Spell Description- D in Aertrea | World Anvil
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Spell Description- D


Spell Descriptions- D



Daggerspell Stance

Abjuration Level: Druid 2, sorcerer/wizard 2
Components: V, F Casting Time: 1 swift action
Range: Personal Target: You
Duration: 1 round/level (D)
The daggers in your hands glow silver as you complete thespell. They feelas if they have become a part of your body. While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level.
The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic.
Focus: A pair of daggers.


Dance of a Hundred Cuts

School transmutation; Level bard 4, Duskblade 4 Casting Time 1 standard action Components V
Range personal Target you
Duration 1 round/level
You become a lethal combat dancer, swirling and spinning with grace and precision. You gain a morale bonus on melee attack rolls, melee damage rolls, and Acrobatics checks, and to Armor Class. This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). The bonus to AC is lost under any circumstances that would cause you to lose your Dexterity bonus to AC. You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.


Dance of a Thousand Cuts

School transmutation; Level bard 6, Duskblade 5
This spell functions as dance of a hundred cuts, except you also gain the benefits of haste.  

Dancing Lights

School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action   Components V, S
  Range medium (100 ft. + 10 ft./level)   Effect Up to four lights, all within a 10-ft.-radius area
  Duration 1 minute (D)
  Saving Throw none; Spell Resistance no   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 dancing lights 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.
  You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
  Dancing lights can be made permanent with a permanency spell.


Dark WAY

Illusion (Shadow) Level: Bard 2, cleric 2, sorcerer/ wizard 2
Components: V, S, DF Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Effect: One bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level long
Duration: 1 round/level Saving Throw: None
Spell Resistance: Yes
You stand at the edge of the canyon and invoke the power.At your feet appears a thin black bridge that arches over the canyon. You create a ribbon like, weightless, unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippery than a typical dungeon floor.
A dark way can support a maximum of 200 pounds per caster level.
Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren’t there. You never fall through a dark way unless your own weight exceeds the spell’s maximum capacity.

Darkness

School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
Casting Time 1 standard action   Components V, M/DF (bat fur and a piece of coal)
  Range touch   Target object touched
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no   This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.
  If darkness 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.
  This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Darkvision

School transmutation; Level ranger 3, sorcerer/wizard 2
Casting Time 1 standard action   Components V, S, M (either a pinch of dried carrot or an agate)
  Range touch   Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless Spell Resistance yes (harmless)
  The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
  Darkvision can be made permanent with a permanency spell.

Daylight

School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 3, sorcerer/wizard 3
Casting Time 1 standard action   Components V, S
  Range touch   Target object touched
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot 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 such light.
  If daylight 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.
 

Daze

School enchantment (compulsion) [mind-affecting]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action   Components V, S, M (a pinch of wool or similar substance)
  Range close (25 ft. + 5 ft./2 levels)   Target one humanoid creature of 4 HD or less
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  This spell 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. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Daze Monster School enchantment (compulsion) [mind-affecting]; Level bard 2, sorcerer/wizard 2 Range medium (100 ft. + 10 ft./level)   Target one living creature of 6 HD or less   This spell functions like daze, but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

