Τα παρακάτω spells δίνονται σε όσους διαβάσουνε το Book of vile Darkness.
Aberrate
Transmutation [Evil]
Level: Sor/Wiz 1
Components: V, S, Fiend
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 10 minutes/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster transforms one creature
into an aberration. The subject’s form
twists and mutates into a hideous
mockery of itself. The subject’s type
changes to aberration, and it gains a
+1 natural armor bonus to AC (due to
the toughening and twisting of the
flesh) for every four levels the caster
has, up to a maximum of +5.
Absorb Mind
Divination [Evil]
Level: Corrupt 3
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster eats at least a portion of the
brain of another creature’s corpse. By
doing so, she gains the creature’s
memories and knowledge to some
degree, so that she has a 25% chance
of recalling any important fact
known to the creature—family history,
recent events, the general layout
of the creature’s stomping grounds,
details about the creature’s death,
important plans, passwords, magic
item command words, and similar
tidbits. Skills, feats, spells, and other
such knowledge cannot be obtained
in this fashion.
Once the caster rolls to determine
whether she recalls a fact, she cannot
attempt to recall that fact again. After
the duration expires, the caster no
longer has the ability to recall new
facts.
Focus: A fresh or preserved (still
bloody) 1-ounce portion of another
creature’s brain.
Corruption Cost: 2d6 points of
Wisdom damage.
Absorb Strength
Necromancy [Evil]
Level: Corrupt 4
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster eats at least a portion of the
flesh of another creature’s corpse,
thereby gaining one-quarter of the
creature’s Strength score as an
enhancement bonus to the caster’s
Strength score, and one-quarter of the
creature’s Constitution score as an
enhancement bonus to the caster’s
Constitution.
Focus: A fresh or preserved (still
bloody) 1-ounce portion of another
creature’s flesh.
Corruption Cost: 2d6 points of
Wisdom damage.
Abyssal Might
Conjuration (Summoning) [Evil]
Level: Blk 3, Clr 4, Demonologist 3,
Sor/Wiz 4
Components: V, S, M, Demon
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster summons evil energy from
the Abyss and imbues himself with its
might. The caster gains a +2 enhancement
bonus to Strength, Constitution,
and Dexterity. The caster’s existing
spell resistance improves by +2.
Material Component: The heart of a
dwarf child.
Addiction
Enchantment
Level: Asn 1, Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, Drug
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster gives the subject an addiction
to a drug (see the Drugs section
of Chapter 3 for descriptions of drugs
and information on addiction). A
caster of less than 5th level can force
the subject to become addicted to any
drug with a low addiction rating. A
6th- to 10th-level caster can force
addiction to any drug with a medium
addiction rating, and an 11th- to 15thlevel
caster can force addiction to a
drug with a high addiction rating.
Casters of 16th level or higher can
give the subject an addiction to a
drug with an extreme addiction
rating.
Drug Component: The chosen drug
for the addiction.
Alert Bebilith
Conjuration (Calling) [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bebilith
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Check
Result Outcome
9 or lower Bebilith and demon both
attack caster.
10–12 Bebilith ignores demon and
attempts to grab another
random creature (possibly
caster) within 100 feet of
where it appeared. It tries to
grab the creature, then retreat
to the Abyss to feed, never
returning.*
13–18 Bebilith flees without taking
action.
19–21 Demon flees, and bebilith
attempts to grab another
random creature (possibly
caster) within 100 feet of
where it appeared. It tries to
grab the creature, then retreat
to the Abyss to feed, never
returning.*
22–30 Demon flees, and 1 round
later the bebilith starts hunting
for it.
31 or higher Bebilith grabs demon, and the
two disappear.* The demon is
never seen again.
*Bebilith attempts to start a grapple with its
target. On a successful grapple check,
bebilith and its victim are both affected by
the bebilith’s plane shift ability (this ability
allows the bebilith to take a creature with it,
which it can’t otherwise do).
When in the presence of a demon, the
caster conjures a bebilith—a demon
that hunts other demons—to kill or
chase off the original demon. This
spell is a risky proposition, however.
To determine the effect of the spell,
subtract the Hit Dice of the demon
from 12 (the HD of the bebilith), add
the result to a caster level check, and
consult the above table.
If this spell is cast while not in the
presence of a demon, the bebilith
acts as if the caster level check result
was a 10.
Material Component: A bit of demon’s
flesh and a lump of iron.
Angry Ache
Necromancy
Level: Asn 1, Clr 1, Pain 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster temporarily strains the subject’s
muscles in a very specific way.
The subject feels a sharp pain whenever
she makes an attack. All her
attack rolls have a –2 circumstance
penalty for every four caster levels
(maximum penalty –10).
