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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 (T-Z)</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 (T-Z)</h1>
<h2>Table of Contents</h2>
<ul id="table-of-contents">
<li><a href="#telekinesis">Telekinesis</a></li>
<li><a href="#telekinetic-sphere">Telekinetic Sphere</a></li>
<li><a href="#telepathic-bond">Telepathic Bond</a></li>
<li><a href="#teleport">Teleport</a></li>
<li><a href="#teleport-object">Teleport Object</a></li>
<li><a href="#teleport-greater">Teleport, Greater</a></li>
<li><a href="#teleportation-circle">Teleportation Circle</a></li>
<li><a href="#temporal-stasis">Temporal Stasis</a></li>
<li><a href="#time-stop">Time Stop</a></li>
<li><a href="#tiny-hut">Tiny Hut</a></li>
<li><a href="#tongues">Tongues</a></li>
<li><a href="#touch-of-fatigue">Touch of Fatigue</a></li>
<li><a href="#touch-of-idiocy">Touch of Idiocy</a></li>
<li><a href="#transformation">Transformation</a></li>
<li><a href="#transmute-metal-to-wood">Transmute Metal to Wood</a></li>
<li><a href="#transmute-mud-to-rock">Transmute Mud to Rock</a></li>
<li><a href="#transmute-rock-to-mud">Transmute Rock to Mud</a></li>
<li><a href="#transport-via-plants">Transport via Plants</a></li>
<li><a href="#trap-the-soul">Trap the Soul</a></li>
<li><a href="#tree-shape">Tree Shape</a></li>
<li><a href="#tree-stride">Tree Stride</a></li>
<li><a href="#true-resurrection">True Resurrection</a></li>
<li><a href="#true-seeing">True Seeing</a></li>
<li><a href="#true-strike">True Strike</a></li>
<li><a href="#undeath-to-death">Undeath to Death</a></li>
<li><a href="#undetectable-alignment">Undetectable Alignment</a></li>
<li><a href="#unhallow">Unhallow</a></li>
<li><a href="#unholy-aura">Unholy Aura</a></li>
<li><a href="#unholy-blight">Unholy Blight</a></li>
<li><a href="#unseen-servant">Unseen Servant</a></li>
<li><a href="#vampiric-touch">Vampiric Touch</a></li>
<li><a href="#veil">Veil</a></li>
<li><a href="#ventriloquism">Ventriloquism</a></li>
<li><a href="#virtue">Virtue</a></li>
<li><a href="#vision">Vision</a></li>
<li><a href="#wail-of-the-banshee">Wail of the Banshee</a></li>
<li><a href="#wall-of-fire">Wall of Fire</a></li>
<li><a href="#wall-of-force">Wall of Force</a></li>
<li><a href="#wall-of-ice">Wall of Ice</a></li>
<li><a href="#wall-of-iron">Wall of Iron</a></li>
<li><a href="#wall-of-stone">Wall of Stone</a></li>
<li><a href="#wall-of-thorns">Wall of Thorns</a></li>
<li><a href="#warp-wood">Warp Wood</a></li>
<li><a href="#water-breathing">Water Breathing</a></li>
<li><a href="#water-walk">Water Walk</a></li>
<li><a href="#waves-of-exhaustion">Waves of Exhaustion</a></li>
<li><a href="#waves-of-fatigue">Waves of Fatigue</a></li>
<li><a href="#web">Web</a></li>
<li><a href="#weird">Weird</a></li>
<li><a href="#whirlwind">Whirlwind</a></li>
<li><a href="#whispering-wind">Whispering Wind</a></li>
<li><a href="#wind-walk">Wind Walk</a></li>
<li><a href="#wind-wall">Wind Wall</a></li>
<li><a href="#wish">Wish</a></li>
<li><a href="#wood-shape">Wood Shape</a></li>
<li><a href="#word-of-chaos">Word of Chaos</a></li>
<li><a href="#word-of-recall">Word of Recall</a></li>
<li><a href="#zone-of-silence">Zone of Silence</a></li>
<li><a href="#zone-of-truth">Zone of Truth</a></li>
</ul>
<h2 id="telekinesis">Telekinesis</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 5</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>Target or Targets:</strong> See text</p>
<p><strong>Duration:</strong> Concentration (up to 1 round/ level) or instantaneous; see text</p>
<p><strong>Saving Throw:</strong> Will negates (object) or None; see text</p>
<p><strong>Spell Resistance:</strong> Yes (object); see text</p>
<p>
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a
gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
</p>
<p>
<em>Sustained Force:</em> A sustained force moves an object weighing no more than 25 pounds per caster level
(maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it
possesses with a successful Will save or with spell resistance.