Deadly Juggernaut Needs a home

School necromancy [death]; Level antipaladin 3, cleric 3, inquisitor 3, paladin 3 Casting Time 1 standard action   Components V, S   Range personal   Target you   Duration 1 minute/level   With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.
Deafening Song Bolts (need home) School evocation [sonic]; Level bard 5   Casting Time 1 standard action   Components V, S   Range close (25 ft. + 5 ft./2 levels)   Target up to 3 creatures, no two of which can be more than 30 ft. apart   Duration instantaneous   Saving Throw none; Spell Resistance no   Three notes you sing or perform become tangible bolts of arcane energy that shriek across the battlefield. Each bolt requires a ranged touch attack to hit and deals 3d10 points of sonic damage, deafening the target for 1d6 rounds. The bolts may be fired at the same or different targets, but all must be fired simultaneously.
DEATH KNELL School necromancy [death, evil]; Level cleric 2   Casting Time 1 standard action   Components V, S   Range touch   Target living creature touched   Duration instantaneous/10 minutes per HD of subject; see text   Saving Throw Will negates; Spell Resistance yes   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 enhancement 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.
DEATH WARD School necromancy; Level cleric 4, druid 5, paladin 4   Casting Time 1 standard action   Components V, S, DF   Range touch   Target living creature touched   Duration 1 min./level   Saving Throw Will negates (harmless Spell Resistance yes (harmless)   The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.   This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect.   Death ward does not protect against other sorts of attacks, even if those attacks might be lethal.
DEATHLESS needs home School necromancy; Level alchemist 4, cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4   Casting Time 1 standard action   Components V, S   Range touch   Target living creature touched   Duration 1 round/level   Saving Throw Fortitude negates (harmless Spell Resistance yes (harmless)   The target's soul is strongly anchored to its body, preventing death from hit point damage. No matter how low the target's hit points get, it remains alive (though not necessarily conscious).   This spell doesn't prevent death from sources other than hit point damage—such as Constitution damage or drain, death effects, or energy drain. Spells that cure hit points affect the creature normally.   Mythic: If you expend one use of mythic power when you cast the spell, you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 30-foot-radius emanation centered on you.   Augmented (8th): If you expend three uses of mythic power, the range increases to 1 mile, and the area to a 1-mile-radius emanation centered on you.
DEATHWATCH School necromancy; Level cleric 1   Casting Time 1 standard action   Components V, S   Range 30 ft.   Area cone-shaped emanation   Duration 10 min./level   Saving Throw none; Spell Resistance no   Using the powers of necromancy, 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), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
DEBILITATING PORTENT School enchantment (compulsion) [mind-affecting]; Level cleric 4, witch 4   Casting Time 1 standard action   Components V, S, DF   Range medium (100 ft. + 10 ft./level)   Target one creature   Duration 1 round/level (D) see text   Saving Throw none; Spell Resistance yes   The target is surrounded by a glowing green aura of ill fate. Each time the spell's subject makes an attack or casts a spell, it must succeed at a Will saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles), Intelligence (in the case of witches), or Wisdom (in the case of clerics). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage.
DEEP SLUMBER School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 3   Range close (25 ft. + 5 ft./2 levels)   This spell functions like sleep, except that it affects 10 HD of targets.

DEEPER DARKNESS School evocation [darkness]; Level cleric 3   Duration 10 min./level (D)   This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.   This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.

DEFLECTION School abjuration [force]; Level sorcerer/wizard 7   Casting Time 1 standard action   Components V, S, M (a piece of rubber dipped in glue)   Range personal   Target you   Duration 1 round/level   You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source. This applies to any melee or ranged attack directed against you so long as it uses an attack roll to determine whether or not it strikes you. If an attack misses you, the attacker must make a second attack roll against its own Armor Class, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack's damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks that actually do strike you but simply fail to do any harm.
DELAY POISON School conjuration (healing Level bard 2, cleric 2, druid 2, paladin 2, ranger 1   Casting Time 1 standard action   Components V, S, DF   Range touch   Target creature touched   Duration 1 hour/level   Saving Throw Fortitude negates (harmless Spell Resistance yes (harmless)   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. Delay poison does not cure any damage that poison may have already done.
DELAYED BLAST FIREBALL School evocation [fire]; Level sorcerer/wizard 7   Duration 5 rounds or less; see text   This spell functions like fireball, 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). The glowing bead created by delayed blast fireball 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. 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.
DEMAND School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8   Saving Throw Will partial; Spell Resistance yes   This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, 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 demand is issued, the message is understood but the suggestion is ineffective.   The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

