of the damage you assigned for it. At the beginning of every round of the duration, you can reassign the damage dealt to each creature that remains inside the area as long as the total is the same that you rolled the fi rst time. Targets can keep rolling their Refl ex save normally to halve it. The warriors’ spirits are Neutral in alignment, and thus unaffected by protection or magic circle spells, but affected by dictum and word of chaos. If the spirits are targeted by spells such as banishment or dismissal, they use your Will save bonus to resist. Being incorporeal, they are affected normally by force barriers such as mage armour or wall of force.

Material Component: Dust of coagulated blood.

Ghoulish CurseNecromancyLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets: One living creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

Ghouls may be created from those slain by many different means but the process of their creation via a curse upon the living is a dark secret few ever truly understand. Through the use of this spell, you may bring a terrible curse to your enemies, for by your touch alone you may set into motion a dread transformation that will ultimately result in both their death and subsequent rising as a ghoul.

A subject may only be affected by this spell through touch, though such contact may be light enough that they fail to recognise the action for what it is. At this point, they will transform into a ghoul in a number of days equal to their character level. During these days, they will physically change, becoming ever more ghoul-like as their skin sinks and begins to rot, their eyes pull back and glow, and their demeanour becomes more feral and bestial. At the end of this time, they will die and immediately rise as a ghoul of Chaotic Evil alignment.

At the moment of touch and at the beginning of every day during the transformation, the subject may make a Fortitude save. Success will result in the breaking and nullifi cation of this spell, returning the subject to normal within one day. Remove curse will have the same effect.

Material Component: Dirt from an ancient grave.

Gilded ThoughtsDivinationLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level (D)

Once this spell is cast, the mind of the caster gains the ability to intercept any attempt to detect his thoughts, establish mental contact with his mind or take control of him through any spell with the Charm or Compulsion designators. The caster can then make the originator of these attempts see anything the caster wishes them to, making them believe that what they are seeing is the truth. A Sense Motive check on the part of the originator (DC 10 + caster level) can be made to see through this deception. If the deception is detected, the originator can then push past the gilded thoughts automatically and achieve whatever effect the original spell would have had.

Focus: A gold ingot inscribed with the caster’s name and personal mark (25 gp).

Gilded TongueDivinationLevel: Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level (D)

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This spell continuously divines the best possible thing the caster can say, letting him know what people want to hear and what will accomplish any given communication-oriented goal. While it is in effect, the caster may make a Concentration check (DC 10 + the Diffi culty Class of the Diplomacy, Sense Motive, Gather Information or Bluff check normally required) to perform those skills fl awlessly. If the caster actually has fi ve or more ranks in one of these skills, he gains a +2 competence bonus to any Concentration check made to duplicate it.

Focus: A gold ingot inscribed with the caster’s name and personal mark (25 gp).

Girding CallConjuration (Summoning) [Hanging]Level: Sor/Wiz 5Components: V, S, FCasting Time: SpecialRange: TouchTarget: A number of objects weighing less than 5 lbs./levelDuration: InstantaneousSaving Throw: Will negates (harmless, object)Spell Resistance: No

As apportation, but the spell has its effective weight limit increased to 5 pounds per caster level and the focus can be any number of objects that can be held, worn or wielded as long as the total weight is within the mentioned limit. When the girding call is cast, it summons the items, which appear held, worn or wielded in any way the caster wishes as a free action. This allows the caster to instantly go from unclad to fully garbed and armed with a single word. As with apporta tion, magical items can be used for foci.

There is an alternate way to cast this spell. If done this way, it is not a hanging spell and takes 5 minutes to cast. What this form of the spell does is attempt to summon any one item within the above weight limit. The caster has to have a clear description of the item or have seen or touched it personally. He must make a Will save to succeed at this summoning. The DC for this save is 20 for a touched item, 25 for having seen it, or 30 if only a description is known. The DC is increased by 5 if the item is attended. If the save is failed, the spell fails. If the item is attended, it automati cally gets its attendant’s Will save to resist this tel eportation. If the spell fails, the attendant knows what attempted to happen and gets a general idea of distance and direction to the call’s caster.

Focus: Objects to be summoned.

Glimpse Past the BarrierDivination [Temporal]Level: Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level

This spell allows the caster to see through any barrier or boundary within 60 feet so long as the barrier or obstruction was clear at some time in the past. Essentially, the caster sees through the door or barrier when it was open, shifting his senses back to the present on the other side. If the barrier has been fi rmly in place for longer than one day per caster level, the caster’s senses cannot bypass it.

Globe of Invulnerability, Major AbjurationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: 10 feetArea: 10-ft. radius spherical emanation, centred on you Duration: 1 round/levelSaving Throw: NoneSpell Resistance: No

As lesser globe of invulnerability, except that it excludes 5th level spells from its radius of effect. In addition, the globe now moves with you, assuming you move no faster than a single move during a given round. Moving faster or using any sort of teleportation effect does not disrupt this spell, but it is left motionless at the origin point of such a move and remains there for the duration of its effect.

Golden VoiceEnchantment [Language-Dependent, Mind-Affecting]Level: Brd 2Components: VCasting Time: 1 standard actionRange: 30 ft.Target: A 30 ft. radius emanation centred on you Duration: 5 rounds/levelSaving Throw: Will negatesSpell Resistance: Yes

This enchantment causes your voice to change, becoming richer and more powerful. Everyone within the area of effect can clearly hear your voice so long as there is not an active obstruction. Furthermore,

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you gain a +10 bonus on all Diplomacy or Bluff skill checks that target anyone in the area who fail a Will save.

In order for this spell to grant a bonus, you must be able to speak to your targets. If you attack any creature within the area of effect, the spell breaks. Finally, the creature must be able to understand you for you to gain the skill bonus.

Good IntentionsTransmutation [Evil]Level: Brd 2, Clr 2, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: PermanentSaving Throw: Will negatesSpell Resistance Yes

This spell manifests itself every time the subject performs a good act such as healing or curing, showing kindness, acts of generosity or mercy or any conduct that shows the virtues of good. When performing any such act, the subject feels a painful clutching at his heart, as if it was being crushed from the inside by the burning hand of a fi end. The subject takes 1 point of damage and must make a Fortitude save or be nauseated for 1d6 rounds (see DMG). The damage is from unholy power and cannot be averted by any form of energy resistance or damage reduction. The Fortitude save can be modifi ed with any spell that improves saving throws.

Good intentions can be dispelled or it can be removed by a break enchantment, limited wish, miracle, remove curse or wish.

Material Components: The eye of a crow sacrifi ced under the full moon.

GossipEnchantment (Compulsion) [Mind-Affecting]Level: Brd 3Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One humanoidDuration: 1 minute/levelSaving Throw: Will negatesSpell Resistance: Yes

This spell causes its target to begin gossiping relentlessly, unable to reveal the most personal

information fast enough. The caster may encourage the target to gossip about any subject that he pleases, including secret passwords, the strength and number of the king’s entourage or the location of traps in the area.

There is no limit to the information that the subject is willing to give out while under the infl uence of this spell.

Unlike charm person, the subject does not regard you as a friend any more than he did before you cast gossip. He merely sees you as someone who will listen to a good story or two. He will not take orders or commands and will take no action that he would not normally take except for revealing secrets that he knows.

GraceAbjurationLevel: Clr 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: PersonalArea: 15-foot emanation from casterDuration: 1 round/levelSaving Throw: None Spell Resistance: No

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Grace allows the caster to bring a ‘bubble’ of safe reality with him when he travels from one plane to another. For the duration of the spell, the caster is treated as if he was on his home plane for the purposes of all environmental and planar effects. For example, if a native of the Prime Material Plane went through a portal to the Negative Energy Plane, grace would protect him from the negative energy and the cold and would allow him to use positive energy spells without impediment.

The grace effect manifests as a shimmering white sphere around the caster. Grace extends only to the caster and anyone else who travelled using the same portal effect; creatures on the new plane are untouched by grace.

Graft WeaponsNecromancyLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 hourRange: TouchTargets: One or more skeletons or zombies touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

With this spell, you can graft all manner of melee weapons directly onto the forearms of the skeletons and zombies you have animated, fusing metal and bone to become one. This, in effect, replaces the hand and forearm of the skeleton or zombie with the weapon used as the material component, thus greatly enhancing the creature’s combat capabilities. It now fi ghts with the weapon being an extension of its own body, granting a +1 competence bonus to all attack rolls in close combat. The skeleton or zombie also, naturally, now does the damage of the weapon rather than its own claw or slam attacks. Weapons grafted onto undead creatures in this way are considered natural weaponry. Regardless of the amount of times this spell is cast, you may only graft weapons onto 2 HD of skeletons or zombies per caster level.

Only weapons of the same size class or smaller may be grafted onto skeletons or zombies by the use of this spell. However, you may choose to graft two weapons onto each skeleton or zombie, simply by providing two weapons for each as a material component. When this is done, the undead creatures so affected will no longer be able to pick up or

manipulate objects, as their hands are now replaced by weapons. However, they will be able to make two attacks per round, once with each weapon, though they lose the competence bonus described above.

Material Component: At least one melee weapon per skeleton or zombie that is touched. The fusion of metal and bone is a permanent process and so the weapon will be expended during the casting, even if the skeleton or zombie is later destroyed.

GranitehandTransmutationLevel: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 round/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The subject’s fi sts become hard as stone. Its unarmed attacks deal lethal rather than nonlethal damage, and it considered armed for purposes of attacks of opportunity and threatening an area. Further, the creature’s grip is strengthened, granting a +5 circumstance bonus to Climb checks and a +2 bonus to resist being disarmed. If the subject already deals lethal damage with an unarmed attack, it gains no further benefi ts to its combat abilities. If it does not have fi ngers or similar digits, it gains no skill bonuses.

Grappling ChainsConjuration (Summoning)Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10ft./level)Effect: 4 chains + 1 chain/3 caster levels, all within a 5 ft. areaDuration: 1 round/levelSaving Throw: Refl ex negatesSpell Resistance No

This spell causes hooked chains to explode from the ground, latching onto a single victim. Four chains, plus one chain for every three caster levels, immediately spring into action. Each chain has a reach of 10 feet, AC 18, hardness 5 and 1 hp/caster level. The grappling chains cannot be targeted by an spell that does not deal damage.

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The victim is allowed a single Refl ex saving throw to avoid the spell entirely. If the save is successful, the chains remain in place until the spell’s duration expires. Anyone entering the range of the chains’ reach must immediately make a Refl ex saving throw or suffer the effects detailed below.

In the case of failure, the unfortunate target suffers damage as the chains constrict into his body, causing 1d6 points of damage per chain. Additionally, the victim is considered grappled by the chains.

In each subsequent round, a held character may try to wrestle free, as if attempting to break free from a normal grapple. The chains have an effective combined Strength of 20 plus 1 per additional chain and are considered to be Large. A successful check results in the character breaking free from the chains.

Chains can be destroyed to help in freeing a held character. Each chain that is destroyed lowers the Strength of the grappling chains by 1 point. When only four chains remain, each destroyed chain lowers the effective combined Strength of the chains by 5 points.

Material Component: A single hooked chain taken from a torture chamber.

Grappling SpineTransmutationLevel: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

This gruesome spell causes your own spine to lengthen considerably, thrusting up from the base of your skull to become a prehensile weapon (or limb-like tendril) under your control. Each round, in addition to whatever actions you would normally make, the grappling spine can make either an ‘unarmed’ disarm or grapple attack with a reach of 10 feet, neither of which draws an attack of opportunity. It is treated as Medium and has an attack bonus of +10 plus your caster level. Its Strength score is your Strength +5. While grappling, once it achieves a hold, the grappling spine can deal 1d6 points of damage plus its Strength modifi er, if any.

Grave StormNecromancy [Evil]Level: Clr 8, Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: Yes

Drawing upon the lethal arcane energies of the grave, this spell brings into existence a horrid stream of grave dirt, putrid fl esh, maggots and bone dust. This material extends forward in a cone from your hand. It slams into living creatures, overwhelming them in a horrid spray of death magic that deals 1d6 points of damage per caster level (maximum of 20d6). Those that succeed on their Fortitude saving throws take half damage. In addition, any creatures killed by this damage rise as zombies under the caster’s control in 1d4 rounds. Treat these creatures as monsters you created with animate dead.

Material Component: A fi stful of dirt taken from a freshly dug grave.

Great KnockTransmutationLevel: Sor/Wiz 3Components: VCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: One door, box or chest with an area of up 25 square ft./levelDuration: InstantaneousSaving Throw: None (See text)Spell Resistance No

Much like the lesser knock spell, great knock breaks open stuck, barred, locked, held or arcane locked doors. In addition, the spell also opens secret doors and locked or trick-opening boxes or chests. Unlike knock, this spell shatters welds, shackles, chains and similar impediments (such as a portcullis), as well as the arcane lock spell. Furthermore, great knock removes all methods preventing egress through a single portal. The portal maybe up to 25 square feet in area per level of the caster. Like knock, the location of the door or item must be known.

More signifi cantly, great knock completely destroys the door or item in the process of opening it. Anyone standing within 10 feet of the other side of a great knocked door or within 10 feet of a chest, and so on,

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takes 1d6 points of damage per two levels of the caster (maximum of 5d6 or less if the item being burst open is small) from fl ying debris. A Refl ex save halves the damage.

Ground TrapTransmutationLevel: Brd 1, Sor/Wiz 1Components: V, S, F/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One creature of Medium size or smallerDuration: 1 round/level (D); see textSaving Throw: Refl ex negates; see textSpell Resistance: Yes

The ground beneath one of the target’s feet rises up to envelop its foot and leg up to the knee, effectively trapping the target. The target receives a Refl ex saving throw to avoid the ground’s grasp. Failure means that the target is trapped and unable to move from its spot for the duration of the spell while success means that the target has avoided or twisted free of the ground’s grasp and the spell fails.

A trapped target cannot free itself with a Strength or Escape Artist check, but it and/or its friends can break the ground off (the DM will have to determine the exact composition of the ground holding the creature; a handy example is a hardness of 5 with 5 hit points) by striking at it (careful, or you will injure the trapped person). The trapped target is still free to take any actions, including casting spells, while its foot is trapped.

This spell applies to any earthen or stone surface that a creature is standing on (so that a spider climbing along a cavern ceiling could be entrapped). The spell does not affect a surface made of wood or metal.

Focus: A small piece of clay.

Guided StrikeDivinationLevel: Sor/Wiz 6Components: V, SCasting Time: 1 roundRange: PersonalTarget: YouDuration: Instantaneous

Cast immediately before another spell, guided strike is wasted if the caster takes any other action but spellcasting on the round following its completion. Because of the unique nature of this spell, it cannot

be cast by anyone under the effect of haste, slow or similar magic. Guided strike enhances the caster’s aim and ability to counteract an opponent’s defences. Specifi cally, it removes the Refl ex saving throw allowed by the next spell cast, if applicable, and automatically causes a critical hit if the spell allows for one.

If a target of one of these guided spells has the Evasion ability, it can still make a save for half damage. In this case, it does not get the normal benefi t conferred by Evasion. Improved Evasion acts as Evasion normally would, allowing the target to evade damage from the guided spell only on a successful saving throw.

Half-Orc CharmIllusion (Glamour) [Fear, Mind-Affecting]Level: Brd 2, Clr 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level (D)

This spell creates a subtle but very real aura of menace around the caster. Though it is impossible to determine exactly why, he seems larger, fi ercer and

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more imposing while this spell is in effect. The caster gains +1 bonus to Intimidation checks per character level, to a maximum of +10.

Hand of the GuiltyDivinationLevel: Sor/Wiz 4Components: V, S, FCasting Time: 1 minuteRange: TouchTarget: One object of 1 lb./caster level or lessDuration: One hour/levelSaving Throw: NoneSpell Resistance: Yes

Named for its most common use, this is a spe cialised form of the locate creature spell that uses as its focus an object of no more than 1 pound per caster level. When cast, the item becomes suffused with divination magic and acts to indicate the direction of the last person before the caster to touch it. It does this by gently ‘pulling’ in the correct direc tion, moving in much the same way as a dousing rod. Distance is no object but the spell will not cross dimensional boundaries. A failure in this regard is notable and will at least tell the caster that the object of the search is alive but on another plane. If the target is actually dead, the spell will lead to its corpse so long as it is on the same plane as the spellcaster.

Focus: The item to be used as the tracking object, which must be handled in a manner consistent to its construction and purpose during the spellcasting. A weapon must be brandished; a lantern must be lit if it is intact or at least held aloft if not, and so on.

Hand of VengeanceNecromancyLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 immediate actionRange: TouchTarget: Creature touchedDuration: Instantaneous (see below)Saving Throw: None (see below)Spell Resistance: Yes (harmless)

You may only cast this spell if you receive damage during this or the previous round of combat. If you succeed at a melee touch attack, your hand deals the identical amount of damage that you received from one attack against the creature that dealt that damage upon you. This only includes actual hit points lost. For example, if a creature sustained 20 points of damage from a lightning bolt, its touch deals 20

points of damage on the person that cast the spell or used the device creating the spell. The target is also shaken for 1 round/level unless he makes a successful Fortitude save.

Material Component: A drop of blood from the wizard’s wounds.

Harvest of BladesConjuration (Creation)Level: Clr 3, Pal 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20-ft. spreadDuration: 24 hoursSaving Throw: NoneSpell Resistance: No

This spell seeds an area with hazards, creating a magical trap for the unwary. Any creature that enters the affected area triggers long, fi ne steel blades that sprout from the surrounding surfaces and attempt to impale it, as follows.

Bladeground: CR 1/2 caster level; magical trap; location trigger; automatic reset; Atk bonus = caster level (1d8 piercing, x3); Search DC 28 (Note: This trap cannot be spotted until it has been triggered at least once); cannot be disabled without dispelling or exhausting (see below).

The trap can make a total number of attacks equal to your caster level (max 15) before it is exhausted. It never attacks any creature more than once per round. If you are present to witness creatures entering the affected area, you can choose to exempt them from being attacked.

Note that this spell can be used as easily in melee as to create an advance trap.

Material Component: Fragments of a shattered blade, scat tered across the affected area.

Hatred’s PuppetEnchantment (Compulsion)Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One humanoid of Medium size or smaller Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

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If affected by this spell, the target fl ies into a murderous rage, attacking the nearest creature regardless of previous affi liations or alignment. Once the target has attacked its fi rst victim in melee combat (which it will attempt to do in preference to all other forms of combat), it will ignore everything else, including taking damage, until the victim drops to 0 hit points or below. Then it will move on to the next nearest victim and repeat this behaviour. A side effect of this spell is that the target becomes an ally of the caster and an enemy to everyone else. This may cause it to lose or gain bonuses stemming from spells that differentiate on that basis (bless, for example).

Material Component: A drop of sweat from a barbarian or fur from a creature with the rage ability. If the caster has the rage ability personally, there is no material component.

Hero’s LuckDivinationLevel: Brd 1, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour/level or until usedSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Hero’s luck grants its recipient a limited form of sixth sense. Once during the spell’s duration, you may choose to gain a +2 insight bonus to an attack, skill check or saving throw you make. You must elect to use this bonus before making your roll. After you gain the bonus, the spell ends.

Material Component: A pair of carved ivory dice with sixes on every face, worth 20gp each.

Hero’s VisageEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Clr 2, Pal 2Components: V, S, F/DFCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)

The caster emanates an aura of greatness, appearing like a hero of ancient legend, who only the bravest dare to approach, let alone fi ght. Any creature attempting to engage the caster in melee combat must make a Will save or suffer a -2 morale penalty on attack and damage rolls.

Focus: Any weapon raised high in the air.

Hesitant CaressTransmutation [Focused]Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Huge or smaller creature touchedDuration: 1 round/4 levels, also see textSaving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack which may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Targets touched by you are affected as if by a slow spell for one round per level. Even if the target saves against this spell, it still counts as dazed for one round if its Hit Dice do not exceed yours.

Any dispelling effect can negate this spell on a target during its duration. Dispelling you does not end the duration on already affected targets.

Focused Effect: During the duration of this spell’s effect on any given target, it also suffers a –2 penalty to its Dexterity score.

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Hide the SoulAbjurationLevel: Clr 9, Drd 9, Sor/Wiz 9Components: V, S, M, FCasting Time: 10 minutesRange: Personal or touchTarget: You and one creature touchedDuration: PermanentSaving Throw: Will negatesSpell Resistance: No

You draw your soul (or the soul of a creature touched) from the body and store it in the body of any single animal you touch during the casting. By storing the soul elsewhere, the subject becomes immune to all spells or abilities that damage or affect the soul (such as the trap the soul or soul bind spells). Likewise, a subject whose soul is stored elsewhere cannot be affected by the clone spell. To free a hidden soul, the subject must bleed the animal (dealing 1 point of damage) and consume the blood. If the animal containing the subject’s soul is killed, the subject must make a successful DC 20 Constitution check or die as well (though he can now be returned to life normally). If the check succeeds, the subject’s soul is returned to its body and the effects of this spell are ended.

If the subject is killed, raise dead, resurrection, true resurrection or even a wish or miracle cannot restore life to a soulless subject. Only by bringing the focus animal within 5 feet of the slain subject’s body and bleeding it (dealing 1 point of damage) during the revivifi cation attempt can the subject be returned to life. This immediately returns the subject’s soul to its body and cancels the effects of this spell. If the animal cannot be obtained or is not within range, all attempts at revivifi cation automatically fail until the above conditions are met.

The focus animal’s soul remains in its body unaffected by the caster’s soul. In essence, the souls share the body of the focus animal. If a spell or power that affects or damages the soul (trap the soul, for instance) is cast on the focus animal while it houses the subject’s soul, there is a 50% chance that the subject’s soul (rather than the focus animal’s soul) is affected. In such a case, the effects of hide the soul are immediately nullifi ed, and the subject suffers the full effects of the spell or power in question.

A true seeing spell cast on the subject reveals a ghostly image of the focus animal overlying the subject. If true seeing is cast on the focus animal,

an overlying translucent and ghostly image of the subject can be seen.

Material Component: A black sapphire gem (total value equal to at least 1,000 gp x the subject’s character level). The gem is powdered and mixed with nine drops of blood from the subject and nine drops of blood from the focus animal. The subject consumes one half of the mixture while the focus (animal) consumes the other half.

Focus: The animal that is to contain the subject’s soul.

Hold ShipAbjurationLevel: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Targets: One shipDuration: ConcentrationSaving Throw: NoneSpell Resistance: Yes

A spell much valued by captains who may employ you, hold ship allows you to halt another vessel in its tracks, holding it immobile irrespective of winds, currents and the efforts of its crew. The ship will automatically remain motionless for one round. You may attempt to hold the ship for longer than one round by succeeding in a Concentration check at a DC based on the ship’s size (see Seas of Blood or Classic Play: Book of the Sea) or ship length as listed below. This Concentration check is made in addition to any others you may be forced to take, due to sustaining damage or casting in adverse conditions, for example.

Ship SizeShip SizeConcentration Concentration DCDC

LengthLength

Tiny 10 Less than 16 ft.

Small 12 16 ft. to 32 ft.

Medium 15 32 ft. to 128 ft.

Large 18 128 ft. to 250 ft.

Huge 20 250 ft. to 400 ft.

Gargantuan 25 400 ft. to 600 ft.

Colossal 30 600 ft. or larger

Once a Concentration check has been failed, the spell dissipates and the ship is once again free to move normally.

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Material Component: A small metal anchor.

Hungry ShadowConjuration [Evil]Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: One creature/roundDuration: Concentration (up to 1 round/level)Saving Throw: NoneSpell Resistance: No

A fanged, shadowy fi gure emerges from your mouth when this spell is cast (causing 1d4 hit points of damage to you as it does so). You may direct this shadow at any creature within range of the spell and order it to attack that target. The shadow must make a touch attack (using your base attack bonus) in order to unleash its power. If the attack succeeds, the target suffers 2d4 hit points of damage and is wrapped in the body of the shadow. As long as the shadow continues to attack the target, the target also suffers a –1 penalty to all attack, save and damage rolls. Once the shadow latches onto a target with a successful attack, the target suffers 1d4 hit points of damage each round. The shadow will not attack again unless it is directed to attack another target.

The caster may, as a standard action, instruct the hungry shadow to attack another target. The shadow immediately moves to the new target and makes another attack, as noted above. The shadow can make only one attack each round, regardless of how many actions the caster has.

Material Components: A square of black silk worth 30 gp.

I Speak the Will of KingsEnchantment (Compulsion) [Language Dependant, Mind-Affecting]Level: Sor/Wiz 3Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5ft./2 levels)Duration: 1 round/2 levelsSaving Throw: Will negatesSpell Resistance: Yes

Your presence cows and awes living beings and they leap to obey your commands without hesitation. When you cast this spell, you become more; you seem to grow and expand, looming over lesser mortals, light sparkles in your eyes, shadows deepen across your

brow and your voice booms with righteous authority. Each round, you may give a being a single one-word command, which they will attempt to obey to the best of their ability. This functions identically to the cleric spell command. You may command a being several times but he receives a new save each time and commands which contradict a previous command grant a +1 to +4 bonus to the saving throw. A target who successfully saves against a command is not immune to later commands.

Immobilize ExtremityEnchantment (Compulsion) [Mind-Affecting]Level: Brd 1, Clr 1, Sor/Wiz 2Components: V, S, F/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One humanoid creatureDuration: 1 round/level (D); see textSaving Throw: Will negates; see textSpell Resistance: Yes

One of the creature’s bodily limbs or appendages becomes paralysed and useless. This has a variety of potential effects.

Immobilizing the arm of a creature renders it unable to use that arm. The arm and attached hand hang limply. If it was holding a weapon or shield in that hand, the weapon or shield is not dropped but the weapon cannot be used to attack with and the shield’s Armour Class bonus is reduced by 1 (i.e. a buckler or light shield provides no protection while a heavy or tower shield still provides some protection as the creature slings its body around). In addition, the creature suffers a -2 circumstance penalty to all Dexterity checks, Dexterity-based skill checks, Refl ex saves and all Strength checks and Strength-based skill checks where the arm is used to aid in accomplishing the task (i.e. Climb, Jump and Swim checks).

Attempts to pry an item out of the grasp of a paralysed hand need to succeed at an opposed Strength check against the paralysed creature’s Strength.

Spellcasters that have an arm immobilized are not negatively affected in terms of their spellcasting, as a somatic component requires only one hand to be free.

Immobilizing the leg and attached foot of a bipedal creature causes it to drag, reducing its movement rate to one-half and causes it to suffer a -4 circumstance penalty to all Dexterity-based checks and skill checks, Refl ex saves, all Strength checks and Strength-

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based skill checks where the legs are used to aid in accomplishing the task (i.e. Climb, Jump, and Swim checks) and Armour Class.

Immobilizing the leg of a quadruped creature causes it to drag, reducing its movement to three quarters and causing it to suffer a -2 circumstance penalty to all Dexterity-based checks and skill checks, Refl ex saves, all Strength checks and Strength-based skill checks where the legs are used to aid in accomplishing the task (i.e. Climb, Jump and Swim checks) and Armour Class.

Furthermore, if the creature was moving at a pace faster than a walk at the time the leg is immobilized, it must succeed at a DC 15 Refl ex save (DC 10 for quadrupeds) or fall prone.

Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

A winged creature that has one of its wings paralysed cannot remain in fl ight and spirals slowly to the ground, fl apping wildly.

Focus: A small, straight piece of iron.

Improvised Figment IIllusion (Figment)Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard action.Range: Medium (100 ft. + 10 ft./level)Duration: ConcentrationSaving Throw: Will disbelief (if interacted with)Spell Resistance: NoAs crafted fi gment I except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IIIllusion (Figment)Level: Sor/Wiz 2

As crafted fi gment I except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IIIIllusion (Figment)Level: Sor/Wiz 3

As crafted fi gment II except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IVIllusion (Figment)Level: Sor/Wiz 4

As crafted fi gment III except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VIllusion (Figment)Level: Sor/Wiz 5

As crafted fi gment IV except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VIIllusion (Figment)Level: Sor/Wiz 6

As crafted fi gment V except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VIIIllusion (Figment)Level: Sor/Wiz 7

As crafted fi gment VI except the casting time is lessened, the range is decreased and the duration is

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concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment VIIIIllusion (Figment)Level: Sor/Wiz 8

As crafted fi gments VII except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Improvised Figment IXIllusion (Figment)Level: Sor/Wiz 9

As crafted fi gment VIII except the casting time is lessened, the range is decreased and the duration is concentration instead of permanent. As long as the caster maintains concentration, he can move the fi gment at will providing it does not leave his sight (at which time the spell ends) or the maximum range of the spell.

Indelible MarkTransmutationLevel: Clr 3, Sor/Wiz 2Components: V, S, MCasting Time: 10 minutesRange: TouchTarget: Creature touchedDuration: Permanent (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

A more powerful variation of arcane mark, this ritual allows you to brand a living creature with a message, symbol or sigil. The process of inscription takes ten minutes, and the target must either be unconscious, restrained or willing to cooperate with you. If the target is not willing to cooperate, she gets to make a Will save at the end of the process. If she is successful, the inscription fails and the material components are lost.

An indelible mark can cover a square of skin no larger than 2 inches on a side. When you inscribe the mark, you can designate it as voluntary or involuntary:

* A voluntary mark is under the control of the owner. She cannot change the appearance of the mark, but she can cause it to appear or disappear at will, as a free action. Secret societies and spy rings will often use voluntary marks as a means of verifying membership.

* An involuntary mark cannot be concealed. The target can hide it beneath clothing but she cannot remove it from her skin. If she grows hair over the spot, the hair will be discoloured to match the mark. If she uses alter self or disguise self, the mark will remain. If the fl esh is burned away or cut off, the mark will return when the skin heals. Even if the victim is polymorphed into the form of another creature, her new form will still bear the mark.

There are a few spells that can remove an indelible mark. The mark cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse or wish. If break enchantment or remove curse is used, the caster level must be at least equal to your caster level. In addition, you can always choose to remove a mark that you have made.

Material Components: 100 gp worth of dyes and tattooing equipment.

Indescribable CreepIllusion (Phantasm) [Fear, Mind-Affecting]Level: Brd 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Target: One living creatureDuration: InstantaneousSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

This spell creates a creeping sensation over the target’s body that can cause it to become panicked for a short amount of time (1d4 rounds). With a successful disbelief check, the target is instead shaken for 1d4 rounds.

Material Component: A piece of vine.

InebriateTransmutationLevel: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5ft./2 levels)

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Effect: Target becomes intoxicatedDuration: 10 minutes/levelSaving Throw: Fortitude negatesSpell Resistance Yes

If the target fails his Fortitude saving throw, he loses 2 points of Dexterity, Intelligence and Wisdom, which is immediately restored when inebriate expires. Multiple inebriate spells do not stack. If a victim is reduced to 0 in Dexterity, he is stunned. If he is reduced to 0 in either Intelligence or Wisdom, he falls unconscious. If attacked while unconscious, the target can reawaken for a number of rounds equal to his Constitution modifi er before lapsing back into a stupor.

In addition to the effects above, the target has all the behaviour patterns typical to inebriation. Anyone trying to alter the attitude of an intoxicated Non-Player Character may double his Charisma modifi er for the check to do so (see DMG).

Material Components: One drop of pure, grain alcohol.

Infected TouchNecromancy [Evil]Level: Sor/Wiz 4, Clr 5Components: V, S, MCasting Time: 1 standard actionRange: Touch.

Target: One creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

A bolt of grey energy fi res from the caster’s hand. The caster must make a ranged touch attack against a target and if the attack succeedsm, the target must instantly make a Fortitude check (DC 10 + caster level) or contract an evil disease known as Wizard’s Touch. This disease has a incubation period of 1d4 hours and deals 1d6 Constitution damage.

Material Component: The eye of a humanoid individual who died from the effects of any disease.

Infusion, GreaterConjuration (Creation) [Evil, Good]Level: Clr 5, Sor/Wiz 6Components: V, S, FCasting Time: 1 minuteRange: Close (25 ft. + 5 ft./2 levels)Duration: One minuteSaving Throw: Fortitude negates (see text)Spell Resistance: Yes (see text)

As lesser infusion, except the energies used are much more potent. A pure channel of dimensional power opens between the caster and either the upper or lower planes, transforming the appropri ate creature(s) with the application of the half-fi end or the half-celestial template. As with the lesser version of the spell, the creature makes an opposed Will save immediately; success on its part frees it from control. The energies of this spell are too potent to be channelled through a familiar; it cannot be used as the lesser version can.Focus: A lens of gemstone valued at 1,000 gp that has been exposed to the environment of the type of plane channelled for at least one uninterrupted month. This focus must be exposed to the same plane for one full day each year or it cracks and can never serve as a focus for this spell again.

Infusion, LesserConjuration (Creation) [Evil, Good]Level: Sor/Wiz 4Components: V, S, FCasting Time: 1 minuteRange: Close (25 ft. + 5 ft./2 levels)Duration: 1 minuteSaving Throw: Fortitude negates (see text)

Spell Resistance: Yes (see text)

You open a channel between the lower (or upper) planes and yourself. This channel has

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no immediate effect save to wreath you in either a black fl ickering aura or a blazing glow of pure white light. The next summon ing or calling spell you cast that brings one or more creatures, assuming it is cast during the infusion’s duration, uses the energy of this channel and binds it to these creatures.

If the creatures are brought forth by a sum moning spell, they receive no save or spell resistance check, but the effect of the spell ends when the summoning duration ends. The bodies of the summoned beings discor porate at that time as they would if they were slain and the planar energies disperse into the air. A much more permanent effect occurs if the spell was a calling one. The creatures involved receive full benefi t from a Fortitude save and spell resistance if they possess it. Failure to resist (or inability to do so) results in a drastic transformation.

This spell applies the fi endish or celestial tem plate to the creature affected. Even summoned creatures not normally eligible for this template can be altered, though the duration in this case is only 1 round for each two full caster levels. If this special duration elapses before the summoned or called beings are released, they are immediately sent back to their home planes from the stress of the dimensional energies. Of course, if a sum moned creature is already fi endish or celestial, there is no effect at all.

There is a risk to using this spell. As soon as the creatures appear and the template is applied, they receive an opposed Will save against you. If they succeed, the spell that summoned or called them is dispelled and they return home. In the case of a called being, this does not negate the template that remains as a permanent change. This spell can, however, be dispelled as if it were a baleful polymorph cast at your level.

This spell has a special effect if cast during the rit ual that calls a familiar. The familiar receives the opposed Will save as mentioned previously. If the familiar succeeds at the save, it does not transform or become bound to the caster’s service. This causes a magical backlash that prevents the caster for obtaining any form of familiar for 1 full year. If the familiar fails the opposed save, it applies the template and becomes the caster’s familiar.

Focus: A lens of gemstone valued at 500 gp that has been exposed to the environment of the type of plane channelled for at least one uninterrupted day. This focus must be exposed to the same plane for one full day each year or it cracks and can never serve as a focus for this spell again.

Instant ExitConjuration (Teleportation)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: You and touched objects or other willing creaturesDuration: 1 round; see textSaving Throw: None and Will negates (object)Spell Resistance: No and Yes (object)

This spell causes a door to suddenly appear on a wall or other fl at surface within range. Creatures that step through the door are instantly teleported to a random location within 1,000 feet of the door. You can bring along objects as long as their weight does not exceed your maximum load. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You have no control over where you or any other creatures are transported but all creatures stepping through the door are transported to the same location. There is no chance you arrive off target but there is a 5% chance this spell malfunctions and dumps all affected creatures into the Ethereal Plane.

Material Component: A small silver door embedded with chipped rubies (total value at least 500 gp).

Instant TrapTransmutationLevel: Drd 2, Sor/Wiz 2Components: V, S, FCasting Time: 1 minuteRange: TouchTarget: Weapon touchedDuration: 1 hour/level or until dischargedSaving Throw: NoneSpell Resistance: No

Instant trap creates a magical structure that uses a mundane weapon to build an invisible trap. The weapon that receives this spell turns invisible and takes up a position to attack a single 5-foot square space of the caster’s choice. The next creature that enters this spot during the spell’s duration triggers the trap. This trap attacks with a base attack bonus equal to the caster’s level. It deals damage as normal for the weapon. A missile weapon may be used with this spell so long as it is provided with a bolt, arrow or bullet, as may a thrown weapon. In this case, apply any range penalties for the distance the weapon must fi re across from the position where this spell was cast

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and its target area. Finding an instant trap requires a Search check (DC 27). Disarming one requires a Disable Device check (DC 27).

Focus: The weapon used with this spell.

Intuitive InsightDivinationLevel: Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level

The caster of intuitive insight gains a subtle understanding of nearly every form of skill imaginable. The less he actually knows about a given skill, the more this tenuous wisdom can aid him. This translates into a +5 insight bonus to any skill in which the spellcaster does not possess any ranks. If the caster does have ranks in a given skill, reduce the bonus by his number of ranks. Thus, the spell does not give any bonus if the caster has fi ve or more ranks in the skill.

Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.

Invigoration of UndeathNecromancyLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 30 ft.Area: Zombies in a 30 ft.-radius centred on youDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell increases the fl ow of negative energy through zombies, causing them to move with far greater speed and fl uidity than normal. Zombies within the area of effect automatically gain the Improved Initiative feat. In addition, they may also ignore their single actions only special quality.

The invigoration of undeath lasts indefi nitely, until the zombies are destroyed. No matter how many times you use this spell, however, only 2 HD per caster level worth of zombies may benefi t from its effects. Further castings will simply have no effect.

Material Component: The heart of a fi ghter or warrior.

InvulnerabilityTransmutationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creatureDuration: 1 round/level (D)Saving Throw: Fortitude negates (harmless)Spell resistance: Yes

With this spell, the caster imparts a level of damage reduction upon the recipient. The caster determines the exact type of this damage reduction at the time of casting. He may select one type of DR from the table below. Once selected, it cannot be changed. However, the caster could end the spell and cast it again with a different type of damage reduction selected from the table. At caster level 10, the amount of damage reduced increases to 10. At caster level 15, the damage reduction increases to 15 (the maximum).

* DR 5/silver

* DR 5/magic

* DR 5/slashing

* DR 5/piercing

* DR 5/bludgeoning

IronropeTransmutationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: 100 ft. rope or 100 square feet of rigging/levelDuration: 1 daySaving Throw: Fortitude negates (harmless)Spell Resistance: Yes

This spell changes the strength and hardness of normal rope to that of forged iron. The rope gains the toughness of iron (hardness 10; hit points 10; Break (DC 27)), but the rope also gains the rigidity of iron as well. The new ironrope is no longer as supple and fl exible as normal rope, although it does fl ex and bend to some degree.

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This spell is invaluable on long voyages where fi re and use occasionally damage rigging and moorage ropes. The ropes are usually fastened in their working positions and then the spell is cast. Add +20 to any Rope Use check to manipulate ironrope after it has been enchanted. No sailor wishes to untie a knot after ironrope has been cast upon it!

Material component: A bit of iron powder sprinkled on the rope to be enchanted.

IrritationConjuration (Creation)Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1Components: V, S, DF/MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1d4 rounds; see textSaving Throw: Fortitude negatesSpell Resistance: Yes

There are two distinct versions of this spell. You choose the effect when you cast the spell.

* Itching: You cover the target’s body in an itching sensation that lasts 1d4 rounds. For the duration, the target takes a –1 penalty on attack and damage rolls, checks and saves and armour class if it fails a Fortitude saving throw. The creature can scratch as a standard action, thus negating the penalties for that round. Creatures with a natural armour bonus of +4 or higher are immune to this version of irritation.

* Rash: You cover the target’s body in a deep red rash, which appears 1d3 rounds after casting the spell. If the target makes a successful save, it suffers no effects of the rash. If the save fails, each day thereafter, the rash becomes worse causing a –1 circumstance penalty to all Charisma-based checks made by the subject. This penalty increases by an additional point each day, to a maximum of –4 (after four days). One week later, the subject takes a –2 effective penalty to its Dexterity score. The rash persists until dispel magic or remove disease is cast on the subject. The penalties to Charisma-checks and Dexterity disappear immediately when the rash is removed.

Material Component: Crushed leaves from poison ivy, oak or sumac.

Item TattooTransmutationLevel: Drd 4, Rgr 4, Sor/Wiz 4Components: V, S, MCasting Time: 10 minutesRange: TouchTarget: One object (up to 1 cu. ft. per level)Duration: Permanent (D)Saving Throw: Special (see text)Spell Resistance yes (harmless)

This spell converts one object into a small tattoo upon the body of the recipient. The size of the object is reduced to about 1/12 of its normal dimensions, and it appears on the recipient at the place touched during casting. The new tattoo has no weight associated with it. The item is preserved in this form until it is returned to its normal form or the spell is dispelled. The item tattoo can be returned to its normal form by having either the recipient or the caster touch the tattoo and will the spell to end.

This spell can be dispelled by an erase spell, and the object is treated as a magical writing for this purpose. Dispelling the item tattoo in this manner causes the item to revert to its normal form.

Tattooing works automatically for non-magical items, but if the spellcaster tries to work this incantation upon a magical item, the spell recipient must make a Fortitude save. Otherwise, the magic item does not transform into a tattoo, and the items have all of their properties suppressed while in tattoo form. Magic items of artefact and relic power cannot be affected by so simple a spell as this.

A maximum of three tattoo items can affect one creature at any one time.

Material Components: This spell requires the item to be tattooed and tattooing pigments. If a magical item is being tattooed upon the recipient, a mixture of powdered amber is also required in the tattooing inks. The ink, worth 10gp, and powdered amber, worth 200 gp, are the material components for this spell.

Kenning the HeartEnchantment (Contingent – Divination)Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One creature Area: 20 ft. burst or none (see text) Duration: Instantaneous

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Saving Throw: Will negates (special) Spell Resistance: Yes

When kenning the heart is cast, the current emotional state of the target is immediately known to every being in the area of effect. Every being in the burst also becomes aware of the target as the source of the emotions. No names or images are given and only simple emotional concepts will be communicated but language is not a barrier. There is no save allowed for this effect.

Alternatively, the caster can choose a single emotional question, complete with qualifi ers, and learn the answer personally. In this case, no burst occurs. This question, which can be as complicated as ‘Who do you love romantically?’ can be posed only if the caster knows the target’s language or has some way to bypass this requirement (such as thrall’s understanding, tongues, or beyond words). The subject may make a Will save to negate this.

Kenning the MindEnchantment (Contingent – Divination)Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Area: 20 ft. burst or none (see text) Duration: Instantaneous Saving Throw: Will negates (special) Spell Resistance: Yes

This spell is very similar to kenning the heart, except that it broadcasts the current thoughts of the target at the moment of casting. The alternate effect allows the caster to ask a single detailed question involving thoughts and/or memories and receive a silent, complete answer from the target’s mind. If the Will save is failed, the caster learns what he wishes to know immediately.

Kenning the SoulEnchantmentLevel: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureArea: 20 foot burst or none (see text)Duration: InstantaneousSaving Throw: SpecialSpell Resistance: Special

This spell can be used to duplicate the effects of either kenning the heart or kenning the mind. If used in this way, there is no save or spell resistance against its effects. If the caster wishes, kenning the soul can be used to broadcast the target’s alignment to everyone within the burst radius. Absolutely no form of defence or immunity can prevent the accuracy of this detection, nor can any defence or immunity prevent the targets in the burst from receiving the information. Alternatively, the caster can learn the target’s alignment, fears, desires and ‘darkest secret’. The secrets learned by the caster are up to the Games Master’s discretion but will be something potentially harmful to the target or something he would never want revealed. This version of the spell offers a Will save and spell resistance applies. No burst occurs and the target has no indication, even with a successful save, that the kenning occurred.

Kidnap SoulNecromancy [Evil]Level: Clr 6, Sor/Wiz 6Components: V, S, F/DFCasting Time: 1 roundRange: UnlimitedTarget: 1 creatureDuration: 1 month/level or until successful save (D)Saving Throw: Will negatesSpell Resistance: Yes

This spell allows you to entrap the soul of your target inside a clay jug, and make with its body what you will. You need to point a specially prepared clay jug at your target for a full round and, if it fails a Will save, its life force is pulled into the jug and its body drops dead. This spell can be cast over scrying effects.

The following round the body rises as a zombie under your control, keeping its hit points and Armour Class, but otherwise using the statistics for a zombie as detailed in MM. The soul is allowed an additional Will save at the end of every month of the duration to free itself. Whether you free the life force, the spell’s duration ends or it escapes on its own, the body is returned to normal once the soul returns to it, having no knowledge of what the body did in its absence. Casting raise dead or any other resurrection magic on the body grants the trapped soul another Will save to escape with a +4 morale bonus.

If the animated body is slain, the trapped life force remains in the jug, and has a 50% chance of becoming a ghost (and quite an angry one) upon its release or escape. In this case, casting resurrection magic on

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the slain body automatically frees the trapped soul and calls it back to the body.

Protection from evil and other wards block this spell, and destroying the receptacle ends it. The effect can be dispelled only at the clay jug.

Focus: A clay jug painted with rich metal paintings worth at least 100 gp.

Know Thy MasterAbjurationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 10 minutesRange: TouchTarget: One itemDuration: PermanentSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

You mystically mark a given item as ‘claimed’ by a person of your choice. The spell causes the item to accept only the designated person as its owner, and to buck and twist in the hands of anyone else.

Anyone save the designated person who attempts to use the item suffers a –5 penalty on any relevant attack rolls or skill checks, and in their hands the item feels as if it weighs twice as much as normal. This spell is most often cast upon weapons, but it can also be applied to other objects like chariots or clothing.

Material Component: A drop of the designated owner’s blood.

Lack of GraceTransmutationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: 1 minute/levelSaving Throw: NoneSpell Resistance No

A crimson beam emanates from the caster’s palm, disorienting and unbalancing the target. The caster must succeed with a ranged touch attack to strike his target. If struck the target suffers a 1d6 penalty to Dexterity, with an additional penalty of –1 per 2 caster levels, to a maximum of –5. The subject’s Dexterity score cannot drop below 1.

Lava WyrmConjuration [Fire]Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: One unoccupied 5 ft. squareDuration: Concentration (up to 1 round/level)Saving Throw: Refl ex negatesSpell Resistance: No

This spell creates a serpentine fl ow of lava emerging from the earth at a spot designated by the caster. The wyrm is 20 feet long, with a fl exible body. It consists of 4 5-foot squares that can be repositioned by the caster whenever it moves, but each segment of the body (save for the two ends) must be in squares adjacent to at least two other body segments at all times. Diagonal squares are considered adjacent when repositioning the lava wyrm.