Apocalypse from the Sky
Conjuration (Creation) [Evil]
Level: Corrupt 9
Components: V, S, M, Corrupt
Casting Time: 1 day
Range: Personal
Area: 10-mile radius/level, centered
on caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster calls upon the darkest
forces in all existence to rain destruction
down upon the land. All
creatures and objects in the spell’s area
take 10d6 points of fire, acid, or sonic
damage (caster’s choice). This damage
typically levels forests, sends mountains
tumbling, and wipes out entire
populations of living creatures. The
caster is subject to the damage as well
as the corruption cost.
Material Component: An artifact,
usually one of good perverted to this
corrupt use.
Corruption Cost: 3d6 points of Constitution
damage and 4d6 points of
Wisdom drain. Just preparing this spell
deals 1d3 points of Wisdom damage,
with another 1d3 points of Wisdom
damage for each day it remains among
the caster’s prepared spells.
Befoul
Transmutation [Evil]
Level: Clr 8, Corruption 8
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area:Water in a volume of 100
ft./level by 100 ft./level by 10
ft./level (S)
Duration: Permanent (see text)
Saving Throw: None (see text)
Spell Resistance: No
The caster makes water (or other
liquid) foul and mildly poisonous. All
creatures with 1 HD or less that are in
the water at the time of casting die
immediately. Anyone drinking this
water must succeed at a Fortitude
saving throw or take 1d4 points of
Constitution damage. Any creature
immersed in this water must make a
saving throw as if drinking it.
If the caster affects only part of a
larger body of water, the befouled water
mixes with the pure water. If the entire
body of water is no more than four
times the size of the affected area, all
the water in the body of water is
befouled 24 hours later, but the damage
from drinking or swimming in the
water is only 1d2 points of Constitution
damage. If the body of water is more
than four times the affected area but
less than twenty times the affected area,
after 24 hours all of the water tastes
foul. If the entire body is larger than
twenty times the affected area, the
fouled water mixes with the clean
water and loses all effect after 24 hours.
Material Component: A dead fish and
a drop of poison.
Bestow Greater Curse
Transmutation
Level: Brd 6, Clr 7, Demonologist 3,
Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw:Will negates
Spell Resistance: Yes
The caster places a curse on the creature
touched, choosing one of the following
three effects:
• One ability score is reduced to 1, or
two ability scores take –6 penalties
(to a minimum score of 1).
• –8 penalty on attack rolls, saving
throws, ability checks, and skill
checks.
• Each turn, the subject has a 25%
chance to act normally; otherwise,
he takes no action.
A player may invent a new curse, but
it should be no more powerful than
those listed above, and the Dungeon
Master (DM) has final say on the
curse’s effect.
A greater curse cannot be dispelled,
nor can it can be removed with a break
enchantment, limited wish, or remove
curse spell. A miracle or wish spell
removes the greater curse, and any particular
greater curse can be removed if
the subject performs some deed that
the caster designates. The deed must
be something that the subject can
accomplish within one year (assuming
he undertakes it immediately).
For example, the deed might be “Slay
the dragon under Castle Bluecraft,” or
“Climb the tallest mountain in the
world.” The cursed victim can have
help accomplishing the task, and in
some cases another character can lift
the curse (see the Curses section of
Chapter 2 for guidelines).
Bestow Wound
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
If the caster is wounded, she can cast
this spell and touch a living creature.
The creature takes the caster’s wounds
as damage, either 1 point of damage
per caster level or the amount needed
to bring the caster up to her maximum
hit points, whichever is less. The
caster heals that much damage, as if a
cure spell had been cast on her.
Material Component: A small eye
agate worth at least 10 gp.
Black Bag
Conjuration (Creation) [Evil]
Level: Asn 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: A black leather bag
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
This spell creates a bag full of knives,
scalpels, and other small torture implements.
If the implements are removed
from the bag by anyone other than the
caster, or if they leave the caster’s possession
after he removes them, they
disintegrate after 1 round.
The bag and its magically created
contents weigh only 1 pound. Evil
magic items, including items that deal
unholy damage, and items with an
evil spell as a prerequisite for their
creation can be placed in the bag as if
it had 10 cubic feet of space. These
additional items add no weight to the
bag. Nonevil items added to the black
bag fall through as if the bag had no
bottom, so they cannot be stored in
the bag.
Material Component: A strip of black
leather soaked in the blood of a willing
masochist.
Bodak Birth
Transmutation [Evil]
Level: Clr 8
Components: V, S, F, Drug
Casting Time: 1 minute
Range: Touch
Target: Caster or one creature
touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No
The caster transforms one willing
subject (which can be the caster) into
a bodak. Ignore all of the subject’s old
characteristics, using the bodak
description in the Monster Manual
instead.
Before casting the spell, the caster
must make a miniature figurine that
represents the subject, then bathe it in
the blood of at least three Small or
larger animals. Once the spell is cast,
anyone that holds the figurine can
attempt to mentally communicate
and control the bodak, but the creature
resists such control with a successful
Will saving throw. If the bodak
fails, it must obey the holder of the
figurine, but it gains a new saving
throw every day to break the control.
