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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width,minimum-scale=1.0" />
<title>v3.5 SRD / Spells / Spells (D-E)</title>
<link rel="stylesheet" href="../main.css" />
<script src="../main.js"></script>
</head>
<body>
<p>
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
</p>
<h1>SPELLS (D-E)</h1>
<h2>Table of Contents</h2>
<ul id="table-of-contents">
<li><a href="#dancing-lights">Dancing Lights</a></li>
<li><a href="#darkness">Darkness</a></li>
<li><a href="#darkvision">Darkvision</a></li>
<li><a href="#daylight">Daylight</a></li>
<li><a href="#daze">Daze</a></li>
<li><a href="#daze-monster">Daze Monster</a></li>
<li><a href="#death-knell">Death Knell</a></li>
<li><a href="#death-ward">Death Ward</a></li>
<li><a href="#deathwatch">Deathwatch</a></li>
<li><a href="#deep-slumber">Deep Slumber</a></li>
<li><a href="#deeper-darkness">Deeper Darkness</a></li>
<li><a href="#delay-poison">Delay Poison</a></li>
<li><a href="#delayed-blast-fireball">Delayed Blast Fireball</a></li>
<li><a href="#demand">Demand</a></li>
<li><a href="#desecrate">Desecrate</a></li>
<li><a href="#destruction">Destruction</a></li>
<li><a href="#detect-animals-or-plants">Detect Animals or Plants</a></li>
<li><a href="#detect-chaos">Detect Chaos</a></li>
<li><a href="#detect-evil">Detect Evil</a></li>
<li><a href="#detect-good">Detect Good</a></li>
<li><a href="#detect-law">Detect Law</a></li>
<li><a href="#detect-magic">Detect Magic</a></li>
<li><a href="#detect-poison">Detect Poison</a></li>
<li><a href="#detect-scrying">Detect Scrying</a></li>
<li><a href="#detect-secret-doors">Detect Secret Doors</a></li>
<li><a href="#detect-snares-and-pits">Detect Snares and Pits</a></li>
<li><a href="#detect-thoughts">Detect Thoughts</a></li>
<li><a href="#detect-undead">Detect Undead</a></li>
<li><a href="#dictum">Dictum</a></li>
<li><a href="#dimension-door">Dimension Door</a></li>
<li><a href="#dimensional-anchor">Dimensional Anchor</a></li>
<li><a href="#dimensional-lock">Dimensional Lock</a></li>
<li><a href="#diminish-plants">Diminish Plants</a></li>
<li><a href="#discern-lies">Discern Lies</a></li>
<li><a href="#discern-location">Discern Location</a></li>
<li><a href="#disguise-self">Disguise Self</a></li>
<li><a href="#disintegrate">Disintegrate</a></li>
<li><a href="#dismissal">Dismissal</a></li>
<li><a href="#dispel-chaos">Dispel Chaos</a></li>
<li><a href="#dispel-evil">Dispel Evil</a></li>
<li><a href="#dispel-good">Dispel Good</a></li>
<li><a href="#dispel-law">Dispel Law</a></li>
<li><a href="#dispel-magic">Dispel Magic</a></li>
<li><a href="#dispel-magic-greater">Dispel Magic, Greater</a></li>
<li><a href="#displacement">Displacement</a></li>
<li><a href="#disrupt-undead">Disrupt Undead</a></li>
<li><a href="#disrupting-weapon">Disrupting Weapon</a></li>
<li><a href="#divination">Divination</a></li>
<li><a href="#divine-favor">Divine Favor</a></li>
<li><a href="#divine-power">Divine Power</a></li>
<li><a href="#dominate-animal">Dominate Animal</a></li>
<li><a href="#dominate-monster">Dominate Monster</a></li>
<li><a href="#dominate-person">Dominate Person</a></li>
<li><a href="#doom">Doom</a></li>
<li><a href="#dream">Dream</a></li>
<li><a href="#eagles-splendor">Eagle’s Splendor</a></li>
<li><a href="#eagles-splendor-mass">Eagle’s Splendor, Mass</a></li>
<li><a href="#earthquake">Earthquake</a></li>
<li><a href="#elemental-swarm">Elemental Swarm</a></li>
<li><a href="#endure-elements">Endure Elements</a></li>
<li><a href="#energy-drain">Energy Drain</a></li>
<li><a href="#enervation">Enervation</a></li>
<li><a href="#enlarge-person">Enlarge Person</a></li>
<li><a href="#enlarge-person-mass">Enlarge Person, Mass</a></li>
<li><a href="#entangle">Entangle</a></li>
<li><a href="#enthrall">Enthrall</a></li>
<li><a href="#entropic-shield">Entropic Shield</a></li>
<li><a href="#erase">Erase</a></li>