As a move equivalent action, the caster may direct the wyrm to move up to 30 feet, measured from the wyrm’s head. At this time, the body may be repositioned in any form, as long as it adheres to the restrictions listed above. If any portion of the wyrm’s body passes through a square containing a creature, that creature suffers 10d6 hit points of fi re damage unless a successful Refl ex save is made.

The wyrm may not move through a square containing any obstruction of Huge size or larger.

Material Component: Three small rubies strung along a golden wire (value of 600 gp).

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Law of SimplificationDivinationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round

This spell allows the caster to manipulate fate and reduce a single action down to its simplest chance for success, negating all mitigating circumstances except the basic odds of its being accomplished. What this does in practice is affect the next action taken by the caster by removing any armour, circumstance, competence, concealment, cover, defl ection, insight or morale modifi ers enjoyed or suffered by the caster and the target. For example, if the caster were fi ring a crossbow at an invisible kobold behind a low wall while under the effects of a bless spell, the only modifi ers to the roll would be the caster’s ranged attack bonus, the weapon’s enhancement bonus (if any) and the kobold’s Dexterity bonus.

The chance manipulated by the caster will swing back out of the caster’s favour after this is done. The next time the caster makes a skill check or attack roll that could possibly fail, it will do so.

Law of the WildDivination (Contingent – Enchantment)Level: Drd 2, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour

The natural world follows its own rules, rules that can be quite confusing to wizards and sorcerers, who often spend more time dealing with arcane affairs than what resides in the heart of sylvan glades. However, the life of an adventuring wizard can take him into some very inhospitable places, such as dark forests fi lled with wild creatures. This spell allows a caster to divine the purpose, motivation and desires of animals and beasts.

When cast, the spellcaster gains a +10 insight bonus to Handle Animal, Wild Empathy and Wilderness Lore checks. If the caster does not normally have access to the Wild Empathy class feature, he may make checks as if he did (in this case, the insight bonus counts as skill ranks). A subtle fi eld of magic surrounds the caster, which keeps creatures of the animal and beast

types from attacking him unless he attacks them fi rst.

Legs of the SpiderTransmutationLevel: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: You Duration: 1 round/level

The caster sprouts four enormous spider’s legs from his back, which move on command, allowing him to both scale walls and buffet foes with powerful attacks. While under the effects of this spell, the caster can climb and travel across vertical and horizontal surfaces as though affected by a spider climb spell. His speed when moving in this fashion is equal to 30 feet per round and he is capable of performing the run action while traversing vertical or horizontal surfaces (even when upside down).

The spider’s legs have an effective Strength score of 20 for the purposes of attacking, lifting and grappling. The four spider’s legs can be used to attack, in one of two ways. As a free action, a single leg can attack at the caster’s highest base attack bonus, dealing 1d8 + 5 points of damage. Alternately, as a full round action, each leg can attack at your highest attack bonus, dealing 1d8 + 5 points of damage for each successful hit. Leg attacks are considered to be piercing and they are considered to be magical weapons for the purposes of overcoming damage reduction.

The spider’s legs can also be used in grappling and add a +4 circumstance bonus to all grapple checks, in addition to the bonus received from their high Strength. Finally, the caster can also choose to defend with the legs, swatting arrows from the sky and turning aside sword strokes with equal ease. In lieu of making an attack for the round, you can assign one leg to defence, which grants you a +2 competence bonus to Armour Class. Alternatively, the caster can dedicate all four legs to defence, which grants a +5 competence bonus to Armour Class, but negates his ability to climb.

Material Component: A living spider of at least Small size. The spider is destroyed in the casting.

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Life NetConjuration (Creation)Level: Drd 1, Sor/Wiz 1Components: S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One target creature or objectDuration: 1 round/level (D)Saving Throw: Refl ex negates (harmless, object)Spell Resistance Yes (harmless, object)

Life net causes a targeted underwater creature or object to be wrapped in a magical net of air bubbles that rises to the water’s surface. When successfully cast, life net immediately lifts the target toward the surface of the water. The rate of ascent is quick, at 120 feet per round. The life net equalizes pressure during the ascent so the creatures decompress without getting the bends. Once the target reaches the surface, the life net matches pressure with the surrounding water and will no longer propel the target upward but will maintain the target at the surface for the spell’s remaining duration.

The life net is not restrictive in any way, so the target is able to swim about as normal, but any attempt at descent only serves to counter some or all of the 120 feet per round ascent, depending on the target’s swimming speed. The spell does not interfere with attacks or other actions taken by a target creature.

The target of this spell cannot weigh more than 100 pounds per level of the caster. Finally, the spell functions the same in liquid mediums other than water.

Material Component: A palm-sized net.

Lighten BurdenTransmutationLevel: Drd 2, Brd 3Components: V, S, MCasting Time: 1 roundRange: TouchTarget: Up to 6 creatures, all of which must be physically touching when the spell is cast.Duration: 1 hour/levelSaving Throw: Fort negates (harmless)Spell Resistance: Yes (harmless)

For the duration of the spell, a recipient of lighten burden can carry 50% more than normal for its Strength. This has no effect on the character’s Strength modifi er or on the maximum weight that he can lift or drag over short periods. Instead, the spell

simply allows the character to endure the weight of more equipment and clothing without suffering from the effects of a medium or heavy load.

For example; Raisiline has a Strength of 8. Normally, she can carry up to 26 pounds as a light load, up to 53 pounds as a medium load and up to 80 pounds maximum. After casting this spell, she can now carry up to 39 pounds as a light load, up to 79 pounds as a medium load and has a maximum carrying capacity of 120 pounds.

Material component: A broken merchant’s scale

Lightning ArrowTransmutation [Electricity]Level: Brd 2, Rgr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: 1 arrowDuration: Permanent until dischargedSaving Throw: NoneSpell Resistance No

The caster touches a single arrow or bold, which then can be shot at a foe with no risk to the archer. On a successful hit, in addition to normal damage, the enchanted arrow deals 1d8 points of electrical damage per caster level, up to a maximum of 10d8. If the arrow misses, the spell is wasted and has no effect.

Material Component: The arrow or bolt.

Lightning ViceConjuration [Electricity]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: A cage with 50 ft. perimeter composed of lightning Duration: Concentration (up to 1 round/level)Saving Throw: See belowSpell Resistance: No

Coruscating sheets of lightning blaze from your fi ngertips when this spell is cast, forming a cage of lighting around the target area. The 30 feet tall wall hisses and pops ominously and peals of thunder intermittently blast forth from the fl at ceiling. As long as any creatures within the wall do not move, they are perfectly safe. If a creature does move, however, a bolt of lightning licks out of the wall to strike him,

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causing 5d6 points of damage (a successful Refl ex save negates this).

Targets within the cage are treated as if they had 100% cover from physical melee or ranged attacks of any kind. Magical attacks, including spell-like abilities such as breath weapons, pass freely through the cage to strike those within. If a spell moves a target within the cage, including movement through teleportation, the target suffers damage for each round in which it is forced to move.The caster may, at any time, choose to contract the lightning vice, reducing the area of effect by 10 feet each round. Once the contraction process begins, it cannot be halted (although the spell can still be ended or dispelled in the usual ways, including if the caster stops concentrating) until the spell has a 0 feet radius at which point the spell’s effect ends. During the contraction of the vice, any creature the walls of the cage pass over suffers 10d6 points of damage (no save). If the spell’s duration ends without the caster having chosen to contract the vice, the spell simply ends rather than contracting.

Material Component: A tiny cage of golden wires with a value of at least 500 gp.

Lingering DazeEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid of Large size or smaller Duration: 10 minutes/level (D) Saving Throw: Will partial Spell Resistance: Yes

This spell is similar to daze, except there is no limitation to the number of Hit Dice that can be affected. In addition, a target affected by lingering daze remains that way for the spell’s duration or until the effect is dispelled. A target that makes its Will save against this spell is partially dazed. On its next round (and its next round only), the target may take only a single move or standard action.

Material Component: A shard of ice or a sliver of iron.

LongevityNecromancy [Age]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 hourRange: TouchTargets: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell negates the effects of natural ageing on the recipient of the spell for a period of one day. It had no effect on ageing caused by magical or divine means. Multiple longevity spells cast within the same day have no additional effect upon the recipient. Cast each day, this spell does, of course, grant the recipient immortality of a type – they will no longer age whilst the spell is in effect, though they will still be vulnerable to death from other sources, such as disease, poison and injury.

Material Component: One pint of blood from a creature of the same race but at least half the age of the recipient of this spell.

Lord of the CityEnchantment (Charm)Level: Clr 9, Drd 9, Sor/Wiz 9Components: V, S, FCasting Time: 1 hourRange: Personal

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Target: YouDuration: One week/level

You work a tremendous charm on an entire city, making yourself appear as an important lord or administrative offi cial. You gain access to a townhouse or small keep you may use as your quarters, high quality clothes and gourmet meals three times per day. You gain access to the city’s rulers, if they deal with ambassadors and other public offi cials, though you do not gain any special power over them.

Your domicile has space for up to fi ve companions, and you may provide them with clothes and food at no additional cost. As far as anyone in town knows, you are an important ambassador from a distant land whose name escapes their memory.

Focus: A jewelled crown worth 1,000 gp.

Lost WandererEnchantment (Compulsion) [Mind-Affecting]Level: Brd 6, Clr 6, Drd 6Components: V, S, FCasting Time: 3 roundsRange: TouchTarget: Creature touchedDuration: 10 minutes/levelSaving Throw: None or Will negates (harmless)Spell Resistance: No or Yes (harmless)

The recipient of this spell becomes completely lost and cannot fi nd its way. Unless led (by another creature or a map, for example), the creature wanders aimlessly about seeking its destination (which it remembers; it just cannot remember how to get there) for the duration of the spell. Any destination an affected creature seeks is lost to it for the duration, not just one it may have had in mind when this spell took effect.This spell is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). Lost wanderer counters and dispels fi nd the path. Likewise, fi nd the path counters and dispels lost wanderer.

Focus: A set of ivory counters or bones that you break during the casting.

Lower Spell ResistanceTransmutationLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)

Target: One creatureDuration: 1 round/levelSaving Throw: NoneSpell Resistance: Yes

This spell enables you to reduce the subject’s spell resistance. The target does not get a save against the effect, and you gain a +4 competence bonus to your caster check to beat its spell resistance. If successful, the subject’s spell resistance is reduced by a number of points equal to one-half your caster level (maximum 10 points).

Material Component: A broken iron or silver rod.

Loyal GuardianAbjuration [Force]Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

This spell calls into existence a globe of magical energy that drifts around you in a lazy orbit. The orb is invisible but at all times you have a clear sense of its location. While this spell is in effect, you may use a free action to mentally push the globe into the path of an incoming attack, causing your opponent to automatically miss you as the globe absorbs the attack. You may use a globe in this manner once per round to cancel one melee or ranged attack. The globe may be used against any attack that requires an attack roll, including spells that require attack rolls. For purposes of any secondary effects caused by the attack, treat it as having rolled a miss on its attack roll.

Material Component: A small wooden shield.

Magic Circle against EnergyAbjurationLevel: Brd 5, Clr 5, Drd 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: TouchArea: Emanates 20 ft. from touched creatureDuration: 10 minute/levelSaving Throw: NoneSpell Resistance: No

As protection from energy, except that it protects everyone inside the area. Additionally, the spell prevents elemental creatures from approaching. This

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causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creatures. The protection against contact by elemental creatures ends if any of the warded creatures makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

As an option, a magic circle can be focused inwards rather than outwards. In this case it serves as an immobile, temporary magical prison for a summoned elemental creature. The caster must beat a creature’s spell resistance in order to keep it at bay, but the negation of natural weapons still applies. If a creature too large to fi t into the spell’s area is the subject of the spell, the spell acts as a normal protection from elements spell for that creature only.

Magic Missile, RepeatingEvocation [Force]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Up to fi ve creatures, no two of which can be more than 15 ft. apart.Duration: Concentration (up to 1 round/level)Saving Throw: NoneSpell Resistance Yes

In all regards but one, this spell acts the same as the lower level magic missile spell. Missiles created with this spell, however, do not disappear when they strike their target, but instead return to the caster and orbit him harmlessly until his next action, at which time they may be directed against a target once more. Attacking with these missiles is a standard action and precludes casting another spell. The missiles remain active for the spell’s full duration and, as long as the caster retains concentration, they may attack any target within range. Material Components: A handful of glass marbles, one per missile to be invoked.

Magma BlastConjuration (Summoning) [Earth, Fire]Level: Drd 5, Sor/Wiz 5Components: V, S, DFCasting Time: 1 standard actionRange: 80 feetArea: 80-foot lineDuration: Instantaneous, but see below

Saving Throw: Refl ex halfSpell Resistance: No

You create a tiny gate to the Elemental Plane of Magma, a place where earth and fi re mingle. Lava jets through the gate like a small volcano. Though the lava loses some of its fi ery heat as it transfers into the Prime Material Plane, it still deals 1d6 points of fi re damage per caster level, to a maximum of 15d6. In addition, targets that fail their Refl ex saves become covered in a thin layer of rocky, stiff residue as the lava cools. These victims suffer a –4 penalty to Dexterity until they spend a full-round action chipping the rock away.

Removing the rock requires a creature to drop its guard as it pulls the coating from its body, thus provoking an attack of opportunity.

Magma PitTransmutation (Earth, Fire)Level: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Effect: Mobile Emanation, 20 ft. radiusDuration: 1 round/levelSaving Throw: Fortitude halfSpell Resistance: No

The very earth boils in response to this spell, transforming into seething magma that sears fl esh and can destroy fl ammable materials and metals with a low melting point (such as lead, gold, copper, silver or bronze). Creatures in the area of effect suffer 2d6 hit points of damage plus an additional 1d6 per two caster levels (Fortitude save for half damage), move at half normal speed and may not run as their lower legs become mired in magma. Creatures of Huge size or larger do not suffer the reduction in speed or prohibition against running, but take damage as normal. Any creature with the subcold type suffers double normal damage and must immediately begin moving out of the area of effect if possible. When the area of effect is moved, the ground immediately cools and any creatures caught in the original area of effect stop suffering damage. Creatures mired in magma are left unhindered when the area of effect is moved.

Material Components: A chunk of igneous rock rolled in ruby dust (200 gp value).

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Make ManifestTransmutation [Focused]Level: Sor/Wiz 7Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: One object (see Focus)Duration: InstantaneousSaving Throw: Will negates (object, harmless)Spell Resistance: Yes (object, harmless)

Through a powerful application of transmutation magic, you permanently transform a specially prepared image or icon into the object it represents. The end result can be up to one 10-foot cube per caster level of whatever basic material or materials were used in the icon’s creation and is just as detailed. This spell is most often used to create instant buildings or fortifi cations, though many applications could be conceived by a creative caster. The object must all be one contiguous piece, though normally attached pieces like doors and windows are acceptable and will be incorporated into the resulting object.

Focused Effect: The resulting item is considered masterwork, if appropriate, and is rendered immune to physical damage and spell effects for one hour per caster level after manifesting.

Focus: A miniature representation of the object to be created valued at 10% of the object’s fi nal cost or 500 gold pieces, whichever is higher. Only normal materials can be used in this miniature; precious metals and gemstones will be replaced with visually identical copies made of coloured steel or glass.

MaledictionTransmutation [Judicial Curse]Level: Brd 5, Clr 5, Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Target: One living creatureDuration: Permanent (D)Saving Throw: Will negatesSpell Resistance: Yes

A malediction is a more severe form of bestow curse. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.

When you cast malediction, you can choose one of the following effects:

* Affl iction: One of the target’s ability scores is permanently reduced by 9 (to a minimum of 1; Intelligence can only be reduced to a minimum of 3).

* Ill Luck: The target suffers a –6 penalty on attack rolls, saving throws, skill checks and ability checks.

* Torpor: Each turn, the victim has a 35% chance (1–7 on a d20) of acting normally; otherwise, she takes no action.

You can come up with other effects with your GM’s permission, but they should have roughly this level of power. The effects of malediction do not stack with those of bestow curse; however, if the two spells are being used for different purposes — a curse is reducing the victim’s Strength while a malediction is affecting her Intelligence, for example — the two effects will not interfere with one another.

A malediction cannot be dispelled. Remove curse can remove malediction, but only if its caster level is equal to or greater than your caster level. It can also be removed with break enchantment, limited wish, miracle or wish. Finally, you can release the victim from the effects of the curse at any time.

Malicious ImageIllusion (Shadow)Level: Brd 3, Sor/Wiz 3Components: V, SCasting time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: All mirror images of one targetDuration: See textSaving Throw: Will negatesSpell Resistance No

This spell causes a target under the effect of a mirror image spell to be attacked by his images. A successful Will save by the targeted caster negates the spell, and his mirror images continue to function as normal.

Should the target fail his Will save, a deadly transformation occurs. Each mirror image becomes a hostile shadow-creature, with hit points equal to those of the target, divided by the number of images remaining when malicious image was cast. Their AC remains 10 + size modifi er + Dexterity modifi er of target. They attack once per round with the caster’s highest attack bonus, dealing 1d6 points of damage per successful hit. The target loses control of the images, can no longer merge or split with them, and

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cannot voluntarily end the spell. The images do not disappear when struck, but must be reduced to 0 hit points to be destroyed. They continue to attack until the mirror image spell ends or until they are all destroyed, at which point both the malicious image and the mirror image spells come to an end.

Because the images no longer mimic the target’s actions, enemies of the target no longer have diffi culty distinguishing the target from his images.

Mantle of DreadNecromancy [Fear, Mind-Affecting]Level: Brd 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

Your shadow lengthens, your voice deepens and an air of intimidating dread surrounds you, allowing you to compel others to follow your commands. For the duration of this spell, you gain a +4 competence bonus to all Intimidate checks. You must obey all the standard rules and uses of the Intimidate skill while using this spell.

ManyeyesDivinationLevel: Brd 5, Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level (D)

This spell enables you to see in all directions at once, granting you 60-foot darkvision and the ability to see invisibility (as the spell) within 60 feet. You gain a +10 competence bonus on Search checks and Spot checks, you retain your Dexterity bonus to Armour Class even when fl at-footed and you cannot be fl anked. However, you cannot avert your gaze or close your eyes when confronted by a creature with a gaze attack.

Focus: A circlet or collar adorned with eyelike beads or patterns.

Mariner’s Faithful SeachestTransmutationLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard action

Range: TouchTarget: A wooden chestDuration: 1 day/levelSaving Throw: NoneSpell Resistance: No

The chest affected by this spell must be a masterwork chest made of oak or cedar, with dimensions no larger than four feet wide and three feet high and deep. When this spell is cast, the chest becomes waterproof (even when the lid is open, items contained in the chest will not be damaged by exposure to seawater) and much tougher (its hardness increases to 8 and its hit points double). Any clothing placed in the chest is magically washed, pressed and neatly folded. At any time and at any range, the caster of the spell can call for the chest, which will then begin to move towards him. The chest will also automatically try to follow the caster if he moves more than one mile away from the chest, but he can command the chest to stay by touching it.

The faithful seachest has a Swim speed of 15 feet per round and can always tell where the caster is. If the chest fi nds itself thrown overboard, it swims to the surface and then sets off in pursuit of its master. The chest can also move slowly while on land, at the rate of 5 feet per minute. It moves in grinding jerks, making a horrible noise like breaking wood. Some faithful seachests have been quite creative in getting to their master, pushing themselves up stairs, off roofs and into wagons.

Once the seachest has found its master, it stops moving until it is summoned or must follow him again.

Material Components: A handful of seawater and some dog fur.

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Mariner’s Luxurious CabinConjuration (Creation)Level: Sor/Wis 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/2 levels)Effect: Extradimensional cabin 10 feet wide and 20 feet longDuration: 2 hours/level (D)Saving Throw: NoneSpell Resistance: No

This spell may only be cast aboard a ship. It creates a doorway or hatch leading to an extradimensional space, the luxurious cabin. The cabin contains either a single bed or three bunk beds, a wardrobe, en suite bathroom, a dining table, writing desk, chairs and a porthole looking out on the sea. There is a fi replace in one corner. The cabin is perfectly dry and level, and does not roll with the waves. Everything is made of dark oak or gleaming brass.

Food brought into the luxurious cabin appears to be transformed into the most exquisite fare – water becomes fi ne wine; weevil-fi lled hard tack becomes a magnifi cent roast duck with mixed vegetables. This is, sadly, merely glamour, but it does make things more palatable.

Although the luxurious cabin is an extradimensional space, it is still part of the ship. If the ship fl oods, so does the cabin. If the ship sinks, the luxurious cabin has one fi nal virtue – the wardrobe comes with a shape boat spell precast.

Material Component: A silver spoon.

Mark of LifeNecromancyLevel: Sor/Wiz 2Components: V, SCasting Time: 1 minuteRange: TouchTarget: One living creatureDuration: 60 daysSaving Throw: NoneSpell Resistance: No

The mark of life is a small bond between the caster and his target, but there are two possible ways of using this spell. The fi rst use is where the wizard marks himself with the mark of someone else’s life, so that the wizard will know if and when the other person dies. The other use is to mark someone else

with the wizard’s own life, so that this other person will know if the wizard is alive or dead.

The spell lasts for 60 days; after that the spell must be cast again, but if the wizard casts the spell before the 60 days has ended, he does not need to touch the recipient of the mark of life, he merely needs to touch the mark on his own body. The mark can be anything the caster wishes, but the mark is on both the caster’s body and the target’s, they look much like a tattoo and are the same. This mark can be removed with a dispel magic and the other person will know this has happened, as his own mark vanishes.

Mark of Life, GreaterNecromancyLevel: Sor/Wiz 5Components: V, S, FCasting Time: 30 minutesRange: TouchTarget: One living creatureDuration: 1 yearSaving Throw: Fortitude negatesSpell Resistance: No

This spell works the same way as a mark of life spell, but it has longer duration and takes longer time to cast. The target makes a Fortitude save and, if successful, the body will not accept this spell. This spell has one more property that the mark of life spell does not, which is the power to tell the caster, or the marked, how the other one died, if it happened while the spell was still active.

The death is shown to the other person, much like a dream, even if he is awake and perhaps walking down the street, which can be a rather odd experience. Note that this experience is only visual, and does not necessarily tell the other person where the death happened, unless he recognizes the surroundings, which can be done by making an Intelligence check beating a DC 20. Maybe he has been there before, or heard something of the place, that he now recognizes.

Focus: Something personal from the one who is the target of the spell, perhaps a lock of hair or a special piece of cloth.

Master of the GameDivinationLevel: Sor/Wiz 3Components: VCasting Time: 1 minuteRange: Personal

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Target: YouDuration: Instantaneous

A simple spell that allows the caster to foresee the future possibilities of a simple action involving a limited number of choices, master of the game derives its name from the activity is usually put to; this spell allows the caster to become an expert cheat at gambling. Often prepared or cast through the use of the Silent Spell feat so as not to rouse suspicions at the card table, master of the game provides a fl awless glimpse into the next round (six seconds of elapsed time, if not in combat) depending on the next action the caster takes.

Although the duration of the spell is listed as instantaneous, it technically does not take place until the caster’s next round, when it provides information about the ramifi cations of the action he is about to take. One action can be ‘considered’ for every four full caster levels, up to fi ve potential actions at 20th level. For example, if an 8th level di viner uses master of the game one round, the next round he could foresee what would occur if he cast fi reball into the current melee and also what would occur if he targeted the leader of the enemy orcish war band with a dispel magic. He would then be likely to opt for whichever choice had the most desirable outcome.

This spell is almost always entirely accurate but the actions of others can also disrupt the fl ow of time. As such, the most likely outcomes are foreseen and what is revealed usually comes to pass but there is always the possibility of events unfolding in a different way if others involved in the situation react unpredictably. The Games Master is encouraged to keep this spell as accurate as possible without making its revelations absolute.

Mass RevelationDivinationLevel: Clr 2, Drd 2, Sor/Wiz 3Components: V, S, F/DFCasting Time: 1 standard actionRange: PersonalArea: Emanates 20-ft. from caster Duration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

All creatures standing within 20 feet from you are able to see all spirits within their own sight range. You grant them the ability to automatically spot any spirit within 60 feet of them and can guess their nature and intentions. Should anyone move out of the

affected area, he loses the benefi ts of this spell and cannot see spirits anymore unless he has other means to do so. This spell does not allow the detection of ethereal creatures.

Focus: An adorned smoking pipe.

Mathemagic PrincipleDivinationLevel: Sor/Wiz 5Components: V, S, M, FCasting Time: 1 roundRange: PersonalTarget: YouDuration: 1 round

If spellcasting can be seen as manipulating unseen energies and bending them to the caster’s will, the mathemagic principle can be seen as calculating exactly how best to do that. Also called spell equation, this complicated rite allows the caster to utterly optimise his next spellcasting by divining the most powerful gestures and incantations to make at the exact moment he casts his next spell. Because magic is such an ever-changing force, mathemagic principle does not work if the knowledge gained by calculating it is not used immediately. The caster cannot even make a 5-foot adjustment between the casting of this spell and the one to be altered.

When this spell is cast, the caster must make a Spellcraft check (DC 15 + the level of spell to be affected). Failure causes magical backlash that deals 1d6 points of nonlethal damage per level of the affected spell and wastes the mathemagic principle. Success causes the next spell the spellcaster casts to be affected by the Empower Spell and Maximise Spell feats.

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Material Component: Three chalk sticks of different colours.

Focus: A piece of blank slate worth 100 gp.

Me First!Enchantment (Compulsion)Level: Brd 4, Drd 2, Rgr 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 1 round/levelSaving Throw: Will negatesSpell Resistance No

When this enchantment is placed upon a mundane item, the fi rst person that sees it must make a Will save. Failure makes the victim experience an overwhelming desire to posses the enchanted item, causing him to move immediately toward it, ignoring all dangers. While under the infl uence of this spell, the victim is considered fl at-footed and fi ghts at a –4 attack penalty.

Material Component: A small mundane item.

Mental UnityDivinationLevel: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You and one creature touched/level Duration: 1 day (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell functions as lesser mental unity except that the number of creatures that can enter into the bond is greater. The caster can also communicate freely with any member of the bond, which does not automatically end the spell and can exclude any individual the caster wishes. In addition, the other members of the bond can each send a single 10-word message to everyone else in the link but this cannot exclude recipients and removes the sender from the link.

Material Component: One amethyst for each creature in the link (100 gp each), which shatters when the spell ends.

Mental Unity, LesserDivinationLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Self and up to fi ve creatures touchedDuration: 1 hour (D)Saving Throw: NoneSpell Resistance: Yes

An excellent way to keep track of a companion’s condition, this spell forges a simple bond between the caster and several other creatures. Everyone affected by the bonds formed by a single casting of this spell know instantly when someone in the link is harmed, poisoned, polymorphed, petrifi ed, charmed, killed or rendered unconscious. The death of the caster does not prematurely end this spell.

At any point during the duration of the spell, the caster can cast it again to extend the duration. The caster may use an active bond to send a 10-word mental message to everyone in the link. No one can be excluded from the message and the lesser mental unity spell ends immediately after it is received. No other form of communication is possible through this link, though range is not an issue once the spell has been cast. The bond does not, however, extend across different planes of existence.

Material Component: A small stack of river pebbles. One is given to each person in the link and shatters when the spell ends.

Merciful WeaponTransmutationLevel: Clr 2, Drd 3, Pal 1, Rgr 1, Sor/Wiz 2Components: V, S, M/DFCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One weapon. Duration: 1 minutes/level (D)Saving Throw: Fortitude negates (harmless, object)Spell Resistance: Yes (harmless, object)

The caster causes one weapon to lose its sharpness or hardness so that it deals nonlethal damage instead of normal damage. The spell does not work on natural weaponry such as claws and fangs, but it does work against artifi cial weapons that have somehow become part of the creature, such as a sword that is fi xed onto a construct. The weapon does not get a save if its owner is willing to have it affected or if it is left unattended. Weapons carried or wielded by

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unwilling owners make a Fortitude saving throw with their owner’s save bonus. Magical weapons roll a Fortitude save as normal.

Material Component: A fi stful of clay.

Merge into ArtTransmutationLevel: Asn 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: CasterDuration: 1 minute/levelSaving Throw: See textSpell Resistance: No

You step into a painting, tapestry or fabric mosaic large enough to encompass your height. Magic items, such as a magic painting, repel your efforts to merge. Your shape and form is woven into the picture or tapestry as if it were part of the original work, changing your colouration and form slightly if necessary.

Someone studying the work of art may make a Spot check (DC = 15 + caster level or your Hide skill check, whichever is greater).

You are aware of your surroundings as if watching through a window, anything taking place beyond the borders of the artwork are beyond the scope of your vision. You cannot speak or cast spells while merged but you can exit the spell at any time during the spell’s duration. If you wait until the spell ends you are forced out of the picture. Damage of any type done to the tapestry or painting immediately forces you out dealing 1d6 points of damage and leaving you dazed for 1 round.

Message in a BottleTransmutationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One bottleDuration: Until dischargedSaving Throw: NoneSpell Resistance: No

This spell transforms a bottle or other small, fl oating container such as a scrollcase or cask into a messenger. When the spell is cast, the caster must throw the bottle out to sea. The bottle can contain up to three small items, such as rings or scrolls. The bottle becomes protected by an effect identical to a sequester spell while at sea.

At any time, while standing at a shore of the same sea where the spell was cast, the caster may command the bottle to move. The bottle will wash up on the nearest shore to a point specifi ed by the caster – the spell is discharged when the bottle arrives. The bottle arrives with the morning tide within 1d4 days. It can navigate rivers and dams and weather storms, but cannot move from one plane of existence to another.

If the caster of the spell dies, any messages in a bottle he cast can be recalled by standing on the shore where he cast them and shouting his name. There are some scavengers who walk along the beach, shouting out the names of long-dead wizards in the hopes of retrieving some ancient missive.

Material Component: A pearl worth 100 gp.

Midnight SlimeConjuration (Creation)Level: Drd 3, Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

You create a coating of midnight slime on your hand. A creature you touch with this hand pulls the slime completely free from you, at which point it acts like green slime, dealing 1d6 points of Constitution damage per round while it devours fl esh. Anything that destroys green slime (scraping, freezing, burning, cutting, sunlight or remove disease) destroys this slime as well. If the slime kills a creature, it consumes the body and then dies. It cannot transfer to a creature other than the original target.

Material Components: A drop of acid and a black glass sphere.

MindcryptEnchantment (Compulsion) [Mind-Affecting]Level: Clr 9, Sor/Wiz 9Components: V, DFCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 year/level or until discharged Saving Throw: NoneSpell Resistance: No

When this spell is cast, the mind of the caster becomes an insidious trap waiting to snare the

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unwary. Whenever the caster is targeted by a harmful mind-affecting spell, the mindcrypt spell is activated and attempts to destroy the enemy spell caster and the attacking spell is automatically cancelled. The creature that cast the mind-affecting spell on the caster must immediately make a Will save or fall prey to the mindcrypt, suffering 2d6 points of Intelligence drain.

MindshriekDivination (Contingent – Abjuration)Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 24 hours

Possibly the closest thing the divination school has to a defensive spell, mindshriek guards the spellcaster’s mind by setting up a psychic trap that affects anyone who tries to force contact with, or control, his mind. This ‘trap’ lingers in the spellcaster’s mind for up to 24 hours; disappearing after that time if it has not been triggered. If the caster is the target of any unwanted or unknown telepathic contact, mind-affecting spell or mental attack, the mindshriek occurs automatically.

Mindshriek fl oods the caster’s mind with divinations about thousands of random topics, all within a single moment, while shielding the caster from seeing any of them. The source of the mental contact is assaulted by the entire divination, unable to evade the maddeningly intense surge of sights, sounds and thoughts. This deals 1d6 points of nonlethal damage per caster level to the attacker (maximum 15d6), drains them of two points of Intelligence and stuns them for 1d4+1 rounds. The attacker is permitted a Willpower save, with success negating half of the damage amount, drain and stun period.

Material Component: A clay tablet engraved with the caster’s personal mark and a single drop of the caster’s blood.

Minotaur’s MightTransmutationLevel: Brd 6, Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes

The target touched when this spell is cast becomes stronger. Minotaur’s might grants a +8 enhancement bonus to the target’s Strength score for the spell’s duration.

Material Component: A small pinch of powder made from the horn of a minotaur that has been ground to a fi ne dust.

Moment’s BrillianceDivinationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round

When cast, this spell enhances the caster’s Intelligence to an incredible degree, allowing for clear thought and truly inspired reasoning for a brief time. Any Intelligence-based skill or ability check succeeds automatically if the DC is 30 or less. This spell has no effect if the DC is 31 or above. In addition to this effect, moment’s brilliance acts as a one round comprehend languages spell, permits the use of any Knowledge skill without needing ranks in it and, if the caster bases his spell DCs on Intelligence, increases the DC of any spell cast while under the effect of moment’s brilliance by +2.

Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.

Moment’s PauseEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One humanoid of Medium size or smaller Duration: See textSaving Throw: Will negates Spell Resistance: Yes

Moment’s pause is an improved form of daze, causing the affected target to be completely immobile for the duration of the spell. Until the end of the caster’s next full round, the target is considered paralysed and completely helpless. In all respects except duration, this effect is identical to hold person.

Focus: A small, straight piece of iron.

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Monk’s Fighting GraceTransmutationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level

You become a skilled unarmed fi ghter, gaining the ability to fi ght as a monk. You gain a mystic insight into the training necessary to fi ght with your fi sts and feet, allowing you to make phenomenal attacks that overwhelm your enemies.

You gain access to the Improved Unarmed Strike feat and a +2 competence bonus to hit with your unarmed attacks. These attacks deal 1d6 points of normal damage. You gain an insight bonus to your AC equal to your Wisdom bonus. In addition, you may use the monk class’ fl urry of blows ability to make an additional attack in each round. You gain these abilities so long as you do not wear armour. Even the lightest protection, such as padded or leather armour, is too bulky and restrictive to allow you to fi ght with your new martial arts skills.

While under the infl uence of this spell, you may use unarmed attacks to deliver touch spells such as chill touch. Make an attack as normal. On a hit, you deal your improved unarmed damage in addition to the touch spell’s damage. If your attack misses your opponent’s normal AC but hits his touch AC, you deal damage only with your touch spell.

Murk & GloomTransmutationLevel: Drd 1, Clr 1, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 10 ft./level radius Duration: 1 round/levelSaving Throw: NoneSpell Resistance: No

You are able to call forth sand and sediment, causing an area of water to become dark and gloomy, greatly effecting visibility in the area. Even creatures adapted to marine life will be affected as the water becomes thick with dirt. The visibility range in the affected area of water is reduced as if the water was gloomy, 50 feet instead of the regular 100 feet visibility of clear

water. This spell has no effect on water that is already classifi ed as gloomy.

Material Component: A handful of dirt.

Mystic LullabyEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One humanoid or a Large or Medium giantDuration: 1 minute/levelSaving Throw: Will negatesSpell Resistance: Yes

This enhanced version of sleep allows you to lull a single creature into a deep slumber. This spell works against humanoid and giant targets, such as orcs, humans, ogres and trolls. The target of this spell must be able to hear you. Deaf creatures or those within a magical zone of silence are immune to this spell. The maximum number of Hit Dice this spell can affect is equal to the caster level.

A creature affected by this spell slides into a deep sleep. While asleep, a creature is helpless. Normal noises do not awake a creature. As a standard action, you may slap or otherwise disturb a creature in order to awaken it. A sleeping creature that sustains damage from any source automatically awakens.

Material Component: A pinch of sand and a tiny pillow.

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Necrotic CaressTransmutation (Contingent – Necromancy) [Contingent Focused, Focused]Level: Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Huge or smaller creature touchedDuration: 1 round/4 levels, also see textSaving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Your hand (or other unarmed attacking appendage) is transformed into an unliving channel of negative energy. Victims of your touch must save each round (including the round they are touched in) or suffer one negative level from the crawling powers of death seeping through them. Multiple touches of this spell, whether it comes from you or another source, are not cumulative, but the one level per round is. If any given target suffers more negative levels than it has Hit Dice, it dies. In addition to any normal dispelling effect being able to negate this spell, any restoration effect, even lesser restoration, will end it as well.

Dispelling you does not end the duration on already affected targets.

Focused Effect: Targets take 1d6 of magical damage if they make their save in any given round of effect.

Contingent Focused Effect: Targets slain by this spell become zombies under your service. Zombies created in this way remain animated for one hour before dying again and remaining dead. The resulting corpses cannot be affected again by any necromantic spell except resurrection or true resurrection.

Night BoltEvocation [Darkness]Level: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: 100 ft.Area: 100 ft. lineDuration: Instantaneous

Saving Throw: Refl ex half, see textSpell Resistance: Yes

This spell causes a fl ood of pure, starless night to erupt from the caster’s hand. Writhing and crackling like obsidian lightning, it pours over those unfortunate enough to be caught in its path, ripping the fl esh from their bones and robbing them of their senses. The night bolt deals 1d6 points of damage per caster level (maximum 15d6), with a Refl ex save allowed for half damage.

In addition to the damage effect, all within the bolt’s path must attempt a Fortitude save or be both blinded and deafened for 2d4 rounds. Those who were successful with their Refl ex save gain a +2 circumstance bonus to their save to resist the loss of their senses, as they are able to shield themselves from the worst of the night bolt’s energy.

A night bolt is most effective when cast in at night or in areas of heavy shadow, such as in a narrow alleyway or the twisting tunnels of the under earth. When cast in such circumstances, the night bolt imposes a -1 circumstance penalty to all saves. Conversely, when cast during the daylight or in areas well saturated with light, those in its path benefi t from a +1 circumstance bonus to their saves to resist its effects.

Material Components: A sliver of obsidian wrapped in black satin.

OneTransmutation Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 round Range: 10 feet/2 caster levels radius, centred on the caster Targets: Up to 1 willing ally/4 caster levels Duration: 1 round/level Saving Throw: Will negatesSpell Resistance: Yes

With the casting of this spell, you temporarily link your and your allies’ life energies on a fundamental level, allowing you all to draw upon each other’s life and soul energies in times of need. For the duration of the spell, all affected allies share both their saving throws and their ability score modifi ers with one another, meaning a sorcerer linked by this spell to a fi ghter can use the fi ghter’s more favourable save bonus and Constitution modifi er when attempting a Fortitude save and the fi ghter can use the sorcerer’s more favourable bonus when forced to attempt a Will save. Likewise, if the sorcerer is grappled, he can use the fi ghter’s Strength

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bonus instead of his own when making an opposed grapple checks to escape, or when simply attempting to strike his opponent with a dagger.

Those affected by this spell automatically and unconsciously draw upon the highest ability score or save bonus when needed, with no limit to the number of times any ability may be drawn upon per round. The power of the spell draws only upon its participants innate qualities, meaning that those bonuses to ability scores or saves granted by spells or magic items are ignored. For the purposes of this spell, permanent bonuses granted by wishes or similar magics are considered innate qualities. Likewise, temporary or permanent increases granted by feats or by class abilities, such as a barbarian’s rage or a paladin’s divine grace, are considered to be innate qualities.

The spells effects last only so long as all participants remain within the radius of effect. Should any linked participant move outside that radius, the spell immediately ends. When the spell ends, all participants are considered fatigued.

Material Components: A bit of hair or skin from each participant. Alternately, all participants can link hands during the duration of the casting.

Oozing SoresNecromancy [Archaic]Level: Sor/Wiz 3Components: V, MCasting Time: 2 roundsRange: Medium (100 ft. + 10 ft./level)Target: One character or creatureDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

A single character or creature targeted by the spellcaster is suddenly overcome with terrible, debilitating pain. If the target fails his Fortitude, save dozens of sores suddenly burst open on his body, each oozing a grey, foul-smelling puss. The target immediately suffers 1d4 points of damage and suffers another 2 points of damage at the beginning of each round as long as the spell lasts. The target is also helpless for the duration of the spell.

Any attacks against the target while this spell is in effect gain a +2 circumstance

bonus to damage as the attacks tear deeply into the oozing sores.

Material Component: A scrap of dead skin.

OracleDivinationLevel: Sor/Wiz 9Components: V, S, XP (see text)Casting Time: 1 hourRange: PersonalTarget: YouDuration: 2 days (see text)Saving Throw: Fortitude partial, Will partial (see text)

This spell reveals hidden or secret information to the caster concerning the location and condition of a person, item or locale. The answer is never exact and is in the form of a riddle, allegory or a tale, telling how the object, person or locale came to be where it is and why it is in its current condition. Knowledge of the location desired is too vague to make even the riskiest teleport; greater teleport also fails. The information is suffi cient, however, to start a quest or expedition.

To cast this spell, the caster must have minimal distractions and disturbances. A calm woodland setting, a quiet temple or the seclusion of his private study would be examples of suitable settings. The actual casting of the spell takes one hour and the caster falls into a deep trance when the spell is completed. If the caster leaves the trance at the end of the duration, he or she awakens fully aware

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of the present surroundings and circumstance. The knowledge requested is given to the character, but there may be a price to pay.

At the end of the full duration, the caster must make Will and Fortitude saves against a DC of 25. If the Fortitude save fails, the caster is stricken blind. If the Will save is failed, the caster is magically aged 10 years. If both fail, the caster permanently loses all spellcasting abilities. If either save fails, the caster may never again cast this spell by any means.

It would take a signifi cant disturbance to rouse the caster from this trance, and doing so is very harmful. Attacks nearby or against the character, very loud noises or being shaken wakes the caster. Minor noises such as chirping birds or the creaking of a wooden fl oor, however, would not disturb the caster enough to be dangerous. If the caster is interrupted, the information desired is not granted, and the caster must roll Fortitude and Will saves as if the duration had elapsed.

Blindness, aging and spellcasting loss caused by this spell are permanent and not reversible by any means less than divine intervention.

XP Cost: 1,000 XP

Paean of Greater GloryEnchantment [Compulsion, Mind-Affecting]Level: Brd 4Components: VCasting Time: 1 standard actionRange: 100 ft.Area: 100-ft.-radius around youDuration: Concentration up to 2 rounds/level (see text)Saving Throw: Will negatesSpell Resistance: Yes

You fi ll the air with a powerful song of glory that inspires your allies and bolsters their spirits while planting the seeds of doubt in your enemies. Allies able to hear your song gain a +4 morale bonus on attack rolls, damage rolls and skill checks as well as a +2 morale bonus on saving throws and a +2 defl ection bonus to their AC. Meanwhile, enemies failing a Will save suffer a –2 morale penalty to all skill checks, saving throws and attack rolls.

The only diffi culty with this spell is the fact that you must continue singing for the effects to remain and this song requires your full concentration. You are permitted a single move action during a round while

maintaining the song and any damage you take forces a Concentration check (DC 10 + damage taken) to continue the song. Any attempt on your part to cast a spell or make an attack immediately brings the spell, and all of its effects, to an end.

PainblastConjuration [Force]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: A 10 ft. wide straight lineDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: Yes

A line of power erupts along the ground between you and the limit of the spell, creating a line of painful force that tosses anyone in its area of effect 5 feet to either side (roll 1d4 for each moved target, on an even roll targets move right and on an odd roll targets move left). All creatures in the area of effect suffer 1d4 points of damage per caster level (maximum 15d4).

If a creature is knocked into another creature, each must make a Refl ex save (DC 15) or be knocked prone.

Material Components: A hollow glass rod containing a glob of quicksilver (30 gp value).

Painted ShipTransmutationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 hourRange: TouchTarget: One ship of Medium-size or smallerDuration: 4 hours/levelSaving Throw: None Spell Resistance: Yes (harmless, object)

Painted ship transforms the targeted vessel into a rather uninspired oil painting, 4 feet wide and 2 feet high. The painting can be folded, rolled up and carried without damaging the ship. However, if there are any Small or larger living things on board ship when painted ship is cast, the spell fails. During the casting of the spell, the caster must walk the entire length of the ship and enter every compartment on board.

Once the spell’s duration expires, the painting springs back into a full-size vessel. It takes one round for

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the painting to grow into a Tiny vessel, two rounds to become Small and three to become a Medium ship.

If the painting is destroyed before it turns back into a ship, the vessel is destroyed. If the painting is altered, the ship is dealt 1d6 points of structural damage per alteration. By making a Craft (painting) (DC25) check, an artist can repair 1d6 points of damage per hour of work on the painting.

Material Component: Pearl dust worth 500 gp.

PalsyNecromancy [Fear, Mind-Affecting]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: 1 living creatureDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

The creature affected by this spell is overcome with a mild case of convulsions and seizures. The magical energy of this spell temporarily disables and disrupts the target’s muscles, making it diffi cult for him to control his fi ne motor movements. A spellcaster affected by these tremors must make a Concentration check (DC 15) each time he attempts to cast a spell with a somatic component. While casting, his tremors disrupt and ruin the hand motions he must make to complete his spell.

Material Component: A pinch of dirt from a wizard’s grave.

Paper TigersIllusion (Shadow)Level: Brd 4Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Effect: Several semi-real creaturesDuration: 1 minute/level (D)Saving Throw: Will disbelief (if interacted with); varies; see textSpell Resistance: Yes

You fold 1d4 origami tigers plus 1 per 2 caster levels (up to a maximum of 9) from the material components of the spell. They immediately appear somewhere within range, grow to the size of real tigers, and spring to life to fi ght under your complete control for the duration of the spell. Only one of the tigers has

substance, however, and the rest are no more solid than a mirror image.

Each round, at the beginning of your action, you may select one of the origami tigers to be the real tiger, having the statistics of a tiger — it can be a different tiger each round. You may also ready an action to select a tiger to be the real tiger as a standard action. All the fake tigers function as tigers except that their attacks deal no damage, and even a single point of damage instantly destroys them. Damage to the real tiger carries over from round to round even if a different tiger is selected to be the real tiger; if it is destroyed, the spell ends.

Material Component: 10 gp worth of black paper and gold foil.