If the figurine is destroyed, the bodak
disintegrates.
Focus: Figurine of subject, bathed in
animal blood.
Drug Component: Agony.
Boneblade
Necromancy [Evil]
Level: Blk 2, Clr 3
Components: V, S, F, Undead
Casting Time: 1 action
Range: Touch
Effect: One bone that becomes a
blade
Duration: 10 minutes/level
The caster changes a bone at least 6
inches long into a longsword, short
sword, or greatsword (caster’s choice).
This weapon has a +1 enhancement
bonus on attacks and damage for
every five caster levels (at least +1,
maximum +4). Furthermore, this
blade deals an extra +1d6 points of
damage to living targets and an additional
+1d6 points of damage to goodaligned
targets.
This spell confers no proficiency
with the blade, but the caster doesn’t
need to be the one wielding the blade
for it to be effective.
Focus: A 6-inch-long bone.
Boneblast
Necromancy [Evil]
Level: Blk 1, Clr 2
Components: V, S, M, Undead
Casting Time: 1 action
Range: Touch
Target: One creature that has a skeleton
Duration: Instantaneous
Saving Throw: Fortitude half or
Fortitude negates (see text)
Spell Resistance: Yes
The caster causes some bone within a
touched creature to break or crack.
The caster cannot specify which bone.
Because the damage is general rather
than specific, the target takes 1d3
points of Constitution damage. A Fortitude
save reduces the Constitution
damage by half, or negates it if the full
damage would have been 1 point of
Constitution damage.
Material Component: The bone of a
small child that still lives.
Call Dretch Horde
Conjuration (Calling) [Evil]
Level: Demonologist 3, Mortal
Hunter 4, Sor/Wiz 5
Components: V, S, Soul
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 2d4 dretches
Duration: One year
Saving Throw: None
Spell Resistance: No
The caster calls 2d4 dretches from the
Abyss to where she is, offering them
the soul that she has prepared. In
exchange, they will serve the caster
for one year as guards, slaves, or whatever
else she needs them for. They are
profoundly stupid, so the caster
cannot give them more complicated
tasks than can be described in about
ten words.
No matter how many times the
caster casts this spell, she can control
no more than 2 HD worth of fiends
per caster level. If she exceeds this
number, all the newly called creatures
fall under the caster’s control, and any
excess from previous castings become
uncontrolled. The caster chooses
which creatures to release.
Call Lemure Horde
Conjuration (Calling) [Evil]
Level:Mortal Hunter 4, Sor/Wiz 5
Components: V, S, Soul
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3d4 lemures
Duration: One year
Saving Throw: None
Spell Resistance: No
The caster calls 3d4 lemures from the
Nine Hells to where he is, offering
them the soul that he has prepared. In
exchange, they will serve the caster for
one year as guards, slaves, or whatever
else he needs them for. They are nonintelligent,
so the caster cannot give
them more complicated tasks than can
be described in about five words.
No matter how many times the
caster casts this spell, he can control
no more than 2 HD worth of fiends
per caster level. If he exceeds this
number, all the newly called creatures
fall under the caster’s control, and any
excess from previous castings become
uncontrolled. The caster chooses
which creatures to release.
Call Nightmare
Conjuration (Calling) [Evil]
Level: Demonologist 4, Sor/Wiz 5
Components: V, S, Soul
Casting Time: 1 minute
Range:Medium (100 ft. + 10 ft./
level)
Effect: One nightmare
Duration: One week
Saving Throw: None
Spell Resistance: No
The caster calls a nightmare from the
Lower Planes to where she is, offering
it the soul that she has prepared. In
exchange, the nightmare serves the
caster for one week as a mount or
guard, although if the nightmare
moves more than 150 feet away from
her, it immediately returns whence it
came. Multiple castings of this spell
replace the previous nightmare with a
new one.
Charnel Fire
Necromancy [Evil]
Level: Clr 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Effect: One corpse
Duration: Instantaneous
Saving Throw: None (Will negates
for undead)
Spell Resistance: No (Yes for
undead)
With sinister flame and brimstone,
the caster completely consumes one
dead body so that absolutely nothing
remains. A creature whose body is
destroyed by a charnel fire spell can
only be brought back to life through a
true resurrection spell. If this spell is cast
upon a corporeal undead, the creature
gets a Will saving throw, and the caster
must overcome its spell resistance (if
any). If the undead creature fails its
save, it is destroyed forever.
Cheat
Transmutation [Evil]
Level: Brd 1, Wiz/Sor 1
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level or until
used
Saving Throw: None
Spell Resistance: No
At one point during the duration of
this spell, the caster can alter the probability
of a game of chance. This spell
can only affect nonmagical games,
such as those using cards or dice. It
cannot affect a game involving magic,
nor a magic item involved in a game
of chance (such as a deck of many
things). Whenever a roll is made to
determine the outcome of the game,
the caster may force a reroll of the outcome
and take the better of the two
rolls.