</p>
<p>
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight
can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The
spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls
or stops.
</p>
<p>
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a
key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might
even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
</p>
<p>
<em>Combat Maneuver:</em> Alternatively, once per round, you can use <i>telekinesis</i> to perform a bull rush,
disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks
of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use
your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or
Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or
trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell
can last 1 round per caster level, but it ends if you cease concentration.
</p>
<p>
<em>Violent Thrust:</em> Alternatively, the spell energy can be spent in a single round. You can hurl one object
or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any
target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster
level (maximum 375 pounds at 15th level).
</p>
<p>
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your
base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause
standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used
in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6
points of damage per 25 pounds (for hard, dense objects).
</p>
<p>
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and
spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a
telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
</p>
<h2 id="telekinetic-sphere">Telekinetic Sphere</h2>
<p>Evocation [Force]</p>
<p><strong>Level:</strong> Sor/Wiz 8</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>Effect:</strong> 1-ft.-diameter/level sphere, centered around creatures or objects</p>
<p><strong>Duration:</strong> 1 min./level (D)</p>
<p><strong>Saving Throw:</strong> Reflex negates (object)</p>
<p><strong>Spell Resistance:</strong> Yes (object)</p>
<p>
This spell functions like <i>resilient sphere,</i> with the addition that the creatures or objects inside the
globe are nearly weightless. Anything contained within an <i>telekinetic sphere</i> weighs only one-sixteenth of
its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less.
The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the
sphere has succeeded in encapsulating its contents.
</p>
<p>
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the
sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a
standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere
does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a
level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating
(voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later
turn during the spell’s duration.
</p>
<p>
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of
the sphere.
</p>
<p>You can move the sphere telekinetically even if you are in it.</p>
<p>
<em>Material Component:</em> A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic,
and a pair of small bar magnets.
</p>
<h2 id="telepathic-bond">Telepathic Bond</h2>
<p>Divination</p>
<p><strong>Level:</strong> Sor/Wiz 5</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>Targets:</strong> You plus one willing creature per three levels, no two of which can be more than 30 ft.
apart
</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>
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an
Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures
can communicate telepathically through the bond regardless of language. No special power or influence is
established as a result of the bond. Once the bond is formed, it works over any distance (although not from one
plane to another).
</p>
<p>
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of
casting.
</p>
<p>
<i>Telepathic bond</i> can be made permanent with a <i>permanency</i> spell, though it only bonds two creatures
per casting of <i>permanency</i>.
</p>
<p><em>Material Component:</em> Pieces of eggshell from two different kinds of creatures.</p>
<h2 id="teleport">Teleport</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Sor/Wiz 5, Travel 5</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal and touch</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>
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster
level. Interplanar travel is not possible. 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 (see below) 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. As with all spells
where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance
applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell
resistance.
</p>
<p>
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the
more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more
hazardous or even impossible.
</p>
<p>
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following
information for definitions of the terms on the table.
</p>
<p>
<em>Familiarity:</em> “Very familiar” is 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 can currently see it, you’ve been there often, or
you have used other means (such as <i>scrying</i>) to study the place for at least one hour. “Seen casually” is a
place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that
you have seen once, possibly using magic.
</p>
<p>
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar
location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When
traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there
is no real destination for you to hope to arrive at or even be off target from.
</p>
<p><em>On Target:</em> You appear where you want to be.</p>
<p>
<em>Off Target:</em> You appear safely a random distance away from the destination in a random direction. Distance
off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
</p>
<p><em>Similar Area:</em> You wind up in an area that’s visually or thematically similar to the target area.</p>
<p>
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range,
the spell simply fails instead.