Pass through ElementAbjuration [Varies]Level: Brd 2, Clr 2, Drd 1, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: PersonalEffect: Passage through 5 ft./level of a certain elementDuration: 1 minute/level

You can walk through a barrier made from a certain element without harm. At the moment of casting, you select the natural occurrence of an element and you will be able to walk as far as 5 feet per caster level without suffering damage or any adverse effect. This spell does not work with magical expressions of an element, meaning that while it will let you navigate through a burning building, it will not let you cross a wall of fi re. You could cross a wall of stone or a wall of ice, since the material is normal and remains there after the spell is cast. If the effect ends while you are immersed in a solid, you are ejected to the nearest safe place and suffer 1d6 points of nonlethal damage for every 10 feet travelled that way. If you are immersed in a non-solid element, you start suffering the effects immediately.

When you use this spell to pass through an element or energy type, it is a spell of that type. For example, pass through element is a water spell when cast to cross a wall of ice. Choosing air allows you to walk through gases, scalding vapour or extremely cold terrain; earth allows you to walk through worked stone or rock, or through metals at half the distance. Picking fi re allows you to walk through natural fl ames or lava at half the distance, and by choosing water

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you can walk at the bottom of a body of water or cross sheets of ice.

Past’s FaçadeTransmutation [Age, Temporal]Level: Sor/Wiz 5, Brd 5Components: V, SCasting Time: 1 standard actionRange: Touch Target: Creature touchedDuration: One hour/level (D)Saving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)

This spell transforms the touched creature’s body, returning it to a more youthful form. The creature can be rejuvenated back to its adult age but no further. Only the creature’s physical age is affected, its mind remains untouched.

Any penalties the creature has experienced due to aging can be undone using this spell. An old hag can be returned to a beautiful and youthful maiden, an aged warrior whose strength has left him can be returned to his physical prime but with all the benefi ts of his well-earned experience.

It is often said that chronomancers do not age. While, to some extent, this is true, more often than not, chronomancers simply use this spell. This spell cannot prevent death from old age and the creature ages normally while it operates. When the spell wears off, the creature is exactly the same age as he would have been had the spell never been cast.

Pearl of BrillianceConjuration (Creation) [Light]Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: 0 ft.Effect: One gleaming silvery sphere in your palmDuration: 1 minute/level or until expended (D)Saving Throw: Fortitude partialSpell Resistance: Yes

A gleaming pearl-sized silver sphere appears in your palm, glowing as brightly as a candle. You can use the pearl to make a melee touch attack or throw it as a splash weapon, making a ranged touch attack with a maximum range of 60 feet. If the sphere is wielded by any other creature, treat it as an improvised melee weapon (–4 nonprofi ciency penalty on attack rolls) or as a splash weapon with a range increment of 10 feet.

When the pearl hits (either as ranged or melee attack), it breaks and releases a fl ash of intense light. The target struck takes 1d6 points of damage plus 1 point per caster level (maximum +5). Creatures in the splash area (including the target struck and the wielder, if not you) must make a Fortitude save or be dazzled for 1d4 rounds.

Undead creatures struck take 2d6 points of damage + 2 points per caster level (maximum +10) and must save or be blinded for 2d4 rounds. Undead creatures in the splash area take 1d6 points of damage plus one point per caster level (maximum +5) and must save or be blinded for 1d4 rounds.

The fl ash from the pearl of brilliance as it breaks counters or dispels any darkness spell of equal or lower level. A darkness spell of equal or higher level counters or dispels pearl of brilliance.

Material Component: A ball of pine resin or candle wax.

PestilenceNecromancyLevel: Clr 7, Drd 6, Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: 40 ft. Area of Effect: Cloud spreads in a 40 ft. radius, 40 ft.

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high, centred on you Duration: 1 round/2 levelsSaving Throw: See textSpell Resistance: Yes

This spell creates a cloud of deadly plague vapours that carries every form of virulent disease known to man. The diseases contained within the cloud are made stronger and even more contagious by the magic which transmits them, meaning even the hardiest of victims will be hard pressed to resist infection.

When the spell is cast, a voluminous, noxious greenish grey cloud begins to billow forth from the caster’s every pore, fi lling the spell’s radius in the space of a single breath. The cloud remains in place for 1 round per 2 caster levels, and then disperses.

While the cloud remains, everyone within the area of effect (save the caster) is immediately exposed to one or more virulent diseases each round. Roll 1d12 and consult the proceeding chart.

1d121d12 DiseaseDisease

1 Blinding Sickness

2 Cackle Fever

3 Demon Fever

4 Devil Chills

5 Filth Fever

6 Mindfi re

7 Mummy Rot

8 Red Ache

9 Shakes

10 Slimy Doom

11Roll twice on this chart, ignoring rolls of 11 or 12

12Roll three times on this chart, ignoring rolls of 11 or 12

The exact effects and base save DCs of the above diseases can be found in the DMG. The bolstering power of magic makes these diseases much more lethal; add the spell’s level to the disease’s base save to determine the actual save DC.

For the purposes of transmission, the diseases carried by pestilence are considered to be inhaled, meaning those who do not breathe or can successfully hold

their breath for the spell’s duration do not risk infection. Likewise, there is no incubation period for diseases transmitted via the spell, so all effects are instantaneous.

Beings which are immune to magical diseases are likewise immune to this spell, and pestilence has no effect on undead, constructs or on plant creatures.

Material Components: A vial of stagnant water.

Phantasmal ForceIllusion (Phantasm) [Fear, Mind-Affecting]Level: Brd 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Targets: One living creatureDuration: Concentration + 1 roundSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

With this spell, you can create a phantasmal image that torments your foes. The phantasmal force has the base attack bonus of the caster and deals 1d6 points of nonlethal damage on each successful attack. Note that because the phantasm is inside the creature’s mind, the phantasm can always use a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

Phantasmal Force, GreaterIllusion (Phantasm) [Fear, Mind-Affecting]Level: Brd 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Targets: One living creature/5 levelsDuration: Concentration + 1 round/2 levels (maximum +10)Saving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

As phantasmal force, but with the following properties: The phantasmal force has the base attack bonus (and any extra attacks from those bonuses) of a fi ghter of the caster’s level and deals 2d6 points of normal damage on each successful attack. Note that because the phantasm is inside the creature’s mind the phantasm can always use a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

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Phantasmal Force, ImprovedIllusion (Phantasm) [Fear, Mind-Affecting]Level: Brd 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. +10 ft./level)Targets: One living creatureDuration: Concentration + 1 round/2 levels (maximum +5)Saving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

As phantasmal force, but with the following properties: The phantasmal force has the base attack bonus of a cleric (and any extra attacks from those bonuses) of the caster’s level and deals 1d6 points of normal damage on each successful attack. Note that because the phantasm is inside the creature’s mind the phantasm can alway suse a full-attack action. If disbelieved or if the creature leaves the caster’s line of sight, the phantasmal force immediately dissipates.

Phantasmal Item IIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Phantasmal objects fi ll a 30 ft. Duration: Concentration + 1 minute/levelSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes

You create a phantasmal image of an item in the minds of all within visual range of the material component. The item mimicked by this spell can have a value up to 25 gp. A weapon created via this spell is not real in any way, however those who fail their Will disbelief saves do suffer normal damage from the weapon until they disbelieve. Armour or shields created in this way provide half the normal armour bonus to AC (rounded down, minimum of +1) against enemies that fail their Will disbelief saves. This is due to the attacker attempting to work around the character’s ‘armour’ and thus not taking full advantage of the weaknesses in the character’s real armour. Note that the armour bonus of the real armour and phantasmal armour do not stack, though a phantasmal shield would stack with real armour and vice versa. Once a creature successfully disbelieves the phantasmal armour or shield, it no longer provides any armour class bonus to the wearer and the wearer uses their normal AC.

Finally, any other items created via this spell have their normal qualities against those who fail their

Will disbelief saving throws, such as a phantasmal alchemist’s fi re. Note, however, that phantasmal items do not count towards having real items of that type, for example phantasmal thieves’ tools do not help thieves pick locks (in fact, a thief would probably realise that the thieves’ tools were not real once he tried to use them) and neither would a phantasmal alchemist’s lab help an alchemist in his creation of items.

Phantasmal Item IIIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 2

This spell functions as phantasmal item I, except that an object of 50 gp value can now be mimicked.

Phantasmal Item IIIIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 3

This spell functions as phantasmal item I, except that an object of 100 gp value can now be mimicked.

Phantasmal Item IVIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 4Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 250 gp value can now be mimicked.

Phantasmal Item VIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 5Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 500 gp value can now be mimicked.

Phantasmal Item VIIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 6Duration: Concentration + 10 minutes/level

This spell functions as phantasmal item I, except that an object of 1,500 gp value can now be mimicked.

Phantasmal Item VIIIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 7Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 2,500 gp value can now be mimicked.

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Phantasmal Item VIIIIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 8Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 5,000 gp value can now be mimicked.

Phantasmal Item IXIllusion (Phantasm) [Mind-Affecting]Level: Sor/Wiz 9Duration: Concentration + 1 hour/level

This spell functions as phantasmal item I, except that an object of 15,000 gp value can now be mimicked.

Phantom ArtilleryConjuration (Creation)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: 0 ft.Effect: One quasi-real siege engine Duration: 10 minutes/level (D)Saving Throw: NoneSpell Resistance: No

A favourite spell of wizards attached to mercenary companies, this spell creates a temporary siege engine that you and your allies may crew and fi re. In addition, each time you prepare the engine for fi ring, it magically creates its own ammunition. This makes it much easier to prepare the weapon for attack, increasing its rate of fi re. The type of siege engine created depends on your caster level.

* Level 7 to 11: You may create a ballista. It takes 2 rounds to prepare this weapon for fi ring. The ballista counts as silver for overcoming damage reduction. (3d6 damage)

* Level 12 to 16: You may create a ballista as above or a light catapult. It takes 3 rounds to prepare the catapult for fi ring. The catapult or ballista counts as a magic weapon for overcoming damage reduction. (3d6 damage or 1d6 structure points)

* Level 17 or higher: You may create a ballista, light catapult or a heavy catapult. It takes 4 rounds to prepare a heavy catapult for fi ring. These siege weapons function as magic weapon for overcoming damage reduction. (4d6 damage or 2d6 structure points)

Material Component: A large rock weighing 1 lb or a crossbow bolt, depending on the type of siege engine created.

Piercing Gaze Enchantment [Mind-Affecting]Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creatureDuration: Instantaneous Saving Throw: None (see text)Spell Resistance: Yes

Piercing gaze deals actual damage to a target creature by forcing several confl icting urges and emotions on it at the same time. The resulting shock causes mental trauma. To affect a target, the caster must meet its

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gaze. Thus, blind creatures or a target that cannot see the caster will prevent the spell from working. If successful, the target takes 5d4 points of damage. This can be, at the caster’s option, nonlethal. If piercing gaze deals more than 15 points of nonlethal or normal damage, the target must make a Will save or be stunned for a single round.

Material Component: A smooth piece of tumbled amethyst worth 1 gp.

PlagueNecromancy Level: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: 50 ft. Effect: Cloud spreads in a 50 ft. radius, 50 ft. high, centred on you Duration: 1 round/2 levels Saving Throw: See text Spell Resistance: Yes

A more virulent form of the pestilence spell, plague infects its victims with multiple, exquisitely deadly diseases. Each round any living being remains within the area of effect, he must roll twice on the following table.

The exact effects and base save DCs of the above diseases can be found in the DMG. The bolstering power of magic makes these diseases much more lethal; add the spell’s level to the disease’s base save to determine the actual save DC.

The plague spell is far more insidious than pestilence. For the length of the spell’s duration, and for 1d4 rounds after, any being who comes within 5 feet of a being who spent at least one round within the spell’s radius must also save against disease, as though he himself had entered the spell’s area of effect; saves are attempted against the disease’s normal DC (meaning the spell’s level is not added to the DC) and a failed save means the victim contracts the specifi c disease, or diseases, the carrier was exposed to.

For the purposes of transmission, the diseases carried by plague are considered to be inhaled, meaning those who do not breathe or can successfully hold their breath for the spell’s duration do not risk infection. Likewise, there is no incubation period for diseases transmitted via the spell, so all effects are instantaneous.

Beings which are immune to magical diseases are likewise immune to this spell, and plague has no effect on undead, on constructs or on plant creatures.

Material Components: A piece of rotting fl esh and a vial of pus.

1d121d12 DiseaseDisease

1 Blinding Sickness

2 Cackle Fever

3 Demon Fever

4 Devil Chills

5 Filth Fever

6 Mindfi re

7 Mummy Rot

8 Red Ache

9 Shakes

10 Slimy Doom

11Roll twice on this chart, ignoring rolls of 11 or 12

12Roll three times on this chart, ignoring rolls of 11 or 12

Planar BreachConjuration (Creation)Level: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Duration: 10 roundsSaving Throw: Fortitude partial (object, see text)Spell Resistance: None

An extremely dangerous spell, and one that knows no friends, planar breach tears open the barri ers between the planes and forms a ragged rift of wild energies and destructive forces. Essentially, the spellcaster begins a powerful summoning spell and lets it go out of control after determin ing the focal point anywhere within range. At that point, a 10-foot long by 5-foot wide wall rips open and remains open for the entire duration of the spell. Every creature in range of the spell is moved 5 feet each round towards the rift with no save or spell resistance allowed to resist this pull. Dimensional anchor prevents the forced motion. Creatures holding onto fastened structures, such as walls, must make a Strength check DC 25 every round

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of the spell’s duration to avoid being pulled towards the rift as described above.

If the movement of any creature, for any reason, takes it through this wall, it instantly disappears and must make a Fortitude save. Failure results in disintegration as mas sive dimensional stress tears them apart. Creatures and objects that succeed at the save are fl ung to a random plane as the violet layer of a prismatic wall and suffer 5d6 points of force damage from the rough travel. Immunity to disintegration effects prevents the possible death and force damage, but the planar travel still occurs. Dimensional anchor also prevents the disintegra tion or force damage, but the rift overwhelms it and planar travel still occurs.

You are not immune to any effect of this spell and can easily be killed by it. However, you can choose dur ing the casting of planar breach to include a dimensional anchor effect on yourself and any single ally you are in contact with. This raises the casting time to one round.

Planar PromiseConjuration (Calling)Level: Sor/Wiz 8Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Duration: 1 hourSaving Throw: NoneSpell Resistance: No

This spell is an extremely fast version of greater planar ally, based on a simple premise - desperation. When you cast planar promise, you contact your planar ally and make an oath to offer any service it requests in exchange for its immediate help. The service it requests cannot take longer than one hour to perform, as that is the amount of time it is charged to serve you via this spell and it cannot task you to anything self-destructive or suicidal. Other than those limita tions, the entity can ask you for anything up to and including the surrender of any single item in your possession or owned by you in another location of up to 100,000 gp in value.

Casting this spell binds you as per the spell geas to do as you have promised. Willingly breaking this geas or allowing it to be broken or dispelled renders you unable to cast any calling spell until you fulfi l your promise to the planar entity. Once you do, this limitation lifts and you are free to cast said spells again.

The Games Master is encouraged to make the return services for this spell costly and/or diffi cult, discouraging its casual use.

Plausible ExcuseEnchantment (Charm) [Mind-Affecting]Level: Brd 2, Sor/Wiz 2Components: S, MCasting Time: 1 standard actionDuration: 1 day/levelRange: Close (25 ft. +5 ft./2 levels)Targets: One creature/levelSaving Throw: Will negatesSpell Resistance Yes

Upon casting this spell, those affected by it will believe that you were in their company for a period of time equal to your level in hours (or less, if you so desire at the time of casting). These vague memories will last for a period of days equal to your level. After this time passes, the false memories will fade, as minor details often do. Those individuals unaffected by the spell will have no idea that the spell was cast, but their memories of your presence will confl ict with those you’ve enchanted.

Material Component: A small mirror left with one of the spell’s targets or in the location of your alibi’s presence.

Player InstrumentConjuration (Calling)Level: Brd 3Components: V, S, FCasting Time: 1 roundRange: Medium (100 ft. + 10 ft./caster level)Target: 1 musical instrumentDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

You are able to make a musical instrument play as if you were physically playing it, without having to be in contact with the instrument. You must make a Perform check to determine the quality of the playing. The instrument continues to play until you are out of the spell’s range or the duration expires. You may use this to spell to use your bardic music abilities, but doing so requires a Concentration check each round (DC 15 + damage sustained, if any) and counts as a move action.

Focus: The focus is a musical instrument.

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Player Instrument, GreaterConjuration (Calling)Level: Brd 5Duration: 1 minute/level

This spell functions like player instrument except it has a greater duration and the Concentration check to use the instrument for your bardic abilities is reduced to DC 10 + damage sustained.

Focus: The focus is a musical instrument.

Pocket ParadiseConjuration (Creation)Level: Brd 6Components: V, SCasting Time: 1 minuteRange: 30 ft.Effect: Extradimensional paradise, up to 30 ft./level radius areaDuration: 10 minutes/level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes

To cast this spell, you must render a performance in song, oration or music that evokes the image of a lush paradise. As the casting continues, your description grows more vivid in the minds of the subjects until, after one minute, all subjects fi nd themselves physically transported to the location you have described.

At fi rst glance, the paradise may seem similar to that created by a magnifi cent mansion spell. However, the pocket paradise is much more opulent and pleasant. The exact design is left to the bard in question, but typical paradises resemble balmy tropical islands, silk-strewn seraglios or crystal towers atop craggy mountains. Whatever the appearance, the actual total area of the paradise is a 30-foot radius per caster level.

Those within the paradise fi nd themselves the subject of pampered treatment at the hands of a staff of illusory servitors; again, the exact design of these servitors is left to you.

Although there is delicious food and sweet drink in plenty, all of this is illusion, and provides no sustenance. Further, any rest gained while in the paradise is fl eeting, and those exiting fi nd themselves just as fatigued as they were when they went in.

Time spent here cannot be used to apply to the eight hours of rest a spellcaster needs to regain spells.

However, the paradise has a soothing effect on the minds of those within it. Those who rest at least 10 minutes in the paradise fi nd themselves cured of the following conditions: cowering, dazed, dazzled, fascinated, frightened, nauseated, panicked, shaken, sickened, and stunned. In addition, they are allowed to make a new save against any other mind-affecting effects they suffer from when they fi rst enter the pocket paradise.

A subject of the spell may opt to leave the paradise at any time before the spell’s duration expires. Once someone has left, they cannot return. If you leave, the spell ends and everyone remaining inside is ejected as well.

Poetic LicenseTransmutationLevel: Brd 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 24 hoursSaving Throw: Will negatesSpell Resistance: Yes

With this spell, the bard is able to attach a negative or positive stigma to another person using creative storytelling. This stigma may cast the person in such a light that all of his past deeds become more heroic, increasing his renown and reputation as a result; or, the spell may socially damage him, extolling his wickedness and ruthlessness, making it more likely that those whom he meets react unfavourably. When the bard casts the spell, he decides whether the person receives a +2 or -2 enhancement bonus for social interactions only. This bonus applies to the use of the following skills: Bluff, Diplomacy, Gather Information, Intimidate or Perform. This bonus also applies to any generic Charisma check that is made in a social situation. This spell’s effect may only be cancelled through use of a break enchantment, limited wish, miracle, remove curse or wish spell. A target may only be affected by a single casting of this spell at a time.

Material Components: A feathered quill and high quality ink worth at least 30 gp.

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Poison WeaponConjuration (Creation) [Poison]Level: Asn1, Clr 1, Rgr 1, Sor/Wiz 1

This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created injury poison. The Fortitude DC of the poison is 13. The initial and secondary damage of the poison is 1d4 points of Dexterity damage.

Poison Weapon, GreaterConjuration (Creation) [Poison]Level: Asn 3, Clr 4, Rgr 3, Sor/Wiz 3Components: V, S, M/DF

This spell functions like greater magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with a potent magically created injury poison. The Fortitude DC of the poison is 10 + ½ your caster level + your relevant ability modifi er. The initial and secondary damage of the poison is 1d4 points of Dexterity damage per four caster levels (maximum 5d4).

Material Component: A snakeskin and a fi lament of wolfram.

Portal in a StormConjuration (Teleportation)Level: Clr 7, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: See textEffect: Creates a number of magical portals to other planes within a stormDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

This spell may only be cast within a storm. It creates a dangerous instability within the storm, so that every fl ash of lightning opens a momentary portal to another random plane of existence. These portals exist until the next lightning bolt closes the current portal and opens another nearby, within 1d10x250 feet. A Spot check (DC 20) is needed to sight the currently open portal. Each portal looks quite different, so a character can make a Knowledge (the planes) check (DC 15) to identify the plane that the portal goes to. (Portals to far-off or little-known planes may exhibit very odd characteristics, making the Knowledge check much more diffi cult).

The instability tends to make the storm much more violent, forcing Profession (sailor) checks every round to keep the ship on course. The portals are always large enough to sail a ship through, but larger ships tend to exhaust the power of the spell. Whenever a ship passes through one of these portals, make a caster check. If the result is lower than the DC for the ship types listed below, the spell ends. The caster cannot choose to fail this check, nor is the spell dismissible.

Ship SizeShip Size Closure DCClosure DC

Tiny 5

Small 10

Medium 15

Large 25

Huge 30

Gargantuan 50

Colossal 60

Under normal circumstances, the portal changes every 1d6 rounds, whenever the lightning fl ashes. Spells that create electrical effects, such as lightning bolt, call lightning or even a shocking grasp discharge will trigger a new portal. A random portal leads to the following plane:

d20d20 PlanePlane

1-7 Plane of Water

8-11 Plane of Air

12-13 Plane of Fire

14-15 Plane of Earth

16-17 Astral Plane

18-19 An outer plane

20The portal appears on top of the ship – roll again, but the ship is automatically transported.

This spell functions like a plane shift – the ship arrives 5d% miles from a desired location. The portal usually links to another storm at sea on the destination plane, if such a phenomenon exists. However, the spell is not guaranteed to deposit the ship in a sea. Portal in a storm is one-way, although it can be cast on another plane in the hopes of opening a portal back to the Prime Material Plane (replace the current plane with the Prime Material Plane in the above table).

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Material Component: A forked lighting rod, which must be thrown overboard. If the caster uses a forked rod for a particular plane (see plane shift), there is a 25% chance per portal that it leads to that desired plane.

Portents and OmensDivinationLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 roundRange: Medium (100 feet + 10 ft./level)Target: One creature/2 levelsDuration: One hour Saving Throw: Will negatesSpell Resistance: Yes

This spell makes the caster acutely aware of the world around him, letting him take special note of subtle signs that can foretell the future. More importantly, this spell allows the caster to directly manipulate these signs to improve his luck or impair that of others. If the caster wishes to improve his own future, this spell provides a +1 luck bonus to all ability checks, skill checks, saving throws and attack rolls.

If the caster wishes to exacerbate the future of others, each desired target in range gets a Will save to negate the spell’s effect. Failure to save against the portents and omens means the target suffers a –1 luck penalty to all ability checks, skill checks, saving throws and attack rolls.

Neither of these effects can be dispelled once the spell has been cast but dissipate automatically when the duration expires.

Material Component: An intricate wood and cloth doll costing 10 gp for each target.

Power Word BlockConjuration (Creation) [Force]Level: Sor/Wiz 2Components: VCasting Time: 1 swift actionRange: PersonalDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

With the utterance of a single word, you conjure a waiting pulse of pure magical force. The next physical attack that would strike you is met with this force and defl ected harmlessly. Only an attack that would have hit you is defl ected this way, though the spell will act to save your familiar if it is in contact with you instead.

For the purposes of this spell, any spell that requires a melee or ranged attack roll counts as a physical attack. Once cast, you may not choose to allow the next attack to hit without making an attempt to block it, nor can you suspend the protection to allow a benefi cial spell that would normally be blocked.

Power Word DeafenEnchantment (Creation) [Sonic]Level: Sor/Wiz 6Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creature with up to 150 hit pointsDuration: See textSaving Throw: NoneSpell Resistance: Yes

You choose any one creature in range and speak a single word of power. If the target creature has 50 hit points or less, it is instantly struck deaf perma nently. This has all of the effects of the deafness spell and can be cured the same way. Creatures with 51-75 hit points are deafened for one full day. If the target has more than 76 hit points, it is only deafened for 1d4+1 minutes. If a creature has more than 150 hit points, it cannot be targeted by this spell at all.

Power Word FearEnchantment (Creation, Fear)Level: Sor/Wiz 3Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Any number of creatures with up to 60 total hit points within a 15-foot radius sphereDuration: See textSaving Throw: NoneSpell Resistance: Yes

A single word echoes from you and fi lls the area of effect with an unsettling magical energy. All af fected targets, beginning with the lowest hit points and adding another creature until the hit point limit is reached, act as if struck with the cause fear spell. Any creature with more than 20 hit points is only affected for one round, but weaker targets fl ee in panic as per the cause fear spell for 1d4+1 rounds.

Power Word PainEnchantment (Creation, Force)Level: Sor/Wiz 4Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Any number of creatures with up to 80 total hit

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points within a 15-foot radius sphereDuration: See textSaving Throw: NoneSpell Resistance: Yes

A potent echo of agony accompanies your spoken word, shrieking through the spell’s area of effect and driving target creatures to their knees through the crushing force of overwhelming pain. The spell’s targets, beginning with the lowest hit points and adding another creature until the hit point limit is reached, act as if struck with a symbol of pain spell and are considered prone for one full round after being affected. Unlike the symbol spell, this affect only lasts 1d4 rounds. If any given target creature has more than 30 hit points, it is only affected for 1 round and is not forced prone at all. Conversely, any target with fewer than fi ve hit points in the area of effect dies instantly from agonising shock with no save possible.

Power Word PushEnchantment (Creation, Force)Level: Sor/Wiz 1Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./level)Target: Any creature with fewer than 20 hit points or any object under 50 poundsDuration: 1 roundSaving Throw: NoneSpell Resistance: Yes

The echo of this spell’s single word strikes any applicable target creature or object you can draw line of sight and line of ef fect on. It does no physical damage, but the target moves immediately to the end of the spell’s range in as straight a line as possible. If it collides with a solid object during this motion, both it and the object suffer equivalent falling damage equal to the distance travelled from the original position to where it impacted. The spell’s imparted motion ends immediately if this occurs. If the impacted object is capable of doing so, it may make a Refl ex save to avoid the pushed object or creature.

Power Word RageEnchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 8Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creature with 100 hp or lessDuration: See textSaving Throw: NoneSpell Resistance: Yes

You utter a single word of power that causes one target creature within range of the spell to fl y into a blind, murderous rage, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 101 or more hit points is unaffected by power word rage.

Any creature affected by power word rage immediately fl ies into a murderous frenzy, attacking the closest creature to him with little regard for his own safety. This rage approximates that of a barbarian (see PHB), except the target of the spell does not distinguish friend from foe. He does, however, gain all ability bonuses and the Will saving throw bonus. He may not use any skills based on Charisma, Dexterity or Intelligence (even those normally useable by raging barbarians), nor may he cast spells or activate magic items that require a command word, spell trigger or spell completion to function. At the end of the spell, the target is fatigued as a barbarian would be after raging.

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Hit PointsHit Points DurationDuration

50 or less 1d4 hours

51-75 1d4 minutes

76-100 1d4 rounds

Power Word SlumberEnchantment (Creation, Sonic)Level: Sor/Wiz 5Components: VCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./level)Duration: See textArea: Any number of creatures with up to 100 total hit points within a 15-foot radius sphereSaving Throw: NoneSpell Resistance: Yes

The inexorable power of sleep fi lls the area of effect when you speak this powerful word. The spell selects targets one at a time, beginning with the lowest hit points fi rst and adding another target until it reaches its limit. If a new target creature would take the total over 100, that target is unaffect ed. Targets of this word are immediately knocked unconscious as per the sleep spell.

Individual creatures with more than 40 hit points only are asleep for 1d4 rounds, creatures with 20 to 39 hit points are asleep for one minute and weaker creatures are rendered unconscious until awakened or eight hours pass.

Predict WeatherDivinationLevel: Drd 0, Clr 1, Sor/Wiz 1Components: V, SCasting Time: 1 minuteRange: PersonalArea: 1 mile/levelDuration: Instantaneous

By casting this spell, you are able to predict the future weather within its radius of effect. The Games Master will inform you of the coming weather conditions (calm, stormy and so on) for a period of up to 1 day per caster level. This spell has no ability to predict weather with magical cause, such as those conditions created by other spells. It will only correctly predict natural weather.

Prevent MissileAbjurationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: See text

This spell is used to intercept incoming missile attacks. Upon casting this spell, an invisible defensive fi eld comes into being around the spell’s recipient. Whenever the recipient is the target of a missile attack (arrows, bolts, javelins, thrown spears, and so on.) the fi eld activates and destroys the missile. Normal missiles receive no save, however enchanted missiles (+1 arrow, +1 fl aming bolt and so on) receive a Fortitude save equal to the attacker’s base Fortitude save bonus + the enchanted missile’s effective magic bonus (see the DMG for more information about magic weapons and their effective magic bonus).

The number of counter missiles available to the recipient is equal to 1 + 1 per two caster levels (maximum 5). When all counter missiles have been used, the fi eld dissipates.

Privacy GuaranteeEvocation [Force]Level: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: See textTarget: A creature scrying youDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: Yes

If you become aware that you are being scried, either through a check or a detect scrying spell, you channel a blast of destructive energy at the scrier. The energy deals 1d6 points of damage per caster level (10d6 maximum). This spell does not provide any information about the scrier. The damage harms only the scrier, and not the means of scrying (a mirror or crystal ball). It does not disrupt the scrying attempt unless, of course, the scrier is killed or knocked unconscious. Alternatively, rather than channelling a blast of destructive energy, you can channel a single-target spell effect of 3rd level or lower at the scrier. Spells requiring touch or an attack roll cannot be channelled. Since you have no

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knowledge of the scrier, you do not always know if a spell will prove effective. For example, you can channel a charm person spell, but the scrier might be undead or someone otherwise unaffected by charm person. You must have the spell currently prepared (sorcerers must know the spell) and after channelling the effect, the spell slot is used.

Protection from Air CreaturesAbjuration [Earth]Level: Drd 2, Sor/Wiz 3

As protection from fi re creatures, except that the defl ection and resistance bonus applies to creatures with the air subtype and that only summoned and conjured air creatures cannot touch the subject.

Material Component: A small stick of graphite, a pinch of diamond dust (10gp worth) and a crushed fi refl y.

Protection from Earth CreaturesAbjuration [Air]Level: Drd 2, Sor/Wiz 3

As protection from fi re creatures, except that the defl ection and resistance bonus applies to creatures with the earth subtype and that only summoned or conjured earth creatures cannot touch the subject.

Material Component: A ruby (at least 10gp worth) and a three feathers plucked from a fl ightless bird.

Protection from Fire CreaturesAbjuration [Water]Level: Drd 2, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 minute/level (D)Saving Throw: Will negates (harmless)Spell Resistance: No; see text

This spell wards a creature from attack by creatures with the fi re subtype. It protects against the special abilities of fi re creatures and from summoned or conjured fi re creatures. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two principle effects:

* First, the subject of this spell receives a +2 defl ection bonus to Armour Class and a +2 resistance bonus to saves against the spell-like and supernatural abilities of fi re creatures.

* Second, the barrier blocks bodily contact by summoned or conjured fi re creatures. This causes the natural weapons of fi re creatures to fail and the creature to recoil if such attacks require touching the warded creature. This protection against summoned and conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and to touch the warded creature.

Material Component: An aquamarine (at least 10gp worth) and a splash of seawater.

Protection from Oozes and SlimesAbjurationLevel: Clr 3, Sor/Wiz 3Components: V, S, M/DFCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 minute/level (D)Saving Throw: Will negates (harmless)Spell Resistance: No; see text

This spell wards a creature from attacks by oozes and slimes. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject.

The subject gains a +2 defl ection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by oozes and slimes. The protection ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Material Component: A mixture of rare salts with which you trace a 3-foot -diameter circle on the fl oor (or ground) around the creature to be warded.

Protection from UndeadNecromancyLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Touch

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Targets: Creature touchedDuration: 1 minute/level (D)Saving Throw: Will negates (harmless)Spell Resistance: No

This spell wards a creature from attacks by undead. It creates a magical barrier around the subject at a distance of one foot. The barrier moves with the subject and has two major effects:

First, the subject gains a +2 defl ection bonus to AC and a +2 resistance bonus on saves. Both of these bonuses apply to attacks made by undead. Second, the barrier blocks any attempt by undead to possess the warded creature or to exercise mental control over it, as with the protection from evil spell.

Material Component: One bone from a creature that had the ability to turn undead.

Protection from WaterAbjurationLevel: Sor/Wiz 2Components: V, S, FCasting Time: 1 standard actionRange: TouchTargets: Object touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

Highly prized amongst wizards, this spell allows you to completely protect any inanimate object of up to two cubic feet from water. Commonly used to seal spellbooks and scrolls from the damaging effects of immersion in water, this spell remains in effect until dispelled. However, it will not protect the objects from other damaging effects, even if water related – crushing damage from being at depth or heat damage from steam, for example.

Material Focus: Object to be protected.

Protection from Water CreaturesAbjuration [Fire]Level: Drd 2, Sor/Wiz 3

As protection from fi re creatures, except that the defl ection and resistance bonus applies to creatures with the water subtype and that only summoned and conjured water creatures cannot touch the subject.

Material Component: A small sapphire (10gp worth) and the ashes from a bonfi re.

Public WhisperTransmutationLevel: Brd 0, Clr 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level (D)

You give your voice a magical quality so that your words, even your whispers, can be heard by all within 100 feet. This effect proves true even over loud noises, like combat. You cannot be selective with this spell, however. Everyone within 100 feet can hear everything you say.

Pulsing FireballEvocation [Fire]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: 20-ft.-radius spreadDuration: 5 roundsSaving Throw: Refl ex halfSpell Resistance: Yes

You hurl a fi reball at a specifi ed target point. The resulting explosion is identical to that of a fi reball in all respects, dealing 10d6 points of fi re damage. Each round after the initial explosion, on your initiative, the spell detonates another fi reball at the same target point. Each additional fi reball deals 2d6 less damage than the previous round’s explosion. Creatures caught in the blast radius must make a Refl ex save or suffer full damage each time they are caught in an explosion. A successful dispel magic cast on the target point will negate this spell.

Material Components: Twelve pebble-sized pieces of sulphur tied together by a length of string.

Pure SightDivinationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 minuteRange: PersonalTarget: YouDuration: 1 hour per level (D)

Pure sight duplicates the effects of several lesser divinations, allowing the caster a great chance of detecting anything that is amiss in the area. While pure sight lasts, the caster can change its effect as a

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free action on his turn once per round, choosing from the following effects: arcane eye, clairvoyance, detect chaos, detect evil, detect good, detect law, detect magic, detect poison, detect scrying, detect secret doors, detect undead or see invisibility. While this spell is in effect, a pale, magical light surrounds the caster’s eyes, conferring the constant effects of a darkvision spell. These effects call for saving throws as normal but the DC is based on the pure sight spell.

In addition, as long as at least one hour remains in pure sight’s duration, the caster can change its detection ability to duplicate the effects of arcane true seeing. This effect will last for one hour, cannot be changed and ends the pure sight spell immediately after the hour has elapsed.

Pyrotic CaressTransmutation [Focused]Level: Sor/Wiz 2Components: V, SCasting Time: 1 swift actionRange: TouchTarget: Creature touchedDuration: 1 round/4 levels, also see textSaving Throw: Fortitude negatesSpell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

Targets who suffer the effect of this spell burst into fl ame. This deals 2d6 fi re damage each round for one round per caster level. Applicable targets that contact the target must make a Fortitude save or catch a secondary effect that deals 1d6 fi re damage on them per round for as long as the target has left on its effect’s duration. The effect must be negated on any being affected separately; thus, if a target is neutralised, any secondary effect it may have spawned continues. If a target is slain with this spell and any duration remains on the spell’s effect, the corpse burns to ashes one round later and the effect ends. You are immune to catching secondary and tertiary effects yourself.

Focused Effect: Secondary effects are 2d6 instead and they can spawn tertiary effects that deal 1d6.

Quick FreezeEvocation [Cold]Level: Drd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One item or creatureDuration: See textSaving Throw: Fortitude negates (object)Spell Resistance Yes (object)

A creature affect by a quick freeze suffers 1d4 damage per level of the casting (10d4 maximum). In addition, the subject can only take a single move or standard action on the following round and suffers a –2 penalty to AC, melee attack rolls, melee damage rolls and Refl ex saves during that time, as well as halved jumping distance.

Alternatively, a single object may be hit with a quick freeze. The object’s effective hardness is halved until the end of the following round, making it easier to break or shatter.

Material Components: A sprinkling of mercury, silver dust and pure water.

Rain of PutrescenceConjuration (Creation)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: Creatures and objects within 20 ft. radius spreadDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

A heavy rainfall of faecal waste falls in the area of effect, reducing visibility and making things slippery. The rainfall of waste obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Any creature attempting to move within or through the area must succeed at a Balance check (DC 5 if moving at one-quarter speed, DC 10 if moving at half speed, DC 15 if moving at full speed, and DC 20 if running or charging).

The material rained forth by this spell remains, clinging to the creatures’ clothing, hair and so on until cleaned off or otherwise removed (consider this

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a strong scent for purposes of Tracking through the use of the scent ability).

Material Component: a small vial of bodily waste.

Raise CityNecromancyLevel: Sor/Wiz 9Components: V, S, M, XPCasting Time: 1 dayRange: SpecialTargets: Ruined settlementDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

There are few spells more powerful in the necromancer’s repertoire than the ability to raise an entire civilisation from death. This is the ultimate goal of many practitioners who do not quest solely for undeath themselves, the animation and control of an entire legion of skeletons ready to do their bidding. From the ruins of an ancient town or city, you will cause skeletons to claw their way out of the ground, to rise up in perfect servitude to your every demand.

You must be upon the site of a ruined and deserted settlement to cast this spell successfully. Complete skeletons are not required for the use of this powerful spell (scattered dust and bones are just fi ne) but no sentient creature must have lived within the settlement for at least 50 years.

Once cast, a number of skeletons will animate in accordance with the size of the settlement, as it was when it was inhabited. A small village will yield between 60-600 skeletons, a town between 800-8,000 and a city

between 1,000-10,000. The skeletons will be under your complete control until destroyed. A destroyed skeleton cannot be reanimated again and once cast, this spell may never be cast again by any other wizard in the same location.

The skeletons are unable to venture further than 25 miles from the settlement. Any ordered to do so will instantly crumble to dust and are destroyed.

Material Component: Ruined, deserted settlement and a collection of items from the ruined settlement worth at least 5,000 gp. The items are consumed in the casting, the settlement itself remains intact after the skeletons have risen.

XP Cost: 1 XP per skeleton raised.

Raise Death FleetNecromancyLevel: Sor/Wiz 9Components: V, S, MCasting Time: 1 dayRange: Long (400 ft. + 40 ft./level)Targets: One or more sunken shipsDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

Few necromancers ever uncover the secret knowledge to perform one of the most awesome acts of the art – the raising of an entire fl eet of death hulks. Such an action is worthy of the very greatest of arcane spellcasters and history itself may be changed as a powerful undead fl eet suddenly appears to destroy a n a t i o n ’ s shipping.

One or more sunken ships must be in range of the spellcaster for this spell to have any

effect. Raise death fl eet will cause up to one ship per spell caster level to rise to

the surface of the sea, where they will be magically seaworthy

and under the full control of the necromancer. A destroyed ship

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cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only one ship per caster level may be controlled at any one time by a single caster.

Any type of ship may be raised this way and they will have a full complement of crew, usually zombies, though skeletons may also appear if the ships have lain at the bottom of the sea for more than a year. The Games Master is the fi nal arbitrator of the ship types and the nature of their crew.

Material Component: One or more sunken ships and the corpse of a renowned sea captain. The corpse is consumed in the casting; the ships themselves are raised to the surface.

XP Cost: 1,000 XP per ship raised.

Raise Death HulkNecromancyLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 hourRange: Long (400 ft. + 40 ft./level)Target: One sunken shipDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

One of the most awesome feats any necromancer can hope to perform is the raising of a sunken ship from the sea fl oor, complete with undead crew, to be brought to the surface under the total control of the practitioner. Such death hulks are the stuff of legend, kept afl oat through powerful magicks, despite the great holes in their hulls through which the sea fl ows freely. Animated skeletons and zombies patrol the deck, performing all the tasks they did in life and forming a frightening boarding party when the ship goes into battle.

A sunken ship must be in range of the spellcaster for this spell to have any effect. Raise death hulk will cause the ship to rise to the surface of the sea, where it will be magically seaworthy and under the full control of the necromancer. A destroyed death hulk cannot be raised from the sea again. Regardless of the amount of times this spell is cast, only a single death hulk may be controlled at any one time by a single caster.

Any type of ship may be raised this way and it will have a full complement of crew, usually zombies, though skeletons may also appear if the ship has lain

at the bottom of the sea for more than a year. The Games Master is the fi nal arbitrator of the ship type and the nature of its crew.

Material Component: One sunken ship and the corpse of a sea captain. The corpse is consumed in the casting; the ship itself is raised to the surface.

XP Cost: 1,000 XP.

Raise IslandConjurationLevel: Sor/Wiz 7Components: V, S, MCasting Time: 5 roundsRange: Up to 300 yards from casterArea: 50 square feet/levelDuration: 1 day/levelSaving Throw: NoneSpell Resistance: No

An island of bare stone instantly appears upon the casting of this spell. The island can only appear on saltwater. It fl oats on the surface for the duration of the spell, but cannot be moved.

Material Component: A piece of granite.

Ramble of the MadTransmutationLevel: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: 1d4 + 1 HD/3 levels of creaturesDuration: 1 round/levelSaving Throw: Will (negates)Spell Resistance: Yes

This spell has become a bane of wizards, bards and spellcasters that use verbal components. With this spell, the subjects, 1d4 + 1 HD/3 levels of creatures, are affected by the ramble of the mad. The wizard designates a target; the fi rst person to become the target of this spell and those around him becomes the next targets, starting with those closest to him and of the lowest HD.

The affected talk as they usually would, believing in their own speech, but they sound really mad and makes no sense to their surroundings. The targets cannot communicate with each other for the duration of the spell, and any spellcasters affected will not be able to cast their spells. If their spells have no verbal components or can be cast using Silent Spell, they

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may cast their spells normally. If the targets make a successful Will save, they are not affected by this spell.

Rapturous Touch Enchantment Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes

Once a successful touch attack has been achieved on the target, this spell makes the target perceive any further touches by the caster to be extremely pleasurable. This rapture can be very distracting and can even become more than the target can stand, knocking it unconscious. Every successful touch attack after the fi rst deals 1d4 non-lethal damage and 1 point of Wisdom damage. The saving throw for this spell is made when the fi rst touch attack occurs. If successful, it does not take effect. If this save fails, rapturous touch affects the target. Thereafter, no save is allowed for the touch attacks. The Wisdom returns in one hour, regardless of the amount lost, but the nonlethal damage must be healed normally. Because of the nature of this spell, the touch attacks cannot be combined with any form of damaging effect, including using the caster’s Strength bonus (if any). Any actual hit point damage caused by the caster in any way during this spell ends it immediately and returns all the lost Wisdom to the target.

Rat’s GraceTransmutationLevel: Drd 2, Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Rat’s grace grants the target amazing fl uidity of motion. The target gains a +1 dodge bonus to his AC, with an additional +1 for every three levels you have (maximum +7 at 18th level). While under the infl uence of rat’s grace, the character constantly moves with nervous energy and may have trouble (Concentration check DC 20) standing still for more than one round.

Ray of DecayNecromancyLevel: Clr 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

When this spell is cast, a ray of dark and sizzling negative energy shoots from the caster’s fi nger. The caster must succeed at a ranged touch attack, and if successful, this ray deals 1d3 points of negative energy damage. There is a stench of decay that extends from the new wound.

Razor the VeinTransmutation Level: Sor/Wiz 2Components: V, MCasting Time: 1 standard actionRange: TouchTarget: One piercing or slashing weaponDuration: 1 round/levelSaving Throw: See below

The caster’s weapon is sharpened to a cruel edge by the means of this spell and the wounds it infl icts continue to bleed long after the injury is infl icted. Each time he successfully strikes with a piercing or slashing weapon, the wound continues to bleed at the rate of 1 hit point per round, until either the spell’s duration ends, or the victim succeeds at a Fortitude save against a DC of 10 + one half the caster’s level. Multiple strikes have a cumulative effect, with each requiring its own save to staunch.

The application of any form of cure spell, the quaffi ng of a cure potion or the successful application of a Heal check (DC 10 + one half caster level) will immediately staunch all bleeding.

Material Component: A strip of bloody fl esh, which must be sliced in half at the time of casting.

Razor TrapConjuration [Force]Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Target: One 5 ft. square per level within rangeDuration: 10 minutes/caster level or until triggered, whichever is soonest

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Saving Throw: Refl ex halfSpell Resistance: No

This spell creates several eldritch traps that are triggered when a creature enters one of the affected squares. The caster indicates which areas are trapped when the spell is cast, with the following restrictions:

* One 5 foot square may be trapped per caster level.

* A razor trap may not be placed adjacent to another razor trapped square.

* All squares must be within the spell’s range, but the range is counted as a radius centred on the caster. Thus, a 10th level caster could put one trapped square 800 feet ahead of him and another 800 feet behind him without penalty.

When a creature steps into a trapped square, the razor trap is activated and causes 1d6 points of damage per level (maximum 10d6) to the unfortunate standing in the trapped square. This immediately halts the creature’s movement, although if the creature made its Refl ex save for half damage it may take an additional 5 foot step in any direction after the trap is triggered.

A razor trapped square can be detected with a successful Spot check (DC 20). When successfully spotted, a trapped square seems to glitter with a faint red light. A rogue that is able to disarm magical traps can disarm an individual razor trapped square (DC 28).

Material components: A silver razor blade and a length of silver wire (value 75 gp).

Read HistoryDivinationLevel: Brd1, Sor/Wiz 2Components: V, S, MCasting Time: 1 minuteRange: 30 ft.Area: Cone-shaped emanationDuration: Concentration, up to 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

By studying an area, you gain a sense of its history, with the amount of information you uncover depending on how long you study the area, the intensity of the events that occurred there, and how far in the past those events occurred.

* 1st Round: Presence or absence of extreme impressions from the past.

* 2nd Round: Presence or absence of strong impressions from the past. A sense of the area’s original purpose, if not already evident.

* 3rd Round: Presence or absence of moderate impressions from the past. A sense of the general kinds of activities that have taken place in the area for the past decade, if not already evident.