For example, Darkon is playing a
game called dragonscales, which he
has a 1 in 4 chance of winning. The
DM secretly rolls 1d4 and tells the
player that Darkon lost. Darkon,
under the effect of a cheat spell, can
have the DM reroll. The spell alters
probability, so there is no subterfuge
that another character could notice
(except for the casting of the spell
itself ). To even an astute observer, it
appears that the caster is just lucky.
Focus: A pair of dice made from
human bones.
Circle of Nausea
Evocation [Evil]
Level: Clr 3, Drd 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Area: An emanation extending in a
20-ft.-radius around a 2-ft.-radius
circle on the ground with the
caster in the center
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Evil energy bursts in all directions
from the spell’s origin, filling the area
with pain. Everyone in the spell’s area
must succeed at a Fortitude saving
throw or take a –2 penalty on all
attack rolls, saving throws, and skill
checks. Those who succeed at the
saving throw must make a new saving
throw each round if they remain in
the area. The pain lasts as long as the
spell does.
The caster stands in the circle,
which must be prepared ahead of time
by inscribing a circle on the ground
and putting a stone on the circle at
each of the four cardinal directions.
Creating this circle takes 1 hour, but
once created it may be reused any
number of times.
If anyone attempts to cross the
circle during the spell’s duration, she
must succeed at a Fortitude saving
throw or be nauseated until the spell
ends, unable to take actions other
than a single move or move-equivalent
action. Nauseated characters
cannot cross the circle. If someone
breaches the circle without becoming
nauseated, the spell ends.
Claws of the Bebilith
Transmutation [Evil]
Level: Corrupt 5
Components: V, S, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster gains claws that deal damage
based on her size (see below) and can
catch and tear an opponent’s armor and
shield. If the opponent has both armor
and a shield, roll 1d6: A result of 1–4
indicates the armor is affected, and a
result of 5–6 affects the shield.
The caster makes a grapple check
whenever she hits with a claw attack,
adding to the opponent’s roll any
enhancement bonus from magic possessed
by the opponent’s armor or
shield. If the caster wins, the armor or
shield is torn away and ruined.
Caster Size Claw Damage
Fine —
Diminutive 1
Tiny 1d2
Small 1d3
Medium-size 1d4
Large 1d6
Huge 1d8
Gargantuan 2d2
Colossal 2d8
Corruption Cost: 1d6 points of Dexterity
damage.
Claws of the Savage
Transmutation [Evil]
Level: Bestial 4, Blk 4, Clr 4, Drd 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
The caster grants one creature two
long claws that replace its hands, tentacle
tips, or whatever else is appropriate.
The claws deal damage based on
the creature’s size.
Creature Size Claw Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium-size 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The creature can make attacks with
both claws as if it were proficient with
them. Just as with a creature that has
natural weapons, the subject takes no
penalty for making two claw attacks.
The subject is treated as armed. Furthermore,
these claws gain a +2
enhancement bonus on attack and
damage rolls.
If the creature already has claws,
those claws gain a +2 enhancement
bonus on attack and damage rolls, and
the claws’ damage increases as if the
creature were two size categories
larger.
Cloud of the Achaierai
Conjuration (Creation) [Evil]
Level: Clr 6, Demonologist 4
Components: V, S, Disease
Casting Time: 1 action
Range: Personal
Area: 10-ft.-radius spread
Duration: 10 minutes/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
The caster conjures a choking, toxic
cloud of inky blackness. Those other
than the caster within the cloud take
2d6 points of damage. They must also
succeed at a Fortitude save or be subject
to a confusion effect for the duration
of the spell.
Disease Component: Soul rot.
Clutch of Orcus
Necromancy [Evil]
Level: Clr 3
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One humanoid
Duration: Concentration (see text)
Saving Throw:Will negates (see
text)
Spell Resistance: No
The caster creates a magical force that
grips the subject’s heart (or similar
vital organ) and begins crushing it.
The victim is paralyzed (as if having a
heart attack) and takes 1d3 points of
damage per round.
Each round, the caster must concentrate
to maintain the spell. In addition,
a conscious victim gains a new
saving throw each round to stop the
spell. If the victim dies as a result of
this spell, his chest ruptures and
bursts, and his smoking heart appears
in the caster’s hand.
Consume Likeness
Necromancy [Evil]
Level: Corrupt 6
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: Permanent
The caster can take on the appearance
and form—including clothing and
equipment—of a corporeal humanoid
that is freshly dead. The caster
assumes the form of the creature as it
looked when it lived. The caster must
eat the flesh of the corpse whose form
is to be assumed as he casts the spell.
Once the spell is complete, the
caster can assume the new likeness at
will. By changing to this new form,
the caster’s body can undergo a limited
physical transmutation, including
adding or subtracting one or two
limbs, and his weight can be changed
up to one-half. If the form selected
has wings, the caster can fly at a speed
of 30 feet with poor maneuverability.
If the form has gills, he can breathe
underwater. The caster cannot assume
the likeness of something that is a different
size than he is.