<li><a href="#ethereal-jaunt">Ethereal Jaunt</a></li>
<li><a href="#etherealness">Etherealness</a></li>
<li><a href="#expeditious-retreat">Expeditious Retreat</a></li>
<li><a href="#explosive-runes">Explosive Runes</a></li>
<li><a href="#eyebite">Eyebite</a></li>
</ul>
<h2 id="dancing-lights">Dancing Lights</h2>
<p>Evocation [Light]</p>
<p><strong>Level:</strong> Brd 0, Sor/Wiz 0</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Effect:</strong> Up to four lights, all within a 10- ft.-radius area</p>
<p><strong>Duration:</strong> 1 minute (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that
amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing,
vaguely humanoid shape. The <i>dancing lights</i> must stay within a 10-foot-radius area in relation to each other
but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning
corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you
and it exceeds the spell’s range.
</p>
<p><i>Dancing lights</i> can be made permanent with a <i>permanency</i> spell.</p>
<h2 id="darkness">Darkness</h2>
<p>Evocation [Darkness]</p>
<p><strong>Level:</strong> Brd 2, Clr 2, Sor/Wiz 2</p>
<p><strong>Components:</strong> V, M/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Object touched</p>
<p><strong>Duration:</strong> 10 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area
gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with
darkvision or low-light vision) have the miss chance in an area shrouded in magical <i>darkness</i>.
</p>
<p>
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light
spells of lower level. Higher level light spells are not affected by <i>darkness.</i>
</p>
<p>
If <i>darkness</i> is cast on a small object that is then placed inside or under a lightproof covering, the
spell’s effect is blocked until the covering is removed.
</p>
<p><i>Darkness</i> counters or dispels any light spell of equal or lower spell level.</p>
<p><em>Arcane Material Component:</em> A bit of bat fur and either a drop of pitch or a piece of coal.</p>
<h2 id="darkvision">Darkvision</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Rgr 3, Sor/Wiz 2</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Creature touched</p>
<p><strong>Duration:</strong> 1 hour/level</p>
<p><strong>Saving Throw:</strong> Will negates (harmless)</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but
otherwise like normal sight.
<i>Darkvision</i> does not grant one the ability to see in magical darkness.
</p>
<p><i>Darkvision</i> can be made permanent with a <i>permanency</i> spell.</p>
<p><em>Material Component:</em> Either a pinch of dried carrot or an agate.</p>
<h2 id="daylight">Daylight</h2>
<p>Evocation [Light]</p>
<p><strong>Level:</strong> Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Object touched</p>
<p><strong>Duration:</strong> 10 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60
feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this
magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that
are damaged or destroyed by bright light.
</p>
<p>
If <i>daylight</i> is cast on a small object that is then placed inside or under a light- proof covering, the
spell’s effects are blocked until the covering is removed.
</p>
<p>
<i>Daylight</i> brought into an area of magical darkness (or vice versa) is temporarily negated, so that the
otherwise prevailing light conditions exist in the overlapping areas of effect.
</p>
<p><i>Daylight</i> counters or dispels any darkness spell of equal or lower level, such as <i>darkness.</i></p>
<h2 id="daze">Daze</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Brd 0, Sor/Wiz 0</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One humanoid creature of 4 HD or less</p>
<p><strong>Duration:</strong> 1 round</p>
<p><strong>Saving Throw:</strong> Will negates</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage
against it.