* 4th Round: Presence or absence of weak impressions from the past. A sense of the general kinds of activities that have taken place in the area for the past century, if not already evident.

The kinds of impressions this spell can reveal are noted below. If a past event falls into more than one category, use the stronger category:

* Weak: A non-violent crime; casting a spell of 6th to 8th level; the creation or destruction of a medium magic item.

* Moderate: A murder or other violent crime; a wedding or other celebration involving ordinary people; the casting of a 9th level spell; the creation or destruction of a major magic item; extensive damage, repairs, or alterations to the area.

* Strong: The birth or death of a ruler or famous hero; the casting of an epic spell; a wedding or other celebration involving a ruler or famous hero; the creation or destruction of a great work of art; a famous battle; a mass murder; extensive destruction and reconstruction of the area.

* Extreme: The birth or death of a god or legendary hero; a wedding or other celebration involving a god or legendary hero; the creation or destruction of an artefact; an epic battle.

The apparent intensity of an impression fades over time, as shown on the table below:

Time Past* and Apparent IntensityTime Past* and Apparent Intensity

Original Original Intensity Intensity

1 day1 day 10 years10 years100 100 years+years+

WeakWeak None None None

ModerateModerate Weak None None

Strong Strong Moderate Weak None

ExtremeExtreme Strong Moderate Weak

* If the time since an event falls between two values, use the apparent intensity for the longer time period.

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When this spell reveals an impression, you can make an Intelligence check to discern how long ago the event occurred and its general details, including what happened (a murder as opposed to a wedding), how many items or beings were involved (a battle between two high-level heroes or two low-level armies), and what kinds of creatures or objects were present.

The DC for the check depends on the event’s original (not apparent) intensity: weak (DC 20), moderate (DC 15), strong (DC 12) or extreme (DC 10). If you have a Knowledge skill appropriate to the impression, such as Knowledge (arcana) when trying to sense a location’s magical history, you can make a skill check instead. Making the check is a free action, but you can check only one impression each round.

Material Component: A saucer of water or a few tealeaves.

Read Spirit EchoDivinationLevel: Brd 3, Drd 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: All spirits within a 25-ft. + 5 ft./2 levels-radius spread, centred on caster Duration: Concentration, up to 10 minutes/levelSaving Throw: NoneSpell Resistance: No

You can read the memories of a location’s spirits to know about events that happened there in the past. Glades, hills, clearings and even city locations have spirits that remember past events, especially if they generated intense emotions in the people inside their area. You can build a mental image by contacting the spirit.

Events that provoke strong emotions are the most likely to be remembered by the spirits, or that create spirits themselves – large battles, powerful spellcasting, great joy or great pain. Common events are too weak and generic to leave an impression. The images evoked are ghostlike, and you do not learn anything about the people involved in the event. For example, a shaman casts this spell in a ruined fort. The vision obtained is that of a fi ght among an orc warband and a fort’s defenders. When the orcs breach the walls, the civilians try to escape by any means possible, even stepping and trampling over each other. The strongest emotion is panic.

You can read a single event per round of concentration, if there ever was any or if there is even a spirit present

to remember it. You can extend your senses back in time for 10 years per caster level. The actual event sensed is at the discretion of the Games Master.

Material Component: An appropriate offering for the spirits.

Recall SpiritNecromancyLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 hourRange: TouchTargets: One corpseDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

Through the use of this spell, you can summon a spirit back to the body that it once inhabited. Recall spirit may be cast on a body that has lost its spirit, through the effects of spells such as magic jar and astral projection or on a corpse that has subsequently caused the creation of an undead creature. If used for the latter, the undead creature may make a Will save to resist the attempt. Failure will result in its destruction.

Material Component: A live rook.

Recurring ImageIllusion (Figment)Level: Sor/Wiz 7Components: V, SCasting Time: 10 minutesRange: Long (400 ft. + 40 ft./level)Effect: Visual, audio, olfactory and thermal fi gment that cannot extend beyond 20 ft. cube + 1 ft. cube/levelDuration: PermanentSaving Throw: Will disbelief (if interacted with)Spell Resistance: No

As programmed image, except recurring image follows a predetermined script decided upon by the caster. The illusion then follows that script without the caster having to concentrate on it and repeats it after a predetermined amount of time (maximum of 10 minutes per caster level) or upon a specifi c triggering condition (see crafted fi gment for more details on triggers). The illusion created can include intelligible speech if the character wishes. For instance, the character could create the reoccurring illusion of several orcs playing cards and arguing, culminating in a fi stfi ght. The spell then repeats this

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scene from beginning to end at the predetermined time or trigger.

Red HourglassNecromancyLevel: Sor/Wiz 4Components: S, MCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: One target Duration: 24 hours or until dischargedSaving Throw: Will negatesSpell Resistance: Yes

By the casting of this spell, an unwitting victim is infused with a deadly poison that is transmitted by touch. On a failed save, the victim is suffused with a potentially deadly poison which is nearly undetectable and which cannot harm them in any fashion. Upon command by the caster, the poison in their veins quickens and begins to ooze imperceptibly from their pores; the next person they touch is immediately affected by the poison.

The victim of the poison suffers 1d10 points of initial Constitution damage, and another 1d10 points of Constitution damage one minute later. Each instance of damage can be resisted with a successful Fortitude save against a DC equal to 10 + one half the caster’s level + the caster’s Intelligence bonus.

After the poison is delivered, a red hourglass, much like that on the thorax of a black widow, appears on the poison carrier’s palm, announcing to all that he was the carrier. This hourglass stain is permanent, and can only be removed with a remove curse, limited wish, miracle or wish spell.

Once successfully cast upon a victim, the red hourglass spell remains dormant until the caster chooses to activate it with a silent mental command. This command takes effect regardless of considerations of distance, and can be given years or even centuries after the spell is cast, making red hourglass an extremely effective method of subtle assassination and terror.

Material Component: A live black widow spider, which is slain in the casting.

Rekindle YouthTransmutation (Age, Temporal)Level: Clr 6, Sor/Wiz 6, Drd 5Components: V, S, MCasting Time: 1 roundRange: Touch

Target: Creature touchedDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell can remove any unnatural ageing the creature has experienced within one hour per level before this spell is cast. This duration is based on the creature’s own personal experience of the passage of time. Time spent under the infl uence of one of the spells that carries a subject into the future (future dispatcher) is added to this duration. Artifi cial ageing induced before this duration cannot be removed using this spell.

Material Component: A lock of hair from a young, healthy child.

Rending GraspConjuration (Calling) [Prime]Level: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Duration: InstantaneousTarget: One summoned creature or outsider

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Saving Throw: Fortitude halfSpell Resistance: Yes

This spell uses the same power that a calling spell channels to infl ict incredible dam age against an outsider or summoned creature. You reach out, invoke the spell and attempt to call the target creature to your presence. However, halfway through the spell, you simply release the binding energies to the ether and let the target’s physical sub stance unravel before it arrives. This is sheer agony for the target, which suffers damage equal to its current hit point total if it fails a Fortitude save. Succeeding at the save results in half this damage. No form of damage reduction or resistance effect miti gates this damage, though a dimensional anchor spell negates the grasp completely. If the target survives this spell, it appears 5 feet from you in any direction it chooses.

Repair ShipTransmutationLevel: Clr 2, Drd 2, Sor/Wiz 3Components: V, S, MCasting Time: 1 minuteRange: TouchTargets: One ship touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

Through the use of this spell, you are able to knit together smashed timbers and ripped sails, restoring a ship a small way to its original seaworthiness. Through using repair ship, you automatically repair 1d3 structure points to any vessel that has sustained damage. If a ship has been reduced to –1 to –9 structure points, repair ship will stop it losing further structure points and eventually sinking.

Material Component: A small piece of timber.

Repel WaterAbjurationLevel: Clr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTargets: Living creatures touchedDuration: 10 minutes/level (D)Saving Throw: Will negates (harmless to air breathers)Spell Resistance: Yes (harmless to air breathers)

You are able to keep a number of subjects completely dry when immersed in water. Divide the duration

evenly amongst all the creatures you touch. This spell does not allow creatures to breath water, only keep them and any possessions they carry perfectly dry when immersed. If used against an [aquatic] creature, it will effectively suffocate them for the duration of the spell. The rules for suffocation may be found in DMG.

RepercussionAbjurationLevel: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round per level (D)

As lesser repercussion, but the damage returned is 100% of what is done to you. All other facets of this spell’s effects (applicable attack types, Fortitude save for half damage and so on) are unchanged. You can choose at the time of casting, as with the previous spell, to make your repercussion damage nonlethal, but this decision cannot be changed during the duration of the spell afterward.

Repercussion, GreaterAbjurationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round per level (D)Saving Throw: Fortitude halfSpell Resistance: Yes

As lesser repercussion, but the damage returned is 150% of what is done to you. All other facets of this spell’s effects (applicable attack types, Fortitude save for half damage, and so on.) are unchanged. You can choose at the time of casting, as with the previous spell, to make your repercussion damage nonlethal, but this decision cannot be changed during the duration of the spell afterward.

Repercussion, LesserAbjuration (Force)Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round per level (D)

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Saving Throw: Fortitude halfSpell Resistance: Yes

This spell surrounds you in a billowing aura of force that covers you completely from head to toe. This aura glows, but does not provide suffi cient illumination to act as a light source. While lesser repercussion is active, the wearer cannot make effective Hide checks against a target he does not have at least 50% cover from. The aura cannot be concealed through illusion or other means without negating its effects completely. While this spell is active, any melee weapon, touch, or unarmed attack that successfully hits you and does damage has 50% of that damage rebounded unerringly back on the attacker. A target who successfully evades repercussion damage through spell resistance does not end this spell prematurely and must check again each time this spell attempts to damage it.

The damage refl ected back is a projection of magical force, does not reduce the damage you took initially and only deals 50% of what you actually lost from the attack. It does not react to ranged attacks and spells that do not require a melee touch attack to deal damage are unaffected. Any other form of repercussion supersedes this spell; they do not stack even with their own versions. If you are protected by lesser repercussion and a new copy of the spell is cast on you, its duration becomes the new duration of your effect, its saving throw DC is used, and no other changes occur.

At the time of this spell’s casting, you can choose for all of the damage it refl ects to be nonlethal. Once this decision is made, it cannot be changed for the duration of the spell. If the spell is ended prematurely and cast again, a new decision can be made.

Material Component: 50 gold pieces worth of diamond dust, blown into the air as part of the casting.

Replace the SensesTransmutationLevel: Brd 1, Rgr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creatureDuration: 10 minutes/level (D)Saving Throw: Will negatesSpell Resistance: Yes (harmless)

You can change how one creature perceives the world, exchanging the input of one sense for another. A creature under this spell’s effect can see through its hearing, hear through its taste or any other

combination that the caster decides. While the effect lasts, the creature can use its Listen or Spot modifi ers to obtain information about smells, sensations or tastes. For example, a caster replaces its sense of touch with his sight, allowing him to roll Spot checks to determine the texture and quality of a material or he can replace his sight for his hearing, enabling him to roll Listen to see in pitch darkness. The creature can end the effect at will.

RetchNecromancy [Death]Level: Sor/Wiz 0Components: S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One targetDuration: 1 roundSaving Throw: Fortitude negatesSpell Resistance: Yes

By pulping a piece of necrotic fl esh between his teeth and spitting the juices, the caster sickens his target, forcing him to retch and heave for a few seconds. A target who fails his Fortitude save to resist the effects of this spell is rendered nauseated for one round.

Material Component: A piece of rotting fl esh.

Revealing LightEvocation [Light]Level: Rgr 1, Sor/Wiz 1Components: VCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Targets: Creatures in a 10 ft. radiusDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: Yes

When cast, a light (colour is of the caster’s choice) shines over all creatures in a 10-foot-radius area, illuminating them. This light grants a +1 circumstance bonus to all ranged attacks against these creatures for the duration of the spell. Creatures within the affected area may leave the area of effect at any time, since the affected area cannot move.

Reverse MissileTransmutationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: You

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Duration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

You can force one ranged physical (non-spell) attack back at its source each round as a free action. The attack retains its initial attack roll to determine whether it hits the source and deals damage normally. Thus, if an archer fi res an arrow at you with an attack roll of 25, you refl ect it back at the archer, striking if the archer’s Armour Class is 25 or less. You must be aware of the attack and not fl at-footed, however.

Ribbon of LightEvocation [Light]Level: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

A brilliant ribbon of pure white light leaps from your hand towards the target. You must succeed on a ranged touch attack to strike a target. A creature struck by this ray of light takes 1d4 points of damage per two caster levels (maximum 10d4).

However, a successfully struck aberration or outsider takes 1d8 points of damage per two caster levels (maximum 10d8).

Rooty FeetTransmutationLevel: Sor/Wiz 1, Drd 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Targets: 1 targetDuration: 2 hours/levelSaving Throws: Will negatesSpell Resistance: Yes

This spell causes the target’s feet to sprout long, twisty root forms. Though no actual discomfort is caused by this reaction, boots and shoes may be destroyed in the outbreak, and the target may experience diffi culty in walking about. The target’s base movement is reduced to one half normal speed for the duration of the spell.

Material Component: An old rotted piece of tree root

Rotting WoundNecromancy [Evil]Level: Clr 2, Sor/Wiz 2Components: V, MCasting Time: 1 standard actionRange: TouchTarget: You or weapon touchedDuration: 1 minute/levelSaving Throw: See textSpell Resistance: No

Casting this spell infects a weapon of the caster’s choice with fi lth fever. Any successful attack roll made with the weapon which causes damage while the spell is active has the chance to infect the target with a magically enhanced case of fi lth fever. The fi lth fever infl icted by this spell has no incubation period; its effects are immediate.

Anyone struck by a weapon enhanced by rotting wound must make a Fortitude save (DC 12) or be infected, immediately losing 1d3 Dexterity and 1d3 Constitution. Once infected, the character cannot be infected again for additional loss of ability scores. The disease, once it takes effect, is considered normal in all ways and may be cured by either magical or mundane means.

Material Component: A phial of sewage.

Rupture the EyeEvocationLevel: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: PermanentSaving Throw: Fortitude partial (see text)Spell Resistance No

A spark of blinding light leaps from the caster’s hand and explodes in the target’s face, searing its face and causing the viscous fl uid in its eyes to boil and possibly rupture.

The victim of rupture the eye must make a successful Fortitude save or take 6d6 points of damage and be permanently blinded. A successful save halves this damage and avoids the blindness effect. Eyes destroyed in this fashion can be restored by a regeneration or wish spell.

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ScourgeTransmutation [Judicial Curse]Level: Clr 7, Sor/Wiz 8Components: V, SCasting Time: 1 hourRange: Special (4 miles/level + 4 miles/point of ceremonial force)Target: One living creatureDuration: Permanent (D)Saving Throw: Will negatesSpell Resistance: Yes

A scourge is an extremely powerful form of bestow curse. It can be cast over a vast distance; as a result, it is often used to punish heretics and criminals who cannot be brought to face justice. As it is a judicial curse, the saving throw of the spell can be increased through the use of ceremonial force.

When you cast scourge you can choose to duplicate any of the effects of malediction or you can select one of the following effects:

* Ageing: The victim ages one year at the start of each day. The victim may be sentenced to lose ten years of her life in prison — but it will only take ten days.

* Barren Touch: Any food or drink touched by the victim spoils. Any plants he tills die. Any Heal check he makes automatically fail and any cure spells he casts have a 50% chance of becoming infl ict spells of the same level.

* Ignominy: Anyone who comes into contact with the victim will forget any noble or valorous deeds she has done, while clearly remembering any crimes she has committed or mistakes she has made. People will attribute the character’s greatest achievements to other people (other party members, for example, or legendary heroes). If the curse is lifted, these memories will return.

* Ostracism: The victim is surrounded by an aura that causes all Non-Player Characters to have a hostile attitude towards him. This also results in a permanent –6 penalty to the victim’s Charisma score, to a minimum score of 1. People cannot explain why they do not like the victim — he just seems suspicious and hateful. NPC allies and friends can resist this somewhat, but will still fi nd the character strangely repellent; they may suspect that he has been replaced by a doppelganger, for example. In addition, any sort of spell used to detect alignment will always respond with the

alignment most hostile to the caster, and discern lies will always show the victim as lying.

* Poverty: Any precious metal that the victim touches turns to lead.

* Prohibition: You specify a specifi c action that the victim cannot take. ‘Do not lie’ or ‘Do not physically hurt humans’ will work; impossible or broad requests like ‘Do not breathe’ or ‘Never hurt anyone in any way’ will not. Any time that the victim attempts the prohibited action, he must make a Will save (using the DC of the scourge). If he succeeds, he can perform the action unhindered, otherwise he is wracked with extreme pain and stunned for 2d4 rounds.

You can come up with similar effects with your Games Master’s permission. A scourge cannot be dispelled or removed with break enchantment. You may choose to release the victim from the scourge at any time — although in the case of the curse of ageing, this will not restore lost years to the victim. Remove curse can end the scourge, but only if its caster level is at least two levels higher than your caster level; miracle or wish will also work. Breaking the curse using any of these spells will restore the years lost to mystical ageing. Finally, when you cast the spell you must declare a set of circumstances that will cause the curse to be broken. Depending on the reasons for infl icting the scourge, this could range from ‘Save an innocent man from death’ or ‘Submit to Kheshite justice,’ to ‘Defeat the demon lord Xarglbarg’ or even ‘Find true love.’

Sculpt WaterTransmutation [Water]Level: Sor/Wiz 4Components: V, SCasting Time: 10 minutesRange: TouchTarget: One 10-ft. cube of water/levelDuration: Six hoursSaving Throw: NoneSpell Resistance: No

Any water touched by the caster during the casting of this spell is held in place. The caster could shape a puddle of water into a sculpture, or create an arcing tunnel of water between two containers, or create a dry path through the middle of a lake. The fi eld of force can be pushed through with minimal effect, so a character can step through a wall of water without penalty. This also prevents the caster from making a staircase out of water, for example. When the spell

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ends, the water instantly returns to normal. This spell has no effect on water elementals or other entities made of water.

Sea ChantyDivinationLevel: Brd 3Components: V, SCasting Time: 1 standard actionRange: PersonalEffect: The caster learns a new songDuration: Instantaneous

When sea chanty is cast, the knowledge of a song appears in the caster’s mind. This song can give any one of the following benefi ts:

* A +2 insight bonus to a Profession (sailor) checks made for seamanship or navigation, as the song contains hints on ship handling or navigation.

* A lesser effect similar to legend lore, only in the form of a song containing much less information.

* A song suitable to the occasion, giving the caster a +4 enhancement bonus to Charisma when dealing with sailors or other nautical folk.

The downside of this spell is that the song is irritatingly catchy. Its simple melody sticks in the character’s mind for one day, causing a –1 insight penalty to all Perform checks.

Seal, FifthEnchantment (Mind-Affecting)Level: Brd 5Components: V, S, F Casting Time: 1 roundRange: Close (25 ft.+5 ft./2 levels)Target: One targetDuration: InstantantaneousSaving Throw: Will negatesSpell Resistance: Yes

You can create a sudden empathic bond between yourself and one target. That target feels an overwhelming surge of alien emotions. If they fail to make a Will save, they take 1d8 per level (maximum 15d8) nonlethal damage. If they succeed, they are dazed for 1d4 rounds by the battering wave of emotion.

Focus: Any masterwork musical instrument.

Seal, FirstDivination Level: Brd 1, Wiz/Sor 1Components: V, FCasting Time: 1 standard actionRange: Close (25 ft.+5 ft./2 levels)Target: One targetDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes (harmless)

You open an empathic channel between yourself and another person. This channel gives them a +10 circumstance bonus to his next Sense Motive check on you.

Additionally you receive a +10 circumstance bonus to your next Diplomacy skill check to convince the target that you really do feel what you feel. It is very diffi cult to lie while under the infl uence of this spell.

Focus: Any masterwork instrument.

Seal, FourthEnchantment (Mind-Affecting)Level: Brd 4Components: V, FCasting Time: 1 standard actionRange: 30 ft.Area: 30 ft. radius emanation centred on youTarget: One target/level Duration: 5 rounds/levelSaving Throw: Will negatesSpell Resistance: Yes

You create a zone in which everyone possesses heightened empathic abilities. Everyone within the zone who fails their save gains a +4 modifi er to their Sense Motive skill checks against anyone in the zone. Additionally, individuals in the zone are at a –4 modifi er on their ability to resist any mind-affecting spell or ability so long as they remain in the zone.

Focus: Any masterwork instrument.

Seal, SecondEnchantment (Compulsion) [Mind-Affecting]Level: Brd 2Components: V, FCasting Time: 1 standard actionRange: Close (25 ft.+5 ft./2 levels)Target: One targetDuration: Concentration up to 1 minute/levelSaving Throw: Will negatesSpell Resistance: Yes

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You create a bond between you and your target, forcing your darkest and least positive emotions onto it. The target may make a Will save to negate the effect. If the target fails, it becomes confused (as the spell of that name) until you stop concentrating on it.

Focus: Any masterwork instrument.

Seal, ThirdEnchantment [Mind-Affecting]Level: Brd 3Components: V, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: Two targets within rangeDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: Yes

You can create a telepathic bond between two targets in range. For as long as you concentrate, each target can hear the other’s thoughts. In addition to making lying and bluffi ng much more diffi cult (-10 to all Bluff checks, or +10 to an opposed Sense Motive skill check) the two parties can instantly react to the other’s actions (+2 to their AC if they are attacked by the person they are linked with). Furthermore, they can communicate no matter how much chaos and confusion lies between them.

Unwilling targets are allowed a Will save to negate the effect. Once the link is established the bard can maintain it without regard for the target’s wishes.

Focus: Any masterwork instrument.

Seas of FateDivination [Chaotic]Level: Brd 2, Clr 3, Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: Instantaneous

This curious spell may only be cast once per voyage. It puts the ultimate destination of the voyage into the hands of the gods, fate, potent extradimensional beings or the random factors of wind and wave. The spell may only be used when the caster is not sure where he is going – it can be cast if the character jumps onto a random ship in the port or if the character is piloting his own vessel.

The character will always arrive where he needs to be. This destination is a mystery to him until he arrives – attempting to divine or determine where he is going by any means breaks the spell. The spell does not ensure he arrives safely or whole – a character might cast this spell, run into a storm and be shipwrecked on a deserted island fi ve hundred miles from anywhere, if that island is where he should be.

Essentially, this spell is a wide-open invitation to the Games Master to give the character an adventure. The bardic version of the spell usually results in the character arriving somewhere dramatic and exciting. The divine version brings the character to a location where he can do a service for his deity (and is thus often used as part of a penance or quest), while the arcane version usually draws the character to a nexus of magical power.

If two seas of fate spells are cast on the same vessel, it tends to result in a shipwreck that casts both fated individuals apart.

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SeavisionTransmutationLevel: Drd 1, Clr 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets: One living creature touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes (harmless)

Any subject you touch will have their vision completely unaffected by being underwater. Their vision remains exactly as it does on dry land, granting them a great advantage over those reliant on more natural means of sight. Gloomy water and darkness affect the subject as normal, however.

Material Component: A pair of fi sh eyes.

Secret DesiresDivinationLevel: Sor/Wiz 1Components: V, MCasting Time: 1 standard actionRange: TouchTargets: One creature touched Duration: 1 round per levelSaving Throw: Will negatesSpell Resistance: Yes

With but a touch and a few moments concentration, this spell grants understanding of the victim’s subconscious desires and fears. For the duration of the spell, the caster gains a +1 per caster level insight bonus to all Charisma based skill checks involving the victim. When the spell ends, the victim has no idea he has been manipulated in any fashion.

Material Component: A single page of a diary or journal. At the moment of casting, the page burns to ash.

Secrets of the HeartDivinationLevel: Brd 1Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft.+ 10 ft./level)Target: One creatureDuration: InstantSaving Throw: Will negates (see below)Spell Resistance: No

You gain instant knowledge of the true name of a single, intelligent creature within the area of effect. This spell works immediately on any creature not attempting to conceal its identity.

A target using mundane means to conceal his identity may make a Will save to resist this spell. If he succeeds, the bard learns the false name of the target’s choice. If he fails, the bard learns his true name. Mundane means include the Bluff and Disguise skills, getting people to lie for you and forged papers.

A target using magical mean to conceal his identity may make a Will save to resist this spell. If he succeeds then the bard learns the false name of the target’s choice. If he fails then the bard learns his true name. Additionally the bard knows that a magical spell has interfered with his divination attempt. Magical means include, but are not limited to, innate shapechanging abilities, alter self, change self and polymorph.

The target is not alerted to the divination attempt whether he succeeds or fails his save.

Seductive SmileEnchantment Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous (see text)

This spell grants the caster a gaze attack, usable immediately against the visible target creature of his choice. Once it is in effect, the smile forces the target to make a Will save or become enamoured with the caster. This enamouring will cause the target to suffer a –1 morale penalty to attacks, damage and saving throws. Against the caster and his spells, this penalty worsens to a –2.

In addition, if the target is of an appropriate race and sex to be physically attracted to the caster (Games Master’s discretion), any attacks made will be nonlethal if possible. If the caster is killed, subdued or becomes invisible or otherwise imperceptible to the target of this spell for longer than 3 rounds, the spell ends immediately. Otherwise, the enamouring effect lasts indefi nitely.

Material Component: A strand of hair from a being with a 16 or higher Charisma.

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Self-ReflectionEnchantment (Compulsion) [Mind-Affecting]Level: Brd 1, Drd 2, Sor/Wiz 1Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: See textSaving Throw: Will negatesSpell Resistance Yes

Victims of this spell go through several stages. A successful Will saving throw negates the spell but the following effects occur otherwise: The victim suffers a –1 morale penalty to attack rolls for the fi rst 1d4 rounds. Then he will enter a pacifi stic state of mind and stop fi ghting altogether. Victims of this spell will defend themselves if they are attacked (with no penalty to attack rolls), but they will take no offensive action against anyone, and they will seek to move away from anyone attacking them. For the next 1d4 hours + 1 hour per level of caster, the victim will spend his time thinking upon the inherent pointlessness of confl ict and the value of simple communication and non-violent interaction. At the end of this period, the victim must make a Will saving throw. Those who fail remain pacifi stic and will no longer attack save in self-defence. This pacifi sm can be overcome by a successful Will saving throw at a –3 penalty, but such saves may only be attempted once a moth.

Material Components: A single feather from a white dove.

SensebaneAbjuration (Contingent - Illusion)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You and/or creatures touched, up to 1 target per 2 caster levelsDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: Yes (harmless)

Those protected by sensebane become invisible as per the 2nd level illusion spell of the same name, but this magic works by protecting the targets from detection due to senses of any sort. The warded beings cannot be seen, felt, smelled, tasted or heard. In addition, special senses such as scent or tremorsense are unable to detect the warded creatures accurately, giving the detecting being only a general sense of something present nearby. This is not enough warning to foil

sneak attacks or allow accurate targeting however, though it may spoil surprise round possibilities at the Games Master’s option.

Any action that would disrupt invisibility disrupts sensebane. Unlike invisibility, this spell fades out, remaining in effect for everyone protected by it until the end of the round it was disrupted in. When sensebane fades out, it ceases functioning for everyone protected by that casting of the spell, not just the one that disrupted it.

Material Component: An eye, a tongue, an earlobe, a nose and a fi ngertip or claw. Each of these must come from the same type of creature and are all consumed in the casting.

Sensory LinkNecromancy (Contingent – Divination)Level: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One undead creatureDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

By casting this spell, you become able to see and hear through the eyes and ears of a controlled undead creature you have animated or raised. No other communication of senses is permitted through the use of this spell, nor are special sight or hearing qualities, such as darkvision. Only one such sensory link may be maintained at any one time. The maximum range a sensory link may be maintained between caster and undead is one mile.

Set FormTransmutationLevel: Sor/Wiz 8Components: V, S, M/DFCasting Time: 10 minutesRange: TouchTarget: One polymorphed creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

This spell is only applicable to a creature that has already been polymorphed by a baleful polymorph, polymorph or polymorph any object spell.

By casting a set form spell on the polymorphed target creature, the spellcaster makes the polymorph truly

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permanent, making the new form of the polymorphed creature its natural form, as much as if the creature had been born in the body it now inhabits. Set form effectively ends the polymorph spell, leaving the target creature forever imprisoned in its new form.It is impossible to tell a creature that has been the subject of set form from any normal creature of the target’s new species. Even a true seeing spell will not show that the subject ever inhabited a different body. Only a wish, miracle or actual divine intervention is capable of returning the subject of a set form spell to his original form.

Set form has no effect on the 9th level shapechange spell.

Material Component: A chrysalis inhabited by a living butterfl y.

Set Loose the Raging WindTransmutationLevel: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: 100 feetTarget: All creatures within a 100 ft. radius burst centred on youDuration: 1 roundSaving Throw: Special (see text)Spell Resistance: Special (see text)

This spell has no friends, even you. When you cast set loose the raging wind, the air around you explodes outward in a storm burst of gale-force winds, driving rain and crackling lightning. A thunderclap goes off throughout the air, easily audible up to a mile distant in open conditions. Everyone caught in the 100 foot burst is hurled to its outer edge if they are Small or smaller, thrown 30 feet if Medium, 10 feet if they are Large or knocked prone if they are Huge. Larger targets are not signifi cantly moved. There is no save versus this effect, though if the forced movement would take a target past the edge of a terrain feature (such as a sheer cliff drop and so on), they may make a Refl ex save to catch the edge at the last moment and end their motion there. For the round of the spell’s effect, no physical creature or object can approach you or enter the 100-foot burst.

Everyone in the radius is automatically deafened for 1d3 rounds, including you. The lightning deals 5d6 electrical damage to each target in the area as well; targets can make a Refl ex saving throw for half damage and spell resistance applies. You take 2d6 lightning damage and receive no saving throw or spell

resistance against this effect. The driving rain acts as a grease spell over the entire area, but this fades away after 1d4 rounds.

Shadow BeastIllusion (Shadow)Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 hourRange: Close (25 ft. + 5 ft./2 levels)Duration: 1 hour/level (D)Saving Throw: See textSpell Resistance: No

This spell creates a quasi-real beast that serves as both protector and mount for the caster or for one person whom the caster specifi ed during the casting. The beast formed by this spell is 50% real and inky black from head to foot, with insubstantial hooves that make no sound. Those attacked by the beast get a Will disbelief saving throw. If they succeed, they only take half damage from the beast’s bite attack and are not affected by its frightful presence. The shadow beast serves the caster or the person specifi ed by the caster unwaveringly. The statistic block for the shadow beast can be located in Appendix I (see pg. 241)

Material Component: A masterwork carving of a shadow beast made from obsidian.

Shadow Conjuration IIllusion (Shadow)Level: Sor/Wiz 1 Components: See textCasting Time: See textRange: See textEffect: See textDuration: See textSaving Throw: Will disbelief (if interacted with)Spell Resistance: Yes With this spell you can mimic spells from the wizard school of Conjuration. This spell can only mimic 0th level Conjuration spells. All effects created via this spell are one-fi fth real. This spell has the components, casting time, range, effects, area of effect and duration of the original spell. If the subject of the spell makes his Will disbelief saving throw, the shadow has only one-fi fth the normal effect. Regardless of the result of the save to disbelieve, the affected creature is also allowed any save the spell being simulated would normally allow, but set the save DC according to the shadow conjuration’s level rather than the spell’s normal level. Those who fail their saving throws

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suffer the same effects as listed under the mimicked spell.

Shadow Conjuration IIIllusion (Shadow)Level: Sor/Wiz 2

This spell functions as shadow conjuration I, except that it may now mimic 1st level Conjuration spells.

Shadow Conjuration IIIIllusion (Shadow)Level: Sor/Wiz 3

This spell functions as shadow conjuration I, except that it may now mimic 2nd level Conjuration spells.

Shadow Conjuration IVIllusion (Shadow)Level: Sor/Wiz 4

This spell functions as shadow conjuration I, except that it may now mimic 3rd level Conjuration spells.

Shadow Conjuration VIllusion (Shadow)Level: Sor/Wiz 5

This spell functions as shadow conjuration I, except that it may now mimic 4th level Conjuration spells.

Shadow Conjuration VIIllusion (Shadow)Level: Sor/Wiz 6

This spell functions as shadow conjuration I, except that it may now mimic 5th level Conjuration spells.

Shadow Conjuration VIIIllusion (Shadow)Level: Sor/Wiz 7

This spell functions as shadow conjuration I, except that it may now mimic 6th level Conjuration spells.

Shadow Conjuration VIIIIllusion (Shadow)Level: Sor/Wiz 8

This spell functions as shadow conjuration I, except that it may now mimic 7th level Conjuration spells.

Shadow Conjuration IXIllusion (Shadow)

Level: Sor/Wiz 9

This spell functions as shadow conjuration I, except that it may now mimic 9th level

Conjuration spells.

Shadow Evocation I

Illusion (Shadow)Level: Sor/Wiz 1 Components: See textCasting Time: See textRange: See text

Effect: See textDuration: See textSaving Throw: Will disbelief (if interacted with)

Spell Resistance: Yes

With this spell you can mimic spells from the wizard school of Evocation. This spell can only mimic 0th level Evocation spells. All effects created via this spell are one-fi fth real. This spell has the components, casting time, range, effects, area of effect and duration of the original spell. If the subject of the spell makes his Will disbelief saving throw, the shadow has only one-fi fth the normal effect. Regardless of the result of the save to disbelieve, the affected creature is also

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allowed any save the spell being simulated would normally allow, but set the save DC according to the shadow evocation’s level rather than the spell’s normal level. Those who fail their saving throws suffer the same effects as listed under the mimicked spell.

Shadow Evocation IIIllusion (Shadow)Level: Sor/Wiz 2

This spell functions as shadow evocation I, except that it may now mimic 1st level evocation spells.

Shadow Evocation IIIIllusion (Shadow)Level: Sor/Wiz 3

This spell functions as shadow evocation I, except that it may now mimic 2nd level Evocation spells.

Shadow Evocation IVIllusion (Shadow)Level: Sor/Wiz 4

This spell functions as shadow evocation I, except that it may now mimic 3rd level Evocation spells.

Shadow Evocation VIllusion (Shadow)Level: Sor/Wiz 5

This spell functions as shadow evocation I, except that it may now mimic 4th level Evocation spells.

Shadow Evocation VIIllusion (Shadow)Level: Sor/Wiz 6

This spell functions as shadow evocation I, except that it may now mimic 5th level Evocation spells.

Shadow Evocation VIIIllusion (Shadow)Level: Sor/Wiz 7

This spell functions as shadow evocation I, except that it may now mimic 6th level Evocation spells.

Shadow Evocation VIIIIllusion (Shadow)Level: Sor/Wiz 8

This spell functions as shadow evocation I, except that it may now mimic 7th level Evocation spells.

Shadow Evocation IXIllusion (Shadow)Level: Sor/Wiz 9

This spell functions as shadow evocation I, except that it may now mimic 9th level Evocation spells.

Shadow Fangs Conjuration (Teleportation)Level: Clr 5, Sor/Wiz 5 Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Area: Spherical emanation from the caster to the range of the spell Duration: 1 round/2 levelsSaving Throw: NoneSpell Resistance: Yes

For the duration of the spell, the caster’s melee attacks issue forth from any shadow or area of darkness which is within the spell’s radius; he quite literally reaches out of any shadow within the area of effect at will, to strike with impunity.

Each round, the caster can attack any target with the radius of effect as though he were within melee range. He makes all attack rolls as normal, deals damage as appropriate to his weapon (including magical effects, if applicable) and can use any applicable melee feats or special abilities. The caster can use disarm or trip manoeuvres when attacking as well; his opponent can attempt to disarm should the caster fail a disarm check, but he is not subject to retaliatory trip attempts. Likewise, you can strike with unarmed attacks should he so choose, but may not attempt to initiate a grapple.

Since the caster’s attacks can literally come from anywhere, his opponents are considered to be fl at-footed whenever he makes a melee attack with shadow fangs. For the purposes of attacks of opportunity, the caster does not threaten areas within the spell’s radius of effect, save those that he normally threatens.

Shadow HorrorNecromancyLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: SpecialSaving Throw: Will negatesSpell Resistance: Yes

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Through this spell, you gather a small amount of negative energy to yourself and then send it as a ball of dark seething power to a target. This force fl ares for just the briefest instant, weakening and stunning the victim as it is enveloped by a swirling cloud of darkness.

The subject temporarily loses 1d4 points of Strength and is treated as stunned on its next round. In addition, the subject suffers a –2 morale penalty to attack rolls, ability checks, skill checks and saving throws for one round per two caster levels. Strength will be regained at the rate of one point per day.

Shadow MasteryNecromancyLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: One minute/levelSaving Throw: Will negatesSpell Resistance: Yes

Calling upon dark and twisted powers, you are able to cause an enemy’s own shadow to rise up against him. This manifestation causes the shadow to cloak itself around its owner, making him very susceptible to attacks formed from negative energy.

The subject must be casting a shadow for this spell to have any effect and thus will not work in pitch-blackness or against vampires. For the duration of the spell, however, the subject will cast no shadow at all as it envelops his body. A Will save is permitted to negate the effects of this spell. If this is failed, the subject suffers the following penalties for the duration of the spell:

* Any necromantic spell which reduces hit points targeted at the subject will automatically cause extra damage equal to the caster’s level.

* Any save required to reduce or negate the effects of a necromantic spell suffers an additional –1 penalty.

* All healing spells will cure less damage than normal, with the reduction in hit points cured being equal to the caster's level.

Shadow StitchEnchantment (Compulsion)Level: Asn 1, Sor/Wiz 1

Components: V, S, FCasting Time: 1 standard actionRange: As focus weapon usedTarget: One creature that casts a shadowDuration: 1 round/levelSaving Throw: Will dispels (see text)Spell Resistance: Yes

You make a touch attack with a piercing weapon against the target’s shadow as part of the spellcasting action. If the attack succeeds, the target creature is effectively entangled (–2 to attack rolls and –4 to effective Dexterity score) and cannot move from the current spot. Pulling the weapon out of the target’s shadow ends the spell, but the enchantment prevents the target from removing it easily.

If the target attempts to pull the weapon from his shadow himself, he must make a Will save against the spell and suffers nonlethal damage equal to the weapon’s normal damage; this damage is halved if he fails his Will save and does not remove the weapon.

Focus: The weapon used to make the attack roll.

Shape BoatTransmutationLevel: Drd 2, Sor/Wiz 2, Rng 2Components: V, S, FCasting Time: 10 minutesRange: TouchTarget: One Tiny vesselDuration: 1 daySaving Throw: NoneSpell Resistance: No

Using this spell, the caster can transform any vaguely boat-like object into a semi-seaworthy boat. A druid could turn a fallen log into a dugout canoe or a wizard could set sail in his bathtub. The spell gives the vessel a minimum Seaworthiness and Manoeuvrability of +0 (for more details see Seas of Blood or Classic Play: Book of the Sea.). The spell even patches holes in the hull and holds a broken boat together.

Focus: The object to be made into a boat.

Shared MindsDivinationLevel: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You and one creature/6 levelsDuration: 1 hour per level (D)

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Saving Throw: Will negatesSpell Resistance: Yes

By casting shared minds, the spellcaster enters into a state of subconscious rapport with one or more target creatures. No communication is possible through the link and it does not allow the caster to interrogate the subjects or learn secrets, but it does allow all involved to operate more effi ciently as part of a greater whole.

Each subject of shared minds gains an insight bonus to their attack rolls and skill checks equal to +1 for every full +5 bonus possessed by the most skilled member of the link. In addition, everyone in the link uses the best Will save available in the group. However, a failed Will save by any member of the group affects every member equally. In addition, whenever a member of the link is dealt lethal damage, every other member suffers an amount of nonlethal damage equal to one-quarter of the damage dealt.

Material Component: A single amethyst worth 500 gp for each creature to be included in the link.

Shattered WillEnchantment [Mind-Affecting]Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Touch Target: One living creature of Large size or smaller Duration: Instantaneous (D) Saving Throw: Will partial Spell Resistance: Yes

If the caster can succeed at a melee attack (not considered a touch attack, since the caster must contact some vital part of the body), the target is permanently rendered unable to resist his enchantment spells. A successful Will save lessens the severity of this effect. In this case, the target simply suffers a –5 morale penalty to saves against the caster’s enchantment spells. The caster can dispel this spell at will. Otherwise, only death, remove curse or break enchantment can free the target’s mind.

Shattering MaelstromTransmutation [Force]Level: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: 20 ft.Target: All items unattended and on creatures within a 20 foot burst centred on youDuration: InstantaneousSaving Throw: None for items, Refl ex partial (see text)Spell Resistance: Yes

With a word and a gesture, you invoke a terrifying storm of raging force energies and entropic transmutive power. Everyone caught in the 20 feet radius except you must make a Refl ex save or be affected. Success at this save represents being moved

to the edge of the spell’s effect. If a target cannot be moved in anyway, it is automatically affected by the spell instead. If affected by the spell, every non-magical item on each target’s person, as well as any unattended item in the burst, is sundered and torn to shreds without a saving throw. Targets who have

ten pounds or more of worn or carried equipment sundered by this spell suffer 1d6 physical damage per ten pounds of ruined equipment as the shards of their items tear past and through them to whirl into the maelstrom before being utterly disintegrated.

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ShattersightTransmutation [Force]Level: Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft/level)Target: One object per roundDuration: 1 round/3 levelsSaving Throw: Will negates (object) or Fortitude half (see text)Spell Resistance: Yes (object)

You enchant your eyes to emanate dangerous beams of invisible force. This beam, which is directed as a ranged touch attack once per round and takes the place of one of your attacks, must be directed at an item or undead creature. If used against an item, you may duplicate the effects of a shatter spell including all appropriate saves. Unlike the shatter spell, this can affect magical items up to 4,000 gold pieces in value.

If shattersight is directed at an undead, it suffers 1d6 force damage per caster level, up to 10d6. The undead creature may make a Fortitude save for half damage and spell resistance applies.

Shield VesselAbjuration [Force]Level: Clr 3, Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: Vessel touchedTarget: One vesselDuration: 1 min/level (D)Saving Throw: NoneSpell Resistance: No

When this spell is cast, it creates a shimmering fi eld of magical force surrounding the ship. It begins at the highest point of the mast and cascades downwards to protect the ship. The fi eld of force hangs in the air about 10 feet off the vessel’s rail and protects against attacks from all sides and from above. However, it ends at the water’s surface, so attacks from below are unaffected by the shield. It is a one-way protection so the vessel can attack without penalty.

The shield provides a +4 shield bonus to the ship’s Armour Class.

Arcane Focus: An iron shield that must be hung from the ship’s fi gurehead or forecastle.

Shielding StarAbjuration [Force]Level: Sor/Wiz 2 Components: V, S, FCasting Time: 1 round Range: PersonalTarget: You Duration: 2 rounds/level (D)

Similar to a shield spell, shielding star creates a glowing star-shaped fi eld of force to encircle and protect you. The star has to be directed against a single target’s attacks, much like the Dodge feat. Against any attack made by that target, the caster gets a +2 defl ection bonus to AC. The star can circle around you and thus blocks the target’s attacks regardless of what direction they come from.

This spell has an offensive side as well. Each attack made by the target opponent that does not hit is assumed to be blocked by the star. Each blocked attack adds 1d6 to its pool of stored energy. At any point during the star’s duration, you may unleash the star’s pool of energy in a force ray attack against the target opponent as a free action. The star can hold up to 1d6 per caster level and, once used to attack, the spell ends immediately.

Because of the small size of the star’s effect and its focused attention on a single target, it stacks with shield whenever they overlap between you and the target.

Focus: Any masterwork buckler, which becomes the star until the end of its duration.

Shielding Star, GreaterAbjuration [Force]Level: Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: PersonalDuration: 2 minutes/caster level

Similar to shielding star, save that the defl ection bonus provided by the star is +4. If the greater shielding star is directed against a foe that targets the caster with a ranged touch spell or ray attack, it can negate the spell or ray attack automatically. If the greater shielding star does this, its duration immediately ends.

Focus: A special masterwork buckler worth 1,200 gold pieces. As with shielding star, this buckler becomes the star and reappears when the spell ends.

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Shriek of Abject HatredEvocation [Sonic]Level: Sor/Wiz 4Components: V, SCasting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)Area: 20 ft. radius burst Duration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: Yes

With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonic energy, so powerful that it can liquefy fl esh. The blast deals 1d6 points of sonic damage per caster level (10d6 maximum) to everyone within its radius of effect (Fortitude save for half).

The caster determines the location (distance and height) of the blast by sheer force of will. A small, compressed ball of sonic energy erupts from his throat and streaks to the target and, unless it impacts on a material body or solid barrier before reaching the desired target, detonates at that point. If the caster wishes to direct the ball through a narrow point, he must successfully thread the opening with a ranged touch attack.

In addition to dealing damage, the shriek renders all who fail to save stunned for one round and renders them deafened for one hour, meaning they suffer a -4 penalty to Initiative checks, automatically fail Listen checks and have a 20% chance of spell failure when casting spells with a verbal component. Those who succeed at their save are affected as though staggered for one round.

Shrieking MissileNecromancyLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: 50 projectiles, all of which must be in contact with each other at the time of casting.Duration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

You may cast this spell on 50 non-magical missiles, be it sling stone, arrow or bolt, binding it with nearby spirits who are irresistibly drawn in by the fl ood of negative energy caused. When fi red, the missile screams the cries of a thousand tortured souls as it fl ies through the air, unnerving any enemy. When it lands,

the missile emanates waves of fear and oppression, causing most enemies to break and run immediately.

The missile does damage as normal but, in addition, also creates an area effect of 25 feet + 5 feet/2 caster levels. Every creature within this area is affected as if by a fear spell.

Material Component: Powdered chicken bone, sprinkled on to missile to be fi red.

Shifting Element GuardAbjurationLevel: Clr 3, Drd 3, Sor/Wis 3, Rgr 2Components: V, S, DFCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 10 mins/level or until dischargedSaving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)

This spell alters the properties of the spells endure elements, resist energy and protection from energy. As a free action once per round, the character under the effects of this spell can change what environment or energy type he is protected from. For example, a character on the Plane of Fire has the spells shifting element guard, endure elements (heat) and protection from energy (fi re) cast on him. Just before stepping through a portal to the frozen wastes of the north, he uses shifting element guard to change the spells to endure elements (cold) and protection from energy (cold).