</p>
<p>
<em>Mishap:</em> You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of
damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap”
comes up, the characters take more damage and must reroll.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Familiarity</th>
<th>On Target</th>
<th>Off Target</th>
<th>Similar Area</th>
<th>Mishap</th>
</tr>
<tr>
<td>Very familiar</td>
<td>01–97</td>
<td>98–99</td>
<td>100</td>
<td>—</td>
</tr>
<tr>
<td>Studied carefully</td>
<td>01–94</td>
<td>95–97</td>
<td>98–99</td>
<td>100</td>
</tr>
<tr>
<td>Seen casually</td>
<td>01–88</td>
<td>89–94</td>
<td>95–98</td>
<td>99–100</td>
</tr>
<tr>
<td>Viewed once</td>
<td>01–76</td>
<td>77–88</td>
<td>89–96</td>
<td>97–100</td>
</tr>
<tr>
<td>False destination (1d20+80)</td>
<td>—</td>
<td>—</td>
<td>81–92</td>
<td>93–100</td>
</tr>
</tbody>
</table>
<h2 id="teleport-object">Teleport Object</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Sor/Wiz 7</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Target:</strong> One touched object of up to 50 lb./level and 3 cu. ft./level</p>
<p><strong>Saving Throw:</strong> Will negates (object)</p>
<p><strong>Spell Resistance:</strong> Yes (object)</p>
<p>
This spell functions like <i>teleport,</i> except that it teleports an object, not you. Creatures and magical
forces cannot be teleported.
</p>
<p>
If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point
from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted
<i>dispel magic</i> spell cast on that point brings the vanished item back from the Ethereal Plane.
</p>
<h2 id="teleport-greater">Teleport, Greater</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Sor/Wiz 7, Travel 7</p>
<p>
This spell functions like <i>teleport,</i> except that there is no range limit and there is no chance you arrive
off target. In addition, you need not have seen the destination, but in that case you must have at least a
reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient
information (or with misleading information), you disappear and simply reappear in your original location.
Interplanar travel is not possible.
</p>
<h2 id="teleportation-circle">Teleportation Circle</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Sor/Wiz 9</p>
<p><strong>Components:</strong> V, M</p>
<p><strong>Casting Time:</strong> 10 minutes</p>
<p><strong>Range:</strong> 0 ft.</p>
<p><strong>Effect:</strong> 5-ft.-radius circle that teleports those who activate it</p>
<p><strong>Duration:</strong> 10 min./level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You create a circle on the floor or other horizontal surface that teleports, as <i>greater teleport,</i> any
creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t
change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place
with which you are not familiar and have no clear description, or to another plane.
</p>
<p>
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it
accidentally, you need to mark the circle in some way.
</p>
<p>
<i>Teleportation circle</i> can be made permanent with a <i>permanency</i> spell. A permanent
<i>teleportation circle</i> that is disabled becomes inactive for 10 minutes, then can be triggered again as
normal.
</p>
<p>
<em>Note:</em> Magic traps such as <i>teleportation circle</i> are hard to detect and disable. A rogue (only) can
use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level,
or 34 in the case of <i>teleportation circle</i>.
</p>
<p><em>Material Component:</em> Amber dust to cover the area of the circle (cost 1,000 gp).</p>
<h2 id="temporal-stasis">Temporal Stasis</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 8</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> Permanent</p>
<p><strong>Saving Throw:</strong> Fortitude negates</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the
creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body
functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed
(such as by a successful
<i>dispel magic</i> spell or a <i>freedom</i> spell).
</p>
<p>
<em>Material Component:</em> A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of
at least 5,000 gp.
</p>
<h2 id="time-stop">Time Stop</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 9, Trickery 9</p>
<p><strong>Components:</strong> V</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal</p>
<p><strong>Target:</strong> You</p>
<p><strong>Duration:</strong> 1d4+1 rounds (apparent time); see text</p>
<p>
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other
creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1
rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the
<i>time stop</i> is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such
creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining
duration of the <i>time stop</i> have their normal effects on other creatures once the <i>time stop</i> ends. Most
spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
</p>
<p>
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any
item that is not in another creature’s possession.
</p>
<p>
You are undetectable while <i>time stop</i> lasts. You cannot enter an area protected by an
<i>antimagic field</i> while under the effect of
<i>time stop.</i>
</p>
<h2 id="tiny-hut">Tiny Hut</h2>
<p>Evocation [Force]</p>
<p><strong>Level:</strong> Brd 3, Sor/Wiz 3</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 20 ft.</p>
<p><strong>Effect:</strong> 20-ft.-radius sphere centered on your location</p>
<p><strong>Duration:</strong> 2 hours/level (D)</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects
above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can
fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you
remove yourself from the hut, the spell ends.