</p>
<p><em>Material Component:</em> A pinch of wool or similar substance.</p>
<h2 id="daze-monster">Daze Monster</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Brd 2, Sor/Wiz 2</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Target:</strong> One living creature of 6 HD or less</p>
<p>
This spell functions like <i>daze,</i> but <i>daze monster</i> can affect any one living creature of any type.
Creatures of 7 or more HD are not affected.
</p>
<h2 id="death-knell">Death Knell</h2>
<p>Necromancy [Death, Evil]</p>
<p><strong>Level:</strong> Clr 2, Death 2</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Living creature touched</p>
<p><strong>Duration:</strong> Instantaneous/10 minutes per HD of subject; see text</p>
<p><strong>Saving Throw:</strong> Will negates</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you
touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you
gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1,
improving spell effects dependent on caster level. (This increase in effective caster level does not grant you
access to more spells.) These effects last for 10 minutes per HD of the subject creature.
</p>
<h2 id="death-ward">Death Ward</h2>
<p>Necromancy</p>
<p><strong>Level:</strong> Clr 4, Death 4, Drd 5, Pal 4</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Living creature touched</p>
<p><strong>Duration:</strong> 1 min./level</p>
<p><strong>Saving Throw:</strong> Will negates (harmless)</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
</p>
<p>
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw
necessary 24 hours after gaining a negative level.
</p>
<p><i>Death ward</i> does not protect against other sorts of attacks even if those attacks might be lethal.</p>
<h2 id="deathwatch">Deathwatch</h2>
<p>Necromancy [Evil]</p>
<p><strong>Level:</strong> Clr 1</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 30 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> 10 min./level</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death
within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and
wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or
neither alive nor dead (such as a construct).
</p>
<p><i>Deathwatch</i> sees through any spell or ability that allows creatures to feign death.</p>
<h2 id="deep-slumber">Deep Slumber</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Brd 3, Sor/Wiz 3</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p>This spell functions like <i>sleep,</i> except that it affects 10 HD of creatures.</p>
<h2 id="deeper-darkness">Deeper Darkness</h2>
<p>Evocation [Darkness]</p>
<p><strong>Level:</strong> Clr 3</p>
<p><strong>Duration:</strong> One day/level (D)</p>
<p>
This spell functions like <i>darkness</i>, except that the object radiates shadowy illumination in a 60-foot
radius and the <i>darkness</i> lasts longer.
</p>
<p>
<i>Daylight</i> brought into an area of <i>deeper darkness</i> (or vice versa) is temporarily negated, so that the
otherwise prevailing light conditions exist in the overlapping areas of effect.
</p>
<p>
<i>Deeper darkness</i> counters and dispels any light spell of equal or lower level, including <i>daylight</i> and
<i>light.</i>
</p>
<h2 id="delay-poison">Delay Poison</h2>
<p>Conjuration (Healing)</p>
<p><strong>Level:</strong> Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> Creature touched</p>
<p><strong>Duration:</strong> 1 hour/level</p>
<p><strong>Saving Throw:</strong> Fortitude negates (harmless)</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed
during the spell’s duration does not affect the subject until the spell’s duration has expired.
<i>Delay poison</i> does not cure any damage that poison may have already done.
</p>
<h2 id="delayed-blast-fireball">Delayed Blast Fireball</h2>
<p>Evocation [Fire]</p>
<p><strong>Level:</strong> Sor/Wiz 7</p>
<p><strong>Duration:</strong> 5 rounds or less; see text</p>
<p>
This spell functions like <i>fireball,</i> except that it is more powerful and can detonate up to 5 rounds after
the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
</p>
<p>
The glowing bead created by <i>delayed blast fireball</i> can detonate immediately if you desire, or you can
choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and
that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay,
the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown
weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there
is a 25% chance that the bead detonates while being handled.
</p>
<h2 id="demand">Demand</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 8</p>
<p><strong>Saving Throw:</strong> Will partial</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
This spell functions like <i>sending,</i> but the message can also contain a <i>suggestion</i> (see the
<i>suggestion</i> spell), which the subject does its best to carry out. A successful Will save negates the
<i>suggestion</i> effect but not the contact itself. The <i>demand,</i> if received, is understood even if the
subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the
circumstances that exist for the subject at the time the <i>demand</i> is issued, the message is understood but
the <i>suggestion</i> is ineffective.