All the active spells must be changed at the same time to the same ‘setting.’

ShockwaveEvocation [Force]Level: Clr 2, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: A 20 ft. radius burst Duration: InstantaneousSaving Throw: Refl ex partialSpell Resistance: Yes

This spell causes a massive wave of force to explode outward from a point designated by the caster. The wave deals 3d6 nonlethal damage to all creatures within its area, as well as initiating a bull rush against such creatures. Roll only a single bull rush check for the spell, opposed by the check of each creature. The

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shockwave acts as a Large creature with Strength 25 for purposes of the bull rush. In addition, creatures that fail their Refl ex saves are knocked prone. Flying creatures take only half damage from the wave and are not knocked prone, but suffer a –4 penalty to their bull rush checks.

There is a 5 foot hole in the centre of this effect’s radius, so you may target yourself or an ally with this spell with no adverse effects.

ShuntTransmutationLevel: Asn 2, Clr 3, Sor/Wiz 2Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft. /2 caster levels)Target: 1 creatureDuration: 1 roundSaving Throw: NoneSpell Resistance: Yes

This spell forces a target creature into the Ethereal Plane for 1 round. The creature returns to the Prime Material Plane on the following round. Creatures in the Ethereal Plane can see into the Prime Material Plane, though vision is limited and details are hazy. This spell functions in reverse if cast while in the Ethereal Plane, forcing a creature onto the Prime Material Plane for 1 round.

A creature on the Ethereal Plane is invisible, insubstantial and capable of moving in any direction,

even up or down, albeit at half normal speed. As insubstantial creatures, they can move through solid objects, including living creatures. An ethereal creature can see and hear on the Prime Material Plane, but everything looks grey and ephemeral. Sight and hearing onto the Prime Material Plane are limited to 60 feet.

Shunt StormTransmutationLevel: Drd 4, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: 1 mile/levelTarget: One stormDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

A popular spell among weather mages, shunt storm pushes a storm or any other cloud mass

away from the caster. It moves the storm to the limit of the spell’s range. Shunt storm can affect magical weather. The spell ends once it begins to move the storm, so another shunt storm can push the storm back again.

Sigil of FireAbjuration [Fire]Level: Sor/Wiz 3Components: V, S, MCasting Time: 10 minutes or 1 minute (see text)Range: TouchArea: Object touchedDuration: 1 year or until dischargedSaving Throw: Refl ex halfSpell Resistance Yes

This spell is identical to sigil of sleep, except as noted above and described here.

When triggered, the sigil of fi re explodes for up to 1d6 fi re damage per caster level (maximum 10d6). If the caster wishes to set the rune to do less damage than his level, he may do so. The sigil explodes in an area up to 30 feet in diameter. The caster may provide for a lesser area if he wishes.

Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil.

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Failure means all components are lost and the carving must be attempted again.

Sigil of PoisonAbjuration Level: Sor/Wiz 4Components: V, S, MCasting Time: 10 minutes or 1 minute (see text)Range: TouchArea: One objectDuration: 1 year or until dischargedSaving Throw: Refl ex halfSpell Resistance Yes

This spell is identical to sigil of sleep, except as noted above and described here.

When triggered, the sigil causes all creatures within the area of effect to be stricken as if injected with a deadly poison. The poison causes 1d4 points of Constitution damage per 4 caster levels (maximum to 3d4) immediately, and another similar amount of Constitution damage one minute later. Each instance of damage can be negated by a Fortitude save using the DC of this spell. The sigil affects an area up to 20 feet in diameter. The caster may provide for a lesser area if he wishes. The poison is treated as being instantaneously injected into the victims. The area does not remain poisonous after the rune is triggered.

Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil. Failure means all components are lost and the carving must be attempted again.

Sigil of SleepAbjuration [Mind-Affecting]Level: Sor/Wiz 3Components: V, S, MCasting Time: 10 minutes or 1 minute (see text)Range: TouchArea: One objectDuration: 1 year or until discharged Saving Throw: Will negatesSpell Resistance Yes

When this spell is cast, the wizard traces the outline of a strange sigil in charcoal on the desired surface. When the spell is completed, the sigil because nearly invisible. The caster can set the conditions that trigger the sigil, similar to those of a glyph of warding. The

caster may place a command word that prevents the triggering of the sigil. When triggered, the sigil of sleep causes 1d6 Hit Dice of creatures per 2 caster levels (maximum 6d6) within the area of the effect to fall asleep per the sleep spell. Creatures are affected lowest Hit Dice to highest until the total Hit Dice affected is satisfi ed. A victim’s total Hit Dice must be affected in order for the sleep effect to work on the victim. If the caster wishes to set the effect to affect fewer Hit Dice, he may do so. The rune affects an area up to 30 feet in diameter. The caster may provide for a lesser area if he wishes.

The casting time for the spell depends on whether the sigil is being drawn anew or whether a previously placed, permanent sigil is being empowered (see material components, below). Empowering a previously placed permanent sigil take one minute.

A sigil of sleep does not last more than one year even if it is made permanent (see material components, below). Magical sigils such as this one are hard to detect. A rogue can use his Search skill (DC 25 + spell level) and Disable Device skill (DC 25 + spell level) to locate and remove these sigils. Sigils that are located can be identifi ed with read magic and a successful Spellcraft check (DC 12). A sigil of sleep that has been located may be erased or dispelled. If the sigil is disabled, erased or dispelled, the spell ends, even if the normal duration of the spell has not yet expired. If this happens, the caster knows that his spell was cancelled in this manner.

Material Components: Charcoal must be used to draw or trace the sigil. To make the sigil physically permanent (though not magically permanent) requires 25 gp worth of silver inlay mixed with the dust of a 50 gp sapphire and requires a Craft (stonework) check at DC 8 to carve the intricate patterns of the sigil. Failure means all components are lost and the carving must be attempted again.

Silver VoiceEnchantmentLevel: Brd 1Components: VCasting Time: 1 standard actionRange: Close (25 ft.+5 ft./2 levels)Target: One targetDuration: InstantaneousSaving Throw: Will (half)Spell Resistance: Yes

Your words seem very persuasive to a single target. After casting this spell, you can target one creature in

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the area. If you immediately make a Bluff skill check against that creature, you gain a +10 circumstance bonus to your skill check. The target may make a Will save to resist the effect. If it succeeds, you only get a +5 circumstance bonus to your Bluff skill check.

Simple BedTransmutationLevel: Brd 0, Clr 0, Drd 0, Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Ground where caster will sleepDuration: Until caster awakensSaving Throw: NoneSpell Resistance: None

Simple bed gathers, loosens and fl attens surrounding vegetation, dead leaves and loose soil in order to create a very comfortable bed, which gives the caster a pleasant, restful night. The caster gains a bonus of 1 hp to their normal healing rate for bed rest over eight consecutive hours.

Singular FocusDivinationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: Varies

Singular focus gathers every aspect of the caster’s attention and magical divination abilities into the performance of a single task. This greatly increases his ability to perform that task but does so at the exclusion of anything else until the subject of the focus succeeds. While singular focus is in effect, the caster is effectively helpless and loses his Dexterity bonus to AC. Aside from meeting the bare minimum physical needs, such as eating, sleeping and occasional bathing, the caster can do nothing but work on the task at hand.

When cast, the caster chooses one narrow task, such as picking a lock, deciphering an ancient tome or crafting an item. The caster must meet all of the prerequisites for performing the task (possession of the appropriate skills and feats, materials on hand and conditions allowing for work) before casting this spell. Once cast, singular focus does not allow the caster to move more than 10 feet in any direction without negating its effects.

While in effect, singular focus guarantees success and cuts the time required in half. Material costs are not

affected but any skill checks required during the task’s completion are automatically successful. Note that this reduction of completion time affects the crafting time of magical items but the intense focus that drives this reduced time doubles the experience point cost of the item.

Focus: A specially prepared amulet of platinum and amethyst worth 2,000 gp.

Siphon Elemental LifeforceNecromancy VariesLevel: Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Ray of negative energyDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

You extend your hand toward any source of magical elements and shoot a ray of negative energy specially tailored to affect that element. If the target is a creature, it must make a Fortitude save or gain 1d4 negative levels as the enervation spell. If it is a static source of magical element, such as a wall of fi re, this spell subtracts 1d4 dice of damage it deals. For each level or die subtracted in this manner, you can increase the DC of the next spell you cast by +1.

When you use this spell to siphon energy from magical air, earth, fi re or water, it is a spell of that type, and the spell you bolster with this energy also becomes a spell of that type. For example, siphon elemental lifeforce is an earth spell when stealing energy from an earth elemental, as is the next spell you cast with an increased DC. If the target of the bolstered spell is particularly vulnerable to your spell’s new type, the DC is increased by +2 for each stolen level or subtracted damage die instead of +1.

Focus: A small, empty tin container.

Skeletal RevoltNecromancy [Death, Evil]Level: Clr 4, Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: Yes

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The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing fl esh. The victim suffers 2d8 points of damage, +1 point per caster level (maximum +20). If the damage dealt by this spell takes the target below 0 hit points, his skeleton tears from its body and becomes an animated skeleton (See ‘skeleton’ in the MM.).

This skeleton is under the caster’s control, in all respects as if it had been created by the animate dead spell. Should the skeleton possess too many Hit Dice for the caster to control, it remains independent and immediately attacks the nearest creature.

Material Components: A fragment of bone with fl esh still attached to it and a piece of iron.

Skeletal SpikesNecromancyLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level

The use of this spell causes your bones to warp and writhe, until large, wickedly sharp spikes burst forth from under your skin. These bony spikes make it exceedingly diffi cult for any enemy to approach without suffering nasty wounds. You are granted 1d3 additional gore attacks per round that count as natural weaponry and cause 1d6 damage.

Only undead spellcasters may use this spell without penalty. If used by a living creature, it will automatically be reduced to 0 hit points.

Material Component: A horn or spike from a creature of at least 3 HD.

Skin SpyNecromancyLevel: Sor/Wiz 2Components: V, SCasting Time: 1 minuteRange: PersonalTarget: YouDuration: One hour/level (D)

You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your skin or return it to your actual body as a free action; you remain helpless

during this spell when in your own body but you may control your skin as though you were possessing a living creature.

Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell and cannot be healed above this maximum; it has a Strength of 3 and no Constitution score; it carries all the immunities of a construct, immunity to bludgeoning weapons and it can fi t through openings two sizes smaller than your normal size (a Medium humanoid’s skin could fi t through a Tiny gap in a wall, for example). Your skin can take any actions you could normally take in your own body (such as fi ght or cast spells).

When your skin leaves your body, your hit points drop to 0. Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate spell, ring of regeneration, the regeneration ability or any other effect that can regrow missing limbs) can regrow your skin and allow you heal above 0 hit points.

If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with gentle repose and is suitable for any purpose requiring some of your fl esh (such as a resurrection spell) or any horrible rite that requires a creature’s skin.

When your skin returns to your body, you regain hit points equal to your skin’s remaining hit points. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring a regeneration effect as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your skin is slain while you possess it, the spell ends and you are killed instantly.

Skin spy is useful for spying (particularly in places where your body would not survive, such as underwater or in a vacuum), for battling (from a distance) foes that might kill you (especially if regenerate is available to repair your body if your skin is destroyed) or for relaying information (as you and your skin can talk, an ally can carry your skin somewhere while your body remains in town with a sage and you can shift your mind between your body and skin).

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Skin spy leaves long scars on your skin where it has split apart, although these fade normally with the use of healing magic.

Skittering DarknessIllusion (Shadow)Level: Clr 5, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: Spherical emanation from the caster to the range of the spell Duration: 1 round/2 levelsSaving Throw: Will partialSpell Resistance: Yes

Upon casting this spell, the caster causes shadow and darkness to writhe and crawl like a wave of spiders, striking at those who oppose him and gnawing at their fl esh and sanity.

Those who are within the initial area of effect, except the caster, must immediately attempt a Will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadows coalesce and attack with a base attack bonus of a fi ghter equal to the caster’s level. On a successful strike, the claws deal 1d6 + one half the caster’s level in damage. This effect follows each victim for the duration of the spell, so that even characters that fl ee the initial area of effect are subject to attack from creatures of shadow and night.

In addition to suffering physical injury, victims of this spell are subject to terrifying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrifi c in appearance, with lumpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. They resemble nothing so much as visions from a child’s nightmares. For the duration of the spell effect, all those who were within the radius of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks.

Victims of this spell can avoid damage by ensuring that they remain entirely out of shadow. This can be diffi cult to do, as even the victim’s own shadow will writhe forth to attack him. A character who is the focal point of a light spell, or other, similar

enchantment will not himself cast a shadow, though the aura he radiates may well doom his less fortunate companions.

Material Component: A breath of air trapped in an obsidian box at the stroke of midnight.

Skull SnareNecromancyLevel: Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTargets Skull touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

By casting this spell, you make a single skull alive and aware and may command it to guard a single specifi ed area of no more than 10-foot radius. It may move itself in a very clumsy fashion within this area and will automatically attack any creature but the caster entering the area.

The skull can make a bite attack against one creature in the area of effect each turn. It makes a single attack roll (base attack bonus +0). The skull does 1 point of damage with each successful attack. In addition,

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once a successful attack has been made, the skull retains its grip on its victim, reducing their speed to one-half of normal until it is destroyed. The skull is considered to have one hit point and an Armour Class of 10. Once the skull has been destroyed, it may not be animated in this way again.

Material Component: One skull of a Medium sized creature.

SkyshipTransmutationLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 minuteRange: TouchTargets: One ship touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes

This is one of the most powerful of all sea magicks, standing side by side with raise death hulk in potency and magnitude. Through the use of this spell, you are able to draw upon incredible magical energies to raise a vessel clear above the water to become one of the legendary skyships for a short period of time.

This spell may only be cast on a ship of Small size or greater (see hold ship pg. 127 for details on ship size) which gains the ability to fl y at its seagoing rate with poor manoeuvrability.

Focus: Ship of small size or larger.

Slapping HandEvocation [Force]Level: Brd 0, Sor/Wiz 0Components: V, S, FCasting Time: 1 immediate actionRange: Close (25 ft. + 5 ft./2 levels)Effect: One glove of forceDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

Slapping hand creates a hand of Diminutive size (about the size of a normal human hand) that slaps the target you designate. You must succeed at a ranged touch attack to hit your target, at which point the hand delivers a resounding slap to the target that deals 1 point of damage. As a force effect, slap can strike incorporeal creatures without the normal miss chance associated with incorporeality.

Focus: Your hand.

Sleep of PowerTransmutationLevel: Sor/Wiz 7Components: V, S, XPCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: Special (see text)Saving Throw: None (harmless)Spell Resistance: None (harmless)

This spell must be cast in the round directly after you have cast another spell with a non-permanent and non-instantaneous duration. At the completion of the spell, you fall into a deep comalike sleep. Your body functions cease and you do not grow older. You are unaware of your surroundings and devoid of your senses. You are considered helpless while under the effects of this spell.

The purpose of this sleep is to extend the duration of the spell cast directly before sleep of power. The fi rst spell lasts as long as you remain in the coma. You set the conditions for when you want to wake up; the fi rst spell then ends. The conditions you set must be clear, although they can be general. If you describe complicated or convoluted conditions, you may miscast the spell and never wake up again. The fi rst spell is empowered by the slow leeching of your own life force (represented by an XP loss).

For example, you cast a prismatic wall, which normally lasts for 10 minutes per caster level. In the following round, you cast sleep of power with the condition to wake up when the seventh wall of the prismatic wall is destroyed. You fall into a coma for days, years or even centuries. When the seventh prismatic wall is destroyed, you wake up. If you are successfully attacked, you wake up, and the associated spell ends immediately.

XP Cost: 1 XP per day you spend in your comalike state. If you fall to 0 XP as a result of this spell, you die, and the associated spell ends. Note that this XP drain is an exception to the rule prohibiting a caster from casting a spell that would reduce his level.

Slow MagicAbjuration [Temporal]Level: Sor/Wiz 2

Slow magic is a chronomancer’s version of the dispel magic spell. The spells are identical except where specifi cally noted. Spells successfully affected by

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this spell are not dispelled but are instead suppressed for 1d4 + 1 rounds.

Magic items and spells with an instantaneous duration are unaffected by slow magic.

Slow magic can be used as a counterspell but only against spells with a duration other than instantaneous. The countered spell begins to operate normally after 1d4 + 1 rounds.

A suppressed spell can still be detected using detect magic and the time spent suppressed counts against the spell’s duration.

Slow SkinAbjuration [Temporal]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: PersonalTargets: YouDuration: 1 round/level (D)

This spell delays the onset of damage. While this spell operates, any damage the caster takes is delayed for a limited number of rounds. The casting level of the spell determines the onset delay.

Caster LevelCaster Level Onset DelayOnset Delay

13 - 16 2 rounds

17 - 20 3 rounds

20 + 4 rounds

The player should record all damage the character takes in a round as normal but he does not actually remove the hit points until the onset delay has elapsed. Even if the spell is suppressed or dispelled, the damage retains its delay in much the same manner as a fl y spell wears off gradually.

This spell only affects hit point damage. This spell normally offers no protection against special effects or ability drain, unless the effect would be negated by damage reduction; if so this spell delays the effect until the duration has elapsed.

Damage is calculated at the time of the attack or effect. Nothing the character does after that time can change the amount of damage he will take when the onset-delay elapses.

Material Component: A fl ywing dipped in honey.

Smoke ImageTransmutationLevel: Brd 0, Sor/Wiz 0Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Visual smoke image that cannot extend beyond one 5-ft cube (S)Duration: ConcentrationSaving Throw: NoneSpell Resistance: NoThis spell shapes existing smoke into any shape, creature or object the spellcaster can visualize. The image is composed entirely of smoke and, if disturbed by any force or action, dissipates back into smoke.

Material Component: Smoke from a pipe or other source, such as a fi re.

Solidify AirTransmutationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20 ft. burst Duration: 1 round/levelSaving Throw: NoneSpell Resistance: No

Essentially a transmuter’s version of web, this spell works by altering the viscosity of the air around you. Any living creature that tries to move through the area affected by solidify air must make a Strength check against a DC of 20 for each 5 feet of desired movement or be unable to do so. Each attempt at this roll costs 5 feet of movement whether the attempt succeeds or not; a creature can keep making checks as long as it has movement remaining. Physical gestures such as melee attacks or spellcasting are not affected by solidify air, but all physical missile attacks are at –4 to hit and infl ict half damage if any part of their fl ight path carries them through the air. If you wish, you may centre this spell on yourself, but you will be similarly affected if you choose to move.

Song of FarsendingConjuration Level: Sor/Wiz 9, Brd 6Components: VCasting Time: 1 roundRange: TouchTarget: You or one creatureDuration: Instantaneous

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Saving Throw: Will negatesSpell Resistance: Yes

This spell actually requires a Perform (singing) check to cast due to the complex vocal sounds it draws upon for its effect. The DC for this check is 10 or 15 if cast in combat. The target of this spell, which may be you or any other being you can touch (possibly requiring a melee touch attack in combat), is instantly transported to any place you have been before, even if this requires planar travel. The song transports the target, its familiar if any and up to 10 pounds of non-living equip ment per caster level. There is no chance of error with arriving and if a physical obstruction is in the arrival point, the spell moves the target as far as needed in the shortest possible straight line to an unobstructed space.

If the transported target is currently in command of summoned or called creatures, they are all transported with him, appearing within 5 feet of him when they all materialise. This can make the song a very powerful spell in the repertoire of a conjurer.

Song of SerenityConjuration (Healing)Level: Brd 0Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Fortitude negates (harmless)Spell Resistance: Yes (harmless)

You channel positive energy through your song, rejuvenating a fatigued target. You must sing for 1 round and touch the target while singing for the spell to take effect. The fatigued subject is immediately rejuvenated. This spell counters touch of fatigue.

Song of the TempestTransmutationLevel: Brd 3 Components: V, S, F (optional)Casting Time: 1 standard actionTarget: SelfDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

The song of the tempest quadruples (4x) the area of effect of your next bardic music effect. This quadrupling stacks normally with any other extending effects; so another doubling increases the area of effect by 5x and so on. It is not possible to stack

multiple song of the tempest spells, although this spell does stack with wind borne songs and thunder’s song. The maximum possible range extension using all three songs is 13x the usual area of effect.

The extended range drops as soon as the song of the tempest ends, even if the bard is maintaining his bardic music. If the performance mode that the bard uses requires an instrument, that instrument must be a masterwork tool to use this effect.

Focus: A masterwork instrument

Sorcerer’s ParryDivinationLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

If the caster is struck by a foe’s non-magical attack while this spell is in effect, the caster may expend the spell to avoid any damage. The decision to use the spell must be made before damage is rolled. The spell’s effect ends once it is used.

Material Component: A vial of mercury

Soul PoisonNecromancyLevel: Clr 4, Sor/Wiz 5Components: V, S Casting Time: 1 standard actionRange: Touch Target: Living creature touched Duration: Instantaneous; see textSaving Throw: Will negates; see textSpell Resistance: Yes

Calling upon the seething hatred that is the legacy of the drow’s fall from grace, the caster infects his victim with a psychic poison that erodes their very soul. In order to do this, the caster must touch his victim, as only the intimacy of skin to skin contact can truly allow him to express his exquisite loathing.

The victim of the spell suffers 1d10 points of initial Charisma damage, with another 1d10 points of Charisma damage occurring one minute later. Each instance of damage can be negated with a successful Will save (DC 10 + one half caster level + Charisma modifi er).

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Sovereign SelfAbjuration [Prime]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: You Duration: 1 hourSaving Throw: NoneSpell Resistance: Yes

By imbuing yourself with abjurative energies, you render your body nearly immune to physical harm for the duration of this spell. You gain damage reduction 15/epic, complete invulnerability to normal weapons of any kind, 15 points of energy resistance to all fi ve basic types and you take half damage from all force effects. You cannot be poisoned, diseased or polymorphed while sovereign self is in effect. You do not need to eat, breathe or sleep. Your statistics cannot be affected for good or ill, returning to their base values regardless of their current status. You do not suffer nonlethal damage, nor are you subject to pain effects of any sort. Your wounds do not bleed and you can fi ght and act freely beyond 0 hit points. At -10 hit points, you cease to be able to physically function and fall prone. If this spell ends while you are at -10 hit points or less, you die.

Sovereign self’s only true weakness is its all-inclusive nature. You cannot benefi t from any Transmutation spell effect, including teleport, greater teleport or healing magic of any sort. Any other Abjuration magic, including items made with Abjuration (such as bracers of armour) ceases to function for you during sovereign self’s duration.

There are two spells that will stack with sovereign self despite the limitations listed above. Transformation and your own personally cast mage armour will function on you while this spell is in effect. If transformation is cast on you while you are affected by sovereign self, both spells become linked in duration. Both spells last as long as the sovereign self, and if one is dispelled, both are negated.

Material Component: A vial of blood from the tarrasque or great wyrm dragon of any type.

Sovereign ShieldAbjuration [Prime]Level: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: Touch

Target: You or creature touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

As shield, but sovereign shield protects in all directions simultaneously. It also absorbs all force descriptor spells and effects directed at you and dissipates them harmlessly, though it does not disrupt force effects already in place. Magic missiles directed at you extend the duration by one minute per magic missile spell, to a maximum of double its original duration.

Sovereign shield also cushions impact damage, reducing by half any damage taken from falling, crushing traps or other massive blunt trauma. The Games Master is the fi nal arbiter on what qualifi es for this reduction, but in general it does not include bludgeoning melee or ranged attacks from other creatures, regardless of their size or severity.

Material Component: A single scale from a tarrasque or great wyrm dragon of any type.

Sovereign StrikeAbjuration [Prime]Level: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One weapon or ranged attack spellDuration: 1 round or next attackSaving Throw: NoneSpell Resistance: Yes

In many ways a form of anti-abjuration, sovereign strike wreathes a single melee weapon, ranged weapon or spell emanation requiring an attack roll with powerful energies, causing it to fl are intensely with unchecked magical forces. This aura allows the weapon or emanation to strike true, regardless of protective spells and/or effects that might prevent its success. This single blow hits automatically, is the only attack that can be made that round by the wielder of the target weapon and is automatically a critical if one is possible or effective against the creature struck.

Once the attack hits, its damage and effects are resolved normally and applied to the target, which receives no saving throw against any part of the attack that would normally allow one or any benefi t from Abjuration spells and effects upon its person. For the purposes of sovereign strike and the affected attack, the opponent essentially has an unmissible

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Armour Class and bears no special defences of any kind. Even absolute immunity due to subtype or race is no protection, allowing sovereign strike to infl ict fi re damage from a fl aming burst longsword on a red dragon.

The opponent struck by an attack enhanced through this spell does not actually lose any of its Armour Class or defences; they are just suspended for the attack in question. All other attacks, even those that occur simultaneously with the sovereign strike, interact normally with the creature.

Material Component: A tooth or claw from the tarrasque or great wyrm dragon of any type.

Speak with FamiliarUniversal Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: PersonalTarget: YouDuration: 1 minute/level

This spell acts as speak with animals, except that it may be only used to communicate with his familiar.

Spears of OblivionConjuration [Force]Level: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level) Area: 25 ft. mobile emanationDuration: Concentration (up to 1 round/level)Saving Throw: NoSpell Resistance: Yes

Each person in the area affected by the spell is immediately attacked by 1d3 spears of oblivion. The spears use the caster’s base attack bonus to make ranged touch attacks and receive a competence bonus on each attack roll equal to the caster’s Intelligence modifi er. Targets immediately suffer 2d10 hit points of damage for each spear that strikes them. On subsequent rounds, any creature that spends any time in this spell’s area of effect is attacked by 1d3 spears and suffers damage, as noted above, if hit.

Material Components: A miniature, gem-encrusted platinum spear worth at least 1,000 gp.

Spectral GallowsConjurationLevel: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 30 ft. radius spreadDuration: 1 round/levelSaving Throw: Refl ex negatesSpell Resistance: Yes

This spell calls forth invisible tentacles that encircle the necks of creatures in the affected area in an attempt to choke the life from them. Creatures that fail their Refl ex save immediately suffer 1d8 hit points of damage per level of the caster (maximum 20d8) and are considered pinned. If attempting to escape or break a pin, assume that the tentacles have grapple check results equal to the caster level +12. The tentacles continue their pins each round, causing 1d3 points of Constitution damage each round as they strangle the life from their targets. The tentacles will attempt to grapple any free opponents in the area each round with the same bonus to grapple attempts, however initial grapple attacks only deal 1d8 points of damage and pin the opponent; in following rounds, however, 1d3 points of Constitution damage will be dealt if the opponent has not broken free.

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Undead, constructs and other creatures that have no respiratory system or heads are still constricted by the tentacles and are considered pin until they break free. These creatures suffer only 1d4 hit points of damage per level of the caster when they are initially pinned and an additional 1d4 hit points of constriction damage each round thereafter. When a creature escapes a tentacle’s pin or the duration of the spell ends, releasing the creature, it is considered stunned for one round while it attempts to catch its breath or regain its balance.

Material component: A thin golden chain (value of at least 100 gp) painted black.

Speed PoisonNecromancyLevel: Asn 2, Clr3, Drd 3, Sor/Wiz 3Components: S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20 ft. burstDuration: 1 round per levelSaving Throw: Fortitude negatesSpell Resistance: Yes

By means of this spell, the caster causes poisons to become more virulent and more immediately lethal. For the duration of the spell effect, all beings within the radius of effect when the spell is cast are weakened against the effects of poison. Whenever they come under the effects of a poison attack of any sort, they suffer both the initial and secondary damage effect from the poison immediately. The victim must attempt fi rst his save against the initial effect, and then immediately roll to save against the secondary effect. Should the initial effect of the poison reduce the victim’s applicable save, the reduction is applied before the save against the secondary effect is rolled.

A successful Fortitude save negates the effects of the spell, but of course has no effect on the victim’s saves against poison attacks, should he later suffer one.

Material Component: A small vial of spider venom.

Spell LegsUniversalLevel: Asn 4, Brd 5, Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area/Effect: Spell effect already created Duration: Concentration up to 1 round/ level

Saving Throw: Special, see textSpell Resistance: Special, see text

You usurp control of a spell with an ongoing effect such as a fog cloud, stinking cloud or darkness spell and can move it at a rate of 20 feet per round as a move action. After casting this spell at the effect in question, you must make a Knowledge (arcana) check with a DC value determined by the level of the caster that created the spell (DC 10 + caster level of effect). If you cast the spell yourself, you automatically succeed. A successful check allows you to direct the movement of the spell effect as a move action. Spell effects that cannot be cast into certain areas or locations cannot be moved into those locations with spell legs.

If the spell is under control of a spell caster already, such as a fl aming sphere, you must fi rst make the above check and then make a Concentration check opposed by the Concentration check of the caster presently in control of the spell. If both checks succeed, you wrest control of the spell away from the original caster and can turn the spell against them.

When the spell effect is moved over a target creature, that creature must make any saving throws the spell effect permits to avoid its effects. The saving throw, and spell effects, are those of the originally cast spell. If the creature has spell resistance, a caster level check is made using the original caster’s level.

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You cannot usurp control of any spell effect above 3rd level and the original caster can still dismiss any spell that can be dismissed.

SpellbaneAbjuration (Contingent - Varies)Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You or creature touchedDuration: 1 hour (D)Saving Throw: NoneSpell Resistance: Yes

As a contingent spell, spellbane requires that the caster have access to the chosen warded school of magic from the same spellcasting class that provides the spellbane spell slot.

The recipient of this spell becomes completely and totally immune to one school of magic and its effects. This protection extends to up to 250 pounds worth of creatures and any equipment (within reason, Games Master’s discretion) in physical contact with the recipient. This immunity cannot be breached in any way by less than divine level effects and spellbane cannot be targeted by any form of dispelling magic. In effect, the body of the recipient is treated as an anti-magical area with respect to the chosen school.

Material Component: An iron needle, a 10 gp gemstone of any sort, and a lead coin.

Sphere of DecayTransmutationLevel: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/2 levels)Targets: All living creatures within rangeDuration: 1 round/level (D)Saving Throw: Fortitude negates (each round)Spell Resistance: Yes (each round)

This potent spell affects only living creatures, causing them to whither and crumble, eventually reducing them to dust. On the fi rst round of the duration, all within the area (except you) suffer 1d6 points of damage. The next round, they suffer 2d6 points of damage. The next round deals 3d6, and so on, to a maximum of 10d6 points of damage each round. Characters are allowed a Fortitude save to resist the damage, but they must attempt a new saving throw

each round. A saving throw is required of anyone who spends any amount of time in the range of the spell, so that even a character who entered the area and backed out again on the same action would still need to make a save.

The damage progression always starts at 1d6 points of damage. Therefore, even if the spell has been going for 5 rounds, a new target entering into range suffers 1d6 points of damage on his fi rst round, 2d6 the next round, and so on. Exiting and reentering the spell’s range, however, restarts the damage the victim was suffering as if he had not left it does not start over. So, say a character stays in range for 4 rounds, then leaves for 2 rounds. On his fi rst round back in range, he suffers 5d6 points of damage. The spell’s effect moves as you do, since it affects everyone in range of you.

Material Components: A brass statuette of a living creature, worth 100 gp, and a handful of brass dust, worth 50 gp.

Spider EyesTransmutation Level: Asn 1, Sor/Wiz 0Components: V, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round

The spider’s eyes are cold and merciless. The spider knows no pity and shows no mercy. With the casting of this spell, the caster revels in the cold, predatory nature of the spider. He gains a +2 competence bonus to Intimidate checks, provided he uses the skill in the round immediately following the casting of the spell.

Alternately, when dealing with drow or spider-like beings, the caster can instead apply the +2 competence bonus to a Non-Player Character reaction check.

Material Components: Eight black pebbles.

Spider Gorge Conjuration (Summoning)Level: Sor/Wiz 3Components: S, MCasting Time: 1 standard actionRange: 25 ft. Area: 25 ft. line Duration: Instantaneous; see text

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Saving Throw: Fortitude half; see textSpell Resistance: Yes

Distending the caster’s jaw to an unnatural degree, he vomits forth a stream of Tiny spiders that engulfs anyone unfortunate enough to be caught in its path, dealing 1d4 points of damage per caster level (maximum 10d4). Those who succeed at a Fortitude save suffer only half damage.

Those who fail their initial save are nauseated for one round and must immediately succeed at a Fortitude save (at the same DC) or suffer 1d4 points of Constitution damage, as hundreds of spider bites take their toll. The spiders disappear as quickly as they appeared, fading away into sparkling motes of greasy light within moments of striking their victims.

Material Component: A handful of live spiders, which must be devoured immediately after speaking the incantation.

Spider MotherConjuration (Summoning)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: 20 ft. radius burstTarget: Living beingsDuration: 1 round/levelSaving Throw: Fortitude negates Spell Resistance: Yes

When cast, this spell laces the hapless victims’ body with spider’s eggs, which blossom to horrible life if the victim is reduced to an unconscious state. When an affected victim is reduced to 0 hit points or less, his body ruptures at the beginning of the caster’s next action and a monstrous spider crawls forth, attacking his enemies as directed. This spell deals no actual damage to those caught in its burst but lay the groundwork for a terrible birth should they be reduced to 0 hit points or less.

The size of the monstrous spider birthed varies, dependant on the power of the victim, as outlined below:

Victim’s Victim’s Level/Hit Level/Hit DieDie

Monstrous Spider SizeMonstrous Spider Size

1-2 Tiny

3-4 Small

5-6 Medium

7-9 Large

10-12 Huge

13-16 Gargantuan

17-20+ Colossal

The birthing of the spider instantly reduces the victim to -10 hit points.

Monstrous spiders created by this spell can be no larger than the size category of the victim when he died, regardless of the victim’s level or Hit Die. However, should a victim’s level or Hit Die indicate that a spider larger than his body can support be created, the magic of the spell instead creates multiple spiders of the largest attainable size, with each step of difference between the size categories of the victim and the spider to be created doubling the number of spiders. So, for example, a 20th level character’s body would normally birth a spider of Colossal size. If the victim were Medium sized, however, the spell would instead create 16 Medium monstrous spiders.

This spell can only be cast upon living creatures, and only if they are above 0 hit points. The eggs implanted by the spider mother are destroyed by the application of any cure spell, remove disease or other, similar spells and spell-like effects.

Material Components: A spider’s egg sac, which must be torn open and hurled towards the intended victims as the spell is cast.

Spider TotemTransmutation Level: Clr 5, Sor/Wiz 6Components: V, S, MCasting Time: 1 standard action Range: TouchTarget: You or one creature Duration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

The caster, or the target chosen, takes on some of the characteristics of the spider, becoming faster, stronger

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and more deadly in combat. In essence, you become the spider, a transcendent experience for any drow.

The recipient gains a +2 inherent bonus to Strength, a +6 inherent bonus to Dexterity and a +2 natural armour bonus. In addition, he becomes completely immune to non-magical poisons, gains a +4 inherent bonus to resist magical poisons, a +4 bonus to Initiative checks and the ability to climb along walls and horizontal surfaces as though under the effects of a spider climb spell. Clerics who cast this spell lose the use of most of their spells, but retain the use of their domain spells if they are a spider god or goddess.

For the duration of the spell, the recipient takes on the hideous appearance of a spider, with multiple eyes, chitinous skin that bristles with coarse hair and clawed fi ngers and toes. This appearance is so revolting that the recipient suffers a -6 penalty to all Non-Player Character reaction checks that do not involve drow or other spider worshipping, or spider-like beings.

Material Components: A live, Tiny spider, which is absorbed into the recipient’s body at the time of casting.

Spirit SongEvocation [Sonic]Level: Brd 3, Clr 4, Sor/Wiz 4Components: V, S, F/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: A 20-ft.emanation centred on a creature, object or point in spaceDuration: 2 rounds/level (D)Saving Throw: Special (see text)Spell Resistance: No

You coax the spirits to manifest their voices in the Prime Material Plane. Their voices are part of the original song of creation and their echo interferes with all spellcasting, supernatural and spell-like abilities as well as creating a distracting rhythm. Every creature trying to cast a spell or use a supernatural or

spell-like ability must make a caster check (1d20 + HD or caster level, DC 11 + your caster level) or it will not work. Magic items work normally, as do spells or abilities entering the area but cast or activated outside it. Additionally, every creature inside the area must make a Will save or be distracted by the spirits’ half-whispered words, suffering a –1 morale penalty to attack and damage rolls as well as to skill checks and saving throws. A bard’s countersong ability works against both effects.

Material Component: A small fl ute, panpipes or ocarina.

Spiritual BestowmentTransmutationLevel: Brd 3, Clr 3, Rgr 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creatureDuration: 1 hour/levelSaving Throw: Will/Fortitude negates (harmless)Spell Resistance: Yes (harmless)

You compel a spirit to boost an ability in the target creature. The spirit grants the creature +4 additional points in the ability score the caster designates upon casting. The target can resist a boost to Strength, Dexterity and Constitution with a Fortitude save, and to Wisdom, Intelligence and Charisma with a Will save.

Spray of NeedlesEvocationLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: 40 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: Yes

This spell creates an area of needles shooting out from the caster’s hands and extending outward in a cone. Creatures within the cone spread of the spray of needles are hit by one of more needles, depending on their size.

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Creature SizeCreature Size Number of NeedlesNumber of Needles

Tiny or smaller 1d4

Small 1d6

Medium 1d8

Large 2d8

Huge or larger 3d8

Creatures that make their save are hit with half as many needles. Each needle does 1d4 points piercing damage.

Material Component: A needle.

Steal the ThunderAbjuration [Mind-Affecting]Level: Clr 8, Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creature Duration: InstantaneousSaving Throw: Will negatesSpell Resistance: YesYou can steal other spellcasters’ ability to work magic. You target a spellcaster or a creature with spell-like abilities and, if it fails a Will save, it loses a number of spells equal to 1d6 + your Charisma modifi er, starting with the highest level it can cast, going down. If the creature possesses spell-like abilities, this spell can cancel a number of uses equal to 1d6 + your Charisma modifi er, starting with the ones with the least uses. Abilities that can be used at will or once per hour or any shorter amount of time are not affected. If a creature possesses both spell slots and spell-like abilities, this spell targets the spell slots fi rst.

Material Component: A quartz crystal worth at least 100 gp.

Steel SatellitesConjuration (Creation)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute/level

You surround yourself with a swarm of swirling steel balls. These satellites interfere with physical attacks against you, granting you a +4 defl ection bonus to your AC. Alternatively, you can launch them outward

from yourself, dealing 1d6 bludgeoning damage per two levels (to a maximum of 5d6) to all targets within 10 feet, who can make a Refl ex save for half damage. Using this spell to deal damage ends the spell immediately.

Material Component: A single steel marble.

Steel VoiceEnchantment [Fear, Mind-Affecting]Level: Brd 4Components: VCasting Time: 1 standard actionRange: Long (400 ft.+100 ft./level)Target: 1 target/3 levelsDuration: 5 rounds/levelSaving Throw: Will negatesSpell Resistance: Yes

Your voice becomes as hard as steel, carrying with it the promise of death and worse to those who oppose you. Each target must make a Will save or suffer from a negative level for the duration of the spell. This negative level is a fear effect and therefore does not affect beings that are immune to fear.

Each negative level that a target suffers infl icts the following penalties: -1 competence penalty on attack rolls, saving throws, skill checks, ability checks and effective level for determining the power, duration, DC and other details of spells or special abilities). Additionally a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. A being targeted by this spell does not have to roll to get rid of the negative levels. They vanish instantly after the duration of the spell has elapsed.

Stinky ToeTransmutationLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One creatureDuration: 12 hoursSaving Throws: Refl ex negatesSpell Resistance: Yes

The target of this spell leaves behind footprints of a foul smelling substance that is grey in colour and resembles spoiled gravy. So hideous is the odour of this substance that any creature with half a sense of smell can easily track (DC 5) the target of the spell. Removing one’s boots or shoes or covering one’s feet does not help to prevent the tracks. Treading through

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swift moving water or riding a mount, however, can help one cover their tracks.

Material Component: A fl ask of rotten gravy

Stone SpearsConjuration (Creation) (Earth)Level: Sor/Wiz 4Components: S, MCasting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)Effect: Stalactites and stalagmites that fi ll an area up to 5 ft. square/level Duration: 1 round/levelSaving Throw: Refl ex halfSpell Resistance: No

This spell causes stone fl oors and ceilings to erupt with stalactites and stalagmites, which strike with the force of spears and then harden to impede movement. All within the area of effect when the spell is cast suffer 1d4 points of damage per caster level (maximum 10d4), with a Refl ex save allowed for half damage.

From that point until the end of the spell’s duration, the area of effect is choked with stalactites and stalagmites, which reduce movement to almost nothing. Creatures can force their way through the hedge of rock in two fashions, either through brute force or by attempting to thread the needles with dextrous movement.

Each 5-foot section of stalactite and stalagmite created by this spell is considered to have a hardness of 8 and 10 hit points. A section whose hit points have been reduced to 0 is considered destroyed and no longer impedes movement. Alternately, with a successful Strength check against DC 20, the creature can simply smash through a 5-foot section of rock; for every 5 points by which a creature succeeds at its skill check, an additional 5-foot section of wall is destroyed.

Like any other stone wall, stone spears can be disintegrated or warped by stone shape or soften earth and stone. Each 5-foot section can also be bypassed with a successful Escape Artist or Dexterity check against DC 20. For every 5 points by which the check succeeds, another 5-foot section may be traversed.

Beings separated by a 5-foot section of stone spears are considered to have cover, while those separated by 15 feet or more are considered to have both cover and concealment.

Material Components: A stone spear tip or arrowhead.

Stream of UnconsciousnessIllusion (Pattern) [Mind-Affecting]Level: Brd 6, Sor/Wiz 7 Components: V, S, MCasting Time: 1 standard action. Range: Close (25 ft. + 5 ft./2 levels)Area: StreamDuration: 1 round/4 levels (see text)Saving Throw: Will negatesSpell Resistance: Yes

This pattern causes the creatures caught in its area of effect to fall unconscious for a number of rounds depending upon their HD:

* Up to 3: Unconscious for 4d4 rounds.

* 4-6: Unconscious for 2d4 rounds.

* 7-9: Unconscious for 1d4 rounds.

* 10-12: Unconscious for 1 round.

* 13+: No effect

Material Component: Nightshade root.

Strike BarrenNecromancyLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: One living creatureDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

Often seen as merely a petty curse by all spellcasters but the vilest of witches, its effects can be devastating for the subject. By guiding small amounts of negative energy to specifi c parts of a subject’s body, a skilled and manipulative exercise in itself, you may cause them to become infertile, utterly incapable of producing offspring for the rest of their lives.

The use of remove curse will negate the effects of this spell. This spell has no effect on outsiders or creatures that do not reproduce anyway.

Material Component: The skull of an infant.

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SuffocateNecromancy [Air]Level: Clr 6, Drd 6, Sor/Wiz 6

As drown, except that you suck the air from the target’s lungs or other respiratory system. In addition to the danger of dying, every round that the target succeeds its Fortitude save, it suffers 1d6 points of nonlethal damage. If it falls unconscious from the nonlethal damage, the spell works as if it had failed a Fortitude save and its hit points drop to 0. Creatures that do not breathe, such as undead and constructs, are completely unaffected. Creatures who breathe water are affected.

Material Component: A gag made of cloth.

Summon FamiliarConjuration (Calling)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: Caster’s familiarDuration: InstantaneousSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This is a simple spell that instantly transports the caster’s familiar to him from anywhere within one mile per caster level. The familiar can resist this call, but will not do so under normal circumstances. If the familiar does resist the call, the caster instantly knows why and can release the spell without losing it or spending the spell slot it occupies.

Material component: A piece of fur, a scale or other innocuous part of the familiar to be sum moned.

Summon Swarm of Voracious Hell BeetlesConjuration (Summoning) [Chaotic, Evil]Level: Sor/Wiz 8Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: One swarm of voracious hell beetlesDuration: 1 round/levelSaving Throw: See textSpell Resistance: No

This powerful spell calls into existence a tremendous swarm of voracious hell beetles whose razor-sharp pincers scythe through fl esh with ease. This swarm attacks all others within its area. The swarm of

beetles originates from the Infernum. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as it best can. The caster has no control over its target or direction of travel. The statistics of the swarm can be found in Appendix I (see pg. 241).

Material Component: A fi ne powder made from dried ground beetles and powdered brimstone.

Swarm BoilConjuration (Summoning)Level: Clr 4, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One target Duration: Instantaneous; see textSaving Throw: Fortitude partial Spell Resistance: Yes

When cast, this loathsome spell causes immense boils to bubble up from the victim’s skin. These boils erupt nearly instantaneously, spilling forth a swarm of Tiny spiders that live only to serve the caster’s whim.

The victim of the spell suffers 1d6/2 caster levels damage (max 5d6) from the initial eruption of boils and the resultant fl ood of tiny spiders pouring from his fl esh – a Fortitude save is permitted for half damage.

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In the round following the eruption, the spiders form a swarm, exactly as with the spell summon swarm. The swarm has a number of Hit Dice equal to the victim’s own and its size and the damage it deals are dependent upon its Hit Dice, as outlined in the swarm subtype description (MM). The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell’s duration, the swarm disappears.

Material Components: A bag containing both a score or more of dead spiders and a small vial fi lled with liquid taken from lanced boils.

Swarming MissilesEvocation [Force]Level: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft + 10 ft. per level)Targets: Up to 10 creatures, no two of which can be more than 30 ft. apartDuration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

A swarm of magical missiles explodes from your hand, twisting and spiralling as it seeks out its target. You launch 1 missile per two caster levels (maximum 10 missiles), and each missile deals 1d4+1 points of damage. The missiles strike unerringly and dart around living beings and inanimate objects to strike their intended target. Creatures with total cover or total concealment cannot be targeted with this spell.

Should you wish, you can fi re the magical missile at separate targets, or all at the same target, splitting them in any fashion you choose. You must designate targets before rolling damage, or checking for spell resistance.

Switch FateTransmutation [Temporal]Level: Sor/Wiz 2Component: SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

Using a melee touch attack, the caster of this spell can steal the target’s initiative. If the spell is successful, the chronomancer and the creature he targets switch initiatives.

For example, if a chronomancer with initiative 14 casts switch fate and successfully touched an orc with initiative 22, they would switch initiative scores. In the following round, the chronomancer would go on initiative 22 and the orc would go on initiative 14. In essence, the chronomancer has stolen time from the orc.