The caster’s attack bonuses, natural
armor bonus, and saves do not
change. The spell does not confer special
abilities, attack forms, defenses,
ability scores, or mannerisms of the
chosen form. If the caster takes
damage or dies, he automatically
reverts to his normal form. The caster
can also take a standard action to voluntarily
assume his normal form.
If the caster uses this spell to create
a disguise, he gets a +10 bonus on his
Disguise check.
Focus: A fresh or preserved (still
bloody) 1-ounce portion of another
creature’s flesh.
Corruption Cost: 2d6 points of
Wisdom drain.
Cruel Disappointment
Illusion (Phantasm) [Fear, Mind-
Affecting, Evil]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw:Will disbelief (if
interacted with) and Will negates
(see text)
Spell Resistance: Yes
The next time the subject of this spell
attempts an action that requires a die
roll to determine success, the action
fails. However, the spell creates the
phantasmal image in the subject’s
mind that the action succeeded. The
subject behaves accordingly for 1
round. During the next round, the
phantasm fades and the subject now
realizes that he was fooled. If the subject
fails a second Will save, he then
takes a –4 morale penalty on attack
rolls, saves, and checks for 1d6+1
rounds afterward.
Crushing Fist of Spite
Evocation [Evil, Force]
Level: Sor/Wiz 9
Components: V, S, M, Disease
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Area: 5-ft.-radius cylinder, 30 ft. high
Duration: 1 round/level
Saving Throw: Reflex half or Reflex
negates (see text)
Spell Resistance: Yes
A fist of darkness appears 30 feet
above the ground and begins smashing
down with incredible power. All
creatures and objects within the area
take 1d6 points of damage per caster
level (maximum 20d6). A successful
Reflex saving throw reduces damage
by half. Each round, as a free action,
the caster can direct the fist to another
area within range, where it smashes
downward again. It continues to
attack the same area unless otherwise
directed.
The fist does not need to strike the
ground. It can attack airborne targets
as well. Airborne targets that succeed
at a Reflex save take no damage and
are forcibly ejected from the spell’s
area.
Material Component: A severed hand
from a good-aligned humanoid cleric.
Disease Component: Festering anger.
Curse of the Putrid Husk
Illusion (Phantasm) [Fear, Mind-
Affecting, Evil]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round + 1d10 minutes
Saving Throw:Will negates
Spell Resistance: Yes
This illusion forces the subject to
believe his flesh is rotting and falling
off his body, and that his internal
organs are spilling out. If the target
fails his saving throw, he is dazed (and
horrified) for 1 round. On the following
round, he falls unconscious for
1d10 minutes, during which time he
cannot be roused normally.
Damning Darkness
Evocation [Darkness, Evil]
Level: Clr 4, Darkness 4, Sor/Wiz 4
Components: V, M/DF
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
This spell is similar to darkness, except
that those within the area of darkness
also take unholy damage. Creatures of
good alignment take 2d6 points of
damage per round in the darkness, and creatures neither
good nor evil take 1d6 points of damage. As with
the darkness spell, the area of darkness is a 20-foot
radius, and the object that serves as the spell’s target can
be shrouded to block the darkness (and thus the damaging
effect).
Damning darkness counters or dispels any light spell
of equal or lower level.
Arcane Material Component: A dollop of pitch with a
tiny needle hidden inside it.
Dance of Ruin
Necromancy [Evil]
Level: Brd 2, Clr 2, Demonologist 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread centered on caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
To cast this spell, the caster dances wildly and chants.
After she finishes her dance, a wave of crackling energy
flashes outward up to the extent of the range. All nondemon
creatures within the area take 2d20 points of
damage.
Dancing Chains
Transmutation
Level: Demonologist 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One chain per level within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster can control one chain per level as a standard
action, making the chains dance or move as she wishes.
In addition, the caster can increase the chains’ length
by up to 15 feet and cause them to sprout razor-edged
barbs. These chains attack as spiked chains that use the
caster’s normal ranged attack bonus on attack rolls or
grapple checks (treat each chain as Medium-size when
grappling).
The caster can climb a chain she controls at normal
speed without making a Climb check.
Darkbolt
Evocation [Darkness, Evil]
Level: Clr 2, Darkness 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The caster makes a ranged touch
attack against a foe, launching a bolt
of cold darkness from his left hand.
The bolt deals 1d8 points of damage
per two caster levels (maximum 5d8).
Half the damage is cold, and the other
has no specific type. When struck, the
foe must also succeed at a Fortitude
save or be stunned for 1 round, overwhelmed
by the evil charge of the
darkbolt.