</p>
<p>
The <i>demand</i>’s message to the creature must be twenty-five words or less, including the
<i>suggestion.</i> The creature can also give a short reply immediately.
</p>
<p>
<em>Material Component:</em> A short piece of copper wire and some small part of the subject—a hair, a bit of
nail, or the like.
</p>
<h2 id="desecrate">Desecrate</h2>
<p>Evocation [Evil]</p>
<p><strong>Level:</strong> Clr 2, Evil 2</p>
<p><strong>Components:</strong> V, S, M, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Area:</strong> 20-ft.-radius emanation</p>
<p><strong>Duration:</strong> 2 hours/level</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a
–3 profane penalty, and every undead creature entering a <i>desecrated</i> area gains a +1 profane bonus on attack
rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1
hit points per HD.
</p>
<p>
If the <i>desecrated</i> area contains an altar, shrine, or other permanent fixture dedicated to your deity or
aligned higher power, the modifiers given above are doubled (–6 profane penalty on turning checks, +2 profane
bonus and +2 hit points per HD for undead in the area).
</p>
<p>
Furthermore, anyone who casts <i>animate dead</i> within this area may create as many as double the normal amount
of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
</p>
<p>
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than
your patron, the
<i>desecrate</i> spell instead curses the area, cutting off its connection with the associated deity or power.
This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given
above.
</p>
<p><i>Desecrate</i> counters and dispels <i>consecrate</i>.</p>
<p>
<em>Material Component:</em> A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must
be sprinkled around the area.
</p>
<h2 id="destruction">Destruction</h2>
<p>Necromancy [Death]</p>
<p><strong>Level:</strong> Clr 7, Death 7</p>
<p><strong>Components:</strong> V, S, F</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One creature</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> Fortitude partial</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.
If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore
life to a character who has failed to save against this spell is to use <i>true resurrection</i>, a carefully
worded <i>wish</i> spell followed by <i>resurrection</i>, or <i>miracle</i>.
</p>
<p><em>Focus:</em> A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).</p>
<h2 id="detect-animals-or-plants">Detect Animals or Plants</h2>
<p>Divination</p>
<p><strong>Level:</strong> Drd 1, Rgr 1</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 10 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you
face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant
kind each round. The amount of information revealed depends on how long you search a particular area or focus on a
specific kind of animal or plant.
</p>
<p><em>1st Round:</em> Presence or absence of that kind of animal or plant in the area.</p>
<p>
<em>2nd Round:</em> Number of individuals of the specified kind in the area, and the condition of the healthiest
specimen.
</p>
<p>
<em>3rd Round:</em> The condition (see below) and location of each individual present. If an animal or plant is
outside your line of sight, then you discern its direction but not its exact location.
</p>
<p><em>Conditions:</em> For purposes of this spell, the categories of condition are as follows:</p>
<p>Normal: Has at least 90% of full normal hit points, free of disease.</p>
<p>Fair: 30% to 90% of full normal hit points remaining.</p>
<p>
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a
debilitating injury.
</p>
<p>Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.</p>
<p>If a creature falls into more than one category, the spell indicates the weaker of the two.</p>
<p>
Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<h2 id="detect-chaos">Detect Chaos</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 1</p>
<p>
This spell functions like <i>detect evil</i>, except that it detects the auras of chaotic creatures, clerics of
chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura
if you are lawful.
</p>
<h2 id="detect-evil">Detect Evil</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 1</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 10 min./ level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular
area or subject.
</p>
<p><em>1st Round:</em> Presence or absence of evil.</p>
<p>
<em>2nd Round:</em> Number of evil auras (creatures, objects, or spells) in the area and the power of the most
potent evil aura present.
</p>
<p>
If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level
of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
</p>
<p>
<em>3rd Round:</em> The power and location of each aura. If an aura is outside your line of sight, then you
discern its direction but not its exact location.