Switch OutfitsTransmutation [Teleportation]Level: Brd 1, Sor/Wiz 1Components: V, S, F (see text)Casting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One or two creatures wearing clothing (see text)Duration: InstantaneousSaving Throw: Will negates (see text)Spell Resistance Yes

The caster can choose to switch his own clothing with another set of clothing that he can see and that is within range, whether it is hanging in a closet, strewn on the fl oor or worn by another. He may also use it to exchange the clothing worn by two other individuals within range. If a target is unaware of the spell or is resisting, he receives a Will saving throw. If he succeeds, the spell fails. If the caster is attempting to exchange the clothing of two other individuals, the spell fails if either individual succeeds at his Will save.

All worn items are exchanged, including cloaks, rings, backpacks, sheathed weapons and so on. Drawn weapons are not exchanged, nor are magic items. Non-magical armour can also be exchanged or quickly donned using this spell. The GM should adjudicate the consequences for switching items that are the wrong size: armour that is too small will fall off and be useless; clothing that is too large will hinder movement and provide a Dexterity penalty; rings that are the wrong size may break, fall off or cause discomfort, and so on. Physical damage is never taken due to exchanged items being the wrong size.

Focus: The exchanged clothing.

Sword CurseEnchantment (Compulsion) [Mind-Affecting]Level: Brd 3, Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One opponent/3 caster levels

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Duration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

When the target of this spell attempts to attack a target, there is an equal chance he directs his strike at any eligible target.

For example, an orc archer under the effect of sword curse decides to fi re an arrow at a human wizard. There are eight other targets in the area: fi ve orc warriors and three adventurers.

The orc directs his shot at a randomly chosen target among the orcs and adventurers. The victim of this spell is under no compulsion to attack. He can simply choose other actions for its duration. Attackers with multiple attacks choose a random target for each one. Spellcasters suffer a similar effect. They have an equal chance of centring an area of effect spell on a different target. If such a spell is targeted against a point in space, include that as one of the caster’s possible targets when resolving this spell. If a spell has more than one target, such as magic missile, randomly determine a target for each portion of the spell. The victim of this spell does not realize its effects until he makes an attack or casts a spell.

Focus: A miniature sword the caster uses to cut his thumb.

Symbol of Grief Enchantment (Compulsion) [Mind-Affecting]Level: Sor/Wiz 8Components: V, S, MCasting Time: 10 minutesRange: 0 ft., see textEffect: One symbol Duration: See textSaving Throw: Will negatesSpell Resistance: Yes

This spell functions like symbol of death, save that all creatures who come within 60 feet of the symbol of grief instead become stricken with grief, suffering a -4 morale penalty to attack and damage rolls, to ability and skill checks and to saving throws, for a number of rounds equal to the caster’s level. Unlike the symbol of death spell, there is no Hit Point limit; once triggered, it simply remains active for 10 minutes per caster level.

Magic traps such as symbol of grief are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to fi nd a symbol of grief and the Disable

Device skill to thwart it. The DC in each case is 25 + spell level, or 33 for a symbol of grief.

Material Components: Mercury and phosphorous, plus powered black diamond and ruby worth at least 5,000 gp in value. All components are consumed in the casting of the spell.

Symbol of HateEnchantment (Compulsion) [Mind-Affecting]Level: Clr 8, Sor/Wiz 8Components: V, S, MCasting Time: 10 minutesRange: 0 ft., see textEffect: One symbolDuration: See textSaving Throw: Will negatesSpell Resistance: Yes

This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of hate instead become overwhelmed with hate, turning on the closest creature (friend or foe) and attacking ferociously with intent to kill for a number of rounds equal to the caster level of the symbol.

Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of hate simply remains active for 10 minutes per level of the caster.

Magic traps such as a symbol of hate are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to fi nd a symbol of hate and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of hate.

Material Components: Mercury and phosphorous, plus powdered garnet and ruby worth at least 2,000 gp.

Symbol of LustEnchantment (Compulsion) [Mind-Affecting]Level: Clr 6, Sor/Wiz 6Components: V, S, MCasting Time: 10 minutesRange: 0 ft., see textEffect: One symbolDuration: See textSaving Throw: Will negatesSpell Resistance: Yes

This spell functions like symbol of death, save that all creatures who come within 60 feet of the activated symbol of lust instead become overwhelmed with lust, consumed with carnal urges and an undeniable need

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to act upon them. Individuals affected by the symbol of lust can still defend themselves if directly attacked, but suffer a –4 penalty to all attack rolls, damage rolls, ability checks, skill checks and saving throws, as they are far too distracted to fi ght effectively. Individuals affected by the symbol who are not directly attacked must make a Will saving throw (at the same DC as the symbol) to engage in combat. Otherwise, they will seek to fulfi l the urges the symbol has given them.

Unlike the symbol of death spell, there is no hit point limit; once triggered, a symbol of lust simply remains active for 10 minutes per level of the caster.

Magic traps such as a symbol of lust are hard to detect and disable. A rogue, and only a rogue, can use the Search skill to fi nd a symbol of lust and can use Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of lust.

Material Components: Mercury and phosphorous, plus powdered diamond and sapphire worth at least 2,500 gp.

TabooEnchantment (Compulsion) [Language-Dependent, Mind-Affecting]Level: Clr 5, Sor/Wiz 5Components: VCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft/2 levels)Target: One living creatureDuration: 1 day/level or until dischargedSaving Throw: Will negatesSpell Resistance: Yes

A taboo enforces a simple prohibition on a creature, forcing it to not take a specifi c action. The instruction must be one sentence of 10 words or less, and it may only forbid an action. It must be physically possible for the target to obey this command — ‘Don’t live’ will not work, but ‘Don’t stand on this cliff’ might force a creature into a life-threatening situation as it tries to climb down.

If the creature attempts to disobey a taboo, it suffers extreme pain. It must make a Fortitude save (DC 20 + caster level) or be stunned for 1d6 rounds. A stunned creature cannot take actions, drops anything it is holding and loses any positive Dexterity modifi er to AC. Attackers gain a +2 bonus to their attack rolls against a stunned creature. If the creature’s Fortitude bonus is high enough that a roll of 20 will succeed at the save to avoid being stunned, the creature may ‘take 20’ to slowly accomplish the forbidden action.

Remove curse ends the taboo only if its caster level is at least two higher than your caster level. Break enchantment and dispel magic do not end the taboo, although limited wish, miracle and wish do.

Telepathic AssaultDivination [Mind-Affecting]Level: Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: InstantaneousSaving Throw: Will partial Spell Resistance: Yes

One of the only offensive spells of the Divination school, telepathic assault functions much like mindshriek, in that it divines thousands of different things in a single moment and forces this cacophony of information into the mind of the target creature. Telepathic assault deals 5d6 points of nonlethal damage and 5d6 points of mental damage as it overwhelms the mind and psyche (treat as lethal damage of no particular subtype). A Will save negates the lethal damage but not the nonlethal.

Targets immune to mind-affecting spells or under the effects of mind blank are unaffected by this spell. A ring of mind shielding or similar magic negates the lethal damage automatically and allows a Will save to negate the nonlethal damage.

Teleportive BurstTransmutationLevel: Sor/Wiz 7Components: VCasting Time: 1 roundRange: 30 feetArea: 30 ft. burst centred on youDuration: InstantaneousSaving Throw: None (see text)Spell Resistance: Yes You and every affected creature within the 30 foot burst invoked by this spell are instantly teleported to locations of your choosing within the spell’s area of effect. No target can be put somewhere without a solid surface to stand on, no target can end up in the air unless they were fl ying at the time of casting and no part of any target can transect a solid object or another target.

Upon reappearing, all targets are in the same position they began in and if targets are fl ying, they must make

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Refl ex saving throws to avoid crashing if they appear within 5 feet of a solid object in their fl ight path. Targets appearing in the area of effect of active spells or traps will immediate suffer the consequences but are also allowed all appropriate saving throws.

Combat conditions immediately apply, such as fl anking or possible sneak attack positions, but the movement caused by this spell does not cause attacks of opportunity for any of the targets affected.

TempestEvocationLevel: Drd 7, Clr 7, Sor/Wis 7Components: V, S, MCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/2 levels)Target: One shipDuration: See textSaving Throw: NoneSpell Resistance: No

Once the tempest spell is cast, the targeted vessel begins to shiver and the sea around it begins to boil. A sudden, incredibly localised storm materialises above it and lightning begins to fl ash. Tiny waterspouts leap from sea to sky. 1d4+1 rounds after the spell is cast, a massive waterspout explodes beneath the ship and carries it off. The ship crashes on a shore within 5d100 miles of a point selected by the caster.

It sustains 1d6 points of structural damage per level of the caster (maximum 20d6). A captain can make a Profession (sailor) check in place of a saving throw to reduce this damage by one-half.

Tempest can be dispelled at any point before the waterspout erupts.

Material Component: A pearl worth 100 gp, and a staff.

Temporal AbstractionTransmutation [Temporal]Level: Sor/Wiz 9Components: V, S, M, XPCasting Time: 5 roundsRange: PersonalTarget: YouDuration: Instantaneous

This spell concentrates time; releasing it in a single burst in the round the chronomancer fi nishes casting the spell. Following the completion of this spell, the chronomancer receives his normal action for that round (plus any additional actions the character may be receiving from haste spells and so on). In addition, the chronomancer receives 2 bonus standard actions that he may use either before, or after, his normal actions that round.

Material Component: A small glass prism.

XP Cost: 250 XP.

Temporal DisjunctionIllusion (Phantasm) [Temporal]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: PermanentSaving Throw: Will negatesSpell Resistance: Yes

Temporal disjunction causes the subject’s own perceptions to lag moments behind actual events. The creature suffers a -2 penalty to his Armour Class, attack rolls and saving throws, is considered to be fl at-footed at all times and suffers a 20% miss chance on all his attacks. Targeted spells suffer a 50% chance of failure but area effect spells can be cast normally.

This spell may be removed with a successful dispel magic or remove curse but it is otherwise permanent.

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As a side effect, the creature will always be moments late. There is no way to adjust for the lag in this spell as it fl uctuates randomly.

Material Component: A sealed glass vial containing a mixture of belladonna and hemlock in oil.

Tendrils of DestructionConjuration (Summoning) [Evil]Level: Sor/Wiz 9Components: V, S, MCasting time: 1 roundRange: Medium (100 ft. + 10 ft./level)Effect: Four 15 ft. long tendrils extending from 10-ft. diameter portal to the Negative Energy PlaneDuration: 1 round/levelSaving Throw: See textSpell Resistance Yes

Tendrils of destruction creates a portal in the ground or fl oor with a 10-foot diameter. Anyone standing in this area must make a Refl ex save or fall in and immediately suffer the effects outlined below. Four shadow tentacles spring out from the portal and attempt to grapple the caster’s enemies and drag them through the portal. Each tentacle is 15 feet long (Huge) and saves as the caster. It has AC 22, 2 hit points/caster level, an attack bonus of +1 per caster level and a Strength score of 23 (+6 bonus).

Each round that a tentacle is not grappling someone, it will do so and attempt to drag the victim through the portal. Once someone has been dragged into the portal, a tentacle will hold the victim there until he is dead or the spell has ended. These are normal grapple attacks, save that they do no allow attacks of opportunity from opponents. They cause 1d6+6 points of damage per round that the grapple is maintained. Once grappled, a target will be drawn toward the portal at the rate of 10 feet per round. The target may attempt to break the grapple in the normal fashion.

Anyone dragged into the portal must make a Fortitude save each round or gain two negative levels. The portal closes when the spell’s duration expires or when all four tentacles are destroyed. When the portal closes, anyone trapped in the pit is considered slain unless he can cast plane shift or similar planar travel spells. If this is not done, such victims may only be brought back through the use of a wish or similar spell.

Material Components: A black pearl worth at least 500 gp.

TetherConjuration (Creation)Level: Brd 2, Sor/Wiz 2, Rng 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Conjures a ropeDuration: 10 minutes/levelSaving Throw: Refl ex negates; see textSpell Resistance: Yes

Tether conjures a sturdy rope 50 feet in length, which shoots out of the caster’s outstretched hand.

By making a ranged touch attack, the caster can attempt to lasso a target. The target is permitted a Refl ex save to avoid being caught, and the caster must make a Use Rope check (DC 10) to successfully tie the knot. This spell may also be used to provide a handy rope for swinging on.

Thief SoulNecromancyLevel: Sor/Wiz 9Components: V, S, MCasting Time: 1 minuteRange: PersonalTarget: YouDuration: 1 hour/level

This spell requires the skull of a deceased rogue from which the dead creature’s skills are pried. When the spell is cast, the skull is destroyed and the caster gains the skills the character possessed in life, though not the ability scores. To determine the level of the skull found by the caster (assuming a trip to the local graveyard), roll 1d6+5. Use the skills for a Non-Player Character rogue of the appropriate level as found in DMG to determine what skills the caster gains by casting this spell.

Material component: The skull of a deceased rogue.

ThievesbaneAbjurationLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: One 10-ft. cube/level (S)Duration: 2 hours/level (D), see textSaving Throw: NoneSpell Resistance: No

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Thievesbane creates a warded area in which footfalls, echo and the slightest motion create a visible shimmer and audible creaking. Within the warded area, all Listen and Spot checks get a +2 circumstance bonus and any creature passing through the area leaves behind a faint trail that grants a +2 bonus on Search or Survival checks to locate or follow its tracks. This effect persists for 2 hours after the creature leaves the warded area or until the spell expires, whichever comes fi rst. The skill bonuses this spell provides increases by +1 for every three caster levels above 5th, to a maximum of +5 at level 14.

Material Component: A handful of nutshells or dry leaves.

Thin BloodNecromancyLevel: Clr 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One living creatureDuration: One hourSaving Throw: Fortitude negatesSpell Resistance: Yes

With a successful melee touch attack, the target of this spell suffers a wave of weakness as the energy of their body becomes diluted and undirected. The creature suffers 1 point of ability damage to each physical ability and drops to the bottom of the initiative order in the following round. The spell also impairs the target’s ability to resist damage, providing all successful attacks with a +1 circumstance bonus to damage.

ThoughtbaneAbjurationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hour (D)Saving Throw: NoneSpell Resistance: Yes

The protected creature is protected from mind reading, detect thoughts spells and any form of psionic or mental attack. This defence is not absolute, but it does allow the recipient to make a Will saving throw against any attempted intrusion, even if the mental

effect does not normally allow one. Success negates the attempted contact or attack. This consumes the thoughtbane if the effect negated was actually psionic or did not normally allow a Will save.

Material Component: A 10 gold piece value amethyst and an infusion of willow bark.

Thousand FeetIllusion (Shadow)Level: Clr 3, Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: 20 ft.Effect: 20 ft. radius spreadDuration: 1 minute/levelSaving Throw: Will disbeliefSpell Resistance: No

Thousand feet is all but useless to a spellcaster of the surface world but in the Underdeep, it can mean the difference between life and death. When cast, thousand feet creates a drumming impact on the ground in a 20-foot radius around the caster. This has no effect on most people, who will only hear what sounds like dozens of running and jumping footsteps. To a creature that navigates and hunts by tremorsense, however, it renders the caster effectively invisible, as the creature cannot distinguish between the caster’s footsteps and those created by the spell. The caster and anyone else within the area of effect of thousand feet are treated as having total concealment from any creature that relies on tremorsense.

Thrall’s UnderstandingEnchantment Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)Target: Your charmed creature Duration: Varies (D) Saving Throw: None Spell Resistance: Yes

Thrall’s understanding must be cast on the caster’s next action after he successfully affects a target with an Enchantment (Charm) spell. The target creature is then considered to have a common language with the caster, even if it does not normally have a language or communicates in a way the caster could not (such as telepathy). The caster does not gain the ability to actually communicate in this language with any being except the charmed target. However, the target instantly understands any command or information

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the caster wishes to impart. This spell even allows the target to grasp concepts normally beyond its intelligence. A fi nal advantage of this spell is that, because of the additional bond with the target, the duration of the original charm effect is determined as if cast one level higher.

Focus: An ornate gold disc with the word for ‘understanding’ etched into it in every language the caster knows. This disc costs 200 gp plus 20 gold for every engraved language.

Threshold of UnlifeNecromancyLevel: Sor/Wiz 6Components: V, S, MCasting Time: 30 minutesRange: 100 ft.Area: 20 5 ft. squares (must be adjacent)Duration: Permanent (D)Saving Throw: NoneSpell Resistance: Yes

By outlining an area to be affected with chalk and ashes from a burnt corpse, you can greatly increase the ambient negative energy present in your surroundings. The effectiveness of all healing spells within this area is halved, whilst one-half increases all damage dealt, from any source. Normal healing by rest is not possible within the area, nor will spellcasters be able to rest for the preparation of their spells.

Ordinary light still enters the area affected but becomes dim and indistinct. Those inside the area gain a concealment miss chance of 10% when attacked by ranged weapons from outside. Undead creatures that normally suffer in daylight, such as spectres and vampires, will face no ill effects whilst inside the area. All undead creatures will automatically regenerate one hit point per round whilst inside the spell’s area of effect.

Material Component: White chalk mixed with ash from a cremation.

Thunder’s SongTransmutationLevel: Brd 5 Components: V, S, F (optional)Casting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

The thunder’s song octuples (8x) the area of effect of your next bardic music effect. This octupling stacks normally with any other extending effect; so another doubling increases the area of effect by 9x and so on. It is not possible to stack multiple thunder’s song spells, although this spell does stack with wind borne songs and song of the tempest. The maximum possible range extension using all three songs is 13x the usual area of effect.

The extended range drops as soon as thunder’s song ends, even if the bard is maintaining his bardic music.

Focus: If the performance mode that the bard uses requires an instrument, that instrument must be a masterwork tool to use this effect.

Time to ActTransmutation [Temporal]Level: Sor/Wiz 4, Brd 3Components: VCasting Time: 1 swift actionRange: PersonalTarget: YouDuration: Instantaneous

Time to act gives you the time to perform a single complex skill check. The skill check must be an actual action, you must have at least one rank in the skill and all necessary equipment must be on your person and ready to use. Skill checks that require extensive time or bulk materials, like Craft skills, cannot be used with this spell. The skill check cannot be a reaction to outside actions or the actions of others.

During the action, you cannot move from your current position but you can perform any other physical aspects of the skill use. You cannot make use of any spell, supernatural or even extraordinary ability-related skill check. You could, for example, use this spell to disable a trap you are kneeling next to or pick a lock. You could not use it to Read Lips, Balance, Jump or Tumble. You cannot even Hide unless already in a suitable place to do so.

While you perform the skill use, the world appears to stop about you. It could even be a Search check as long as the search does not require you to move. To others, you seem to blur and then the action is complete.

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Time to PauseTransmutation [Temporal]Level: Sor / Wiz 6, Brd 5

This spell is the same as time to act except it gives the caster suffi cient time to take 10 on his check. He can still only make one skill check and the caster must still abide by all the restrictions of the lesser spell.

TimesightDivination [Temporal]Level: Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Person, object or place touchedDuration: 1 round/hour viewed (D)Saving Throw: Will negatesSpell Resistance: Yes

By casting timesight, the caster attempts to read the past or future of an object, person or place touched, to a maximum of one day per caster level. Immediately upon casting the spell, the caster must make a Concentration check (DC 20) or lose the spell due to the chaotic, incomprehensible images that fl ood his mind. If this occurs, nothing useful is gained and the spell has no further effect. Unwilling sentient creatures, objects or places may make a Will save to negate this spell’s effects.

If the Concentration check succeeds, the caster states an amount of time and can look either backwards or forwards (not both) along the fl ow of time for the subject. Seeing the past is easier and the images gained are clear and occur as if the caster were present for the events that transpired. However, nothing in the past can interact with him and vice-versa. This spell does not grant visual abilities the caster does not normally possess and spells that grant augmented vision, such as darkvision, are rendered inoperable for the duration of the timesight.

Attempting to see the future is far more complicated and requires a Concentration check each hour (DC 20 +5 for each hour past the fi rst). Failing a Concentration check ends the spell immediately but the caster retains memory of anything seen up to that point. Images of the future are not as clear as those of the past and the reason for this disparity is a topic of much debate among those who know this spell and its effects. Ultimately, the Games Master is the fi nal arbiter of what can be seen with this version of the spell.

Focus: An hourglass or pocket watch worth 1,000 gp.

TorporEvocation [Cold]Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: RayDuration: 1 minute/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

An icy blue ray fi res from your open palm. You must succeed at a ranged touch attack to strike your target. The struck target suffers a -1d3 penalty to Dexterity, with an additional -1 per 2 caster levels (maximum additional penalty of -5). The subject’s Dexterity cannot drop below 1.

Torment of Loss Enchantment [Hanging]Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Your charmed creature Duration: Permanent (D) Saving Throw: None (see text) Spell Resistance: Yes

This spell can be cast on any creature (with fewer Hit Dice than the caster) currently affected by one of the caster’s Enchantment (Charm) spells. There is no save against this spell initially. Torment of loss has no further effect until the charm spell ends on the target creature. If torment of loss is still in effect, it then activates. The target creature becomes fi lled with terrible regret and depression over the loss of its bond with the caster. These dark feelings can overwhelm the subject; if it fails a Will save, it dies immediately from the emotional shock. A successful save leaves the target shaken (–2 morale penalty to attack rolls, weapon damage and saving throws) for one hour. It then fully overcomes the effect.

Material Component: One of the caster’s tears (a pearl of at least 100 gp value can be substituted by casters without the ability to cry) and a vial of any sort of poison.

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Touch of the ArtisanDivinationLevel: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: VariesSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell opens the recipient’s mind to an incredible amount of information about the crafting arts. The caster must choose a focus for this spell when he casts it, choosing from any Craft skill available in the campaign world.

Once cast, the recipient gains a +25 competence bonus for the purposes of the chosen Craft. This bonus lasts as long as it takes for the recipient to create a single item and its masterwork element, if applicable.

While working on this item (which can be as simple as a poem or as complex as a suit of full plate), the recipient must work at least eight hours a day and do nothing more than rest and converse for the remainder of each day. Any signifi cant interruption ends the spell immediately and has a 50% chance of ruining the item. The subject must begin work on the item the same day this spell is cast or it ends with no further effect.

Material Component: A masterwork set of tools for the chosen Craft.

Touch of the DivineDivinationLevel: Sor/Wiz 9Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level

This spell is a dangerous divination at best but its effect is often well worth the risk. It grants the caster a sudden, intuitive knowledge of the essence and true name of a chosen god. This can be any deity the caster knows of and does not need to be of a compatible alignment. The deity is instantly aware of this intrusion and may choose to take offence (usually in the form of a planar being of appropriate type appearing after the spell ends). This offence is best left to the

individual Games Master to adjudicate specifi cally but suffi ce to say touch of the divine should never be cast lightly.

Once cast, the knowledge gained by this spell grants the caster the ability to ‘trade out’ spells for any spell from any of the deity’s domains of the same level, similar to the cleric’s Spontaneous Casting ability. Each time this is done, the caster must make a Concentration check (DC 30) or touch of the divine ends immediately after the traded spell is cast.

The knowledge of the deity’s true name is a subtle and intuitive one. It cannot be imparted through any form of communication and cannot be put to any other use. Once the spell ends, the knowledge disappears completely.

Focus: A holy symbol of the chosen deity that has been used to cast at least one 3rd level divine spell.

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Touch of the HealerDivinationLevel: Sor/Wiz 4Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 daySaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Mending torn fl esh and setting broken bones magically is the unquestioned province of clerics, bards and druids, but the mundane skills required to do so can be learned by anyone. Touch of the healer grants the recipient temporary mastery of the healing arts.

Once cast, touch of the healer allows the subject to automatically stabilise dying creatures as if he had made a successful Heal check. By taking a full-round action while in contact with an injured target, the recipient can restore 1d4+1 hit points through incredibly expert medical attention. This healing can only benefi t a target once per day but it can affect as many different targets as the caster desires during the spell’s duration.

If the subject of the spell possesses one or more ranks in Heal, he gains the ability to automatically accomplish anything that skill can achieve as a full-round action (unless the chosen type of treatment takes longer, in which case the time required increases to one hour). Any required skill check is automatically successful.

Focus: A masterwork healer’s kit.

Touch of the MerchantDivinationLevel: Sor/Wiz 1Components: V, S, FCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 hourSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

A simple but incredible useful divination, touch of the merchant allows the recipient to know the approximate value of any item he handles. This ‘value’ is an approximation (+/-10% of the true value) and does not take speciality markets into account unless the recipient is aware of them.

Focus: A gold coin blessed by a priest of any god concerned with merchants, business, wealth or fi nance.

Touch of the MysticDivinationLevel: Sor/Wiz 7Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell brings the recipient in tune with magical energies and the fl ow of power that exists in the world around him. While this spell is in effect, the recipient can freely use detect magic and identify, though only one of these powers can be in effect in any given round. A subject under the effects of this spell will also know immediately when a new source of magic (an active spell or magic item, for example) comes within 30 feet. This makes the recipient diffi cult to surprise by anyone carrying or casting magic nearby and may spoil sneak attacks at the Games Master’s discretion.

If the recipient can make physical contact with a target, he learns of any spell-like or supernatural abilities it possesses at a rate of one per round, in the same manner as an identify spell. Magical traps can be discerned and contact while under this spell’s effects does not set off such traps. Once identifi ed this way, the recipient gains a +5 insight bonus to Disable Device checks regarding that trap.

Focus: A wand, staff or other charged device with detect magic as one of its abilities. The device loses a single charge when touch of the mystic is cast.

Touch of the SageDivinationLevel: Sor/Wiz 3 Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level

When cast, the caster chooses either a specifi c Knowledge skill or Spellcraft and gains the ability to use that skill with uncanny accuracy for the duration of the spell. The caster immediately gains +10 competence bonus with the chosen skill. Any check

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the recipient could now ‘take 10’ on and succeed at can be done as a free action once per round. This spell allows the recipient to retry a failed skill check with the chosen skill once. If this second try does not succeed, the spell immediately ends.

Focus: A one-inch square of fi ne parchment with a drop of blood from any creature with 10 or more ranks in the chosen skill.

Touch of the ScoundrelDivinationLevel: Sor/Wiz 2Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level

By focusing the divinatory arts on the skills of criminals, the caster imparts a basic understanding of how to perform them upon the recipient. While this is no replacement for a true practitioner of the shadowy

arts, it can allow the recipient to perform in a crisis or act stealthily when the need arises.

The recipient gains a +5 competence bonus in Disable Device, Hide, Move Silently, Open Lock, Search and Sleight of Hand for the duration of the spell. In addition, while this spell is in effect, the recipient is considered a rogue for purposes of trap detection and disarming.

Focus: A set of masterwork thieves’ tools.

Touch of the SoldierDivinationLevel: Sor/Wiz 5Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour/level

The mark of a true fi ghter is his expert and specialised skill with his weapon of choice. That same level of singular dedication is the focus of this spell. The caster gains an amazing amount of skill and expertise in the use of a single weapon designated at the time of the casting. While wielding that weapon, the recipient is nearly as good as a specialised fi ghter of the same level.

The character gains the Martial Weapon Profi ciency, Weapon Finesse (if applicable) and Weapon Focus feats with the chosen weapon. In addition, the recipient gains the base attack bonus of a fi ghter of his character level. This increase is not compatible with other spells that affect base attack bonus or give a bonus to attack rolls (transformation, for example) and the spell ends if the target is affected by one of these spells.

This spell also grants the recipient the ability to wield the chosen weapon with truly unnatural skill for a brief amount of time. The subject of the spell may choose, at the beginning of his action, to consume the remaining duration of the spell in order to gain the effects of a true strike spell on every attack he makes that round.

Focus: Masterwork weapon of the selected type.

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Touch of the TorturerDivinationLevel: Sor/Wiz 8Components: V, S, FCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 10 minutes/level

Much like touch of the healer, this spell imparts an in-depth knowledge of the medical arts. Unlike that spell, however, the target learns only what happens when this knowledge is used to harm instead of heal. Pressure points, painful joint locks and bleeding wounds become terrifyingly easy for the recipient to invoke, as his mind is focused on the task of pain and anguish.

Any weapon wielded by the target gains the wounding special ability while this spell is in effect. In addition, the target gains the Sneak Attack and Crippling Strike class features, as if he were a 10th level rogue.

If the diviner uses this knowledge as part of interrogation, the target must make Willpower saves against the spell’s DC each minute to resist such expert ministrations. The caster never runs the risk of inadvertently knocking out or killing targets during this questioning. Using the spell for this purpose is an evil act.

Focus: A used piece of torturing equipment.

Touch of TransferenceAbjurationLevel: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: Special, see textSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell allows you to grant any or all of the Abjuration spells currently operating on your person to another creature by touch. This must be a melee touch attack if done in combat, but is otherwise considered automatic if circumstances allow. The touch cannot transfer any spell of higher than 6th level, does not circumvent the rules for stacking spells and cannot transfer a spell to an invalid target. (Note that for the purposes of this spell, an Abjuration spell with a Target of ‘You’ does not invalidate transferral.) The exchange happens instantaneously upon touch, with

the target creature gaining the desired spells with the balance of their duration and effects.

If a transferred Abjuration spell has an ablative nature, like protection from energy or stoneskin, this spell does not refresh its values for the new target. Once transferred, the Abjuration spells in question cannot be transferred again, nor can they be dismissed by the recipient or the caster any longer.

Toxic CaressTransmutation (Focused)Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 swift actionRange: TouchTarget: Large or smaller creature touchedDuration: 1 round/4 levels, also see textSaving Throw: None, Fortitude for poison (see text)Spell Resistance: Yes

Like all caress spells, this spell grants you a touch attack that may be used anytime you could make an unarmed attack. This spell’s effect can be applied in addition to any damage your unarmed attack would otherwise deal. Weapons that allow you to deal unarmed damage do not channel the effects of a caress spell; only the touch of your enchanted hand can do so.

A target creature successfully affected by toxic caress is considered poisoned by whatever toxin is used during the casting of this spell (see material component below). The initial touch does not offer a save, but the poison does. The magic of this spell causes the poison to have its secondary effect in one round, regardless of the poison’s usual onset time. The DC for these two saving throws is this spell’s normal saving throw (factoring in all applicable feats and abilities) or the DC of the poison, whichever is higher. Unlike most poisoned attacks, the damage from the unarmed attack that delivers this venom does not need to penetrate damage reduction to be effective.

Material Component: A single dose of any poison. The toxic caress will deal this poison as its effect.

Treasure Hunter WardTransmutation [Teleportation]Level: Sor/Wiz 8Components: V, S, MCasting Time: 10 minutesRange: TouchArea: One 10-foot cube/level (S)

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Duration: PermanentSaving Throw: Will negatesSpell Resistance: Yes

The caster creates a powerful protective ward throughout an area. If anyone enters the ward other than the caster or those named by the caster at the time of casting, this spell teleports the intruders to a specifi c location designated at the time of casting, with none of their equipment. The equipment remains in the ward, although intelligent magic items are immune and do travel with the wielder, if they so choose.

Material Component: Gold dust worth at least 1,000 gp

Trigger TrapAbjurationLevel: Brd 3, Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft.+ 5 ft./2 levels)Area: 30 ft. radius spreadDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell sets off any traps within its radius while allowing the spellcasters to stand safely at a distance. The trap must have a material trigger of some kind, either sound, movement or pressure for the spell to work. This spell does not disable the trap but merely causes it to activate. Continuous traps, such as zones of effect or magically altered fountains, are not affected by this spell. A trap with multiple charges only loses one charge. If the trap has a non-visual effect or requires a target, the spellcaster will not know if the spell worked.

Material Component: A twig of wood wrapped in coarse twine.

True BaneAbjurationLevel: Sor/Wiz 9Components: V, S, FCasting Time: 1 roundRange: VariesTarget: VariesDuration: VariesSaving Throw: VariesSpell Resistance: Varies

The highest form of the bane spells, true bane can duplicate the effects of 9 levels of lesser bane spells

chosen at the time of its casting. These nine levels can be divided up in any way among the eight bane spells and all nine need not be used. All DCs or level dependent variables of the duplicate spells use the level of true bane instead. This spell is a special exception to the number of spells that can be cast in a single round, as the multiple banes generated only count as a single spell.

For example, a wizard could cast true bane and generate the effects of bloodbane and two different weaponbanes (against slashing and piercing weapons respectively). All of these effects occur as soon as the true bane’s casting time ends. The duration for each effect equals the duration of the duplicated spell.

The spells that true bane can duplicate are: bloodbane, creaturebane, deathbane, sensebane, spellbane, thievesbane, thoughtbane, weaponbane and wizardbane.

Focus: A spellbook valued at 2,000 gp in materials value, containing a complete set of the nine bane spells. Each one must be penned in ink made from your blood. Thus, these foci cannot be used by anyone but you.

True SharingEvocationLevel: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: TouchTarget: You and your FamiliarDuration: 1 hour/level (D)Saving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

When this spell is cast, the bond between a caster and her familiar is greatly intensifi ed. This increased bond allows the caster and the familiar to share each other’s feats, skills and some special qualities as if they were truly the same being. For this true sharing to work, the familiar must remain in contact with the caster throughout the duration. Any loss of contact ends the spell instantly.

Shared skills only share skill ranks, not ability bonuses, and these ranks do not stack with ranks possessed by the other. Feats never stack, even if they would. Special qualities are only shared if the quality is not dependent on a physical trait. For example, a viper has the special quality of poison, but this would not be shared because the quality is based on

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having poison glands, which the caster likely does not possess.

An exception is the familiar ability of Improved Evasion. During the duration of this spell, the caster and the familiar both have Evasion instead. If the caster or familiar should die while under the effects of this spell, the other must immediately make a Fortitude Save (DC 20) or also perish from the shock of loss.

Tune CootiesEnchantment (Compulsion) [Mind-Affecting]Level: Brd 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One creature touchedDuration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

This insipid spell puts a song in the affected creature’s head that it just cannot seem to shake. Whatever the creature does or thinks, the song’s chorus repeatedly loops in its thoughts. This small dose of madness tends to distract the creature at the worst possible moments, conferring upon it a –1 morale penalty to its fi rst action (attack, skill check or saving throw) each round. If the affected character is a spellcaster, he must make a Concentration check (DC 10 + bard’s Cha modifi er) each time he wants to cast a spell for the duration of tune cooties. If he fails the roll, then his spell is lost.

TuningConjuration (creation)Level: Brd 0, Clr 3, Sor/Wiz 3Components: V, S, FCasting Time: 1 standard actionRange: PersonalEffect: Creates a tuning forkDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell conjures a tuning fork tuned to the frequency of the plane the caster is currently on, for use with the plane shift spell.

Focus: An instrument of some sort, used to produce the correct resonance.

Tunnel VisionTransmutationLevel: Sor/Wiz 0Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. +5 ft./2 levels)Target: One creatureDuration: 1 round/levelSaving Throw: NoneSpell resistance: No

Subjects of this spell cannot see with their peripheral vision. This causes them to lose their Dexterity bonus (if any) against anyone who is gaining a fl anking bonus against them.

Twist SpeechEnchantment (Compulsion)Level: Brd 3, Sor/Wiz 3Components: V, M, FCasting Time: 1 roundRange: Line of sightTarget: One creatureDuration: PermanentSaving Throw: Will negates Spell Resistance: Yes

With this spell, you can permanently change the primary language of your target or forever destroy their understanding of a single word of your choice. Twist speech can be used on any creature of at least human intelligence that uses, or at least understands, one or more languages.

When used to change the victim’s primary language, the spell rearranges the pathways of their mind, causing them to forget their primary languages (usually common and racial tongues, if any) in favour of another language of your choice. The new language is considered to be their primary language; they are as fl uent in it as they were in the replaced language and can read and write if they were literate in the original tongue. The language the victim learns must be one that you speak fl uently and it must be selected at the time of casting. The original language is completely and absolutely erased from their mind and they can only relearn it after careful study (and expenditure of skill points) or if they are cured via a greater restoration, limited wish, miracle or wish.

When used to destroy a word, the spell completely removes the victim’s comprehension, their very conception, of one word of your choice. Regardless of the language used, the victim cannot understand the word, or even discern the meaning behind it, hearing

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instead disconcerting, vaguely sinister gibberish. The word chosen must be one that expresses a strong emotion or concept, such as love. Though the unfortunate victim cannot even conceive of the destroyed word, he can still feel associated emotions and sensations; so a victim whose conception of the word hunger has been destroyed still feels hunger pangs, though he will not recognise them for what they are. A victim can only suffer from one destroyed word at a time; if the spell is cast upon his again, it has no effect. Only a greater restoration, limited wish, miracle or wish can reverse the effects of twist speech.

Against creatures of the outsider type, particularly those monsters known as fi ends, twist speech is especially dangerous. If you somehow discover the beast’s true name and then destroy the fi end’s memory of it, the effects are catastrophic. If its true name is destroyed on the Prime Material Plane, the fi end is instantly and irrevocably banished; it is unable to return to the Prime Material Plane until the memory of its true name is restored to it by a miracle or wish spell. If its true name is destroyed on its home plane, the fi end is permanently destroyed, its essence scattered so thoroughly that only a fi end of godlike power, or a true god, can restore it.

Material Component: A sheet of parchment or paper, upon which must be written either a full page of text in the language to be forced upon the victim, or one hundred repetitions of the word to be erased from the victim’s memory. In addition, if the caster is not a sorcerer, he must have the preserved tongue of a member of the victim’s species to serve as a focus.

Umbral AuraIllusion (Shadow)Level: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: TouchTargets: Touched willing creatureDuration: 1 hour/level or until destroyed (D)Saving Throw: NoneSpell Resistance: No

Shadow energies wreathe the subject of this spell in a protective aura that stretches one foot from the subject’s body. This protective aura grants the subject the following benefi ts:

* While under the affects of an umbral aura, the subject of the spell acts as if he has cover (due to the quasi-real nature of the aura) and is considered

to be under concealment (20% miss chance). In addition, the umbral aura provides the subject a +4 to Hide checks. The umbral aura does not interfere with the subject’s sight.

* If an opponent’s attack misses by two or less, the umbral aura is hit instead and takes damage from the weapon used in the attack. Area of effect spells also damage the aura, but as long as the subject succeeds his saving throw by more than one, the aura only takes half-damage. When created the umbral aura has an amount of hit points equal to the caster’s hit points at the time of casting.

Umbral FortificationIllusion (Shadow)Level: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Touched willing creatureDuration: 1 round + 1 round/level (max +10)Saving Throw: NoneSpell Resistance: No

As minor umbral fortifi cation, except that umbral fortifi cation grants 2d8 temporary hit points or it can be used to grant +4 points of temporary Strength, Dexterity or Constitution to the subject of the spell, at the caster’s choice.

Umbral Fortification, MinorIllusion (Shadow)Level: Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Touched creature or objectDuration: 1 round + 1 round/level (max +5)Saving Throw: NoneSpell Resistance: No

By instilling shadow energy into the subject of this spell, you grant them 1d8 temporary hit points for the duration of the spell. This spell works on both living and non-living creatures.

Umbral Fortification, GreaterIllusion (Shadow)Level: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Touched willing creatureDuration: 1 round + 1 round/level (max +15)

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Saving Throw: NoneSpell Resistance: No

As minor umbral fortifi cation, except that greater umbral fortifi cation grants 3d8 temporary hit points or it can be used to grant +4 points of temporary ability enhancement to two of Strength, Dexterity or Constitution to the subject of the spell, at the caster’s choice.

Unbalanced PatternIllusion (Pattern) [Mind-Affecting]Level: Brd 2, Sor/Wiz 2 Components: V, S, MCasting Time: 1 standard action.Range: Medium (100 ft. + 10 ft./level)Area: 15 ft. radius spreadDuration: Concentration + 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

This pattern unbalances all creatures in its area of effect. Those who leave the area of effect are unbalanced for one round afterwards and then return to normal. The unbalanced condition is described in Appendix I (see pg. 241).

Material component: An unbalanced weight.

Undead ConduitNecromancyLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Targets: One undead creatureDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

By strengthening the bondings of negative energy between yourself and an undead creature you control,

you may project your necromantic castings greater distances than normal. For the duration of the spell, you may cast any necromantic spell you know and have prepared from a controlled undead creature rather than yourself. In terms of range, touch attacks and area of effect, the undead creature effectively becomes the caster of these spells, though all other variables of the spell, such as caster level, are yours.

Material Component: Pinch of bone dust.

Undead GateConjuration (Contigent – Necromancy, Summoning) [Evil]Level: Sor/Wiz 8Components: V, S, FCasting Time: 1 minuteRange: Close (25 ft. + 5 ft./2 levels)Effect: One or more summoned undead creatures, no two of which can be more than 30 ft. apartDuration: See belowSaving Throw: NoneSpell Resistance: No

By means of this spell, you enchant any normal portal (doorway, archway, window and so on.) to act as a gate for undead monsters. The portal need not be large enough to allow the undead to pass through it, as the magic of the spell causes the undead to appear within range of the portal.

Once the undead gate has been placed, it cannot be moved. Furthermore, no more than one undead gate can exist in any given square mile area. Any attempt to create more than one in such an area destroys both gates. An undead gate remains enchanted indefi nitely until used once per level of the caster.

Thus, a 16th level wizard could use her undead gate 16 times, after which the enchantment would vanish. An undead gate registers to detect magic, although this may not reveal the portal’s nature. A successful dispel magic rids the portal of its enchantment (although any undead produced before this remain).

Once the undead gate is in place, you can use it so long as you are within range of the portal. Upon command, the undead gate summons a random number of the desired type of undead monster. Summoned undead appear anywhere within range of the portal, as designated by you. They behave in a manner consistent with creatures called forth by the various summon monster spells, remaining until destroyed or dismissed, for up to one round per level of the caster. The magic of this spell imbues the undead with the ability to understand your spoken commands.

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You may only summon one group of undead at a time. So once the gate is activated, no additional undead may be summoned by that particular gate until the fi rst group was slain or dismissed. Undead that are turned, but not destroyed, count against this limit. As soon as the last of the group is destroyed or disappears, the gate may be used again. To determine the number and type of undead summoned, choose from the following list:

* 1 Zombie, Colossal

* 1d3 Skeletons, Colossal

* 1d3 Zombies, Gargantuan

* 1d6+1 Skeletons, Gargantuan

* 1d6+1 Zombies, Huge

Undead summoned via an undead gate are standard representatives of their type. They have all the normal strengths and weaknesses, conforming to their entries in the MM.

Undying LoyaltyEnchantment (Contingent – Necromancy)Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Instantaneous (D) Saving Throw: Will negates Spell Resistance: Yes

By succeeding at a melee touch attack, the caster initiates a spiritual change in the target. No apparent effect occurs and, if the target makes a Will save against this spell, nothing happens at all. Failure completes the change but, aside from a fl eeting chill and a momentary sense of dread, there is no other effect. That is, until the subject dies any time in the future. The caster is immediately informed of the death. The subject, if it becomes undead for any reason, is now subject to the caster’s enchantment spells. This spell circumvents the undead’s usual immunity to mind-affecting spells, but only with respect to the caster. To any other source, the undead retains its immunity.

Material Component: Hair, nails, scales or some other part of the subject and a piece of gravestone.

Unfetter UndeadNecromancyLevel: Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 50 ft. radius emanationDuration: 1 daySaving Throw: Will negatesSpell Resistance: No

By manipulating the strands of control that exist between undead and their master, this spell can disrupt and distort such bindings. All undead within a 50-foot radius of the spell’s target become uncontrolled unless their master makes a successful Will save. Undead affected by unfetter undead are diffi cult to control for some times afterwards and so all turning checks are made with a –4 penalty for a further one hour.

Material Component: Three drops of blood from a corpse that died of cold.

Union of BodyTransmutationLevel: Sor/Wiz 6Components: V, SCasting Time: 1 standard actionRange: Close (25 feet + 5 feet/2 levels)Area: Two living, non-plant creatures, both of which are no further apart than 10 feetDuration: 1 minute/level (D)Saving Throw: Fortitude and Will partialSpell Resistance: Yes

This strange spell fuses two creatures together for a time. If either or both of them are not willing subjects, they both make Fortitude and Will saving throws. The effects of the spell depend on which saving throws fail (as always, willing targets can choose to fail their saves on purpose):

* All four saving throws fail: The creatures fuse into one creature, whose type becomes aberration. It has a bizarre appearance, with all the limbs of both subjects, a two-sided head with both faces (if applicable), and the rest a strange amalgam. It is the size of the larger of the two subjects. This new creature has the higher of the two subjects’ hit points, ability scores, saving throw bonuses, Armour Class, skill bonuses and speed. It retains all the movement capabilities, special abilities,

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spells, feats and knowledge of both creatures. Redundant abilities, such as if both of them possessed the feat Cleave, produce no special effect beyond the fact that the gestalt creature has the feat. The new creature has all the gear of both subjects, although in the case of redundancy (two sets of armour, two rings of protection or two cloaks, for example) only the better of the two remains, while the other is subsumed into the creature’s form for the duration. Since the gestalt creature has multiple arms, multiple weapons are not redundant. While the creature does not gain more actions, it does automatically gain Two-Weapon Fighting feat.

With both minds still active within the gestalt creature, the two subjects must agree on all actions the body takes (or it does nothing). If they cannot agree, one mind can attempt to assert dominance by making an opposed Charisma check against the other mind. The winner gains control of the gestalt creature for 1d10 rounds. All spell effects active on either subject before the spell is cast affect the gestalt creature as well. Thus, if one was charmed and the other was hasted, the gestalt creature is both charmed and hasted. When the spell ends, so do magical effects on both subjects, whether benefi cial or detrimental.

* Damage dealt to the gestalt creature is evenly divided between the two subjects where possible. Damage that cannot be equally divided (such as 1 point of drained Strength) is ignored. After the spell ends, both creatures remember some details of the other’s thoughts and memories (DM’s discretion). If the gestalt creature dies, both subjects are dead.

* One creature fails just one saving throw, and the other succeeds at both: The creature failing the saving throw suffers 4d6 points of damage. The other subject remains unaffected, and there is no fusing.

* One creature fails just one saving throw and the other fails both: The creature succeeding at one saving throw suffers 2d6 points of damage. The other suffers 6d6 points of damage. There is no fusing.