DESECRATE School evocation [evil]; Level cleric 2   Casting Time 1 standard action   Component V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF   Range close (25 ft. + 5 ft./2 levels)   Area 20-ft.-radius emanation   Duration 2 hours/level   Saving Throw none; Spell Resistance yes   This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.   If the desecrated 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 bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).   Furthermore, anyone who casts animate dead 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).   If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate 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.   Desecrate counters and dispels consecrate.
DESTRUCTION School necromancy [death]; Level cleric 7   Casting Time 1 standard action   Components V, S, F (holy or unholy symbol costing 500 gp)   Range close (25 ft. + 5 ft./2 levels)   Target one creature   Duration instantaneous   Saving Throw Fortitude partial; Spell Resistance yes   This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). 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 (and was slain) is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
DETECT ABERRATION School divination; Level druid 1, ranger 1   Casting Time 1 standard action   Component V, S   Range long (400 ft. + 40 ft./level)   Area cone-shaped emanation   Duration concentration, up to 10 minutes/level (D)   Saving Throw none; Spell Resistance no   This spell functions like detect animals or plants, except it detects creatures of the aberration type.
DETECT ANIMALS OR PLANTS School divination; Level druid 1, ranger 1   Casting Time 1 standard action   Components V, S   Range long (400 ft. + 40 ft./level)   Area cone-shaped emanation   Duration concentration, up to 10 min./level (D)   Saving Throw none; Spell Resistance no   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.   1st Round: Presence or absence of that kind of animal or plant in the area.   2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.   3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location.   Conditions: For purposes of this spell, the categories of condition are as follows:   Normal: Has at least 90% of full normal hit points, free of disease.   Fair: 30% to 90% of full normal hit points remaining.   Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.   Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.   If a creature falls into more than one category, the spell indicates the weaker of the two.   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.