</p>
<p>
<em>Aura Power:</em> An evil aura’s power depends on the type of evil creature or object that you’re detecting and
its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into
more than one strength category, the spell indicates the stronger of the two.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<td></td>
<th colspan="4" class="middle-line">Aura Power</th>
</tr>
<tr>
<th>Creature/Object</th>
<th>Faint</th>
<th>Moderate</th>
<th>Strong</th>
<th>Overwhelming</th>
</tr>
<tr>
<td>Evil creature<sup>1</sup>(HD)</td>
<td>10 or lower</td>
<td>11–25</td>
<td>26–50</td>
<td>51 or higher</td>
</tr>
<tr>
<td>Undead (HD)</td>
<td>2 or lower</td>
<td>3–8</td>
<td>9–20</td>
<td>21 or higher</td>
</tr>
<tr>
<td>Evil outsider (HD)</td>
<td>1 or lower</td>
<td>2–4</td>
<td>5–10</td>
<td>11 or higher</td>
</tr>
<tr>
<td>Cleric of an evil deity <sup>2</sup>(class levels)</td>
<td>1</td>
<td>2–4</td>
<td>5–10</td>
<td>11 or higher</td>
</tr>
<tr>
<td>Evil magic item or spell (caster level)</td>
<td>2nd or lower</td>
<td>3rd–8th</td>
<td>9th–20th</td>
<td>21st or higher</td>
</tr>
<tr>
<td colspan="5">1 Except for undead and outsiders, which have their own entries on the table.</td>
</tr>
<tr>
<td colspan="5">
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will
indicate whether this applies.
</td>
</tr>
</tbody>
</table>
<p>
<em>Lingering Aura:</em> An evil aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a creature or magic item). If <i>detect evil</i> is cast and directed at such a
location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers
at this dim level depends on its original power:
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Original Strength</th>
<th>Duration of Lingering Aura</th>
</tr>
<tr>
<td>Faint</td>
<td>1d6 rounds</td>
</tr>
<tr>
<td>Moderate</td>
<td>1d6 minutes</td>
</tr>
<tr>
<td>Strong</td>
<td>1d6x10 minutes</td>
</tr>
<tr>
<td>Overwhelming</td>
<td>1d6 days</td>
</tr>
</tbody>
</table>
<p>
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.
</p>
<p>
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<h2 id="detect-good">Detect Good</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 1</p>
<p>
This spell functions like <i>detect evil</i>, except that it detects the auras of good creatures, clerics or
paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura
if you are evil. Healing potions, antidotes, and similar beneficial items are not good.
</p>
<h2 id="detect-law">Detect Law</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 1</p>
<p>
This spell functions like <i>detect evil</i>, except that it detects the auras of lawful creatures, clerics of
lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if
you are chaotic.
</p>
<h2 id="detect-magic">Detect Magic</h2>
<p>Divination</p>
<p><strong>Level:</strong> Brd 0, Clr 0, Drd 0, Sor/Wiz 0</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 1 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You detect magical auras. The amount of information revealed depends on how long you study a particular area or
subject.
</p>
<p><em>1st Round:</em> Presence or absence of magical auras.</p>
<p><em>2nd Round:</em> Number of different magical auras and the power of the most potent aura.</p>
<p>
<em>3rd Round:</em> The strength and location of each aura. If the items or creatures bearing the auras are in
line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one
check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
</p>
<p>
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
</p>
<p>
<em>Aura Strength:</em> An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If
an aura falls into more than one category, <i>detect magic</i> indicates the stronger of the two.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<td></td>
<th colspan="4" class="middle-line">Aura Power</th>
</tr>
<tr>
<th>Spell or Object</th>
<th>Faint</th>
<th>Moderate</th>
<th>Strong</th>
<th>Overwhelming</th>
</tr>
<tr>
<td>Functioning spell (spell level)</td>
<td>3rd or lower</td>
<td>4th–6th</td>
<td>7th–9th</td>
<td>10th+ (deity-level)</td>
</tr>
<tr>
<td>Magic item (caster level)</td>
<td>5th or lower</td>
<td>6th–11th</td>
<td>12th–20th</td>
<td>21st+ (artifact)</td>
</tr>
</tbody>
</table>
<p>
<em>Lingering Aura:</em> A magical aura lingers after its original source dissipates (in the case of a spell) or
is destroyed (in the case of a magic item). If <i>detect magic</i> is cast and directed at such a location, the
spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Original Strength</th>
<th>Duration of Lingering Aura</th>
</tr>
<tr>
<td>Faint</td>
<td>1d6 rounds</td>
</tr>
<tr>
<td>Moderate</td>
<td>1d6 minutes</td>
</tr>
<tr>
<td>Strong</td>
<td>1d6x10 minutes</td>
</tr>
<tr>
<td>Overwhelming</td>
<td>1d6 days</td>
</tr>
</tbody>
</table>
<p>
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
</p>
<p>
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<p><i>Detect magic</i> can be made permanent with a <i>permanency</i> spell.</p>
<h2 id="detect-poison">Detect Poison</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target or Area:</strong> One creature, one object, or a 5-ft. cube</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact
type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
</p>
<p>
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
</p>
<h2 id="detect-scrying">Detect Scrying</h2>
<p>Divination</p>
<p><strong>Level:</strong> Brd 4, Sor/Wiz 4</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 40 ft.</p>
<p><strong>Area:</strong> 40-ft.-radius emanation centered on you</p>
<p><strong>Duration:</strong> 24 hours</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The
spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the
spell’s area.