* One creature fails just the Fortitude saving throw, one fails just the Will save: The creature failing the Fortitude saving throw disappears, its

mind transported into the other creature’s body. This transported mind now controls the other creature’s body for the duration. The controller keeps its Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities and automatic abilities. For example, a fi sh’s body breathes water and a troll’s body regenerates, regardless of the mind controlling it. A body with extra limbs does not allow the controlling creature to make more attacks (or more advantageous two-weapon attacks) than normal. The controlling creature cannot choose to activate the body’s extraordinary or supernatural abilities. The controlled creature’s spells and spell-like abilities do not stay with the body.

* Both creatures fail the Fortitude saving throws but succeed at the Will saves: The subjects fuse into one creature, as described above, but have no control over the new body. They spend the entire duration of the spell paralysed.

* Both creatures fail the Will saving throws but succeed at the Fortitude saves: Both creatures are stunned for the duration, their minds (but not their bodies) fused together in a confusing jumble. When the spell ends, both subjects remember some details of the other’s thoughts and memories (DM’s discretion).

* Same creature fails both saves, other succeeds at both: The creature failing the saving throws suffers 8d6 points of damage. The other subject remains unaffected, and there is no fusing.

* Both creatures succeed at both saves: Nothing happens.

A subject that fused (at least partially successfully) with a creature it fi nds particularly repelling may suffer additional drawbacks from this spell, at the DM’s discretion. In these cases, such as if a paladin fused with a demon or a ranger with its favoured enemy, one or both may suffer a morale penalty to attacks, damage, saves and checks for up to 10 minutes after the spell ends. The aforementioned paladin may even fi nd atonement appropriate in the aftermath of the gestalt. If the caster fails to overcome the spell resistance of either subject, the entire spell has no effect on either creature.

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Unseen TricksterConjuration (Creation)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: One invisible, mindless, shapeless tricksterDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

This improved form of unseen servant is capable of taking on a much wider range of actions than its simpler, lower level brother. The unseen trickster can fulfi l all the roles and abilities listed for an unseen servant. In addition, it can take a limited number of actions to disrupt or annoy the caster’s enemies. The trickster may not attack, but it may use the aid another combat action. It attacks using its caster’s base attack bonus to attempt to aid another. The trickster tugs at its target’s belt straps, pokes him in the eye and otherwise makes a nuisance of it. The trickster also has the limited ability to fi lch items from the unwary. The trickster has 4 ranks in the Sleight of Hand skill and has a Dexterity score of 10. Items it steals seem to hover in mid-air as the trickster carries them and it has an effective Strength score of 2. Thus, it can lift 20 pounds or drag 100 pounds.

Apart from the exceptions listed above, the unseen trickster acts as an unseen servant. It cannot be killed, but is destroyed if it takes 6 points of damage from an area attack. Against such assaults, it automatically fails its saving throw. If you order the trickster to move beyond the range of this spell, it immediately dissipates.

Material Components: A short length of string tied into a loose knot.

Vacate BowelsNecromancyLevel: Brd 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One living creatureDuration: 1 roundSaving Throw: Fortitude negatesSpell Resistance: Yes

The target creature’s bowels completely evacuate, with predictable results, if it fails its Fortitude saving throw. So violent is this action that the creature is immediately stunned (drops everything held, cannot take actions, takes a –2 penalty to AC and loses Dexterity bonus to AC) until the caster’s turn next round.

Vampiric LustNecromancyLevel: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: TouchTarget: One living creatureDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

The victim of this spell begins to dislike food and instead crave human blood, much like the infamous vampire. He has no real idea why this is so and will begin to fi ght this urge. After a day, the victim must make his fi rst Will save. If unsuccessful, he gets the taste for human blood and begins to crave it more and more. He can fi ght this urge, but if three days go by without the victim getting any blood, the target will lose 1d4 points of Constitution. After a week, the victim must make his second Will save; if successful, he merely loses 1d4 points of Constitution more and breaks this spell, but if unsuccessful, he must have the blood in order to live.

At this point, every day that goes by without any blood, he loses 2 points of Constitution permanently, until he dies. This is a powerful spell and can only be countered by a wish spell. This spell has become a curse and will forever change the victim’s life. Note also, that the target is not a real vampire and therefore gain none of this creature’s other powers.

Venom TouchNecromancyLevel: Asn 2, Bard 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: One creature touchedDuration: Instantaneous (see text)Saving Throw: YesSpell Resistance: Yes

Your hands are infused with a virulent poison of your choice, similar to the cleric spell poison. Upon a successful melee attack, you infect the victim with the poison. The victim must make an immediate Fortitude save or suffer 1d6 Strength damage immediately, and additional 1d6 Strength damage 1 minute later. The DC applies for both saves.

Material Component: A fang from any species of poisonous snake.

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VirulenceNecromancyLevel: Clr 0, Drd 0, Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One target Duration: 1 minute Saving Throw: Fortitude negates Spell Resistance: Yes

This spells weakens the innate resistance of its target, making him or her more susceptible to the effects of poison and disease. A victim who fails to save suffers a -2 penalty to all saving throws versus poison and disease for the next minute. While suffering the effects of the spell, the victim is noticeably pallid, shivers as though stricken by cold chills, sweats as though feverish and suffers from minor stomach irritation, as though he were suffering from an extreme form of fl u.

Material Component: A piece of fl esh taken from a victim slain by poison or disease.

Visage of the DeadNecromancyLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: PersonalTargets: YouDuration: 10 minutes/level

Through the use of this spell, you can alter your appearance and form to that of a corpse or zombie of the same size class. Body temperature will feel cold, limbs will stiffen and fl esh will appear putrid and rotting. Although the usual undead abilities and immunities are not granted by visage of the dead, you do gain a +2 resistance bonus to saves against cold, electrical, sleep and poison attacks. In addition, you no longer need to breathe whilst the spell is in effect.

If used to hide amongst the dead, the spell grants a near fl awless image. Assume the caster has taken 20 with a Disguise check, adding the caster’s level and ranks in Disguise as additional bonuses. Generally, such a test need only be taken if the caster is being carefully examined. The caster may still move freely, however, and will appear much like an ordinary zombie, though he does not gain any further benefi ts other than those outlined above.

Material Component: Dirt from a fresh humanoid grave.

Voice of MemoriesEnchantment [Mind-Affecting]Level: Brd 5Components: V, SCasting Time: 1 roundRange: Close (25 ft. + 5 ft./2 levels)Target: One humanoid creatureDuration: SpecialSaving Throw: Will negatesSpell Resistance: Yes

You weave magic into your voice or music as you begin hypnotizing your target. If the target fails their Will save, their subconscious mind comes under your infl uence. You have a period of 3 minutes to instil false memories or cause the target to forget painful experiences. New memories are somewhat fragmented, yet the target’s own mind fi lls them in actually making the spell more effective over time. New memories that go far against anything the target has ever experienced allow a second Will save to reject the ‘memory’ as nothing but a dream. This spell can be used to set up a ‘patsy’ to take the blame for a crime or it can be used to help erase and ease painful memories to help an individual begin to move back into normal life after a horrible trauma. You receive no information about memories already contained in the target’s mind, you need to be familiar with the character’s background already before attempting to erase memories or add new memories.

A special trauma or careful examination of one’s past can offer another Will save to reject new memories or overcome a block to recalling erased memories. Normal healing spells cannot overcome the memories created by this spell but a limited wish, wish, miracle or similar magic instantly return the target to normal. Hypnosis or other spells of the mind also stand a chance of identifying the changed memories (Games Master’s option).

Voice of the Great WyrmConjuration (Calling)Level: Sor/Wiz 9Components: V, S, FCasting Time: 10 minutesRange: Close (25 ft. + 5 ft./2 levels)Effect: One summoned dragonDuration: 1 round/level (D)Saving Throw: Will negatesSpell Resistance: Yes

Voice of the great wyrm is a spell from the ancient days, when pacts between mighty races were impressed upon the fabric of time. It calls a mighty

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dragon of evil alignment (very old or older, based on the Games Master’s judgement) to speak with you. At the end of the spell the dragon may make a Will save to resist the call. If it fails, it is compelled to come. If the dragon succeeds, it may come anyway just to fi nd out who was bold enough to invoke this ancient power. Whether the dragon comes though compulsion or amusement, it is not bound in any way to assist the caster or even to leave him alive. If the dragon was compelled to come, the caster has 1 round per level to negotiate before the magic fades. If the dragon came of its own free will, the caster has no protection at all. An intelligent caster will prepare a suitable offering (food, magic items and treasure) before casting this spell.

Focus: A statue of a dragon carved out of precious gemstone worth at least 1,000 gp. The material used in the focus dictates the colour of the dragon summoned: black star sapphire for black, diamond for white, emerald for green, sapphire for blue or ruby for red.

Void of the Wolf SpiderTransmutationLevel: Sor/Wiz 8Components: V, SCasting Time: 1 standard actionRange: Touch Target: One living beingDuration: 1 round/level Saving Throw: Will negatesSpell Resistance: Yes

A more powerful version of the spider totem spell, the void of the wolf spider fi lls the caster, or the being touched, with the killing mastery of the wolf spider, at the cost of your civilised intellect. This provides a number of benefi ts, as follows:

* +6 inherent bonus to Strength, +2 inherent bonus to Constitution, +8 inherent bonus to Dexterity.

* +6 dodge bonus to Armour Class.

* Improved Uncanny Dodge ability, allowing the recipient to retain their Dexterity bonus even when fl at-footed and rendering them unfl ankable.

* Improved Unarmed Attack and Weapon Finesse feats.

* 1d6 damage with a successful unarmed attack.

* Flurry of Blows as a monk of caster’s level and may use unarmed attacks to deal either bludgeoning or

slashing damage. These attacks are considered to be both magical and evil for the purposes of defeating damage reduction.

* Base movement is increased by 30 feet.

* +2 inherent bonus to Jump checks and can move along walls and ceilings as though under the effects of a spider climb spell, the recipient may move at their full movement rate, however.

* +4 inherent bonus to all saves to resist spells or spell-like abilities that restrict movement in any way, for example hold person, web or fl esh to stone.

These powerful benefi ts are not gained without cost. The recipient loses all access to spellcasting and suffers a -4 penalty to their Intelligence score for the duration of the spell.

Volcanic WaveEvocation [Fire]Level: Sor/Wiz 4Components: V, S, XPCasting Time: 1 standard actionRange: 40 ft.Area: ConeDuration: InstantaneousSaving Throw: Refl ex half, see textSpell Resistance: Yes

Casting the volcanic wave spell unleashes a torrent of fl aming lava that instantly engulfs the affected area. Any characters or creatures caught within the cone suffer 2d4 points of fi re damage per caster level (maximum 20d4). Additionally, all affected characters and creatures suffer an additional 1 point of damage for a number of rounds after being hit by the spell equal to one-half the caster’s level (round down).

A successful Refl ex save reduces the initial damage to half though the secondary damage remains at 1 hp/round.

XP Cost: 100 XP per caster level.

Vorpal SprayConjuration (Teleportation)Level: Sor/Wiz 9Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Area: StreamDuration: 1 round/5 caster levelsSaving Throw: Refl ex partialSpell Resistance: Yes

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A glittering stream of power erupts from your hand when this spell is cast and any creature so unfortunate as to be caught in its path may be slain instantly. Creatures that are touched by the stream and fail their Refl ex save have their heads removed instantly; those who succeed suffer a loss of one-half of their current hit points and will lose 1d10 hit points each round thereafter until they receive fi rst aid or magical healing of some type. Damage from this spell can be regenerated normally, though creatures that fail their Refl ex save die instantly unless they can survive without their heads.

Vorpal spray can affect a total of 60 HD worth of creatures. The spell ends either at the expiry of the duration or when affecting a further creature would take it above the 60 HD total, whichever happens sooner.

This spell actually functions by teleporting razor-thin slices out of the necks of affected targets to random locations around the battlefi eld. The aftermath of the spell can be quite gruesome, as strips of skin and fragments of bone rain down around the affected area in a bloody storm.

Material Components: A golden straight razor fl oating in quicksilver (1,000 gp value).

VulnerabilityTransmutation (Varies)Level: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: Cone Duration: 1 round/levelSaving Throw: Will negatesSpell Resistance: Yes

A cone of swirling light springs from your hand, leaving all in its path highly vulnerable to further magical attack. When the spell is cast, you must determine which of the spell descriptors (acid, chaotic, cold, darkness, death, electricity, evil, fear, fi re, force, good, language-dependent, lawful, light, mind-affecting, sonic or teleportation) to which the target will be vulnerable. Targets who fail their Will save suffer a –4 penalty to all saving throws against spells with that descriptor for the duration of the spell.

Material Component: An ornate crystal dagger (value 75 gp).

Wall of BoneNecromancy (Contingent – Conjuration)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: Bone wall whose area is up to one 5 ft. square/levelDuration: InstantaneousSaving Throw: See textSpell Resistance: No

You cause a vertical bone wall, anchored to the fl oor, to appear in an area unoccupied by physical objects or creatures. The wall of bone is 1 inch thick per four caster levels, though by halving the wall’s thickness, its area may be doubled. Each 5-foot square of the wall has 10 hit points per inch of thickness and a hardness of 5. One side of the wall is fl at and featureless polished bone, whilst the other manifests bony arms that attack anyone attempting to approach. These arms have a base attack bonus equal to that of the caster and each round 1d3 arms will attack anyone within 5 feet of the wall, dealing 1d6 points of damage on a successful hit.

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Creatures can hit the wall automatically. A section of wall whose hit points drop to zero is breached. If a creature attempts to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

Material Component: Intact arm bone.

Wall of Bone, GreaterNecromancy (Contingent – Conjuration)Level: Sor/Wiz 5Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: A wall of human bones whose area is up to one 10-ft. square/level (see text)Duration: 1 minute/levelSaving Throw: See textSpell Resistance: NoYou create a wall crafted from troll bones. The wall forms whatever shape is necessary to fi ll the area in which you create it. It shifts to seal off holes or fi ll a gap in an existing wall. The bones form a seamless barrier with stone walls, trees or any other obstacle. The bones never occupy the same space as any unliving or living matter. If an object exists in the area in which you attempt to create the wall, the bones form around it. The wall of bones always appear as a fl at wall, though you may shape them to fi t a hole or other space. The wall does not need to be anchored in place. It forms supports and struts formed from leg bones. The wall may use these bones to move at a speed of 15 feet per round. It moves at your direction, though you must spend a move action to direct the wall. You must be able to see the wall in order to command it.

The wall’s size and dimensions are dictated by your caster level. It is 1 inch thick for every 4 caster levels and has 20 hit points per inch of thickness and hardness 5. Attacks against the wall hit automatically. Damage against a section that reduces it to 0 hit points leaves a hole in the wall. A creature may attempt to sunder the wall with a Strength check (DC 23).

You may designate one side of the wall to reach forth and grasp at attackers. Anyone standing within 5 feet of that side of the wall is subject to 1d6 attacks from the clawed arm bones used to form the wall. The wall fi ghts as a troll skeleton (MM). In addition, it may make grappling attacks to immobilise its victims. The wall makes its attack on your initiative. If for some reason you do not have an initiative in the battle, roll for the wall without any modifi ers.

Wall of DarknessEvocation [Darkness]Level: Clr 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: Close (25 ft.+ 5 ft./2 levels)Effect: Opaque wall of shadow up to 20 ft. long/levelDuration: Concentration + 1 round/levelSaving Throw: NoneSpell Resistance: No

You create a wall or ‘curtain’ of darkness. The wall does not in any way impede physical movement, but it does prevent anyone on one side from seeing what occurs on the other. Creatures in the process of passing through the wall are treated as though in the area of effect of a darkness spell. Magical light sources penetrate (and essentially dispel) the wall if they are higher level spells.

Wall of DistractionEnchantment Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall of light whose area is up to one 5 ft. square/level (see text) Duration: Instantaneous Saving Throw: Will partial Spell Resistance: Yes

The scintillating wall of pale white mist brought into effect by this spell infl icts an intense and severe distraction upon all those who make contact with it or pass through it. The wall does not block line of sight, nor does it offer concealment. Creatures failing their Will saves suffer a –2 morale penalty to attacks, damage, skill checks and saving throws for one hour. This effect is not cumulative; thus, the target(s) can pass through the wall several times while affected without adding to this duration. Those who succeed at the Will save suffer only a –1 morale penalty for one hour. The caster is immune to the effects of a wall of distraction he cast. In addition, the caster can release any victim of the wall from the distraction effect at will (the target must be visible to the caster to do so). A dispel magic will automatically destroy a 5-foot cube of this wall per effective caster level (up to 10) of the dispel. More powerful dispelling effects destroy the entire wall automatically.

Material Component: A small sheet of mica and a lit candle anointed with 250 gp worth of precious oils.

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Wall of FearEnchantment (Compulsion) [Mind-Affecting]Level: Brd 4, Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Insubstantial wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./levelDuration: 1 minute/level (D)Saving Throw: Will partialSpell Resistance: Yes

This spell creates an imperceptible wall of pure fear. Anyone trying to pass through the wall must succeed at a Will save or be invaded by blind terror and back away, unable to cross until the spell ends. Succeeding in the saving throw allows the creature to pass the wall once, and must roll again if attempting to cross the affected area again, but with a +1 morale bonus for each time it successfully crossed this wall previously. The wall remains in place no matter how many creatures are able to cross it, only dissipating at the end of its duration.

Material Component: Powder made from crushed bones.

Wall of PatternsIllusion (Pattern) [Mind-Affecting]Level: Sor/Wiz 9Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Wall 5 ft./level wide x 2 ft./level highDuration: 10 minutes/levelSaving Throw: See textSpell Resistance: See text

This spell creates an immobile and insubstantial wall of patterns that has adverse effects on those who attempt to pass through it. One side of the wall, selected by the caster, sends forth waves of patterns to dazzle, unbalance, stun and confuse his foes. Those on the side not chosen to emanate patterns can walk up to the very edge of the wall without ill effect. The caster is immune to the wall of pattern’s affects and may pass through and remain near the wall with no ill effect.

Any creature with fewer than 9 HD that is within 40 feet of the wall is dazzled and distracted (see Appendix I for details on the effects of distraction) for 2d4 rounds with no saving throw. Those who have 9 or more HD receive a Will saving throw to negate.

Those who come within 30 feet of the wall must make a Will save versus the spell’s DC or become unbalanced (see Appendix I for details on the effects of being unbalanced) for 2d4 rounds. At 20 feet away from the wall, one must make a Will save versus the spell’s DC or suffer one of the following effects:

1d101d10 EffectEffect

1-2 Blinded for 2d4 rounds

3-5 Dazed for 2d4 rounds

6-7 Nauseated for 2d4 rounds

8-9 Deafened for 2d4 rounds

10 Stunned for 2d4 rounds

When a creature pushes forward to 10 feet, he must make another Will save or be confused for 2d4 rounds. Those who continue to 5 feet must make a Will save or be paralysed for 2d4 rounds. Finally those who reach the wall itself must make one last Will save, if they fail then they fall unconscious for 2d4 rounds, but if they succeed, then they may continue to the other side.

A wall of patterns spell cast to materialise in a space occupied by a creature is disrupted and the spell is wasted.

Wall of SnakesConjuration (Summoning)Level: Drd 5, Sor/Wiz 6Components: V, S, FCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Wall of writhing snakes whose area is up to one 10-ft. square/level (see text)Duration: 1 minute/levelSaving Throw: See textSpell Resistance: No

You cause a tremendous pile of interwoven vipers to spring into existence. This wall may be used to seal off a hallway or fi ll a gap in an existing wall. The snakes anchor themselves so that they form a continuous barrier with a wall or other solid matter available. The snakes never occupy the same space as any unliving or living matter. If an object exists in the area in which you attempt to create the wall, the snakes form around it. The snakes always appear as a fl at wall, though you may shape them to fi t a hole or other space.

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The wall’s size and dimensions are dictated by your caster level. It is 1 inch thick for every 4 caster levels and has 15 hit points per inch of thickness. Attacks against the wall hit automatically, but as the snakes continually move and shift within the wall, all attacks deal half damage. As an attacker hacks through some of the snakes, the rest move to fi ll the hole. The wall regenerates 3 hit points per round in any 5-foot section that has taken damage. The wall cannot regenerate acid damage. If a section of wall is reduced to 0 hit points, it is breached until it regenerates back above 0 hit points.

You may not break through the wall, as the snakes are too fl uid to grasp and rend. However, you may attempt to force your way through the wall with a DC 15 Strength check taken as a move action. If you succeed, you push your way through 10 feet of wall. Doing so draws 1d6 attacks from the snakes, each of which attacks as a Medium viper. You suffer these attacks whether your Strength check fails or succeeds. Furthermore, you may designate the order for the snakes to extend and attack from one side of the wall. Any creature within 5 feet of that side is subject to 1d6 attacks per round. The wall makes its attack on your initiative. If for some reason you do not have an initiative in the battle, roll for the wall without any modifi ers. The wall may not be knocked over or formed along a horizontal plane. Snakes killed by damage to the wall disintegrate into dust. Any spell that may be used to affect the attitude or senses of an animal weakens the wall’s capabilities. The snakes may only attack opponents that they may see or otherwise sense, though they are always aware of creatures that attempt to force their way through the wall. A spellcaster or creature may use any magic that can charm or befriend an animal against the wall. The snakes refuse to attack anyone who has charmed them, even if they attempt to force their way through. The wall makes Will saving throws as a wizard at the caster level used to create the wall.

Focus: A small woodwind instrument. As the magical energy used to form the spell takes place, the instrument spontaneously plays a short, hypnotic tune.

Wall of SpidersConjuration (Creation)Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of spiders whose area is up to one 5 ft. cube/level, see text Duration: 1 minute / levelSaving Throw: See textSpell Resistance: No

The caster causes a writhing mass of Tiny poisonous spiders to appear, which instantaneously coalesces into the shape of an impenetrable wall. This wall can be used to close a passage, to channel opponents or protect from the elements. The wall cannot, however, be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, a wall of spiders can be formed into almost any shape desired. It need not be vertical, nor must it rest upon a fi rm foundation, it can even be laid horizontally. A wall of spiders is pliant and moves at a touch, but is fi rm enough to walk upon, should someone desire to do so.

Any creature which touches the wall suffers 25 – their Armour Class points of damage. Dexterity and dodge bonuses to Armour Class do not count for this calculation. Creatures with an Armour Class

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of 25 or higher, without considering Dexterity or dodge bonuses, suffer no damage. In addition, the virulent contact poison that covers the wall and fi lls the fangs of the spiders that compose it is deadly in the extreme; those who touch the wall must attempt a Fortitude save to avoid suffering 1d6 points of initial and secondary Constitution damage. Those who are immune to poison need not attempt to save.

Living beings can attempt to force themselves through a wall of spiders, but they suffer a -2 circumstance penalty to their saves to resist the wall’s poison when doing so. To push through the wall, the being must attempt a Strength check as a full round action. The DC of the check is 20 and a successful check allows the being to move 5 feet and for every full 5 points by which the check succeeds, the being can move an additional 5 feet. A creature trapped in the wall can choose to remain absolutely still and does not suffer damage and need not attempt to save versus poison, when doing so. It is not possible to simply breach a section of wall with a Strength check, as the wall is simply too pliable.

Like any other wall, a wall of spiders can be destroyed by means of a disintegrate spell or by attacking the wall with weapons. Each 5 foot section of wall has 50 hit points and a hardness of 5.

Though the wall of spiders is entirely composed of spiders, it cannot be destroyed or controlled by spells that affect vermin, nor is it subject to the effects of spells like harm. The spiders that make up the wall are entirely magical in nature and are not living in any real sense.

Material Components: A petrifi ed spider’s egg sack.

Wall of WillEvocation [Force]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 hourRange: Close (25 ft. + 5 ft./2 levels)Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of 1 ft./level Duration: PermanentSaving Throw: Will passes through; see textSpell Resistance: No

A wall of will is a visible sheet of bluish white energy, which the caster can form into a fl at, vertical plane whose area is up to one 10-foot square per level or into a sphere or hemisphere with a radius of up to 1-foot per level. The wall deals 6d6 points of force

damage against anyone attempting to pass through it. Further, the character attempting to pass through must make a DC 18 Will save. Failure means that the character is repelled by the barrier, but can attempt to cross it again as many times as he likes – on subsequent attempts a character will suffer an additional 6d6 points of damage and have to make additional saving throws.

A wall of will cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. Spells and breath weapons cannot pass through the wall in either direction, although dimension door, teleport and similar effects can bypass the barrier. The wall blocks ethereal creatures as well as material creatures. Gaze attacks cannot pierce a wall of will – the wall is opaque.

Material Component: A small piece of agate.

War MasteryDivinationLevel: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

This spell grants the touched creature insight into an advanced combat technique. You grant your target a single feat included on the fi ghter class’s list of bonus feats. The target must meet all prerequisites for this feat, including minimum ability scores, base attack bonus or other feats. The target of this spell chooses the feat he wishes to gain when he receives this spell. If the feat works only with a single weapon, the target chooses the weapon. If the recipient selects a feat for which he does not meet the necessary requirements, he does not gain a feat and the spell is lost.

Ward IslandAbjurationLevel: Drd 9, Sor/Wiz 9Components: V, S, FCasting Time: 1 hourRange: 5 miles/levelTarget: One island and its surrounding seas, which must all fi t within the range of the spellDuration: One week (D)Saving Throw: Will negatesSpell Resistance: No

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The island protected by ward island becomes wreathed in magical mists and almost impossible to locate. It becomes invisible to anyone more than 5 miles offshore. Any vessels or characters entering the range of the spell must make a Will save every minute or unconsciously steer away from the island. The mists also give a +5 insight bonus to saving throws against scrying. Anyone touching the island’s shores triggers a silent alarm spell. The mists surround the whole island, creating a week-long fog cloud 100 feet thick along either the shoreline or in an offshore ring. The spell also gives the caster the following spell-like abilities:

* Once per hour, the caster may create a gust of wind emanating from any point on the waters surrounding the island.

* Once per day, he may control weather or control winds within the spell’s area of effect.

* If the caster used the druidic form of this spell, he may commune with nature once a day while on the island.

* If the caster used the arcane form of the spell, he may tie the casting of a magnifi cent mansion into this spell, so that the mansion lasts for one week.

* Once per week, he may cast tempest on any ship within the spell’s area of effect.

* He may use modify memory at will, but only on those leaving the spell’s area of effect.

A caster may only have one ward island spell in effect at any time.

Material Component: A perfectly constructed scale model of the island made of silver, gold, exotic woods and ground sapphire dust, costing at least 10,000 gold pieces.

WardbaneAbjurationLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 roundRange: TouchTarget: You or creature touchedDuration: 5 minutes per levelSaving Throw: NoSpell Resistance: Yes

The creature protected by this spell is defended against the effect of magical wards, literally being invisible

to them for its duration. While under the effects of wardbane, you can handle items protected by hanging magic like glyphs, symbols, fi re trap, explosive runes or other warding spells. You can safely pass through any area protected by a magical trap and may freely ignore the effects of any spell with the word ‘ward’, ‘wards’ or ‘warding’ in its name. (The Games Master is free to disallow this in the case of spells that may have the word in its name but does not qualify as warding magic in his opinion.) Your familiar is also protected only if it is in physical contact with you, but you cannot extend the protection to other creatures.

Material Component: A leather glove once worn by a rogue while successfully disarming a magical trap.

Water BrandEvocationLevel: Drd 3, Sor/Wiz 2Components: V, SCasting Time: 1 roundRange: TouchTarget: One creatureDuration: 10 minutes/level or until dischargedSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

The energy of this spell creates a blue, wavy brand on the face, hand or other prominent feature of any creature, living or undead. Those bearing this mark gain a +2 enhancement bonus to Constitution. They also possess the ability to cast from the palm of the hand a stream of water which requires a normal ranged attack roll and deals 5d6 points of damage to a target it hits within medium range (100 feet + 10 feet/level). Using this stream of water ability is a standard action that immediately dismisses the water brand.

Water Brand, GreaterEvocationLevel: Drd 5, Sor/Wiz 4

As water brand, except that the mark allows the subject to breathe water for the duration or until the subject uses the greater mark’s other effect: to safely teleport the caster from any completely submerged location to the surface of the water directly above. If something solid occupies the space the caster would teleport into, the character is shunted in a random direction until there is room for him. If the body of water has no surface (for example, it fi lls an underwater cave) the spell fails.

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Wave of HeatEvocation [Fire]Level: Sor/Wiz 2Components: V, SCasting Time: 1 standard actionRange: 10 ft.Effect: Burst of heat extending in a 10-ft.-radius from youDuration: InstantaneousSaving Throw: Refl ex halfSpell Resistance: Yes

When this spell is cast, a powerful burst of heat energy travels out to a 10-foot-radius distance from you in all directions (stopped only by physical barriers, such as stone fl oors, wooden ceilings, walls and so on). All creatures within this affected area, except for you, take 1d6 points of fi re damage per caster level (maximum 5d6). The heat wave will not affect inanimate objects or cause combustible materials to catch fi re.

Wave of Heat, GreaterEvocation [Fire]Level: Sor/Wiz 5Range: 20 ft.Effect: Burst of heat extending in a 20-ft.-radius from you

This spell functions like wave of heat, except that it affects creatures within 20 feet of you and deals a maximum of 15d6 points of fi re damage to each one.

Wave of HesitationEnchantment Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone Duration: Instantaneous (see text) Saving Throw: Will partial Spell Resistance: Yes

Casting wave of hesitation causes a cone of shimmering lights and pale white mist to erupt from the caster’s outstretched hands. Every creature in this cone must succeed at a Will save or be stunned for 1d4 rounds. On a successful save, the targets are affected by a daze spell if they are of the appropriate type and Hit Dice. Otherwise, there is no additional effect.

Material Component: A pinch of sand, which is thrown towards the targets as the spell is cast.

Wave of MutilationNecromancy [Mind-Affecting]Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 standard actionRange: 60-ft.Effect: A line-shaped wave ten feet high and wide emanating from the caster to the extreme of the rangeDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: Yes

The exceedingly unpleasant wave of mutilation imbues the air (or the water, if cast onto a body of water) with savage hatred. Phantasmal razor blades, instruments of torture and grasping hands appear in the wave as it rushes towards its victims. When the wave strikes, it tears at whatever section of the victim’s body he fears injury to the most - a wizard’s hands, for example, or a bard’s throat. It deals 3d8 points of damage to the fi rst target it strikes, as well as infl icting a –2 penalty to the character’s next action. If the spell reduces a target below 0 hit points, its damage is increased by 1d8 when it strikes the next victim. If it fails to kill, its damage drops down by 1d8, to a minimum of 1d8. Casting this spell on a body of water increases the damage dice to d10s.

Material Component: A piece of leather that is shredded when the spell is cast.

Wave of UnbindingConjuration [Prime]Level: Sor/Wiz 7Components: V, SCasting Time: 1 standard actionRange: 120 ft.Area: Wave 30 ft. wide, 120 ft. longDuration: InstantaneousSaving Throw: None (see text)Spell Resistance: No (see text)

A powerful tool both for and against conjura tion magic, the wave of unbinding unravels the energies that bind conjured beings and objects to the Prime Material Plane. Any summoned or called creature within the spell’s area of effect is automatically returned to its home dimension, disappearing instantly. Created items with a fi nite duration within

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the wave are instantly dispelled. Even outsiders on the Prime Material Plane through their own power or spell effects must make a Will save to avoid the wave’s dismissal. Failure sends them back to their home plane, though it has no continuing effect afterward.

Summoned creatures unbound by this spell are treated as if they were slain; they are dissipated and cannot be summoned again for 24 hours. Called beings and dismissed outsiders are not negatively affected, though they may be irritated or grateful to the caster of the wave depending on circumstance.

Weapon WardAbjurationLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 hour

By calling on ancient laws of form and symbolism, you are able to become virtually invulnerable to a variety of weapon attacks. You gain damage reduction equal to your caster level, but only against one kind of weapon attack, that is: Slashing, Piercing or Bludgeoning. The other two types are both unaffected by the damage reduction. As ever, magic weapons with enhancement bonuses also ignore the damage reduction. It is only possible to have one casting of this spell in effect at any one time; further castings, even if from a scroll or other magic item, will have no effect.

For example: Hengler is a 12th level wizard who casts weapon ward to gain damage reduction against slashing weapons. He acquires ‘damage reduction 12/piercing or bludgeoning’ for the next hour. Trusting the infantry regiment not to think of hitting him with anything other than their swords, he wades into them, his quarterstaff snapping out to crack a skull here, smash a kneecap there.

Material Component: A gold spear, sword or mace (depending on the type of damage to which you wish to become resistant) worth 100gp.

WeaponbaneAbjurationLevel: Sor/Wiz 7Components: V, S, MCasting Time: 1 standard actionRange: TouchTarget: You or creature touched

Duration: 1 minute/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

When you cast this spell, you must choose a type of weapon damage (slashing, piercing or bludgeoning). You, or the creature to you bestow this spell upon, enjoy utter immunity to attacks from physical weapons of the chosen type. Brilliant energy weapons bypass this defence, and the immunity is only to the weapon itself. Bonus damage from any source, such as high Strength, magical enchantments or feats still gets through. This damage is considered nonlethal, regardless of its original source.

Because the chosen weapon type does not penetrate this defence itself, any special effects carried by the weapon fail to affect you if they are dependent on infl icting real damage. Thus, wounding does not apply on strikes from the chosen weapon, poisons are not transferred and critical threats from the chosen weapon type cannot confi rm. The Games Master is free to allow or disallow other effects on a case-by-case basis.

Material Component: A piece of a metal shield and a drop of honing oil.

WeatherblindnessEnchantment (Charm) [Mind-Affecting]Level: Brd 3, Clr 4, Sor/Wiz 4Components: V, SCasting Time: 1 standard actionRange: Long (400-ft. + 10-ft./level)Target: One creature/levelDuration: 1 hour/levelSaving Throw: Will negatesSpell Resistance: Yes

The victims of weatherblindness believe that the weather is always relatively pleasant and not at all dangerous. They perceive a howling hurricane as a light breeze, a torrential downpour as a spot of rain and a tidal wave as a mild swell in the ocean. The spell does not prevent the victims from seeing obvious dangers (an iceberg is always an iceberg), but they assume the weather and conditions are always as good as possible. This can have disastrous consequences if the victims are sailing a ship…

Web BindConjuration (Creation)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)

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Target: One creature Duration: 1 round/2 levels Saving Throw: Refl ex partialSpell Resistance: Yes

With a quick gesture and a few skittering, guttural words, the caster causes a jet of webbing to erupt from his hand, wrapping an unlucky target in thick, rope-like strands of sticky silk. A victim who is enveloped is rendered immobile and may take no action other than attempting to struggle free of the binding – breaking loose requires a successful Strength check against the spell’s save DC. The sticky strands which bind the character also severely restrict his ability to breathe and he must begin saving against suffocation (per the rules in the DMG) in the second round of the spell’s duration.

The target of the spell is allowed a Refl ex save; if successful he is not immobilised and need not save against suffocation, but is considered entangled for the duration of the spell. An entangled character moves at half speed, cannot run or charge and suffers a -2 penalty to attack rolls and a -4 penalty to Dexterity. An entangled spellcaster must succeed at a Concentration check (DC 15 + the spell’s level)

or lose the spell. A successful Strength check (at the Refl ex save DC -2), will free the victim from entanglement. Material Component: A length of woven spiderweb.

Web WalkingTransmutationLevel: Drd 1, Rgr 1, Sor/Wiz 1Components: V, S, M/DFCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

With this simple spell, you can move within or through any area of webs as if the silken strands did not exist. This includes those created by a web spell or natural webs created by spiders. Note that if you are still within the confi nes of the webs when the duration of web walking expires, you are automatically trapped within.

Material Component: A spider, living or dead.

Web WhipConjuration (Creation)Level: Sor/Wiz 1

Components: V, S, MCasting Time: 1 swift actionEffect: Creates a whip from strands of webbingDuration: 1 round/2 levelsSaving Throw: NoneSpell Resistance: No

When this spell is cast, a thick length of woven spider’s webbing appears from the caster’s palm. This strand of webbing is thick, strong and fl exible enough to function as a very effective whip. The caster wields this whip as though he possessed the Exotic Weapon Profi ciency (whip) feat. The whip deals normal damage and can be used normally against beings with an armour bonus of +1 or lower, or a natural armour bonus of +3 or lower, but is otherwise identical in function to a normal whip.

Should the caster wish, he can use the natural stickiness of the whip to ensnare objects, tearing them from his victim’s grasp. The caster can attempt a disarm attack and does not provoke an attack of opportunity when doing so. For the purposes of the disarm check, the caster is considered to be wielding a two-handed weapon. If the check is failed, the caster can immediately end the spell, so as to avoid a retaliatory disarm attempt.

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Material Component: A strand of spider’s web woven into rope.

Whispers of the MindEnchantment (Compulsion, Mind-Affecting)Level: Brd 2Components: V, S Casting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One targetDuration: Concentration (up to 1 round/level)Saving Throw: Will negatesSpell Resistance: Yes

You can hijack a target’s voice, causing them to speak the words of your choosing. This does not give you control of their actions. Each round you can make them utter one statement of your choosing. The target may make a Will save to negate the effect.

The target may make a Spellcraft skill check (DC 20) to determine that his utterances originate from a compulsion spell. Anyone using a detect magic spell will see that the bard and the target both have some kind of magical effect around them. This spell lasts for as long as the bard concentrates. However, the bard cannot maintain this spell for more than one round per caster level.

Wielder’s EaseTransmutationLevel: Clr 1, Pal 1, Sor/Wiz 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Weapon touchedDuration: 1 minute/levelSaving Throw: Will negates (harmless, object)Spell Resistance: Yes (harmless, object)

You lighten the target weapon, allowing creatures to wield it as if it were one size category lighter for them. Thus, a great sword (normally a two-handed weapon) could be wielded in one hand or a battleaxe could be wielded as a light weapon. The weapon’s base damage is unchanged, and penalties for us ing a weapon made for a different size of wielder still apply.

Wind ArmourEvocation [Air]Level: Brd 2, Drd 2, Sor/Wiz 2Components: V, S, M/DFCasting Time: 1 standard actionRange: TouchTarget: Creature touchedDuration: 1 minute/level (D)

Saving Throw: Refl ex negates (harmless)Spell Resistance: Yes (harmless)

Strong, swirling winds surround the target creature, granting it a defl ection bonus to AC of +4 against melee attacks and of +6 against ranged weapon attacks. The target suffers a –2 penalty to its own ranged weapon attacks. In addition, the winds are strong enough that the creature takes damage from falling as if the height were 10 feet shorter.

Material Component: A thin piece of paper.

Wind BindingsEvocation [Air]Level: Clr 5, Drd 5, Sor/Wiz 5Components: V, S, M/DFCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Target: One creatureDuration: 1 round/level (D)Saving Throw: SpecialSpell Resistance: YesA storm-like force presses on the target from all sides, keeping it from moving. The creature can make a Strength check (DC 18) to move at half speed each round. While the wind holds it in check, the creature suffers a –2 to all its attack rolls and saving throws. You can direct the wind’s strength from any direction, even up and down, and the creature must make Fortitude save to avoid being moved 10 feet in that direction. If the creature is moved upwards or in a way that it is not touching the ground, it cannot attempt to move or resist any further movement by the caster. Spellcasters trapped like this must roll a Concentration check (DC 15 + spell’s level) or lose any spell they try to cast. Huge creatures gain a +2 to their checks and saving throws, while Gargantuan and Colossal creatures are not affected.

Material Component: Iron fi lings..

Wind Borne SongsTransmutationLevel: Brd 1Components: V, S, F (optional)Casting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

Wind borne songs doubles (2x) the area of effect of your next bardic music effect. This doubling stacks normally with any other extending effect; so another doubling increases the area of effect by 3x and so on. It is not possible to stack multiple wind borne songs

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spells, although this spell does stack with song of the tempest and thunder’s song. The maximum possible range extension using all three songs is 13x the usual area of effect.

The extended range drops as soon as wind borne songs ends, even if the bard is maintaining his bardic music.

Focus: If the performance mode that the bard uses requires an instrument, that instrument must be a masterwork tool to use this effect.

Wings of WrathTransmutationLevel: Sor/Wiz 3Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level

You create two massive bat-like wings on your back. These wings have a wingspan equal to twice your height and are shrouded in harmless black fl ames. While the wings last, they grant you basic fl ight (40 feet, poor manoeuvrability) and provide a +2 defl ection bonus to your Armour Class. In any round when you are not relying on the wings for fl ight, you may make a wing buffet attack with them. This melee attack strikes with a base attack bonus equal to your caster level, deals 1d8 plus your caster level in bludgeoning damage (maximum +10) and the wings are considered a reach weapon.

Material Component: A strip of skin from a bat’s wing, a swan’s feather, a drop of pitch, and a 50 gold piece onyx.

WitheringNecromancy [Age, Temporal]Level: Sor/Wiz 8Component: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Area: 60 ft. radius burstDuration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: Yes

This horrendous spell ages every living thing in the area. All living things in the area of this effect are aged 1d4 years per caster level (maximum 20d4) in the blink of an eye. The caster cannot age himself using this spell.

Material Component: The branch of a 100-year-old elm tree.

Word of Warding IAbjuration [Focused]Level: Sor/Wiz 1Components: VCasting Time: 1 standard action (see text)Range: Close (25 ft. + 5 ft./2 levels)Target: Target spellDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

This is a special form of castable counterspell, useful because it works to counter any spell of its own level or lower. Word of warding can be cast as a normal spell or it can be used as the spell spent during a standard counterspelling action. It can also simply be used as the spell spent during a standard counterspelling action. Outside of a counterspell context, this spell has no real effect and does nothing visible if cast normally.

Word of warding, if defaulted to, is the only action the caster can take in the given round. This action is treated as spellcasting and provokes an attack of opportunity. Counterspelling with word of warding is treated exactly like using the spell dispel magic to do so with one important difference. When rolling the caster level check, you gain a bonus equal to your Charisma modifi er.

Focused Effect: A successful counterspelling attempt infl icts your caster level in nonlethal damage to the originator of the countered spell.

Word of Warding IIAbjuration [Focused]Level: Sor/Wiz 2

As word of warding I, save that it acts to counter spells of 2nd level or lower.

Word of Warding IIIAbjuration [Focused]Level: Sor/Wiz 3

As word of warding I, save that it acts to counter spells of 3rd level or lower.

Word of Warding IVAbjuration [Focused]Level: Sor/Wiz 4Range: Medium (100 ft. + 10 ft./level)

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As word of warding I, save that it acts to counter spells of 4th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VAbjuration [Focused]Level: Sor/Wiz 5Range: Medium (100 ft. + 10 ft./level)

As word of warding I, save that it acts to counter spells of 5th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VIAbjuration [Focused]Level: Sor/Wiz 6Range: Medium (100 ft. + 10 ft./level)

As word of warding I, save that it acts to counter spells of 6th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VIIAbjuration [Focused]Level: Sor/Wiz 7Range: Long (400 ft. + 40 ft./level)

As word of warding I, save that it acts to counter spells of 7th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding VIIIAbjuration [Focused]Level: Sor/Wiz 8Range: Long (400 ft. + 40 ft./level)

As word of warding I, save that it acts to counter spells of 8th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

Word of Warding IXAbjuration [Focused]Level: Sor/Wiz 9Range: Long (400 ft. + 40 ft./level)

As word of warding I, save that it acts to counter spells of 9th level or lower and has an improved range as noted above. In addition, counterspelling with this spell acts as greater dispelling.

WoundNecromancyLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One creatureDuration: 2 rounds/levelSaving Throw: NoneSpell Resistance: Yes

This necromantic spell pours a minute amount of negative energy into a subject, accelerating injuries to living tissue and making wounds more serious. Even a small knife wound can be made to bleed more heavily, the fl esh around it turning septic as the spell works its dark magic.

A ranged touch attack must be made against the subject. If successful, the subject will lose one extra hit point every time it takes damage from any source, for the duration of the spell. This spell has no effect on undead, constructs or outsiders.

Material Component: Bladed weapon buried with a corpse.

WraithformIllusion (Shadow)Level: Sor/Wiz 3Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Touched willing creature and its equipmentDuration: 1 minute/level (D)Saving Throw: NoneSpell Resistance: No

You can make the subject of this spell partially in-substantial, in truth making them only one-fi fth real.

Being wraithformed has several effects:

* While in wraithform, the creature only has one-fi fth of their normal hit points, however they only suffer one-fi fth the normal damage from non-magical attacks.

* In addition, non-magical attacks suffer a 40% miss chance versus the wraithformed creature, whereas silvered and magical weapons of +1 or better enchantment only have a 20% miss chance.

* Even when hit by magic or a magic weapons, the wraithformed creature has a 20% chance to

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ignore any damage from a corporeal source. The exceptions to this rule are spells with the force descriptor or weapons with the ghost touch special property or other equivalents.

* Individually targeted spells have a 20% chance to fail against the wraithformed creature.

* When wraithformed, the creature is consid ered to be one-fi fth its normal weight.

* Wraithformed creatures suffer only one-fi fth the normal damage from falling.

* While in wraithform, the creature can attempt to slip through holes and openings that are three size categories smaller than their normal size. Thus a fi ve foot tall elf under the wraithform spell could pass through a one-foot by one-foot opening without problem.

* Wraithformed creatures have their normal movement rate, can enter water and other liquids and are affected by winds.

* There is only a 20% chance that wraith formed creatures leave behind footprints, their scent or make a sound while moving.

* Finally, when wraithformed, the creature may not cast spells that have material components.

Wretched Excess NecromancyLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures within a 20 ft. of each otherDuration: 1 round/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

A wretched excess spell causes a magical queasiness to come upon a number of Hit Dice of creatures equal to the caster’s level. Creatures with the fewest Hit Dice are affected fi rst. Among those with equal Hit Dice, creatures closer to the spell’s point of origin are affected fi rst. Hit Dice which are not suffi cient to affect a creature are wasted.

Those who succumb to the spell are nauseated for a single round and cannot attack, cast spells, concentrate on spells or do anything else requiring attention. They may only take a move action during the round of effect. For the remainder of the spell’s duration, they are sickened, suffering a -2 penalty to attack rolls, saving throws, skill checks and ability checks.

