casting time: 1 standard action 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.
MAGE HAND { transmutation }
casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) target: one nonmagical, unattended object weighing up to 5 lb. duration: concentration saving throw: none spell resistance: no
you point your finger at an object and can lift it and move it at will from a distance. as a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
you channel negative energy through your touch, fatiguing the target. you must succeed on a touch attack to strike a target. the subject is immediately fatigued for the spell’s duration. 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.
casting time: 1 standard action 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
you create 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.
DAZE { enchantment }
casting time: 1 standard action 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 enchantment clouds the mind of a humanoid creature with 4 or fewer hit dice so that it takes no actions. humanoids of 5 or more hd are not affected. a dazed subject is not stunned, so attackers get no special advantage against it.
GHOST SOUND { illusion }
casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) effect: illusory sounds duration: 1 round/level (d) saving throw: will disbelief (if interacted with) spell resistance: mo
ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. you choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. the volume of sound created depends on your level. you can produce as much noise as four normal humans per caster level (maximum twenty humans). thus, talking, singing, shouting, walking, marching, or running sounds can be created. the noise a ghost sound spell produces can be virtually any type of sound within the volume limit. a horde of rats running and squeaking is about the same volume as eight humans running and shouting. a roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
MESSAGE { transmutation }
casting time: 1 standard action range: medium (100 ft. + 10 ft./level) target: one creature/level duration: 10 min./level saving throw: none spell resistance: no
you can whisper messages and receive whispered replies with little chance of being overheard. you point your finger at each creature you want to receive the message. when you whisper, the whispered message is audible to all targeted creatures within range. magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. the message does not have to travel in a straight line. it can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. the creatures that receive the message can whisper a reply that you hear. the spell transmits sound, not meaning. it doesn't transcend language barriers. to speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
OPEN/CLOSE { transmutation }
casting time: 1 standard action range: close (25 ft. + 5 ft./2 levels) target: object weighing up to 30 lb. or portal that can be opened or closed duration: instantaneous saving throw: will negates (object) spell resistance: yes (object)
you can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. if anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. in addition, the spell can only open and close things weighing 30 pounds or less. thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
READ MAGIC { divination }
casting time: 1 standard action range: personal target: you duration: 10 min./level
by means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. this deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. you can read at the rate of one page (250 words) per minute. the spell allows you to identify a glyph of warding with a dc 13 spellcraft check, a greater glyph of warding with a dc 16 spellcraft check, or any symbol spell with a spellcraft check (dc 10 + spell level).
casting time: 1 standard action range: close (40 ft.) target: one humanoid creature duration: 6 hour saving throw: will negates spell resistance: yes
this charm makes a humanoid creature regard you as its trusted friend and ally. if the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. the spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. you can try to give the subject orders, but you must win an opposed charisma check to convince it to do anything it wouldn't ordinarily do. (retries are not allowed). an affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds". any act by you or your apparent allies that threatens the charmed person breaks the spell. you must speak the person's language to communicate your commands, or else be good at pantomiming.
COLOR SPRAY { illusion }
casting time: 1 standard action range: 15 ft. area: cone-shaped burst duration: instantaneous; see text saving Throw: will negates spell resistance: yes
a vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. each creature within the cone is affected according to its hit dice.
2 hd or less: the creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (only living creatures are knocked unconscious). sightless creatures are not affected by color spray.
3 or 4 hd: the creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more hd: the creature is stunned for 1 round.
COMPREHEND LANGUAGES { divination }
casting time: 1 standard action range: personal target: you duration: 60 min.
you can understand the spoken words of creatures or read otherwise incomprehensible written messages. in either case, you must touch the creature or the writing. the ability to read does not necessarily impart insight into the material, merely its literal meaning. the spell enables you to understand or read an unknown language, not speak or write it. written material can be read at the rate of one page (250 words) per minute. magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. this spell can be foiled by certain warding magic (such as the secret page and illusory script spells). it does not decipher codes or reveal messages concealed in otherwise normal text.
DETECT SECRET DOORS { divination }
casting time: 1 standard action range: 60 ft. area: cone-shaped emanation duration: concentration, up to 6 min. (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—an ordinary trapdoor underneath a pile of crates would not be detected. the amount of information revealed depends on how long you study a particular area or subject.
first round: presence or absence of secret doors.
second 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.