</p>
<p>
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior
temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut
also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of
less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
</p>
<p>
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as
desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons,
and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from
outside the hut (they have total concealment).
</p>
<p>
<em>Material Component:</em> A small crystal bead that shatters when the spell duration expires or the
<i>hut</i> is dispelled.
</p>
<h2 id="tongues">Tongues</h2>
<p>Divination</p>
<p><strong>Level:</strong> Brd 2, Clr 4, Sor/Wiz 3</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> Creature touched</p>
<p><strong>Duration:</strong> 10 min./level</p>
<p><strong>Saving Throw:</strong> Will negates (harmless)</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell grants the creature touched the ability to speak and understand the language of any intelligent
creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time,
although it may be able to understand several languages.
<i>Tongues</i> does not enable the subject to speak with creatures who don’t speak. The subject can make itself
understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject
in any way.
</p>
<p><i>Tongues</i> can be made permanent with a <i>permanency</i> spell.</p>
<p>
<em>Arcane Material Component:</em> A small clay model of a ziggurat, which shatters when the verbal component is
pronounced.
</p>
<h2 id="touch-of-fatigue">Touch of Fatigue</h2>
<p>Necromancy</p>
<p><strong>Level:</strong> 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> Touch</p>
<p><strong>Target:</strong> Creature touched</p>
<p><strong>Duration:</strong> 1 round/level</p>
<p><strong>Saving Throw:</strong> Fortitude negates</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike
a target.
</p>
<p>The subject is immediately fatigued for the spell’s duration.</p>
<p>
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as
soon as the spell’s duration expires.
</p>
<p><em>Material Component:</em> A drop of sweat.</p>
<h2 id="touch-of-idiocy">Touch of Idiocy</h2>
<p>Enchantment (Compulsion) [Mind-Affecting]</p>
<p><strong>Level:</strong> Sor/Wiz 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> 10 min./level</p>
<p><strong>Saving Throw:</strong> No</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty
to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.
</p>
<p>
This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite
ability score drops below the minimum required to cast spells of that level.
</p>
<h2 id="transformation">Transformation</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Sor/Wiz 6</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal</p>
<p><strong>Target:</strong> You</p>
<p><strong>Duration:</strong> 1 round/level</p>
<p>
You become a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. Your mind-set
changes so that you relish combat and you can’t cast spells, even from magic items.
</p>
<p>
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5
competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus
equals your character level (which may give you multiple attacks).
</p>
<p>
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic
items, just as if the spells were no longer on your class list.
</p>
<p>
<em>Material Component:</em> A <i>potion of bull’s strength</i>, which you drink (and whose effects are subsumed
by the spell effects).
</p>
<h2 id="transmute-metal-to-wood">Transmute Metal to Wood</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Drd 7</p>
<p><strong>Components:</strong> V, S, DF</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> All metal objects within a 40-ft.-radius burst</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes (object; see text)</p>
<p>
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal
objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance
equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to
wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is
reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor
changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll
of 19 or 20.
</p>
<p>
Only <i>limited wish, miracle, wish,</i> or similar magic can restore a transmuted object to its metallic state.
</p>
<h2 id="transmute-mud-to-rock">Transmute Mud to Rock</h2>
<p>Transmutation [Earth]</p>
<p><strong>Level:</strong> Drd 5, Sor/Wiz 5</p>
<p><strong>Components:</strong> V, S, M/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Area:</strong> Up to two 10-ft. cubes/level (S)</p>
<p><strong>Duration:</strong> Permanent</p>
<p><strong>Saving Throw:</strong> See text</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral)
permanently.
</p>
<p>Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.</p>
<p><i>Transmute mud to rock</i> counters and dispels <i>transmute rock to mud</i>.</p>
<p><em>Arcane Material Component:</em> Sand, lime, and water.</p>
<h2 id="transmute-rock-to-mud">Transmute Rock to Mud</h2>
<p>Transmutation [Earth]</p>
<p><strong>Level:</strong> Drd 5, Sor/Wiz 5</p>
<p><strong>Components:</strong> V, S, M/DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p>
<p><strong>Area:</strong> Up to two 10-ft. cubes/level (S)</p>
<p><strong>Duration:</strong> Permanent; see text</p>
<p><strong>Saving Throw:</strong> See text</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not
affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or
otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2
penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it.
Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
</p>
<p>
If <i>transmute rock to mud</i> is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and
spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning
damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.
</p>
<p>
Castles and large stone buildings are generally immune to the effect of the spell, since
<i>transmute rock to mud</i> can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’
foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or
even partially toppled by this spell.
</p>
<p>
The mud remains until a successful <i>dispel magic</i> or <i>transmute mud to rock</i> spell restores its
substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact
time depends on exposure to the sun, wind, and normal drainage.
</p>
<p><em>Arcane Material Component:</em> Clay and water.</p>
<h2 id="transport-via-plants">Transport via Plants</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Drd 6</p>
<p><strong>Components:</strong> V, S</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Unlimited</p>
<p><strong>Target:</strong> You and touched objects or other touched willing creatures</p>
<p><strong>Duration:</strong> 1 round</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single
round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need
not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of
destination plant, you need merely designate direction and distance and the
<i>transport via plants</i> spell moves you as close as possible to the desired location. If a particular
destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry
plant.
</p>
<p>
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. Use the following equivalents to determine the maximum number of larger creatures you can
bring along: 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>You can’t use this spell to travel through plant creatures.</p>
<p>
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and
all carried objects from the tree.
</p>
<h2 id="trap-the-soul">Trap the Soul</h2>
<p>Conjuration (Summoning)</p>
<p><strong>Level:</strong> Sor/Wiz 8</p>
<p><strong>Components:</strong> V, S, M, (F); see text</p>
<p><strong>Casting Time:</strong> 1 standard action or see text</p>
<p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p>
<p><strong>Target:</strong> One creature</p>
<p><strong>Duration:</strong> Permanent; see text</p>
<p><strong>Saving Throw:</strong> See text</p>
<p><strong>Spell Resistance:</strong> Yes; see text</p>
<p>
<i>Trap the soul</i> forces a creature’s life force (and its material body) into a gem. The gem holds the trapped
entity indefinitely or until the gem is broken and the life force is released, which allows the material body to
reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service
immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
</p>
<p>Depending on the version selected, the spell can be triggered in one of two ways.</p>
<p>
<em>Spell Completion:</em> First, the spell can be completed by speaking its final word as a standard action as if
you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid
the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by
2. If the save or spell resistance is successful, the gem shatters.
</p>
<p>
<em>Trigger Object:</em> The second method is far more insidious, for it tricks the subject into accepting a
trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use
this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is
enspelled. A <i>sympathy</i> spell can also be placed on the trigger object. As soon as the subject picks up or
accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell
resistance or a save.
</p>
<p>
<em>Material Component:</em> Before the actual casting of <i>trap the soul,</i> you must procure a gem of at least
1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it
shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the
value of the gem needed to trap an individual can be researched. Remember that this value can change over time as
creatures gain more Hit Dice.)
</p>
<p>
<em>Focus (Trigger Object Only):</em> If the trigger object method is used, a special trigger object, prepared as
described above, is needed.
</p>
<h2 id="tree-shape">Tree Shape</h2>
<p>Transmutation</p>
<p><strong>Level:</strong> Drd 2, Rgr 3</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal</p>
<p><strong>Target:</strong> You</p>
<p><strong>Duration:</strong> 1 hour/level (D)</p>
<p>
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk
with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a
magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a
<i>detect magic</i> spell reveals a faint transmutation on the tree. While in tree form, you can observe all that
transpires around you just as if you were in your normal form, and your hit points and save bonuses remain
unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0
feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
</p>
<p>You can dismiss <i>tree shape</i> as a free action (instead of as a standard action).</p>
<h2 id="tree-stride">Tree Stride</h2>
<p>Conjuration (Teleportation)</p>
<p><strong>Level:</strong> Drd 5, Rgr 4</p>
<p><strong>Components:</strong> V, S, DF</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal</p>
<p><strong>Target:</strong> You</p>
<p><strong>Duration:</strong> 1 hour/level or until expended; see text</p>
<p>
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter
and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By
moving into an oak tree (for example), you instantly know the location of all other oak trees within transport
range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved
into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the
following table.