</p>
<p>
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier
immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you
get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
</p>
<p><em>Material Component:</em> A small piece of mirror and a miniature brass hearing trumpet.</p>
<h2 id="detect-secret-doors">Detect Secret Doors</h2>
<p>Divination</p>
<p><strong>Level:</strong> Brd 1, Knowledge 1, Sor/Wiz 1</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 1 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been
specifically constructed to escape detection are detected by this spell. The amount of information revealed
depends on how long you study a particular area or subject.
</p>
<p><em>1st Round:</em> Presence or absence of secret doors.</p>
<p>
<em>2nd Round:</em> Number of secret doors and the location of each. If an aura is outside your line of sight,
then you discern its direction but not its exact location.
</p>
<p>
<em>Each Additional Round:</em> The mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<h2 id="detect-snares-and-pits">Detect Snares and Pits</h2>
<p>Divination</p>
<p><strong>Level:</strong> Drd 1, Rgr 1</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 10 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.
The spell does not detect complex traps, including trapdoor traps.
</p>
<p>
<i>Detect snares and pits</i> does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or
unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The
spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell
<i>snare</i>), nor mechanically complex ones, nor those that have been rendered safe or inactive.
</p>
<p>The amount of information revealed depends on how long you study a particular area.</p>
<p><em>1st Round:</em> Presence or absence of hazards.</p>
<p>
<em>2nd Round:</em> Number of hazards and the location of each. If a hazard is outside your line of sight, then
you discern its direction but not its exact location.
</p>
<p>
<em>Each Additional Round:</em> The general type and trigger for one particular hazard closely examined by you.
</p>
<p>
Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<h2 id="detect-thoughts">Detect Thoughts</h2>
<p>Divination [Mind-Affecting]</p>
<p><strong>Level:</strong> Brd 2, Knowledge 2, Sor/Wiz 2</p>
<p><strong>Components:</strong> V, S, F/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 1 min./level (D)</p>
<p><strong>Saving Throw:</strong> Will negates; see text</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or
subject.
</p>
<p>
<em>1st Round:</em> Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or
higher).
</p>
<p>
<em>2nd Round:</em> Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26
or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the
spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the
creatures whose thoughts you are detecting.
</p>
<p>
<em>3rd Round:</em> Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its
thoughts, and you must cast <i>detect thoughts</i> again to have another chance. Creatures of animal intelligence
(Int 1 or 2) have simple, instinctual thoughts that you can pick up.
</p>
<p>
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone,
1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<p><em>Arcane Focus:</em> A copper piece.</p>
<h2 id="detect-undead">Detect Undead</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 1, Pal 1, Sor/Wiz 1</p>
<p><strong>Components:</strong> V, S, M/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 60 ft.</p>
<p><strong>Area:</strong> Cone-shaped emanation</p>
<p><strong>Duration:</strong> Concentration, up to 1 minute/ level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long
you study a particular area.