DISGUISE SELF { illusion }
casting time: 1 standard action range: personal target: you duration: 60 min. (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 body type. for example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. otherwise, the extent of the apparent change is up to you. you could add or obscure a minor feature such as a mole or a beard, or look like an entirely different person. 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. a battle axe made to look like a dagger still functions as a battle axe. if you use this spell to create a disguise, you get a +10 bonus on the disguise check. a creature that interacts with the glamour gets a will save to recognize it as an illusion. for example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save.
EXPEDITIOUS RETREAT { transmutation }
casting time: 1 standard action range: personal target: you duration: 6 min. (d)
this spell increases your base land speed by 30 feet. (this adjustment is treated as an enhancement bonus.) there is no effect on other modes of movement, such as burrow, climb, fly, or swim. as with any effect that increases your speed, this spell affects your jumping distance.
HYPNOTISM { enchantment }
casting time: 1 round range: close (40 ft.) area: several living creatures, no two of which may be more than 30 ft. apart duration: 2d4 rounds (d) saving throw: will negates spell resistance: yes
your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. in addition, you can use their rapt attention to make your suggestions and requests seem more plausible. roll 2d4 to see how many total hit dice of creatures you affect. creatures with fewer hd are affected before creatures with more hd. only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. if you use this spell in combat, each target gains a +2 bonus on its saving throw. if the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2. while the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. this allows you to make a single request of the affected creature (provided you can communicate with it). the request must be brief and reasonable. even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. a creature that fails its saving throw does not remember that you enspelled it.
MAGE ARMOR { conjuration }
casting time: 1 standard action range: touch target: creature touched duration: 6 hour (d) saving throw: will negates (harmless) spell resistance: no
an invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to ac. unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
OBSCURING MIST { conjuration }
casting time: 1 standard action range: 20 ft. effect: cloud spreads in 20-ft. radius from you, 20 ft. high duration: 6 min. saving throw: none spell resistance: no
a misty vapor arises around you. it is stationary once created. The vapor obscures all sight, including dark-vision, beyond 5 feet. a creature 5 feet away has concealment (attacks have a 20% miss chance). creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). a moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. a strong wind (21+ mph) disperses the fog in 1 round. a fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. a wall of fire burns away the fog in the area into which it deals damage. this spell does not function underwater.
ROUSE { enchantment }
casting time: 1 standard action range: close (40 ft.) area: 10-ft.-radius burst duration: instantaneous saving throw: none spell resistance: no
with a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. this spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points.
SILENT IMAGE { illusion }
casting time: 1 standard action range: long (640 ft.) effect: visual figment that cannot extend beyond four 10-ft. cubes + six 10-ft. cubes (s) duration: concentration saving throw: will disbelief (if interacted with) spell resistance: no
this spell creates the visual illusion of an object, creature, or force, as visualized by you. the illusion does not create sound, smell, texture, or temperature. you can move the image within the limits of the size of the effect.
SLEEP { enchantment }
casting time: 1 round range: medium (160 ft.) area: one or more living creatures within a 10-ft.-radius burst duration: 6 min. saving throw: will negates spell resistance: yes
a sleep spell causes a magical slumber to come upon 4 hit dice of creatures. creatures with the fewest hd are affected first. among creatures with equal hd, those who are closest to the spell's point of origin are affected first. hit dice that are not sufficient to affect a creature are wasted.
for example, mialee casts sleep at one rat (1/4 hd), one kobold (1 hd), two gnolls (2 hd), and an ogre (4 hd). the rat, the kobold, and one gnoll are affected (1/4 + 1 + 2 = 3-1/4 hd). the remaining 3/4 hd is not enough to affect the last gnoll or the ogre. mialee can't choose to have sleep affect the ogre or the two gnolls.
sleeping creatures are helpless. slapping or wounding awakens an affected creature, but normal noise does not. awakening a creature is a standard action (an application of the aid another action). sleep does not target unconscious creatures, constructs, or undead creatures.