</p>
<table data-debug="no-caption" class="half-width-table">
<tbody>
<tr>
<th>Type of Tree</th>
<th>Transport Range</th>
</tr>
<tr>
<td>Oak, ash, yew</td>
<td>3,000 feet</td>
</tr>
<tr>
<td>Elm, linden</td>
<td>2,000 feet</td>
</tr>
<tr>
<td>Other deciduous</td>
<td>1,500 feet</td>
</tr>
<tr>
<td>Any coniferous</td>
<td>1,000 feet</td>
</tr>
<tr>
<td>All other trees</td>
<td>500 feet</td>
</tr>
</tbody>
</table>
<p>
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving
into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round
action.
</p>
<p>
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell
ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before
the process is complete.
</p>
<h2 id="true-resurrection">True Resurrection</h2>
<p>Conjuration (Healing)</p>
<p><strong>Level:</strong> Clr 9</p>
<p><strong>Casting Time:</strong> 10 minutes</p>
<p>
This spell functions like <i>raise dead,</i> except that you can resurrect a creature that has been dead for as
long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed,
provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of
birth or death is the most common method).
</p>
<p>
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no
loss of level (or Constitution points) or prepared spells.
</p>
<p>
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then
destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead
creatures.
</p>
<p>Even <i>true resurrection</i> can’t restore to life a creature who has died of old age.</p>
<p><em>Material Component:</em> A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.</p>
<h2 id="true-seeing">True Seeing</h2>
<p>Divination</p>
<p><strong>Level:</strong> Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6</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 min./level</p>
<p><strong>Saving Throw:</strong> Will negates (harmless)</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and
magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under
<i>blur</i> or <i>displacement</i> effects, sees invisible creatures or objects normally, sees through illusions,
and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to
see into the Ethereal Plane (but not into extradimensional spaces). The range of <i>true seeing</i> conferred is
120 feet.
</p>
<p>
<i>True seeing</i>, however, does not penetrate solid objects. It in no way confers X-ray vision or its
equivalent. It does not negate concealment, including that caused by fog and the like. <i>True seeing</i> does not
help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden
by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use
<i>true seeing</i> through a <i>crystal ball</i> or in conjunction with <i>clairaudience/clairvoyance</i>.
</p>
<p>
<em>Material Component:</em> An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron,
and fat.
</p>
<h2 id="true-strike">True Strike</h2>
<p>Divination</p>
<p><strong>Level:</strong> Sor/Wiz 1</p>
<p><strong>Components:</strong> V, F</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> Personal</p>
<p><strong>Target:</strong> You</p>
<p><strong>Duration:</strong> See text</p>
<p>
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack
roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not
affected by the miss chance that applies to attackers trying to strike a concealed target.
</p>
<p><em>Focus:</em> A small wooden replica of an archery target.</p>
<h2 id="undeath-to-death">Undeath to Death</h2>
<p>Necromancy</p>
<p><strong>Level:</strong> Clr 6, Sor/Wiz 6</p>
<p><strong>Components:</strong> V, S, M/DF</p>
<p><strong>Area:</strong> Several undead creatures within a 40-ft.-radius burst</p>
<p><strong>Saving Throw:</strong> Will negates</p>
<p>This spell functions like <i>circle of death</i>, except that it destroys undead creatures as noted above.</p>
<p><em>Material Component:</em> The powder of a crushed diamond worth at least 500 gp.</p>
<h2 id="undetectable-alignment">Undetectable Alignment</h2>
<p>Abjuration</p>
<p><strong>Level:</strong> Brd 1, Clr 2, Pal 2</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:</strong> One creature or object</p>
<p><strong>Duration:</strong> 24 hours</p>
<p><strong>Saving Throw:</strong> Will negates (object)</p>
<p><strong>Spell Resistance:</strong> Yes (object)</p>
<p>
An <i>undetectable alignment</i> spell conceals the alignment of an object or a creature from all forms of
divination.
</p>
<h2 id="unhallow">Unhallow</h2>
<p>Evocation [Evil]</p>
<p><strong>Level:</strong> Clr 5, Drd 5</p>
<p><strong>Components:</strong> V, S, M</p>
<p><strong>Casting Time:</strong> 24 hours</p>
<p><strong>Range:</strong> Touch</p>
<p><strong>Area:</strong> 40-ft. radius emanating from the touched point</p>
<p><strong>Duration:</strong> Instantaneous</p>
<p><strong>Saving Throw:</strong> See text</p>
<p><strong>Spell Resistance:</strong> See text</p>
<p><i>Unhallow</i> makes a particular site, building, or structure an unholy site. This has three major effects.</p>
<p>
First, the site or structure is guarded by a
<i>magic circle against good</i> effect.