Darklight
Evocation [Darkness]
Level: Asn 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature or
object touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster makes one creature
or object radiate special
darkness called darklight
in a 5-foot-radius
sphere. This spell is most
useful in a large, naturally
dark area. Within the darklight
sphere, creatures that
can normally see in the
light can see, even though
there is no light. Only creatures
and objects in the
sphere can be seen, and
only creatures in the
sphere can see within the
sphere, unless other observers
can naturally see in
the dark. Thus, while two
creatures in the sphere can see each
other, a creature standing outside
the sphere can neither see the creatures
in the sphere (assuming it
doesn’t have darkvision), nor can it be
seen by them. A creature with darkvision
standing outside the sphere
could see those within the sphere, but
those inside could not discern the
creature.
The darklight spell’s sphere is invisible
in normal light and does not function
in magical darkness.
Death by Thorns
Conjuration (Creation) [Evil, Death]
Level: Corrupt 7
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Targets: Up to three creatures, no
two of which can be more than
15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The caster causes thorns to sprout
from the insides of the subject creatures,
which writhe in agony for 1d4
rounds, incapacitated, before dying. A
wish or miracle spell cast on a subject
during this time can eliminate the
thorns and save that creature. Creatures
that succeed at their Fortitude
saving throws are still incapacitated
for 1d4 rounds in horrible agony,
taking 1d6 points of damage per
round. At the end of the agony, however,
the thorns disappear.
Corruption Cost: 1d3 points of
Wisdom drain.
Death Grimace
Necromancy [Evil]
Level: Asn 1, Blk 1, Sor/Wiz 1
Components: S
Casting Time: 1 action
Range: Touch
Target: One corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The caster marks a corpse
with a particular magical
“signature,” thus identifying
himself (truthfully or falsely)
as the murderer. Some assassins
use this signature as a
sort of calling card, while
others use it as a way to prove
that they earned their pay.
The signature can take many
forms: a specific expression
on the face of the corpse
(hence the name of the
spell), an actual rune, a word
written on the corpse’s flesh,
a discoloration of one eye,
and so on.
Demon Wings
Transmutation [Evil]
Level: Blk 3, Demonic 3,
Demonologist 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/
level
Massive, batlike wings grow
from the caster’s back. With
these wings, the caster can fly at his
normal land speed, with average
maneuverability. The caster can carry
his normal carrying capacity, and
greater burdens affect his fly speed as
they would affect his land speed.
Demoncall
Divination [Evil]
Level: Blk 2, Demonic 2,
Demonologist 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: Instantaneous
The caster taps into the forbidden
knowledge of demons, giving her
a +10 profane bonus on any one
check (made immediately) involving
Knowledge (arcana), Knowledge (the
planes), or Knowledge (religion).
Demonflesh
Transmutation [Evil]
Level: Blk 1, Demonic 1,
Demonologist 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster grows the thick, leathery
flesh of a demon, gaining a +1 natural
armor bonus to Armor Class for every
five caster levels (at least +1, maximum
+4). This spell has no effect if
the caster is an evil outsider.
Despoil
Transmutation [Evil]
Level: Clr 9
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Area: 100-ft./level radius
Duration: Instantaneous
Saving Throw: Fortitude partial
(plants) or Fortitude negates
(other living creatures)
Spell Resistance: Yes
The caster blights and corrupts a vast
area of land. Plants with 1 HD or less
shrivel and die, and the ground
cannot support such plant life ever
again. Plants with more than 1 HD
must succeed at a Fortitude saving
throw or die. Even those successful on
their saves take 5d6 points of damage.
All living creatures in the area other
than plants (and the caster) must succeed
at a Fortitude saving throw or
take 1d4 points of Strength damage.
Unattended objects, including
structural features such as walls and
doors, grow brittle and lose 1 point of
hardness (to a minimum of 0), then
take 1d6 points of damage.
Only the effects of multiple wish or
miracle spells can undo the lasting
effects of this spell.
Material Component: Corpse of a
freshly dead or preserved (still
bloody) living creature.
Devil’s Ego
Transmutation [Evil]
Level: Diabolic 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster gains an enhancement bonus
to Charisma of 1d4+1 points. Furthermore,
the caster is treated as an outsider
with regard to what spells and magical
effects can affect her (rendering a humanoid
caster immune to charm person
and hold person, for example).
Devil’s Eye
Divination [Evil]
Level: Blk 2, Clr 3, Diabolic 2,
Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster gains the visual acuity of a
devil. He can see not only in darkness,
but also in magical darkness, with a
range of 30 feet.
Devil’s Tail
Transmutation [Evil]
Level: Diabolic 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster grows a 3-foot-long tail.
The tail is thin, black or red, and it
ends in a spike. The caster can use this
tail to make melee attacks using his
attack bonus, dealing a base 1d4
points of damage, plus one-half his
Strength bonus. If the caster takes a
full attack action, he can use both the
tail and his normal melee attacks, but
all attacks have a –2 penalty.
Devil’s Tongue
Transmutation [Evil]
Level: Corrupt 2
Components: S, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster’s tongue lengthens and
strengthens, allowing her to make
grapple or disarm attacks with a reach
of 15 feet. Attempts to grapple or
disarm with her tongue do not provoke
attacks of opportunity. Otherwise,
they are handled normally.