WHELM { enchantment }
casting time: 1 standard action range: close (40 ft.) target: one living creature duration: instantaneous saving throw: will negates spell resistance: yes
you thrust one arm forward toward your foe, palm open and fingers splayed. the creature reels as an invisible surge of power invades its mind. you launch a magical assault that wears at the target's mind, dealing 1d6 points of nonlethal damage if it fails its saving throw. for every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.
casting time: 1 standard action range: touch target: one touched object weighing up to 5 lb./level duration: one day/level (d) saving throw: none; see text spell resistance: no
you alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. if the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a will save. otherwise, he believes the aura and no amount of testing reveals what the true magic is. if the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
casting time: 1 standard action range: medium (160 ft.) targets: you & one creature duration: 6 rounds saving throw: will negates spell resistance: yes
you point at the target of this spell, the colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target. you disappear as the colors of your body and items leap from you into the beam. when you cast this spell, you target a creature with the colors stripped from your form. the target must make a will save or be blinded for 1 round. you also gain the benefit of invisibility, for the duration of this spell, even if the target creature succeeds on its save or if its spell resistance protects it.
BLUR { illusion }
casting time: 1 standard action range: touch target: creature touched duration: 6 min. (d) saving throw: will negates (harmless) spell resistance: yes (harmless)
the subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). a see invisibility spell does not counteract the blur effect, but a true seeing spell does. opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).
DAZE MONSTER { enchantment }
casting time: 1 standard action range: close (40 ft.) target: one living creature of 6 hd or less duration: 1 round saving throw: will negates spell resistance: yes
this spell functions like daze, but daze monster can affect any one living creature of any type. creatures of 7 or more hd are not affected.
DETECT THOUGHTS { divination }
casting time: 1 standard action range: 60 ft. area: cone-shaped emanation duration: concentration, up to 6 min. (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.
first round: presence or absence of thoughts (from conscious creatures with intelligence scores of 1 or higher).
second 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.
third 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 that you can pick up. 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.
FOG CLOUD { conjuration }
casting time: 1 standard action range: medium (160 ft.) effect: fog spreads in 20-ft. radius, 20 ft. high duration: 60 min. saving throw: none spell resistance: no
a bank of fog billows out from the point you designate. the fog obscures all sight, including darkvision, beyond 5 feet. a creature within 5 feet has concealment (attacks have a 20% miss chance). creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). a moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. the spell does not function underwater.
GLITTERDUST { conjuration }
casting time: 1 standard action range: medium (160 ft.) area: creatures and objects within 10-ft.-radius spread duration: 6 rounds saving throw: will negates (blinding only) spell resistance: no
a cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. all within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. any creature covered by the dust takes a -40 penalty on hide checks.
HYPNOTIC PATTERN { illusion }
casting time: 1 standard action range: medium (160 ft.) effect: colorful lights in a 10-ft.-radius spread duration: concentration + 2 rounds saving throw: will negates spell resistance: Yes
a twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. roll 2d4 and add your caster level (maximum 10) to determine the total number of hit dice of creatures affected. creatures with the fewest hd are affected first; and, among creatures with equal hd, those who are closest to the spell’s point of origin are affected first. hit dice that are not sufficient to affect a creature are wasted. affected creatures become fascinated by the pattern of colors. sightless creatures are not affected.
INVISIBILITY { illusion }
casting time: 1 standard action range: personal or touch target: you or a creature or object weighing no more than 600 lb. duration: 6 min. (d) saving throw: will negates (harmless, object) spell resistance: yes (harmless, object)
the creature or object touched becomes invisible, vanishing from sight, even from darkvision. if the recipient is a creature carrying gear, that vanishes, too. if you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). the spell ends if the subject attacks any creature. for purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. actions directed at unattended objects do not break the spell. causing harm indirectly is not an attack. thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. if the subject attacks directly, however, it immediately becomes visible along with all its gear. spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. invisibility can be made permanent (on objects only) with a permanency spell.
KNOCK { transmutation }
casting time: 1 standard action range: medium (160 ft.) target: one door, box, or chest with an area of up to 60 sq. ft. duration: instantaneous; see text saving throw: none spell resistance: no
the knock spell opens stuck, barred, locked, held, or arcane locked doors. it opens secret doors, as well as locked or trick-opening boxes or chests. it also loosens welds, shackles, or chains (provided they serve to hold closures shut). if used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. in all other cases, the door does not re-lock itself or become stuck again on its own. knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. the effect is limited by the area. each spell can undo as many as two means of preventing egress.