DETECT CHAOS School divination; Level cleric 1   This spell functions like detect evil, 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.
DETECT MAGIC School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0   Casting Time 1 standard action   Component: V, S   Range 60 ft.   Area cone-shaped emanation   Duration concentration, up to 1 min./level (D)   Saving Throw none; Spell Resistance no   You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Lingering Aura: 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 detect magic 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:   Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6 × 10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. 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.   Detect magic can be made permanent with a permanency spell.   Detect Magic Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
DETECT POISON School divination; Level cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0   Casting Time 1 standard action   Components V, S   Range close (25 ft. + 5 ft./2 levels)   Target or Area one creature, one object, or a 5-ft. cube   Duration instantaneous   Saving Throw none; Spell Resistance no   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. 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.
DETECT SCRYING School divination; Level bard 4, sorcerer/wizard 4   Casting Time 1 standard action   Components V, S, M (a piece of mirror and a miniature brass hearing trumpet)   Range 40 ft.   Area 40-ft.-radius emanation centered on you   Duration 24 hours   Saving Throw none; Spell Resistance no   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.   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 direction and distance from you.
DETECT SECRET DOORS School divination; Level bard 1, sorcerer/wizard 1   Casting Time 1 standard action   Components V, S   Range 60 ft.   Area cone-shaped emanation   Duration concentration, up to 1 min./level (D)   Saving Throw none; Spell Resistance no   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.   1st Round: Presence or absence of secret doors.   2nd Round: 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.   Each Additional Round: 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.
DETECT SNARES AND PITS School divination; Level druid 1, ranger 1   Casting Time 1 standard action   Components V, S   Range 60 ft.   Area cone-shaped emanation   Duration concentration, up to 10 min./level (D)   Saving Throw none; Spell Resistance no   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.   Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). 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 snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.   The amount of information revealed depends on how long you study a particular area.   1st Round: Presence or absence of hazards.   2nd Round: 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.   Each Additional Round: The general type and trigger for one particular hazard closely examined by you.   Each round, you can turn to examine 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.
DETECT THOUGHTS School divination [mind-affecting]; Level bard 2, sorcerer/wizard 2   Casting Time 1 standard action   Components V, S, F/DF (a copper piece)   Range 60 ft.   Area cone-shaped emanation   Duration concentration, up to 1 min./level (D)   Saving Throw Will negates; see text; Spell Resistance no   You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).   2nd Round: 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.   3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.   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.
DETECT UNDEAD School divination; Level cleric 1, paladin 1, sorcerer/wizard 1   Casting Time 1 standard action   Components V, S, M/DF (earth from a grave)   Range 60 ft.   Area cone-shaped emanation   Duration concentration, up to 1 minute/ level (D)   Saving Throw none; Spell Resistance no   You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.   1st Round: Presence or absence of undead auras.   2nd Round: 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.   3rd Round: 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.   Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.   Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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, as given on the table below.   HD Strength Lingering Aura Duration 1 or lower Faint 1d6 rounds 2–4 Moderate 1d6 minutes 5–10 Strong 1d6 × 10 minutes 11 or higher Overwhelming 1d6 days 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.
DETONATE School evocation [acid, cold, electricity, or fire]; Level alchemist 4, sorcerer/wizard 4   Casting Time 1 standard action   Components V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)   Range 30 ft.   Area 30-ft.-radius spread centered on you   Duration 1 round, then instantaneous   Saving Throw Reflex half; Spell Resistance yes   You flood yourself with a potent surge of elemental energy. One round after completing the casting of the spell, the energy explodes from your body.   When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a saving throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.
DICTUM School evocation [lawful, sonic]; Level cleric 7   Casting Time 1 standard action   Components V   Range 40 ft.   Area nonlawful creatures in a 40-ft.-radius spread centered on you   Duration instantaneous   Saving Throw none or Will negates; see text; Spell Resistance yes   Any nonlawful creature within the area of a dictum spell suffers the following ill effects.   HD Effect Equal to caster level Deafened Up to caster level –1 Staggered, deafened Up to caster level –5 Paralyzed, staggered, deafened Up to caster level –10 Killed, paralyzed, staggered, deafened The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.   Deafened: The creature is deafened for 1d4 rounds. Save negates.   Staggered: The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds.   Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.   Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).   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 dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate.   Creatures whose Hit Dice exceed your caster level are unaffected by dictum.
DIMENSION DOOR School conjuration (teleportation Level bard 4, sorcerer/wizard 4   Casting Time 1 standard action   Components V   Range long (400 ft. + 40 ft./level)   Target you and touched objects or other touched willing creatures   Duration instantaneous   Saving Throw none and Will negates (object Spell Resistance no and yes (object)   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.   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.   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.
DIMENSIONAL ANCHOR School abjuration; Level cleric 4, sorcerer/wizard 4   Casting Time 1 standard action   Components V, S   Range medium (100 ft. + 10 ft./level)   Effect ray   Duration 1 min./level   Saving Throw none; Spell Resistance yes (object)   A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.   A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
DIMENSIONAL LOCK School abjuration; Level cleric 8, sorcerer/wizard 8   Casting Time 1 standard action   Components V, S   Range medium (100 ft. + 10 ft./level)   Area 20-ft.-radius emanation centered on a point in space   Duration 1 day/level   Saving Throw none; Spell Resistance yes   You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.   A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.DIMINISH PLANTS School transmutation; Level druid 3, ranger 3   Casting Time 1 standard action   Components V, S, DF   Range see text   Target or Area see text   Duration instantaneous   Saving Throw none; Spell Resistance no   This spell has two versions.   Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns.   At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected.   Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal.   This spell has no effect on plant creatures.
DISCERN LIES School divination; Level cleric 4, paladin 3   Casting Time 1 standard action   Components V, S, DF   Range close (25 ft. + 5 ft./2 levels)   Targets one creature/level, no two of which can be more than 30 ft. apart   Duration concentration, up to 1 round/level   Saving Throw Will negates; Spell Resistance no   Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.   Each round, you may concentrate on a different target.