Corruption Cost: 1d6 points of
Wisdom damage.
Distort Summons
Transmutation [Evil]
Level: Demonologist 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Area: 50-ft.-radius spread
Duration: 1 hour/level
The caster creates an area in which
only evil creatures can be magically
summoned. No matter what a later
caster attempts to summon, he actually
summons an evil version (a
fiendish beast rather than a celestial
one, for example) or an evil equivalent
(a devil rather than a formian).
If the summoner was attempting to
summon a good or neutral creature,
the evil creature that appears does not
obey the commands of the summoner
or attack his enemies. Instead, it
attacks the summoner, and the spell
that summoned the evil creature
cannot be dismissed. A distort summons
spell can be dispelled normally,
however.
Distort Weapon
Transmutation [Evil]
Level: Blk 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target:Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell makes a weapon strike true
against good foes. Any threat of a critical
hit against a good foe is automatically
confirmed, without a roll. The
weapon can also harm good creatures
that have damage reduction, as if the
weapon had a +1 enhancement bonus.
Individual arrows or bolts can be
altered, but altered projectile weapons
(such as bows) don’t confer the benefit
to the projectiles they shoot.
This spell has no effect on any
magic weapon that already has a special
ability related to critical hits, such
as a keen or vorpal weapon.
Dread Word
Evocation [Evil]
Level: Demonologist 3, Sor/Wiz 3
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of good alignment
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster speaks a single unique
word of pure malevolence—a powerful
utterance from the Dark
Speech (see Chapter 2). The word is
so foul that it harms the very soul of
one that hears it. The utterance of a
dread word causes one subject within
range to take 1d3 points of Charisma
drain. The power of this spell protects
the caster from the damaging
effects of both hearing and knowing
the word.
To attempt to speak this unique
word without using this spell means
instant death (and no effect, because
the caster dies before she gets the
entire word out).
Drown
Conjuration (Creation) [Evil]
Level: Sor/Wiz 3
Components: V
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One humanoid
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s lungs fill with water if
the subject fails a Fortitude saving
throw. To avoid drowning, the subject
can hold his breath (see The Drowning
Rule in Chapter 3 of the DUNGEON
MASTER’s Guide). The subject gains a
new save (to expel the water) every 2
rounds after the first. While holding
his breath with water-filled lungs, a
character cannot talk or cast spells
with verbal components, and he takes
a –2 circumstance penalty on attack
rolls, saving throws, ability checks,
and skill checks.
Drug Resistance
Enchantment
Level: Clr 1, Sor/Wiz 1
Components: V, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
The creature touched is immune to
the possibility of addiction to drugs.
He still experiences the negative and
positive effects of drugs during the
spell’s duration. This spell does not
free the target from the effects of an
addiction already incurred. If the
spell ends before the effects of a drug
wear off, the normal chance for addiction
applies.
Material Component: Three drops of
pure water.
Ectoplasmic Enhancement
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One incorporeal
undead/level
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
The undead affected by this spell gain
a +1 deflection bonus to Armor Class,
+1d8 temporary hit points, a +1
enhancement bonus on attack rolls,
and a +2 bonus to turn resistance.
Each of these enhancements increases
by +1 for every three caster
levels. So a 12th-level caster grants a
+5 deflection bonus to AC, an extra
1d8+4 temporary hit points, a +5
enhancement bonus on attack rolls,
and a +6 bonus to turn resistance.
Entice Gift
Enchantment [Mind-Affecting]
Level: Greed 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw:Will negates
Spell Resistance: Yes
The caster enchants a creature so that
it feels suddenly compelled to give
her what it is holding when she casts
the spell. On the creature’s next
action, it moves as close to the caster
as it can get in a single round and
offers her the object as a standard
action. This spell allows the caster to
act out of turn and accept the “gift” if
the creature reaches her to hand the
caster the object (assuming she has a
free hand and can carry the object).
The subject defends itself normally
and acts however it wishes on subsequent
rounds, including attempting
to get the object back if desired. If the
subject is prevented from doing as the
spell compels, the spell is wasted. For
example, if the subject is paralyzed
and cannot move or drop the item,
nothing happens.
Eternity of Torture
Necromancy [Evil]
Level: Pain 9
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude partial
Spell Resistance: Yes
The subject’s body is twisted and
warped, wracked forever with excruciating
pain. The subject is rendered
helpless, but—as long as the spell continues—
it is sustained and has no
need for food, drink, or air. The subject
does not age—all the better to ensure
a true eternity of unimaginable torture.
The subject takes 1 point of drain
to each ability score each day until all
scores are reduced to 0 (except Constitution,
which stays at 1). The subject
cannot heal or regenerate. Lastly, the
subject is completely unaware of its
surroundings, insensate to anything
but the excruciating pain.