MINOR IMAGE { illusion }
casting time: 1 standard action range: long (640 ft.) effect: visual figment that cannot extend beyond four 10-ft. cubes + six 10-ft. cubes (s) duration: concentration + 2 rounds saving throw: will disbelief (if interacted with) spell resistance: no
this spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
MIRROR IMAGE { illusion }
casting time: 1 standard action range: personal; see text target: you duration: 6 min. (d)
several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. the figments stay near you and disappear when struck. mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). these figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. you can move into and through a mirror image. when you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. the figments may also move through each other. the figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. generally, roll randomly to see whether the selected target is real or a figment. any successful attack against an image destroys it. an image’s AC is 10 + your size modifier + your dex modifier (ac 13). figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball). while moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. an attacker must be able to see the images to be fooled. if you are invisible or an attacker shuts his or her eyes, the spell has no effect.
MISDIRECTION { illusion }
casting time: 1 standard action range: close (40 ft.) target: one creature or object, up to a 10-ft. cube in size duration: 6 hours saving throw: none or will negates; see text spell resistance: no
by means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). on casting the spell, you choose another object within range. for the duration of the spell, the subject of misdirection is detected as if it were the other object. (neither the subject nor the other object gets a saving throw against this effect.) detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a will save. for instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. this spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).
SEE INVISIBILITY { divination }
casting time: 1 standard action range: personal target: you duration: 60 min. (d)
you can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. the spell does not reveal the method used to obtain invisibility. it does not reveal illusions or enable you to see through opaque objects. it does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. see invisibility can be made permanent with a permanency spell.
SILENCE { illusion }
casting time: 1 standard action range: long (640 ft.) area: 20-ft.-radius emanation centered on a creature, object, or point in space duration: 6 min. (d) saving throw: will negates; see text or none (object) spell resistance: yes; see text or no (object)
upon the casting of this spell, complete silence prevails in the affected area. all sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. the spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. the spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. an unwilling creature can attempt a will save to negate the spell and can use spell resistance, if any. items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. this spell provides a defense against sonic or language-based attacks.
SPIDER CLIMB { transmutation }
casting time: 1 standard action range: touch target: creature touched duration: 60 min. saving throw: will negates (harmless) spell resistance: yes (harmless)
the subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. the affected creature must have its hands free to climb in this manner. the subject gains a climb speed of 20 feet; furthermore, it need not make climb checks to traverse a vertical or horizontal surface (even upside down). a spider climbing creature retains its dexterity bonus to armor class (if any) while climbing, and opponents get no special bonus to their attacks against it. it cannot, however, use the run action while climbing.
STAY THE HAND { enchantment }
casting time: 1 immediate action range: medium (160 ft.) target: one humanoid duration: instantaneous saving throw: will negates spell resistance: yes
your words invoke compassion and mercy in the merciless. if the target creature fails its save against stay the hand, it refrains from attacking you or targeting you with spells for the remainder of the current round. you can cast this spell during an opponent’s turn after the opponent announces its intention to attack you or target you with a spell. yf the opponent becomes subject to this spell, it can choose a new target to attack, but it takes a –4 circumstance penalty on its attack roll due to the sudden change of intentions at the last second. likewise, the subject of this spell can redirect a spell that had been targeted on you, but it must succeed on a Concentration check (dc 15 + the spell’s level) or the spell is wasted.
casting time: 1 standard action range: touch target: living creature touched duration: 60 min. saving Throw: no spell resistance: yes
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. 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.
VERTIGO { illusion }
casting time: 1 standard action range: close (40 ft.) target: one living creature duration: 6 rounds (d) saving throw: will disbelief spell resistance: no
you cripple a target with sensations of falling. the subject of this spell becomes dizzy as the ground seems to drop away beneath its feet. the subject must succeed on a dc 10 balance check at the start of each turn to take a move action. if it fails, it cannot move. if it fails the check by 5 or more, it falls prone. while affected, the subject also takes a -2 penalty on attack rolls and saving throws. airborne creatures receive a +4 bonus on saves against this spell and do not need to make the balance checks.