For example, a wretched excess spell is cast at a Tiny monstrous spider (½ Hit Die), two drow warriors (1 Hit Die each) and an ogre (4 Hit Dice), by a 5th level caster. The monstrous spider and the two drow warriors are affected (½ + 1 + 1 = 2½ Hit Dice) but the ogre is not, since its 4 Hit Dice are more than what the spell can affect. The same spell cast at the same targets by a 7th level caster would affect all the targets, since the total number of Hit Dice he may affect is higher than the combined Hit Dice of the creatures.

A remove paralysis spell will cancel the effects of wretched excess, as will delay poison or any other spell or spell-like effect which removes poison. Beings that are immune to magical poisons are likewise immune to the effects of wretched excess, though their Hit Dice count against the spell’s total as normal. Wretched excess does not target unconscious creatures, plants, constructs or undead creatures.

Material Components: A gourd of alcoholic beverage, a hunk of rich food and a pinch of tobacco or other recreational drug.

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Xenophobic RageEnchantment (Compulsion) [Mind-Affecting]Level: Clr 8, Sor/Wiz 7Components: V, S, DFCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: 1 Medium or smaller humanoid/4 levelsDuration: 1 hour/level (see text)Saving Throw: Will partial (see text)Spell Resistance: Yes

You sow chaos by drawing upon the secret fears of the target(s) to make them instantly aggressive to anyone not of their own race. Elves will not attack elves, but they do attack the nearest dwarf, halfl ing, gnome or human without pause. You give the target an ‘us against them’ mentality where anyone of their own race is ‘us’ and every other creature is ‘them’ and deserving of a deep-seated feeling of hatred and rage. The targets use all of their skills to the best of their ability to destroy their enemies (which basically include anyone not of their own race).

This potent enchantment lasts for up to 1 hour/level and cannot be removed with a dispel magic spell. A break enchantment, heal, limited wish, wish, miracle or similar magic must be used to bring the spell to an early end. Those targets fortunate enough to make their Will saves are still affected as if by a confusion spell for 1 round/level.

Yellow SmokeConjuration (Creation)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Cloud spreads in 20-ft. radius, 20 ft. highDuration: 1 round/levelSaving Throw: Fortitude negates; see textSpell Resistance: No

Yellow smoke creates a bank of fog similar to that created by stinking cloud, except that the vapours are sickening. Living creatures in the cloud become sickened. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened character.) A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks and ability checks. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

Yellow smoke can be made permanent with a permanency spell. A permanent yellow smoke dispersed by wind reforms in 10 minutes.

Material Component: The crushed petals of a carrion fl ower.

Zombie to GhoulNecromancy [Evil]Level: Sor/Wiz 6Components: V, S, MCasting Time: 1 roundRange: TouchTarget: One zombieDuration: InstantaneousSaving Throw: Will negatesSpell Resistance Yes

The caster touches a single zombie, which must then attempt a Will save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghoul.

Material Components: A bone from a ghoul and a black onyx gem worth at least 100gp.

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Speed: Same as base creature x1.5 (10 feet per round minimum). In the Spirit World, the spirit retains all of the base creature’s movement modes, but when projecting or manifesting in the Prime Material Plane, it gains a fl y speed equal to its normal speed with perfect manoeuvrability.

AC: Same as base creature with a +1 natural armour bonus. Note that the spirit is incorporeal when only projecting (see below). When incorporeal, the spirit has no natural armour bonus but gains a defl ection bonus equal to its Charisma modifi er (minimum +1).

Attacks: The spirit retains all the attacks of the base creature. The spirit can only attack creatures on the same plane of existence.

Damage: The same as base creature when attacking opponents on the same plane, but the spirit cannot deal physical damage at all against creatures on a different plane, or when it is projecting and incorporeal.

Special Attacks: The spirit retains all the special attacks of the base creature, although those relying on physical contact do not affect creatures on a different plane. Depending on the spirit’s spell level (see below), it can gain one of the following special attacks. Saves have a DC of 10 + spirit’s spell level + spirit’s Wisdom modifi er unless noted otherwise.

Manifest (Sp): Spirits with the manifest spell-like ability can breach the walls between worlds and assume a physical form in the material world. When they do so, they are vulnerable to all attacks and effects, but they can also use their powers and abilities in full against any target. Manifesting in the material world is a full-round action, but returning to the Ethereal Plane or the Spirit World (spirit’s choice) is a free action. It can maintain this state for 10 minutes per spirit’s spell level, and can do it once per month per spell level. Spirits of spell level 4+ possess this ability.

Possession/Inhabitation (Sp): Some spirits can visit the Prime Material Plane by ‘riding’ their material anchor, which means that they can possess animals or inhabit plants, objects and natural phenomena. They travel from the Spirit World and exist fully in the material world, but are limited by the capacities of the body in which they reside. While possessing or inhabiting, spirits can only use spell-like abilities with a personal range or that only target themselves. Spirits replace their host’s Intelligence, Wisdom and Charisma scores as well as its saving throw bonuses and will act accordingly. Characters able to see spirits or invisible creatures will see the

APPENDIXThe following appendix is a comprehensive list of all the monsters examples, skills, feats and mechanics referred to in the spell descriptions.

New Monster Type: SpiritAll spirits belong to the Spirit monster type. Creatures with this type are the spiritual manifestation of a creature, a person, an object or even an idea. They exist almost exclusively in the transitive plane known as the Spirit World, though some can manifest in the physical world. All spirits are intelligent to some degree, even if theirs is an alien mindset.

Features: A spirit has its features determined by its creation through the spirit template (see below). Spirits are always a manifestation of the divinity of nature and not a regular type of monster.

Traits: A spirit possesses the following traits (unless otherwise noted in the creatures entry)

* Darkvision out to 120 feet.

* Immunity to poison, paralysis, stunning, disease and death effects.

* Not subject to critical hits, nonlethal damage or death due to massive damage.

* Destroyed when reduced to zero hit points, though many spirits reform in the Spirit World, the Ethereal or Astral Planes.

* Spell Resistance equal to 15 + spirit’s spell level.

Spirit Template‘Spirit’ is a template that can be added to any creature except to undead. The creature (from now on referred to as the ‘base creature’) becomes a kind of spirit that can be determined by its original type, but its type nonetheless changes to ‘Spirit’ and it does not gain the augmented subtype. It otherwise uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Change to d8, same as base creature +1 HD per spell level.

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spirit’s image superimposed on the host’s. In the Spirit World, the spirit is considered to be incorporeal. Other spirits can see its transparent image, but cannot harm it directly. Spirits can possess/inhabit a host for a day per spell level, and cannot do so again until a month has passed. Ideal and ancestor spirits do not have this ability. Spirits of spell level 7+ possess this ability.

Projection (Su): The spirit can project its presence into the Prime Material Plane as a move action, rather than manifesting completely. It becomes visible, but incorporeal. It can maintain this state for 10 minutes per spirit’s spell level and can do it twice per week per spell level. Projecting when summoned by a shaman does not count against a spirit’s maximum times, because it is the shaman’s power that calls them. Spirits unable to project or manifest on their own can still do so when summoned by shamanic abilities. Spirits of spell level 2+ possess this ability.

Spell-like Abilities: The spirit can use a number of spell-like abilities determined by its Domain and spell level (see below). It knows all spells in its Domain plus 1d6 additional spells, none of them higher than its spell level. The spirit uses its spell-like abilities as a spellcaster of the minimum shaman level needed to cast it. For example, a strife spirit of moderate power

Spell-like Ability Use FrequencySpell’s LevelSpell’s Level

Spirit’s Spirit’s Spell Spell LevelLevel

11 22 33 44 55 66 77 88 99

1 1/day - - - - - - - -

2 2/day 1/day - - - - - - -

3 3/day 2/day 1/day - - - - - -

4 1/hour 3/day 2/day 1/day - - - - -

51/10 mins

1/hour 3/day 2/day 1/day - - - -

61d4+1 rnds

1/10 mins

1/hour

3/day 2/day 1/day - - -

7At will

1d4+1 rnds

1/10 mins

1/hour 3/day 2/day 1/day - -

8At will

At will

1d4+1 rnds

1/10 mins

1/hour

3/day 2/day 1/day -

9At will

At will

At will

1d4+1 rnds

1/10 mins

1/hour

3/day 2/day1/day

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(Spell Level 4) belongs to the Chaos Domain, and can cast chaos hammer as a 7th level shaman. The number of times it can use each of the spells in its list depends on its power and the spell’s own level as described in the table above.

Special Qualities: The base creature replaces any special qualities granted by its original monster type by the ones from the spirit type.

Domain Spells: All spirits belong to a Domain, either from the cleric lists in PHB or the ones in any other fantasy d20 book. This allegiance determines not only the spells they have access to as spell-like abilities and as a spell pool for shamans, but also indicates the kind of gods they are pledged to. Choose a Domain that fi ts the kind of spirit.

Grant Power (Su): The spirit can share all spells it knows as well as its Domain’s granted power with any creature with shamanic abilities, as described in the shaman class description. (see Encyclopaedia Divine: Shaman)

Material Anchor (Su): The spirit is bound to a creature, place, object or natural phenomenon according to its nature. A wolf spirit is bound to a wolf in the material world, while a justice spirit may be bound to a hall of justice or a holy sword. Whether this anchor moves or not, the spirit cannot separate from it by more than 30 feet per the spirit’s spell level in the corresponding space in the Spirit World. It can spy into the Prime Material Plane in a 60 foot radius around the physical anchor. Spirits without a physical anchor need a shaman if they want to know what happens in the material world. By becoming a shaman’s ally, the spirit gains the ability to move away from its anchor as long as it remains within 60 feet from the shaman. It can teleport at will between its anchor and the shaman’s side. Spirits of spell level 7+ do not need an anchor, but may have one nonetheless.

Reform (Su): When the spirit is slain in any other plane than the Spirit World, it can roll a Fortitude save (DC 20) to reform itself at the rate of 3 hit points per week, reappearing in the place in the Spirit World corresponding to their material anchor when they have healed their full hit points. Destroying or heavily damaging the anchor before the spirit reforms destroys it for good. Spirits of spell level 4+ possess this ability.

Spell Level: In relation with Domain allegiance, the power of a spirit is measured by the highest spell level it can cast from its Domain list. The spirit’s spell level

is chosen arbitrarily and has no relation to the base creature’s HD or any other original characteristic. It determines all DCs for skill checks against the spirit, and some of the DCs to save from the spirit’s powers. For example, the checks for dealing with a spirit with spell level 4 have a DC of 14 (10 + spell level), 19 (15 + spell level) or 24 (DC 20 + spell level) depending on the ability, rite or favour asked of it.

Spirit Type (Ex): The spirit has a type modifi er indicating an association with the base creature’s original type, but this does not mean that the spirit shares the characteristics of that base creature. These descriptors serve only to determine what kind of magic can work against a given spirit. For example, a deer spirit has the Spirit type, and the Animal subtype between parentheses. Most of the subtypes correspond to existing monster types, but this does not mean that a ranger can use his favoured enemy bonuses against such spirits; he must choose Spirit as a favoured enemy type.

Any spell, supernatural or spell-like ability that specifi cally targets creatures with the Spirit type affects spirits normally. Additionally, spirits receive a +4 resistance bonus to all saving throws against effects that target the subtype. For example, a 3rd level druid with Wisdom 15 casts hold animal on a manifested lion spirit (Large Spirit, Animal subtype). As spirits are only partially affected by magic that targets their subtype, the lion spirit only needs to roll 10 to negate the spell’s effect (DC 10 + spell level + Wisdom modifi er).

The following are the subtypes found among spirits, and what they mean.

* Ancestor: Ancestor spirits are memories of persons who have passed on but linger to watch over their mortal kin. Base creature types: Undead (with restrictions), Humanoid, Monstrous Humanoid and any creature with class levels and Intelligence above 4.

* Animal: Animal spirits, such as fox, boar or any other creature that walks the earth. Base creature types: Animal, Magical Beast and Vermin.

* Construct: The spirits of objects and tools have the Construct subtype, as they respond to magic which affects built things. Base creature types: Construct. For common objects, use the animated object statistics found in the MM.

* Elemental: Elemental spirits correspond to the Elemental Planes as normal elementals do.

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Base creature types: Dragon, Elemental and Outsider. Elemental spirits also have the subtypes corresponding to their elemental natures: Air, Earth, Fire and Water. Special elemental spirits may also have descriptors: Cold and Electrical.

* Ideal: The more esoteric of the spirits have this subtype, and represent the spiritual embodiment of abstract ideas and concepts. Base creature types: Any. Ideal spirits also have the subtypes corresponding to the origin of the idea: Chaos, Evil, Good and Law.

* Nature: Nature spirits include animae such as moonlight spirits, river spirits or dew spirits. Base creature types: Elemental, Fey, Giant and Plant. Nature spirits can have the same modifi ers as elemental spirits (Air, Earth, Fire, Water, Cold and Electricity).

* Plant: Plant spirits are mostly static and dormant. Base creature types: Plant. For normal plants, consider their base HD to range from 1 to 4, depending on size.

There are, of course, exceptions to the rules. The spirit template could be applied to a gold dragon to make an ancestor spirit, or to a demon to personify a particularly evil storm spirit. Legend spirits are unique creatures, akin to the highest of celestials and fi ends. They have no subtypes and should be handled individually.

Saves: Same as the base creature except Will, which adds half the spirit’s spell level.

Abilities: Strength, Dexterity and Constitution are the same as the base creature plus one half the spirit’s spell level. Wisdom, Intelligence and Charisma are the same as base creature +1 per spirit’s spell level. If the base creature’s Wisdom score is less than 10, its new score equals 10 + spirit’s spell level. Nonabilities and scores of 0 become 10.

Skills: Same as the base creature, and spirits receive a +4 racial bonus to Knowledge (arcana, religion and the planes), +2 to Bluff, Sense Motive and Survival and +1 to Spot. Spirits also have additional skill points equal to 2 + Int modifi er per spell level.

Feats: Same as the base creature, +1 for every three spell levels.

Climate/Terrain: Any land and underground

Organisation: Solitary, gang (2-4) or mob (7-12)

Challenge Rating: Same as the base creature, +2 per three spell levels.

Treasure: None

Alignment: Any neutral

Advancement: Spirits advance by spell level, not in HD.

Spirit Advancement TableSpirit’s Spell Spirit’s Spell LevelLevel

Special Attacks / Qualities Special Attacks / Qualities AvailableAvailable

Additional FeatsAdditional FeatsAdditional Skill Additional Skill PointsPoints

CRCR

1

Grant power, Spirit type, material anchor, domain, spell-like abilities

+1 2 + Int +2

2 Projection +1 4+ (Int x 2) +2

3 - +1 6+ (Int x 3) +2

4 Manifest / Reform +2 8+ (Int x 4) +4

5 - +2 10 + (Int x 5) +4

6 - +2 12 + (Int x 6) +4

7Freedom from anchor, Possession/Inhabitation

+3 14 + (Int x 7) +6

8 - +3 16 + (Int x 8) +6

9 - +3 18 + (Int x 9) +6

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Monsters from the Spell Descriptions

Mongoose (‘Monte’)Tiny AnimalHit Dice: 1/2d8+2 (4 hp)Initiative: +1Speed: 20 ft (4 squares)Armour Class: 13 (+1 Dex, +2 size), touch 13, fl at-footed 12Base Attack/Grapple: +0/-12Attack: Bite +3 melee (1d3-4)Full Attack: Bite +3 melee (1d3-4)Space/Reach: 2 ½ ft./0 ft.Special Attacks: Racial enemy (snakes) +2Special Qualities: Low-light vision, scentSaves: Fort +4, Ref +3, Will +2Abilities: Str 3, Dex 12, Con 15, Int 2, Wis 14, Cha 5Skills: Listen +4, Spot +4, Survival +6Feats: Alertness, Weapon FinesseB

Environment: Mongoose TowersOrganisation: Domesticated or solitaryChallenge Rating: ¼Treasure: NoneAlignment: Always neutralAdvancement: —Level Adjustment: —

The statistics above represent the common domesticated mongoose, such as ‘Monte’ the house mascot.

CombatA mongoose is ferocious in battle and rarely backs down from a fi ght.

Racial Enemy (Snakes) +2 (Ex): All mongoose hate snakes. They receive a +2 racial bonus to all Listen, Spot and Survival checks in the pursuit and hunting of snakes. Additionally, they gain a +2 racial bonus to all attack and damage rolls against snakes.

Skeleton Mongoose ‘Monte of the Dead’ V1This represents Monte’s statistics when raised as a skeleton by animate animal.

Tiny UndeadHit Dice: 1/2d12 (3 hp)Initiative: +5Speed: 20 ft (4 squares)Armour Class: 14 (+2 Dex, +2 size), touch 14, fl at-footed 12Base Attack/Grapple: +0/-12Attack: Bite +0 melee (1d3-4)

Full Attack: Bite +0 melee (1d3-4)Space/Reach: 2 ½ ft./0 ft.

Special Attacks: —Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traitsSaves: Fort +0, Ref +2, Will +2Abilities: Str 3, Dex 14, Con —, Int —, Wis 10, Cha 1Skills: —Feats: Improved InitiativeB

Environment: Cellar of Mongoose Towers, where

Gareth Hanrahan is chained to a computer.O r g a n i s a t i o n : Domesticated or solitary

Challenge Rating: 1/5

Treasure: NoneAlignment: Always neutral

evilAdvancement: —Level Adjustment: —

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Zombie Mongoose ‘Monte of the Dead’ V2This represents Monte’s statistics when raised as a zombie by animate animal.

Tiny UndeadHit Dice: 1d12+3 (9 hp)Initiative: +0Speed: 20 ft (4 squares)Armour Class: 12 (+2 size), touch 12, fl at-footed 12Base Attack/Grapple: +0/-11Attack: Bite -1 melee (1d3-3)Full Attack: Bite -1 melee (1d3-3)Space/Reach: 2 ½ ft./0 ft.Special Attacks: —Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., single actions only, undead traitsSaves: Fort +0, Ref +0, Will +2Abilities: Str 5, Dex 10, Con —, Int —, Wis 10, Cha 1Skills: —Feats: ToughnessB

Environment: Mongoose Towers, following Matthew Sprange aroundOrganisation: Domesticated or solitaryChallenge Rating: ¼Treasure: NoneAlignment: Always neutral evilAdvancement: —Level Adjustment: —

Skeleton PseudodragonAnimate skeleton (see pg. 40) could be used to animate this skeleton pseudodragon if the caster was at least 2nd level.Tiny UndeadHit Dice: 2d12 (13 hp)Initiative: +7Speed: 15 ft. (3 squares)Amour Class: 19 (+3 Dex, +4 natural, +2 size), touch 15, fl at-footed 16Base Attack/Grapple: +1/-9Attack: Sting +1 melee (1d3-2)Full Attack: Sting +1 melee (1d3-2) and bite -4 melee (1)Space/Reach: 2 ½ ft./0 ft. (5 ft. with tail)Special Attacks: —Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traitsSaves: Fort +0, Ref +3, Will +3Abilities: Str 6, Dex 17, Con —, Int —, Wis 10, Cha 1Skills: —Feats: Improved InitiativeB

Environment: Temperate ForestsOrganisation: SolitaryChallenge Rating: 1Treasure: NoneAlignment: Always neutral evilAdvancement: —Level Adjustment: —

Zombie BasiliskAnimate zombie (see pg. 40) could be used to animate this zombie basilisk if the caster was at least 6th level.Medium UndeadHit Dice: 12d12+3 (81 hp)Initiative: -2Speed: 20 ft. (4 squares)Armour Class: 17 (-2 Dex, +9 natural), touch 8, fl at-footed 17Base Attack/Grapple: +6/+9Attack: Bite +9 melee (1d8+4)Full Attack: Bite +8 melee (1d8+4)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., single actions only, undead traitsSaves: Fort +4, Ref +2, Will +8Abilities: Str 17, Dex 6, Con —, Int —, Wis 10, Cha 1Skills: —Feats: ToughnessB

Environment: Warm desertsOrganisation: SolitaryChallenge Rating: 4Treasure: NoneAlignment: Always neutral evilAdvancement: —Level Adjustment: —

8 Animated PawnsThese chess pieces are enlarged and can fi ght for you when you cast entourage of pawns (see pg. 98)Medium ConstructHit Dice: 2d10+20 (31 hp)Initiative: +0Speed: 30 ft. (6 squares)Armour Class: 16 (+4 natural, +2 shield), touch 10, fl at-footed 16Base Attack/Grapple: +1/+2Attack: Longsword +2 melee (1d8+1, 19-20)Full Attack: Longsword +2 melee (1d8+1, 19-20)Space/Reach: 5 ft./5 ft.Special Attacks: —Special Qualities: Construct traits, damage reduction 8/-, darkvision 60 ft., low-light vision.

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Saves: Fort +0, Ref +0, Will -5Abilities: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1Skills: —Feats: —Environment: AnyOrganisation: Set of 8Challenge Rating: 2Treasure: NoneAlignment: Always neutralAdvancement: —Level Adjustment: —

Shadow BeastThis quasi-real beast is created whenever you cast shadow beast (see pg. 182)Large Outsider (Extraplanar)Hit Dice: 8d8+24 (60 hp)Initiative: +5Speed: 60 ft. (12 squares)Armour Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, fl at-footed 15Base Attack/Grapple: +8/+16Attack: Bite +12 melee (1d10+6)Full Attack: Bite +12 melee (1d10+6)Space/Reach: 10 ft./5 ft.Special Attacks: Frightening presenceSpecial Qualities: Blindsight 30 ft., damage reduction 10/magic, darkvision 60 ft., scent, telepathy, walk on airSaves: Fort +9, Ref +11, Will +7Abilities: Str 18, Dex 21, Con 17, Int 2, Wis 13, Cha 6Skills: Hide +12, Listen +12, Move Silently +16, Spot +12Feats: Endurance, Run, Weapon Finesse Environment: — (created from planar material)Organisation: SolitaryChallenge Rating: — Treasure: NoneAlignment: Always neutralAdvancement: —Level Adjustment: —

Indistinct in shape and form, this large beast lowers its massive jaws to bite you...

There is no true shadow beast creature; it is simply a creature of shadow magic drawn from the Plane of Shadow and given some rudimentary intellect.

CombatThe shadow beast follows the telepathic commands of the person who created it.

Frightening Presence (Su): It takes effect automatically when the shadow beast performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within 30 feet of the beast who witness the action must make a Will save (DC 12) or become shaken for 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the beast has. An opponent who succeeds at the saving throw is immune to that beast’s frightful presence for one day. The save DC is Charisma based.

Walk on Air (Ex): The beast can move over sandy, muddy or even swampy ground without diffi culty or decrease in speed. It can also move over water as if it were fi rm, dry ground. The beast can ride in the air as if it were fi rm land, so chasms and the like can be crossed without benefi t of a bridge. The beast cannot simply take off and fl y. It can only ride horizontally across the air. After 1 round in the air, the mount descends as per the end of a levitate spell.

Voracious Hel l Beetle SwarmThese terrible beasties are summoned in an uncontrolled fashion by the spell summon swarm of voracious hell beetles.

Diminutive Magical Beast (Extraplanar, Chaotic, Swarm)Hit Dice: 16d10+48 (136 hp)Initiative: +8Speed: 30 ft. (6 squares), climb 10 ft.Armour Class: 24 (+4 size, +4 Dex, +6 natural), touch 18, fl at-footed 20Base Attack/Grapple: +16/—Attack: Swarm (4d6 plus wounding)Full Attack: Swarm (4d6 plus wounding)Space/Reach: 10 ft./0 ft.Special Attacks: Distraction, woundingSpecial Qualities: Damage reduction 10/silver and good, detect magic, hive mind, immunity to fi re and weapon damage, see in darkness, swarm traitsSaves: Fort +13, Ref +14, Will +9Abilities: Str 1, Dex 18, Con 16, Int 4, Wis 15, Cha 11Skills: Hide +17, Listen +11, Spot +11Feats: Ability Focus (distraction), Dodge, Improved Initiative, Iron Will, Mobility Environment: InfernumOrganisation: Solitary, Murder (2-4 swarms)Challenge Rating: 10Treasure: NoneAlignment: Always lawful evilAdvancement: —Level Adjustment: —

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The click of carapace and pincers snapping rises to a fever pitch as a swarm of angry red beetles boil out of a portal to the Infernum…

Hell beetles are native to the Infernum, fi nding sustenance in the bodies of fallen demons and humans who that been sucked into that dread realm through a hellgout. A single hell beetle is the size of a gold coin and resembles a slicer beetle, with a reddish brown carapace and shorter but sharper pincers. In swarms, hell beetles form a collective hive mind intelligence devoted to their own voracious appetites.

CombatHell beetle swarms tend to be single-minded, concentrating on the fi rst victim it locates and continuing to slice at the opponent until only bite size morsels remain. It is cognisant of its own mortality though and will switch to opponents that are able to cause it damage with magical attacks. A hell beetle’s attacks are considered to be chaotically aligned and magical for the purpose of overcoming damage reduction.

Detect Magic (Sp): A hell beetle swarm has evolved over time to detect the presence of magic in its vicinity. If the swarm is targeted by any spell, it will immediately know who the source of the spell was if they are within 120 feet. This ability is equivalent to a 2nd level spell.

Distraction (Ex): Any living creature that begins its turn with a hell beetle swarm in its space much succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

See in Darkness (Su): A hell beetle swarm can see perfectly in darkness, even that created by the deeper darkness spell.

Wounding (Ex): Each round that a hell beetle swarm deals damage to an opponent, it will also deal 1 point of Constitution damage. If the creature attacked is currently nauseated, the swarm deals 2 points of Constitution damage.

New Skil l

Craft – Il lusion (Int)With this skill, an illusionist can become a master craftsman of illusions.

Check: An illusionist may use this skill to

attempt to make a masterwork illusion in conjunction with any of the listed crafted spells (fi gment, glamour, pattern and phantasm). The DC for this check is 20 + the illusion’s spell level. A successful check grants the spell a +1 DC to its Will disbelief saves. This bonus stacks with any other skill bonuses that may apply.

Action: Varies, as noted in the spell description, with masterwork illusions taking twice as long as indicated.

Try Again: Only by recasting the spell.

New Feat

Extra Familiar [Special ] You have the ability to summon more than one familiar.

Prerequisites: Must have the ability to Summon Familiar, Intelligence 13+ and Charisma 13+.

Benefi t: You have the ability to summon an additional familiar with the familiar summoning ritual. When determining the special abilities your familiars have

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access to, your effective master level is divided by the number of familiars you have, rounded down (minimum of 1).

Normal: You can only have one familiar.

Special: This feat may be taken a number of times equal to your primary spellcasting ability’s modifi er, each time allowing you the ability to summon an additional familiar.

Rules for Structures such as Ships and Castles

Structure Dice (SD) and Structure Points (sp)This characteristic, seen in the description of ships and other structures, gives the number and type of Structure Dice the construction has, together with any bonus structure points. Structure points are the construction equivalent of hit points and are used to track the damage a ship, tower or siege engine has taken. Under normal circumstances, ten full hit points worth of damage must be dealt to a

structure in order to deduct one structure point from its total. However, some weapons are capable of causing structural damage directly.

New Combat ConditionsDistracted: A distracted creature suffers a –2 penalty to any skill checks (with the exception of Concentration) they make while distracted. This effect forces spellcasters that are attempting to cast a spell to make a Concentration check against the DC of the pattern plus the level of spell they are casting in order to successfully cast the spell.

Fascinated: A fascinated creature is unable to take actions and suffers a –4 penalty to Spot and Listen checks. Any potential threat (such as an armed party member moving behind the fascinated creature) allows the creature another saving throw at –2 to the DC of the Will save. Any obvious threat, such

as casting a spell, drawing a sword or aiming an arrow, automatically

breaks the fascination, as does shaking or slapping the creature. A fascinated creature’s

ally may shake it free of the spell as a standard action.

Unbalanced: An unbalanced creature suffers a -1 penalty on attack rolls, loses half of his positive

Dexterity bonus to AC (rounded down, if any), moves at half speed and suffers –2 to any Strength, Dexterity and Constitution-based skills. Finally, enemies that attack him gain a +1 bonus to their attack rolls.

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Open Game License

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Defi nitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modifi cation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identifi ed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifi cally excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identifi ed as Product identity by the owner of the Product Identity, and which specifi cally excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affi x such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation

and/or You have suffi cient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identifi cation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip

David Culliford (order #1969295) 203.35.82.136

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Blindheim from the Tome of Horrors, Copyright 2002, Necromancer Games Inc.; Author Scott Greene, based on original material by Roger Musson.

Bleeding Horror from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Clark Peterson and Scott Greene.

Blight Magic, Copyright 2002, Mystic Eye Games

Book of Eldritch Might 1, Copyright 2001, Monte J. Cook

Broadsides! Naval Adventuring, Copyright 2001, Living Imagination, Inc.

Burok Torn: City Under Siege, Copyright 2002, White Wolf Publishing, Inc

Character Clip Art & Color Customizing Studio, Copyright 2002 Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and Illustrations by Larry Elmore.

Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing

Chaos Magic: Wild Sorcery, Copyright 2002, Mongoose Publishing

Cityworks Copyright 2003, Fantasy Flight Publishing, Inc.

Codex Arcanus, Copyright 2001, Paradigm Concepts

Constructs: It is Alive, Copyright 2002, Mongoose Publishing

Counter Collection: Undead Copyright 2004, Fiery Dragon Productions, Inc.Author and illustrator: Claudio Pozas. www.fi erydragon.com

Creature Collection Copyright 2000, Clark Peterson

Creature Collection 2: Dark Menagerie Copyright 2001, White Wolf Publishing, Inc.

Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.

Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.

Creatures of Freeport, Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis.

Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker.

Crimson Contracts - The Assassin’s Manifesto, Copyright 2002, The Brood, Published by Ambient Inc.

Crusades of Valor, Copyright 2002, Mongoose Publishing

Cry Havoc ©2003 Skip Williams. All rights reserved.

d20 Weekly August 28, 2002 Copyright 2002, Steve Jackson Games Incorporated.

Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

D20 Modern System Reference Document, copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

101 Arcane Spell Components Copyright 2002, Philip Reed, www.philipjreed.com

101 Mundane Treasures Copyright 2002, Philip Reed, www.philipjreed.com

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Copyright 2002, 2003 Philip Reed, www.philipjreed.com

A Complete Guide to Drow, Copyright 2002, Goodman Games

A Dozen Bothersome Spells Copyright © 2004 Michael Hammes. Published by Ronin Arts, www.roninarts.com.

A Dozen Disgusting Spells copyright © 2004 Michael Hammes, published by Ronin Arts – www.roninarts.com.

Aasimar & Tiefl ing: A Guidebook to the Planetouched, Copyright 2004, Green Ronin Publishing; Author Robert J. Schwalb.

Advanced Bestiary ©2004 Green Ronin Publishing, LLC.

Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals: Excalibur, Relics & Rituals: Olympus, and Strange Lands: Lost Tribes of the Scarred Lands all ©2004 White Wolf Inc.

Advanced Player’s Manual Copyright 2005, Green Ronin Publishing; Author Skip Williams.

Alchemy & Herbalists, Copyright 2002, Bastion Press

Ancestral Vault copyright 2003, Trident Inc. d/b/a Atlas Games; authors Christopher W. Dolunt and Chris Jones.

Ancient Kingdoms: Mesopotamia ©2004 Necromancer Games.

Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski.

Armies of the Abyss, Copyright 2002, Green Ronin

Arms and Armor v3.5, Copyright 2004, Bastion Press, Inc.

Battle Magic: The Eldritch Storm, Copyright 2002, Mongoose Publishing

Black Flags, Copyright 2002, Avalanche Press

Black Lightning Copyright 2002 Sean K Reynolds.

David Culliford (order #1969295) 203.35.82.136

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Encyclopaedia Arcane: Necromancy – Beyond the Grave Copyright 2001, Mongoose Publishing.

Everyone Else Copyright 2002, Ambient Inc.

Evil, Copyright 2001, Alderac Entertainment Group

Fading Suns: D20, copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon.

Fantasy Player’s Companion: Evokers – Weavers of Destruction copyright © 2004 Patrick Younts, published by Ronin Arts – www.roninarts.com.

Fell Beasts: Goblins, Copyright 2005, Dark Quest, LLC

Fey Magic: Dreaming the Reverie, Copyright 2002, Mongoose Publishing

Forbidden Arcana Copyright 2004 Michael Hammes and Philip Reed.

Forbidden Arcana: Burning Spellbooks, Copyright 2003 Philip Reed. Published by Ronin Arts, www.roninarts.com.

Forbidden Arcana: Eater of the Arcane Copyright 2003, Philip Reed, www.philipjreed.com

Forbidden Arcana: Kelust’s Tower copyright 2004 Michael Hammes and Philip Reed, published by Ronin Arts. www.roninarts.com

Forbidden Arcana: Lost Spells Copyright © 2003, Michael Hammes. Published by Ronin Arts www.roninarts.com.

Forbidden Arcana: Magical Diseases, Copyright 2003 Philip Reed. Published by Ronin Arts, www.roninarts.com.

Forbidden Arcana: Magical Foods Copyright © 2003, Michael Hammes. Published by Ronin Arts www.roninarts.com.

Forbidden Arcana: Magical Pipes and Tobacco Copyright © 2004, Michael Hammes. Published by Ronin Arts www.roninarts.com.

Forbidden Arcana: Necromantic Feats, Copyright 2003 Philip Reed. Published by Ronin Arts, www.roninarts.com.

Forbidden Arcana: Performance Magic Copyright © 2003, Michael Hammes. Published by Ronin Arts www.roninarts.com.

Forbidden Arcana: Potion Mixology Copyright © 2003, Michael Hammes. Published by Ronin Arts www.roninarts.com.

Forbidden Arcana: Wizards’ Spellbooks, copyright © 2004 Michael Hammes.

Freeport: The City of Adventure, Copyright 2002, Green Ronin Publishing

Giant Slicer Beetle from the Tome of Horrors, Copyright 2002, Necromancer Games Inc.; Author Scott Greene, based on original material by Gary Gygax.

d20 Weekly September 4, 2002 Copyright 2002, Steve Jackson Games Incorporated.

Dave Arneson’s Blackmoor: The Wizards’ Cabal by Dave Arneson, Dustin Clingman, Ari Marmell, Christopher Reed, Jeff Quinn, Harley Stroh, Copyright 2005 Zeitgeist Games, Inc. (contact [email protected], or see www.zeitgeistgames.com).©2005 Zeitgeist Games, Inc.

Dead Man’s Chest Copyright 2005 Necromancer Games, Inc.; Authors Lance Hawvermale, Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine Oatmeyer.

Demonology: The Dark Road, Copyright 2001, Mongoose Publishing

Denizens of Avadnu ©2004 The Inner Circle.

DM’s Idea Pipeline – 2004 Collection © 2004, 2005 Philip Reed and Michael Hammes, all rights reserved.

DM’s Idea Pipeline – March, 2005 Copyright 2005 Michael Hammes and Philip Reed, published by Ronin Arts www.roninarts.com.

DM’s Idea Pipeline – May, 2005 Copyright 2005 Michael Hammes and Philip Reed, published by Ronin Arts www.roninarts.com.

Doom of Odin, Copyright 2002, Avalanche Press

Dragon Lords of Melnibone, Copyright 2000, Chaosium Inc.

Dragons, Copyright 2001, Alderac Entertainment Group

Dread Codex II: The Necromancer’s Tome Copyright 2005, Adamant Entertainment. Author K. Axel Carlsson

Dungeoncraft Copyright 2003, Fantasy Flight Publishing, Inc.

Dungeons, Copyright 2001, Alderac Entertainment Group

Dynasties and Demagogues, copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott.

Egyptian Adventures: Hamunaptra Copyright 2004, Green Ronin Publishing; Authors C.A. Suleiman, Ari Marmell, Steve Kenson

Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, and Bill Webb.

En Route Copyright 2001, Trident Inc. d/b/a Atlas Games

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Monte Cook’.s Arcana Unearthed, Copyright 2003, Monte J. Cook.

Moon Elves, Copyright 2002 DarkQuest, LLC

Mother of All Encounter Tables Copyright 2004, Necromancer Games, Inc.; Author Greg Ragland.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Mystic Warriors, Copyright 2001, Mystic Eye Games

Mythic Races, Copyright 2001, Fantasy Flight, Inc.

Necromancer’s Legacy—Thee Compleat Librum ov Gar’Udok’s Necromantic Artes Copyright 2002, Mystic Eye Games & Ambient Inc.

Netbook of Feats Copyright 2000 Fantasy Netbook Community Council - Authors: Agust’n Mart’n, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cram r, Chris Meravi, Curtis Bennett, Daniel Langdon, David Spitzley, Dominique Crouzet, Eric D. Harry, Ian Cheesman, Jerry M. Chaney II, John O. Lamping, Jose Lira, Joshua Turton, Marcus Lindberg, Mark Koh, Michael J. Kletch, Paul W. King, Peter K. Campbell, Rafael Arrais, Rebecca Glenn, Rick Coen, Robert Michael Ogilvie, Scott Metzger, Sigfried Trent, Steven J. Damon, S bastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok, William Setzer.

Nilbog from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Nyambe: African Adventures Copyright 2002, Trident Inc. d/b/a Atlas Games; author Christopher W. Dolunt.

Oathbound: Domains of the Forge Copyright 2002, Bastion Press, Inc.

Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris Jones, Scott Reeves, and Elton Robb.

Open game content from Classic Play - The Book of the Sea is copyright 2004, Mongoose Publishing Ltd.

Open game content from Encyclopaedia Arcane – Abjuration copyright 2003, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Battle Magic copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Chronomancy copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Divination

copyright 2003, Mongoose Publishing.

Open game content from Encyclopaedia Arcane – Drow Magic

copyright 2004, Mongoose Publishing.

Gladiator, Sands of Death, Copyright 2001, Mongoose Publishing

Gloomwing from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Gods, Copyright 2002, Alderac Entertainment Group

Hall of the Rainbow Mage, Copyright 2002, Sword & Sorcery Studios/White Wolf

Hammer & Helm, Copyright 2002, Green Ronin

Heroes of High Favor: Dwarves Copyright 2002 Benjamin R. Durbin; published by Bad Axe Games, LLC.

Hollowfaust: City of Necromancers Copyright 2001, White Wolf Publishing, Inc.

If Thoughts Could Kill Copyright 2002 Bruce R. Cordell. All Rights Reserved.

Improved Caster Level Copyright 2001, Carl Cramér

Ink & Quill copyright 2002, Bastion Press, Inc.

Interludes: Brief expeditions to Bluffside, Copyright 2001, Thunderhead Games

Jade & Steel, Copyright 2001, Avalanche Press

Libellus Magnus 2: New Spells & Feats, Copyright 2004, Louis Porter Jr. Design, Inc.

Libem Liborium: The Complete Guide to d20 Books ©2004 Silven Publishing.

Librum Equitus, Copyright 2002, Mystic Eye Games

Librum Equitis Volume 1, Copyright 2001-2002, Ambient Inc. Author M Jason Parent

Librum Equitis Volume 2, Copyright 2001-2002, Ambient Inc.

Lions Den Press – Planar Magic Copyright 2005, Lions Den Press;Author Ari Marmell

Love and War, copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.

Mercenaries, Copyright 2002, Alderac Entertainment Group

Metablades ©2003-2004 Nevin Flanagan

Metablades (Expanded Edition) ©2004 Genjitsu Games.

Mithral: City of the Golem Copyright 2001, White Wolf Publishing Inc.

Modern Magic ©2004 The Game Mechanics, Inc.

Mongrelman from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Monsters, Copyright 2002, Alderac Entertainment Group

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Document. The Compendium can be found on the legal page

of www.necromancergames.com

Pantheon and Pagan Faiths ©2004 Mystic Eye Games.

Paths of the Magi Copyright 2003, Troll Lord Games; Authors Sean K. Reynolds, Jeff Quick, W. Jason Peck, and Mike McArtor.

Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew Sernett.

Pocket Grimoire Arcane Copyright 2002, Green Ronin Publishing

Poisoncraft: The Dark Art ©2004 Justin D. Jacobson.

Portable Hole Full Of Beer (This Product Contains No Alcohol), Copyright 2002, Ambient Inc.

Portals & Planes Copyright 2003, Fantasy Flight Publishing, Inc.

Psionics Toolkit Copyright 2002, Fiery Dragon Productions, Inc., www.fi erydragon.com; Author Mike Mearls

Quintessential Cleric, Copyright 2002, Mongoose Publishing

Quintessential Dwarf, Copyright 2002, Mongoose Publishing

Quintessential Elf, Copyright 2002, Mongoose Publishing

Quintessential Fighter, Copyright 2002, Mongoose Publishing

Quintessential Rogue, Copyright 2002, Mongoose Publishing

Quintessential Wizard, Copyright 2002, Mongoose Publishing

Relics & Rituals Copyright 2001, Clark Peterson

Relics & Rituals II: Lost Lore Copyright 2002, White Wolf Publishing, Inc.

Rules from Monte Cook’s website (www.Montecook.com) ©2002 Monte J. Cook.

Scarred Lands Campaign Setting: Ghelspad Copyright 2002, White Wolf Publishing Inc.

Seafarer’s Handbook, Copyright 2001, Fantasy Flight, Inc.

Secret College of Necromancy, Copyright 2002, Green Ronin Publishing; Authors David “Zeb” Cook and Wolfgang Baur.

Secrets and Societies Copyright 2002, White Wolf Publishing Inc.

Seven Strongholds, Copyright 2002, Atlas Games

Shaman’s Handbook, Copyright 2002, Green Ronin Publishing

Shamans: Call of the Wild, Copyright 2002, Mongoose Publishing

Open game content from Encyclopaedia Arcane - Conjuration

copyright 2003, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Elementalism copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Enchantment copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Familiars copyright 2003, Mongoose Publishing.

Open game content from Encyclopaedia Arcane - Illusionism

copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane: Necromancy – Beyond the Grave copyright 2001, Mongoose Publishing.

Open game content from Encyclopaedia Divine: Shamans copyright 2002, Mongoose Publishing.

Open game content from Encyclopaedia Arcane Compendium

copyright 2004, Mongoose Publishing.

Open game content from Seas of Blood - Fantasy on the High Seas Copyright 2001, Mongoose Publishing.

Open game content from Skraag – City of the Orcs Copyright 2002 Mongoose Publishing.

Open game content from The Planes - Feurring Copyright 2002, Mongoose Publishing.

Open game content from The Quintessential Bard copyright

2003, Mongoose Publishing Ltd.

Open game content from The Quintessential Cleric Copyright 2002, Mongoose Publishing.

Open game content from The Quintessential Druid copyright

2002, Mongoose Publishing.

Open game content from The Quintessential Kobold copyright 2004, Mongoose Publishing Ltd.

Open game content from The Quintessential Paladin copyright

2002, Mongoose Publishing Ltd.

Open game content from The Quintessential Sorcerer copyright

2003, Mongoose Publishing Ltd.

Open game content from The Quintessential Wizard copyright 2002, Mongoose Publishing.

Open game content from The Tome of Drow Lore copyright

2005, Mongoose Publishing Ltd.

Orcs: Legacy of Blood Copyright 2001 SkeletonKey Games

Original Spell Name Compendium Copyright 2002 Clark

Peterson; based on NPC named spells from the Player’s

Handbook that were renamed in the System Reference

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Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal and Vol. 2: The Faithful Copyright 2002 Sean K Reynolds. The Book of Eldritch Might, Book of Eldritch Might II: Songs and Souls of Power, and Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights reserved.

Slayer’s Guide to Dragons, Copyright 2002, Mongoose Publishing

Slayer’s Guide to Trolls, Copyright 2002, Mongoose Publishing

Slayer’s Guide to Sahuagin, Copyright 2002, Mongoose Publishing

Spellbinder’s Sourcebook Copyright 2004, Bloodstone Press.

Spells & Magic, Copyright 2002, Bastion Press

Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

The Taan, Copyright 2001, Sovereign Press

The Assassins Guide to Poisons Copyright 2002, Philip Reed, www.philipjreed.com

The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, Authors Wolfgang Baur and David “Zeb” Cook.

The Book of Eldritch Might Copyright 2001–2004 Monte J. Cook. All rights reserved.

The Book of Eldritch Might and Book of Eldritch Might III: The Nexus Copyright 2001, 2002 Monte J. Cook. All rights reserved.

The Book of Eldritch Might, The Book of Eldritch Might II: Songs and Souls of Power, The Banewarrens, Requiem for aGod, and The Book of Eldritch Might III: The Nexus Copyright 2002, 2001 Monte J. Cook. All rights reserved.

The Book of Hallowed Might Copyright 2002 Monte J. Cook. All rights reserved.

Book of Hallowed Might II: Portents and Visions, copyright 2004 Monte J. Cook. All rights reserved.

The Book of Unusual Treasures Copyright 2002, Philip Reed, www.philipjreed.com

The Complete Book of Eldritch Might Copyright 2004 Monte J. Cook. All rights reserved.

The Complete Guide to Rakshasas ©2004 Goodman Games.

The Divine and the Defeated Copyright 2001, White Wolf Publishing Inc.

The Hunt: Rise of Evil World Book, Copyright 2002, Mystic Eye Games

The Penumbra Fantasy Bestiary Copyright 2003, Trident Inc., d/b/a Atlas Games; editor Michelle A. Brown Nephew.

The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson

The Wise and the Wicked Copyright 2001, White Wolf Publishing Inc.

The Year’s Best d20, Vol. 1 ©2005 Monte J.Cook.

The Compleat Librum of Gar’Udok’s Necromantic Artes Copyright 2002, Ambient Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II

Tome of Horrors Copyright 2002 Necromancer Games, Inc.; Author: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger and Bill Webb; Based on original content from TSR.

Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.

Touched by the Gods, Copyright 2001, Atlas Games

Traps and Treachery, copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.

Twilight of Atlantis, Copyright 2002, Avalanche Press

Twin Crowns: Age of Exploration Fantasy, Copyright 2001, Living Imagination Inc.

Undead, Copyright 2001, Alderac Entertainment Group

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing Inc.

Vlad the Impaler, Copyright 2002, Avalanche Press

War, Copyright 2001, Alderac Entertainment Group

Wrath & Rage: AGuidebook to Orcs and Half-Orcs, Copyright 2002, Green Ronin Publishing; Author Jim Bishop.

Open game content from Epic Player’s Guide – Renegade Wizard’s Spellbook is copyright 2005, Mongoose Publishing Ltd.

David Culliford (order #1969295) 203.35.82.136

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