DISCERN LOCATION School divination; Level cleric 8, sorcerer/wizard 8   Casting Time 10 minutes   Components V, S, DF   Range unlimited   Target one creature or object   Duration instantaneous   Saving Throw none; Spell Resistance no   A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.   To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
DISGUISE SELF School illusion (glamer Level bard 1, sorcerer/wizard 1   Casting Time 1 standard action   Components V, S   Range personal   Target you   Duration 10 min./level (D)   You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.   The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
DISINTEGRATE School transmutation; Level sorcerer/wizard 6   Casting Time 1 standard action   Components V, S, M/DF (a lodestone and a pinch of dust)   Range medium (100 ft. + 10 ft./level)   Effect ray   Duration instantaneous   Saving Throw Fortitude partial (object Spell Resistance yes   A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.   When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.   A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.   Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
DISMISSAL School abjuration; Level cleric 4, sorcerer/wizard 5   Casting Time 1 standard action   Components V, S, DF   Range close (25 ft. + 5 ft./2 levels)   Target one extraplanar creature   Duration instantaneous   Saving Throw Will negates; see text; Spell Resistance yes   This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.
DISPEL CHAOS School abjuration [lawful]; Level cleric 5, paladin 4   This spell functions like dispel evil, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.
DISPEL EVIL School abjuration [good]; Level cleric 5, paladin 4   Casting Time 1 standard action   Components V, S, DF   Range touch   Target or Targets you and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object   Duration 1 round/level or until discharged, whichever comes first   Saving Throw see text; Spell Resistance see text   Shimmering, white holy energy surrounds you. This energy has three effects.   First, you gain a +4 deflection bonus to AC against attacks by evil creatures.   Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.   Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.
DISPEL GOOD School abjuration [evil]; Level cleric 5   This spell functions like dispel evil, except that you are surrounded by dark, wavering unholy energy, and the spell affects good creatures and spells rather than evil ones.
DISPEL LAW School abjuration [chaotic]; Level cleric 5   This spell functions like dispel evil, except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.
DISPEL MAGIC School abjuration; Level bard 3, cleric 3, druid 4, paladin 3, sorcerer/wizard 3   Casting Time 1 standard action   Components V, S   Range medium (100 ft. + 10 ft./level)   Target or Area one spellcaster, creature, or object   Duration instantaneous   Saving Throw none; Spell Resistance no   You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.   You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.   Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.   For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.   You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.   If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.   If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.   You automatically succeed on your dispel check against any spell that you cast yourself.   Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.   DISPEL MAGIC, GREATER   School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6   Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burst   This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.   You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:   Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.   Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.   Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.   For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.   If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.   You may choose to automatically succeed on dispel checks against any spell that you have cast.   Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.
DISPLACEMENT School illusion (glamer Level bard 3, sorcerer/wizard 3   Casting Time 1 standard action   Components V, M (a small loop of leather)   Range touch   Target creature touched   Duration 1 round/level (D)   Saving Throw Will negates (harmless Spell Resistance yes (harmless)   The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
DISRUPT UNDEAD School necromancy; Level sorcerer/wizard 0   Casting Time 1 standard action   Components V, S   Range close (25 ft. + 5 ft./2 levels)   Effect ray   Duration instantaneous   Saving Throw none; Spell Resistance yes   You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
DISRUPTING WEAPON School transmutation; Level cleric 5   Casting Time 1 standard action   Components V, S   Range touch   Targets one melee weapon   Duration 1 round/level   Saving Throw Will negates (harmless, object see text; Spell Resistance yes (harmless, object)   This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.
DIVINATION School divination; Level cleric 4   Casting Time 10 minutes   Components V, S, M (incense and an appropriate offering worth 25 gp)   Range personal   Target you   Duration instantaneous   Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.   As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
DIVINE FAVOR School evocation; Level cleric 1, paladin 1   Casting Time 1 standard action   Components V, S, DF   Range personal   Target you   Duration 1 minute   Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
DOMINATE ANIMAL School enchantment (compulsion) [mind-affecting]; Level druid 3   Casting Time 1 round   Components V, S   Range close (25 ft. + 5 ft./2 levels)   Target one animal   Duration 1 round/level   Saving Throw Will negates; Spell Resistance yes   This spell allows you to enchant the targeted animal and direct it with simple commands such as "Attack," "Run," and "Fetch." Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.   Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
DOMINATE MONSTER School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 9   Target one creature   This spell functions like dominate person, except that the spell is not restricted by creature type.
DOMINATE PERSON School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 5   Casting Time 1 round   Components V, S   Range close (25 ft. + 5 ft./2 levels)   Target one humanoid   Duration 1 day/level   Saving Throw Will negates; Spell Resistance yes   You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.   If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.   Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).   Changing your orders or giving a dominated creature a new command is a move action.   By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.   Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.   If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.   Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.
DOOM School necromancy [fear, mind-affecting]; Level cleric 1   Casting Time 1 standard action   Components V, S, DF   Range medium (100 ft. + 10 ft./level)   Target one living creature   Duration 1 min./level   Saving Throw Will negates; Spell Resistance yes   This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
Dread Bolt School evocation [evil]; Level Evil Domain 2, Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect arrow-shaped projectile of evil energy Duration instantaneous (1d4 rounds) Saving Throw Will partial (see text Spell Resistance yes
  You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a ranged touch attack. A good creature struck by dread bolt takes 1d8 points of damage per two caster levels (maximum 5d8). A good outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is sickened for 1 round. A successful Will save reduces the damage to half and negates the sickened effect. This spell deals only half damage to creatures that are neither good nor evil, and they are not sickened. The bolt has no effect on evil creatures.