WHELMING BLAST { enchantment }
casting time: 1 standard action range: 30 ft. area: cone-shaped burst duration: instantaneous saving throw: will negates spell resistance: yes
you stretch your arms before you, spread your hands wide, and unleash an invisible cone of magical power that assails the minds of the creatures within it. you assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.
casting time: 1 standard action range: personal target: you duration: 6 min. (d)
this spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. the effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. you know the location and power of all magical auras within your sight. an aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. if the items or creatures bearing the auras are in line of sight, you can make spellcraft skill checks to determine the school of magic involved in each. (make one check per aura; dc 15 + spell level, or 15 + one-half caster level for a nonspell effect.) if you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. arcane sight can be made permanent with a permanency spell.
CLAIRAUDIENCE/CLAIRVOYANCE { divination }
casting time: 10 minutes range: long (640 ft.) effect: magical sensor duration: 6 min. (d) saving throw: none spell resistance: no
clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. you don’t need line of sight or line of effect, but the locale must be known -- a place familiar to you or an obvious one. once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. if the chosen locale is magically dark, you see nothing. if it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
CROWN OF VEILS { illusion }
casting time: 1 standard action range: touch target: creature touched duration: 6 hour (d) or until discharged saving throw: will negates (harmless) spell resistance: yes (harmless)
a shimmering halo of energy surrounds the target’s head like a crown. it flashes a spectrum of colors before fading away. this spell creates a magic crown infused with illusion magic. the spell’s recipient gains a +2 competence bonus on disguise and hide checks. as an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8 competence bonus on a single disguise or hide check. the spell ends after the wearer uses the crown in this manner. the crown occupies space on the body as a headband, hat, or helm. if the crown is removed, the spell immediately ends.
DEEP SLUMBER { enchantment }
casting time: 1 round range: close (40 ft.) area: one or more living creatures within a 10-ft.-radius burst duration: 6 min. saving throw: will negates spell resistance: yes
this spell functions like sleep, except that it affects 10 hd of creatures.
DISPEL MAGIC { abjuration }
casting time: 1 standard action range: medium (160 ft.) target or area: one spellcaster, creature, or object; or 20-ft.-radius burst duration: instantaneous saving throw: none spell resistance: no
you can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, 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.)y ou choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
targeted dispel: one object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. the dc for this dispel check is 11 + the spell’s caster level. if you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. if you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. of the object that you target is a magic item, you make a dispel check against the item’s caster level. if you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. a suppressed item becomes non-magical for the duration of the effect. an interdimensional interface (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.
area dispel: when dispel magic is used in this way, the spell affects everything within a 20-foot radius. for each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. if that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. the creature’s magic items are not affected. for each object within the area that is the target of one or more spells, you make dispel checks 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 dispel magic spell, you can make a dispel check to dispel the spell. for each ongoing spell whose area overlaps that of the dispel magic spell, you can make a 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 monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. you may choose to automatically succeed on dispel checks against any spell that you have cast.
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.
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. however, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. true seeing reveals its true location.
GLIBNESS { transmutation }
casting time: 1 standard action range: personal target: you duration: 60 min. (d)
your speech becomes fluent and more believable. you gain a +30 bonus on bluff checks made to convince another of the truth of your words. (this bonus doesn’t apply to other uses of the bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.) if a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a dc of 15 + your caster level to succeed. failure means the effect does not detect your lies or force you to speak only the truth.
HALT { transmutation }
casting time: 1 immediate action range: close (40 ft.) target: one creature duration: 1 round saving throw: will negates spell resistance: yes
you utter the word "HALT!" and, in that instant, the creature’s feet stick to the floor. the subject creature’s feet (or whatever pass for its feet) become momentarily stuck to the floor. the creature must stop moving, and cannot move farther in its current turn. this spell has no effect on creatures that are not touching the ground (such as flying creatures), and the subject can still use a standard action (if it has one available in this round) to move by means of teleportation magic. you can cast this spell even when it’s not your turn; however, you must cast it before your opponent finishes its movement on its current turn to gain the benefit.
HASTE { transmutation }
casting time: 1 standard action range: Close (40 ft.) targets: six creatures, no two of which can be more than 30 ft. apart duration: 6 rounds saving throw: fortitude negates (harmless) spell resistance: yes (harmless)
the transmuted creatures move and act more quickly than normal. this extra speed has several effects: when making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. the attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (this effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)a hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to ac and reflex saves. any condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose dodge bonuses. all of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. this increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. multiple haste effects don’t stack. haste dispels and counters slow.