</p>
<p>
Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4
profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version
of the spell.)
</p>
<p>
Finally, you may choose to fix a single spell effect to the
<i>unhallowed</i> site. The spell effect lasts for one year and functions throughout the entire site, regardless
of its normal duration and area or effect. You may designate whether the effect applies to all creatures,
creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end
of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting <i>unhallow</i> again.
</p>
<p>
Spell effects that may be tied to an <i>unhallowed</i> site include
<i
>aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good,
dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge,
protection from energy, remove fear, resist energy, silence, tongues,</i
>
and <i>zone of truth</i>.
</p>
<p>
Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions
for details.)
</p>
<p>An area can receive only one <i>unhallow</i> spell (and its associated spell effect) at a time.</p>
<p><i>Unhallow</i> counters but does not dispel <i>hallow</i>.</p>
<p>
<em>Material Component:</em> Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the
spell to be tied to the <i>unhallowed</i> area.
</p>
<h2 id="unholy-aura">Unholy Aura</h2>
<p>Abjuration [Evil]</p>
<p><strong>Level:</strong> Clr 8, Evil 8</p>
<p><strong>Components:</strong> V, S, F</p>
<p><strong>Casting Time:</strong> 1 standard action</p>
<p><strong>Range:</strong> 20 ft.</p>
<p><strong>Targets:</strong> One creature/level in a 20-ft.-radius burst centered on you</p>
<p><strong>Duration:</strong> 1 round/level (D)</p>
<p><strong>Saving Throw:</strong> See text</p>
<p><strong>Spell Resistance:</strong> Yes (harmless)</p>
<p>
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells
cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four
effects.
</p>
<p>
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the
effect of
<i>protection from good</i>, this benefit applies against all attacks, not just against attacks by good creatures.
</p>
<p>Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.</p>
<p>
Third, the abjuration blocks possession and mental influence, just as
<i>protection from good</i> does.
</p>
<p>
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6
points of temporary Strength damage (Fortitude negates).
</p>
<p>
<em>Focus:</em> A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text.
The reliquary costs at least 500 gp.
</p>
<h2 id="unholy-blight">Unholy Blight</h2>
<p>Evocation [Evil]</p>
<p><strong>Level:</strong> Evil 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>Area:</strong> 20-ft.-radius spread</p>
<p><strong>Duration:</strong> Instantaneous (1d4 rounds); see text</p>
<p><strong>Saving Throw:</strong> Will partial</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy
darkness.
</p>
<p>Only good and neutral (not evil) creatures are harmed by the spell.</p>
<p>
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster
level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save
reduces damage to half and negates the sickened effect. The effects cannot be negated by <i>remove disease</i> or
<i>heal,</i> but <i>remove curse</i> is effective.
</p>
<p>
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a
creature can reduce the damage in half again (down to one-quarter) with a successful Will save.
</p>
<h2 id="unseen-servant">Unseen Servant</h2>
<p>Conjuration (Creation)</p>
<p><strong>Level:</strong> Brd 1, Sor/Wiz 1</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>Effect:</strong> One invisible, mindless, shapeless servant</p>
<p><strong>Duration:</strong> 1 hour/level</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> No</p>
<p>
An <i>unseen servant</i> is an invisible, mindless, shapeless force that performs simple tasks at your command. It
can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform
only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you
remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength
score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20
pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any
task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be
used untrained. Its speed is 15 feet.
</p>
<p>
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates
if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it
beyond the spell’s range (measured from your current position), the servant ceases to exist.
</p>
<p><em>Material Component:</em> A piece of string and a bit of wood.</p>
<h2 id="vampiric-touch">Vampiric Touch</h2>
<p>Necromancy</p>
<p><strong>Level:</strong> 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> Living creature touched</p>
<p><strong>Duration:</strong> Instantaneous/1 hour; see text</p>
<p><strong>Saving Throw:</strong> None</p>
<p><strong>Spell Resistance:</strong> Yes</p>
<p>