DREAM School illusion (phantasm) [mind-affecting]; Level bard 5, sorcerer/wizard 5   Casting Time 1 minute   Components V, S   Range unlimited   Target one living creature touched   Duration see text   Saving Throw none; Spell Resistance yes   You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.   Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.   If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.   Creatures who don't sleep or don't dream cannot be contacted by this spell.   The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.
DREAM COUNCIL School illusion (phantasm) [mind-affecting]; Level bard 6, medium 4, mesmerist 5, psychic 6, sorcerer/wizard 7   Casting Time 1 standard action   Components V, S   Range unlimited   Target one or more living creatures   Duration see text   Saving Throw Will negates; Spell Resistance yes   This spell functions as dream, but you and the target of your dream can converse in a limited fashion as long as the recipient is also asleep. You can send or receive a number of dream messages equal to your caster level. Each message can be up to 25 words long or a single vague image that can't convey fine details such as words. You can send and receive these dream messages with a single target or multiple targets, but each message you send or receive counts against the total number of messages allowed. Sending a message takes 1 round. The spell ends and you wake up when you run out of messages.   If you use dream council to send a message to a sleeping creature that has dream or dream council prepared (or is able to cast it spontaneously or as a spell-like ability), the recipient can expend one of your allotted messages to cast that spell while remaining asleep. This uses up that creature's prepared spell, spell per day, or spell-like ability use as normal. Instead of replying to your message, that character is able to enter your dreamscape. If the sleeping recipient has the Lucid Dreamer feat, it can enter your dreamscape without casting either of those spells. While in the original caster's dreamscape, those involved in the council can interact with one another and that dreamscape for 10 minutes for each message remaining. When that time elapses, the spell ends.
DREAM TRAVEL School conjuration (teleportation) [mind-affecting]; Level mesmerist 6, psychic 6   Casting Time 1 standard action   Components V, S   Range touch   Target you and one creature/level   Duration 1 hour/level (D)   Saving Throw Will negates; Spell Resistance yes   You and the other targets of the spell are physically drawn from the Material Plane into the Dimension of Dreams on a voyage into the dreams of a creature you designate. In the Dimension of Dreams, you move through a swirling sea of thoughts, desires, and emotions created by the minds of dreamers everywhere to reach your destination dreamscape. Reaching the destination dreamscape takes 1 hour. At any point before the spell's duration ends, you can dismiss the spell to return to where you started on the Material Plane. The connection between dreams and reality is inherently tenuous, and your ability to arrive precisely where you mean to is dependent on your familiarity with the dreamer you're trying to find. To determine how accurate your arrival is at the end of your dream travel, roll d% on the following table.   Familiarity On Target Off Target Other Dreamscape Mishap Very familiar 1–97 98–99 100 — Somewhat familiar 1–94 95–97 98–99 100 Known creature 1–88 89–94 95–98 99–100 Not well known 1–76 77–88 89–96 97–100 False identity — — 81–92 93–100 Familiarity: "Very familiar" means that you have had contact using dream, dream council, dream scan, or a similar spell within the past 24 hours with the creature whose dreamscape you are trying to locate. "Somewhat familiar" means that you have had contact with the dreaming character using one of those spells at least once in the past. "Known creature" means that while you know the creature whose dreamscape you're trying to locate, you have not connected to its dreams with those spells. "Not well known" is a creature you have heard of, know by name and true identity, but have never met.   "False identity" means that whether or not you have met the creature, you know it only through a false identity. When trying to locate the dreamscape of a creature known to you through a false identity, roll 1d20 + 80 on the table to obtain your results (instead of rolling d%), since there is no way for you to pinpoint the correct dreamscape.   On Target: You travel to the correct creature's current dreamscape.   Off Target: You travel to an area near the target dreamscape on the Ethereal Plane.   Other Dreamscape: You travel to a similar creature's dreamscape on the Dimension of Dreams.   Mishap: You and anyone else traveling with you experience a mishap during travel; each character takes 1d10 points of damage and must reroll on the table to see where it ends up. For these rerolls, roll 1d20 + 80. Each time "Mishap" comes up, the travelers take more damage and must reroll to see where they end up.   Regardless of the accuracy of your dream travel, you and your companions all arrive at the same location (except in the case of a mishap). Mindless creatures can't use dream travel, nor can creatures that can't dream.   