HESITATE { enchantment }
casting time: 1 immediate action range: close (40 ft.) target: one living creature duration: 1 round/level (d); see text saving throw: will negates; see text spell resistance: yes
in the eyes of your enemy, you seem large, powerful, and indomitable. you fill a subject with doubts and misgivings, making it believe it is inferior to you. on a failed save, the subject can take no action other than a move action on its current turn. hesitate confers no special bonuses for attackers attempting to hit the subject; the subject still defends itself. if you attack the affected creature, the spell ends immediately. each round, as a swift action at the start of its turn, the subject can attempt a new saving throw to end the effect. if the save succeeds, the subject can then act normally. you can cast this spell even when it’s not your turn; however, you must cast it at the start of your opponent’s turn to gain the benefit.
HOLD PERSON { enchantment }
casting time: 1 standard action range: medium (160 ft.) target: one humanoid creature duration: 6 rounds (d); see text saving throw: will negates; see text spell resistance: yes
the subject becomes paralyzed and freezes in place. it is aware and breathes normally but cannot take any actions, even speech. each round on its turn, the subject may attempt a new saving throw to end the effect. (this is a full-round action that does not provoke attacks of opportunity.) a winged creature who is paralyzed cannot flap its wings and falls. a swimmer can’t swim and may drown.
INEVITABLE DEFEAT { enchantment }
casting time: 1 standard action range: touch target: one creature duration: 6 rounds saving throw: none and will negates; see text spell resistance: yes
you touch the creature with your hand, and it teeters on the edge of unconsciousness. you draw a cloud over the subject’s mind, dealing 3d6 points of nonlethal damage. no saving throw is allowed against this effect. each round on its turn, the subject must succeed on a will save or take another 3d6 points of nonlethal damage. if the saving throw is successful, the damage for that round is negated and the spell ends.
INVISIBILITY SPHERE { illusion }
area: 10-ft.-radius emanation around the creature or object touched
this spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. the center of the effect is mobile with the recipient. those affected by this spell can see each other and themselves as if unaffected by the spell. any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. affected creatures (other than the recipient) who attack negate the invisibility only for themselves. if the spell recipient attacks, the invisibility sphere ends.
casting time: 1 standard action range: close (40 ft.) area: 10-ft.-radius emanation centered on a point in space duration: 6 rounds saving throw: none spell resistance: no
a phalanx of spectral swordfighters appears. their blades are drawn, and they stand ready to strike. a ghostly, incorporeal swordfighter appears in each square covered by this spell’s area. a swordfighter can share a space with another creature or object. each swordfighter threatens the squares adjacent to it and can make one attack of opportunity per round. the swordfighters do not hinder movement, block terrain, or block line of effect. they can flank an opponent with each other and with your allies. each swordfighter has hit points equal to twice your caster level and an armor class of 25. it makes saving throws or checks with a bonus equal to your caster level.
MAJOR IMAGE { illusion }
casting time: 1 standard action range: long (640 ft.) effect: visual figment that cannot extend beyond four 10-ft. cubes + six 10-ft. cubes (s) duration: concentration + 3 rounds saving throw: will disbelief (if interacted with) spell resistance: no
this spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. while concentrating, you can move the image within the range. the image disappears when struck by an opponent unless you cause the illusion to react appropriately.
NONDETECTION { abjuration }
casting time: 1 standard action range: touch target: creature or object touched duration: 6 hours saving throw: will negates (harmless, object) spell resistance: yes (harmless, object)
the warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. nondetection also prevents location by such magic items as crystal balls. if a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a dc of 11 + the caster level of the spellcaster who cast nondetection. if you cast nondetection on yourself or on an item currently in your possession, the dc is 15 + your caster level. if cast on a creature, nondetection wards the creature’s gear as well as the creature itself.
SLOW { transmutation }
casting time: 1 standard action range: close (40 ft.) targets: six creatures, no two of which can be more than 30 ft. apart duration: 6 rounds saving throw: will negates spell resistance: yes
an affected creature moves and attacks at a drastically slowed rate. a slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). additionally, it takes a -1 penalty on attack rolls, ac, and reflex saves. a slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. multiple slow effects don’t stack. slow counters and dispels haste.