</p>
<p><em>1st Round:</em> Presence or absence of undead auras.</p>
<p>
<em>2nd Round:</em> Number of undead auras in the area and the strength of the strongest undead aura present. If
you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature
has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
</p>
<p>
<em>3rd Round:</em> The strength and location of each undead aura. If an aura is outside your line of sight, then
you discern its direction but not its exact location.
</p>
<p>
<em>Aura Strength:</em> The strength of an undead aura is determined by the HD of the undead creature, as given on
the following table:
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>HD</th>
<th>Strength</th>
</tr>
<tr>
<td>1 or lower</td>
<td>Faint</td>
</tr>
<tr>
<td>2–4</td>
<td>Moderate</td>
</tr>
<tr>
<td>5–10</td>
<td>Strong</td>
</tr>
<tr>
<td>11 or higher</td>
<td>Overwhelming</td>
</tr>
</tbody>
</table>
<p>
<em>Lingering Aura:</em> An undead aura lingers after its original source is destroyed. If <i>detect undead</i> is
cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).
How long the aura lingers at this dim level depends on its original power:
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Original Strength</th>
<th>Duration of Lingering Aura</th>
</tr>
<tr>
<td>Faint</td>
<td>1d6 rounds</td>
</tr>
<tr>
<td>Moderate</td>
<td>1d6 minutes</td>
</tr>
<tr>
<td>Strong</td>
<td>1d6x10 minutes</td>
</tr>
<tr>
<td>Overwhelming</td>
<td>1d6 days</td>
</tr>
</tbody>
</table>
<p>
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
</p>
<p><em>Arcane Material Component:</em> A bit of earth from a grave.</p>
<h2 id="dictum">Dictum</h2>
<p>Evocation [Lawful, Sonic]</p>
<p><strong>Level:</strong> Clr 7, Law 7</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 40 ft.</p>
<p><strong>Area:</strong> Nonlawful creatures in a 40-ft.-radius spread centered on you</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None or Will negates; see text</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>Any nonlawful creature within the area of a <i>dictum</i> spell suffers the following ill effects.</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>HD</th>
<th>Effect</th>
</tr>
<tr>
<td>Equal to caster level</td>
<td>Deafened</td>
</tr>
<tr>
<td>Up to caster level –1</td>
<td><i>Slowed,</i> deafened</td>
</tr>
<tr>
<td>Up to caster level –5</td>
<td>Paralyzed, <i>slowed,</i> deafened</td>
</tr>
<tr>
<td>Up to caster level –10</td>
<td>Killed, paralyzed, <i>slowed</i>, deafened</td>
</tr>
</tbody>
</table>
<p>The effects are cumulative and concurrent. No saving throw is allowed against these effects.</p>
<p><em>Deafened:</em> The creature is deafened for 1d4 rounds.</p>
<p><em>Slowed:</em> The creature is <i>slowed,</i> as by the <i>slow</i> spell, for 2d4 rounds.</p>
<p><em>Paralyzed:</em> The creature is paralyzed and helpless for 1d10 minutes.</p>
<p><em>Killed:</em> Living creatures die. Undead creatures are destroyed.</p>
<p>
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the
area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the <i>dictum.</i> The banishment effect allows a
Will save (at a –4 penalty) to negate.
</p>
<p>
Creatures whose HD exceed your caster level are unaffected by
<i>dictum.</i>
</p>
<h2 id="dimension-door">Dimension Door</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Brd 4, Sor/Wiz 4, Travel 4</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p>
<p><strong>Target:</strong> You and touched objects or other touched willing creatures</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None and Will negates (object)</p>
<p><strong>Spell Resistance:</strong> No and Yes (object)</p>
<p>
You instantly transfer yourself from your current location to any other spot within range. You always arrive at
exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell,
you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or
objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium
creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in
contact with one another, and at least one of those creatures must be in contact with you.
</p>
<p>
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take
1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended
location.
</p>
<p>
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points
of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and
each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
</p>
<h2 id="dimensional-anchor">Dimensional Anchor</h2>
<p>Abjuration</p>
<p><strong>Level:</strong> Clr 4, Sor/Wiz 4</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Effect:</strong> Ray</p>
<p><strong>Duration:</strong> 1 min./level</p>