You might be able to exit the dream near the creature on its home plane. If you and the other creatures are still in a dream when the dreamer wakes up, the dreamer can decide to bring you out onto its plane within 1d10 miles of itself. If it chooses not to, you and the other travelers are pushed into another dreamscape or onto the Ethereal Plane. The spell ends when the creature wakes up, so you no longer have the option to dismiss the spell and return home. However, you do get enough warning that a spell is about to end that you can dismiss it before the dreamer awakens and decides whether to allow you to arrive at its location.   You can use dream travel to travel to the dream of a creature on another plane, but this requires trekking through the dreams of outsiders. It takes 1d4+1 hours of uninterrupted travel to reach the destination dream, and each traveler must succeed at a Will save each hour spent traveling in this fashion. The DC of this save is 10 for the first hour, and increases by 5 for each hour thereafter. If a creature fails this saving throw, it becomes shaken for the remainder of the dream travel and for a number of hours thereafter equal to the amount of time spent using dream travel to reach the destination plane. After the first time a creature fails the saving throw, one of the following effects occurs (determined randomly by the GM). These effects are considered emotion effects, in addition to any other descriptors that apply.   d6 Result 1 Creature contracts cackle fever or mindfire (equal chance of either). 2 Creature is cursed, as bestow curse; if the creature is a spellcaster, it instead acquires a random minor spellblight. 3 Creature is attacked by a phantasmal killer, and is treated as having failed the initial saving throw to disbelieve it. The Fortitude save DC is equal to the Will save DC that the creature failed. 4 Creature is possessed as possession by an outsider (50% chance to be a creature from the destination plane; otherwise, it is a random hostile outsider). 5 Creature is affected as feeblemind. 6 Creature is affected as insanity. Traveling to a different planar destination decreases the accuracy of your dream transit. If you exit a creature's dream onto a plane different from the plane you started on, you end up in a random location on the destination plane.   If the target of your dream travel isn't dreaming, you and the other travelers can wait on the Dimension of Dreams until that creature begins sleeping. For each hour that passes during this wait, each dream traveler must attempt a Will save as if it were traveling to reach another plane.
DREAM VOYAGE School conjuration (teleportation) [mind-affecting]; Level psychic 9   This spell functions as dream travel, but you and your companions travel through the Dimension of Dreams in a fantastical vehicle of your own devising that halves the travel time. Only you can pilot the vessel, and you can do so even if you aren't inside it. Your psychic vehicle buffers minds from the intense emotional tides of the Dimension of Dreams, rendering everyone inside immune to harmful emotion and fear effects. Unlike with dream travel, there is no chance the vessel arrives off target. In addition, you need not have met the target creature, but in that case you must have at least a reliable description of it. However, if you attempt to travel there with insufficient or incorrect information, you do need to roll, using the false identity entry from dream travel.   Creatures that disembark from your vehicle can either enter the dreamscape or exit to the plane where the dreamer's body lies, arriving within 1 mile of the dreamer's body. All creatures that disembark from the vehicle onto a plane at the same time arrive in the same place. The dreamer can't prevent the dream voyagers from entering its dream, but can attempt a Will save to prevent a group of creatures from exiting to the plane where its body resides.   The psychic vehicle remains in the dream for the remainder of the spell's duration, even if it's unoccupied. A creature adjacent to the dreamer can reenter the dream vessel as a full-round action through an illusory portal only subjects of the spell can see. You can return the vessel to the point where you cast dream voyage to allow any number of passengers to return to that plane, and can return it to the dream again. Either of these trips takes the same amount of time as the initial travel, and can be done any number of times within the spell's duration. If the vessel moves out of a dreamscape, companions left behind can't return to the vessel by being near the dreamer. If a companion is killed, its body doesn't return to the dream voyage unless you carry it with you, just like any other object.   If the dreamer awakens while the dream vessel is still in its dream, it can allow the dream travelers to exit or not (as with dream travel). The dream vessel remains intact in the Dimension of Dreams for the spell's duration even if it's untethered from a dream. It drifts through dreams when this happens, and you can't pilot it to another dream (even a dream of the initial dreamer if that creature begins dreaming again). If you dismiss the spell at any time, you and all subjects within the dream vessel return to where you started on the Material Plane.   You can increase the number of companions you can bring on a dream voyage to 10 creatures per caster level, though to do so you must increase the casting time, maintaining your concentration and touching up to 6 creatures per round as a full-round action. If your concentration is disrupted before you touch all of the targets, the spell is wasted and has no effect. Once you have touched all of your companions, the dream voyage begins; however, its duration is reduced to 1 hour.






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