SUGGESTION { enchantment }
casting time: 1 standard action range: close (40 ft.) target: one living creature duration: 6 hours or until completed saving throw: will negates spell resistance: yes
you influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). the suggestion must be worded in such a manner as to make the activity sound reasonable. asking the creature to do some obviously harmful act automatically negates the effect of the spell. the suggested course of activity can continue for the entire duration. if the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. you can instead specify conditions that will trigger a special activity during the duration. if the condition is not met before the spell duration expires, the activity is not performed. a very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
VERTIGO FIELD { illusion }
casting time: 1 standard action range: medium (160 ft.) area: 20-ft.-radius spread duration: 6 rounds saving throw: fortitude partial; see text spell resistance: Yes
you create a field of swirling patterns of color, light, and motion. creatures in the area stagger as the barrage of sensations overloads their senses and leaves them overcome with vertigo. this spell creates a field of illusory magic that hampers the movement and senses of any creature that enters it. the area within the field counts as difficult terrain. attacks made through or from inside the field have a 20% miss chance. a creature that begins its turn inside the field must make a fortitude save or become nauseated for 1 round. once a creature fails this save, it does not need to make another save against this effect. when you cast this spell, you can choose for this nauseating effect not to apply to a number of allies you designate less than or equal to your caster level. those allies still treat the vertigo field as difficult terrain and have the 20% miss chance on attacks.
ZONE OF SILENCE { illusion }
casting time: 1 round range: personal area: 5-ft.-radius emanation centered on you duration: 6 hours (d)
by casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. this effect is centered on you and moves with you. anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. note, however, that a successful spot check to read lips can still reveal what’s said inside a zone of silence.
casting time: 1 standard action range: touch target: one person/creature touched duration: instantaneous (d.) saving throw: will negates; see text spell resistance: no
with a successful melee touch attack resulting in hand to skin contact, you cause the person or creature touched to succumb to a magical slumber. sleeping creatures are helpless. a will save negates the effect of the curse, but if contact is maintained, the worker can continue trying. sleep does not target creatures who do not sleep, constructs, or undead creatures.
SONOMBULATION { dream work }
casting time: 1 standard action range: touch target: one person/creature already asleep duration: instantaneous (d.) saving throw: no spell resistance: no
the worker can compel a sleeping victim to follow their mental suggestion, effectively causing them to sleepwalk. the suggestion must be limited to simple actions, but can be changed over the course of the curse. suggestions made that would harm the affected person/creature do not negate the effects of the curse as self-preservation does not apply to sleeping victims. the dream worker does not have to curse the victim asleep if they are already asleep.
NIGHTMARE { dream work }
casting time: 1 standard action range: touch target: one person/creature already asleep duration: instantaneous (d.) saving throw: no spell resistance: no
the worker can assail a sleeping victim with hideous and unsettling nightmares. the nightmare prevents restful sleep and leaves the subject fatigued for four hours upon waking, suffering an effective penalty of - 1 to strength and dexterity. nightmares range on the dream scale from 51-100. the dream worker does not have to curse the victim asleep if they are already asleep.
BLOWBACK { dream work }
whilst using her dream work, the worker must pass a fortitude save of 10 to not start feeling the effects of the blowback prior to sleep. a failed save results in a penalty of - 2 to constitution for 1d4 rounds with physical effects such as headaches, vertigo and nose bleeds. a critical failure results in bleeding from the ears and passing out for 1d4 rounds before the worker awakens, with the - 2 to constitution along with a - 2 penalty to ac lasting for another 1d4 rounds.
with a successful application of any offensive use of her dream work, the worker suffers from crippling nightmares ranging on the dream scale from 71-100. the nightmare prevents restful sleep and leaves the worker fatigued for twelve hours upon waking, suffering an effective penalty of - 2 to strength, constitution and dexterity, increasing by 1 for every two persons/creatures cursed.
beguiler spells
magical heritage spells -- 1/day per spell { dc 13 }
level 0 spells -- 6/day { dc 13 }
level 1 spells -- 6/day + 1 { dc 14 }
advanced learning spell -- level 1 { dc 14 }
level 2 spells -- 5/day + 1 { dc 15 }
level 2 spells cont. -- 5/day + 1 { dc 15 }
level 3 spells -- 3/day + 1 {dc 16}
level 3 spells cont. -- 3/day + 1 {dc 16}
curse work
{ dc 30 }
mission spell usage