A single Fortitude saving throw is
all that stands between a target and
this horrible spell. However, even if
the saving throw is successful, the
target still feels terrible (but temporary)
pain. The target takes 5d6 points
of damage immediately and takes a –4
circumstance penalty on attack rolls,
saving throws, skill checks, and ability
checks for 1 round per level of the
caster.
Evil Eye
Enchantment [Evil]
Level:Mortal Hunter 2, Sor/Wiz 3
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
Saving Throw:Will negates
Spell Resistance: Yes
The caster focuses malevolent wishes
through her gaze and curses someone
with bad luck. The subject takes a –4
luck penalty on all attack rolls, saves,
and checks. The spell ends at the next
sunrise, when dismissed, when a
remove curse is cast on the subject, or
when the caster takes at least 1 point
of damage from the subject.
Evil Weather
Conjuration (Creation) [Evil]
Level: Corrupt 8
Components: V, S, M, XP, Corrupt
(see below)
Casting Time: 1 hour
Range: Personal
Area: 1-mile/level radius, centered
on caster
Duration: 3d6 minutes
Saving Throw: None
Spell Resistance: No
The caster conjures a type of evil
weather. It functions as described in
Chapter 2 of this book, except that
area and duration are as given for this
spell. To conjure violet rain, the caster
must sacrifice 10,000 gp worth of
amethysts and spend 200 XP. Other
forms of evil weather have no material
component or experience point cost.
Corruption Cost: 3d6 points of Constitution
damage.
Extract Drug
Conjuration (Creation)
Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Touch
Effect: One dose of a drug
Duration: Permanent
The caster infuses a substance with
energy and creates a magical version of
a drug. The magical version manifests
as greenish fumes that rise from the
chosen focus. The fumes must then be
inhaled as a standard action within 1
round to get the drug’s effects.
The type of drug extracted depends
on the substance used.
Drug Effect
Material Extracted on Focus
Metal Baccaran Metal’s hardness
drops by 1.
Stone Vodare Stone’s hardness
drops by 1.
Water Sannish Water becomes
brackish and foul.
Air Mordayn Foul odor fills the
vapor area (up to 50-ft.
radius) for 1 hour.
Wood Mushroom Wood takes on
powder a permanent foul
odor
There may be other drugs that can be
extracted with rarer substances, at the
DM’s discretion.
Focus: 15 lb. or 1 cubic foot of the
material in question.
Eye of the Beholder
Transmutation [Evil]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
One of the caster’s eyes grows out of
her head on an eyestalk, becoming
like that of a beholder. Due to the
mobility of the eye, the caster gains a
+2 circumstance bonus on Spot
checks. More important, the eye has
one of the beholder’s eye powers,
determined randomly. The caster can
use this power as a standard action
during the spell’s duration.
Each type of eye produces an effect
identical to that of a spell cast by a
13th-level caster, but it follows the
rules for a ray (see Aiming a Spell in
Chapter 10 of the Player’s Handbook).
All of these effects have a range of 150
feet and a save DC of 18.
Roll 1d10 to see which eye the
caster gains.
1d10 Eye Effect
1 Charm Person: Target must make a
Will save or be affected as though by
the spell.
2 Charm Monster: Target must make a
Will save or be affected as though by
the spell.
3 Sleep: As the spell, except that it
affects one creature with any number
of Hit Dice. Target must make a Will
save to resist.
4 Flesh to Stone: Target must make a
Fortitude save or be affected as
though by the spell.
5 Disintegrate: Target must make a
Fortitude save or be affected as
though by the spell.
6 Fear: As the spell, except that it
targets one creature. Target must
make a Will save or be affected as
though by the spell.
7 Slow: As the spell, except that it
affects one creature. Target must
make a Will save to resist.
8 Inflict Moderate Wounds: As the spell,
dealing 2d8+10 points of damage
(Will half).
9 Finger of Death: Target must make a
Fortitude save or be slain as though
by the spell. The target takes 3d6+13
points of damage if his save
succeeds.
10 Telekinesis: The eye can move objects
or creatures that weigh up to 325
pounds, as though with a telekinesis
spell. Creatures can resist the effect
with a successful Will save.
Eyes of the Zombie
Divination [Evil]
Level: Clr 2, Sor/Wiz 3
Components: V, S, F
Casting Time: 30 minutes
Range: Personal
Effect: Caster and one zombie
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
The caster replaces his eyes with the
eyes of a zombie, allowing him to see
through the zombie’s eye sockets and
control its actions directly. The
zombie must be one that the caster
animated. The magic of this spell
allows the caster to remove his eyes
(dealing 1d6 points of damage to
him from the pain, but no permanent
damage to his eyes)
and take a zombie’s eyes
that he has removed and
soaked in a special bath
of brackish water. The
caster’s eyes are preserved
by the spell
while he controls
the zombie and
perc e i v e s t he
world through it.
The caster’s body
remains motionless
and is subject
to harm normally.
When the spell
ends, the caster’s
eyes automatically
return to him.
Focus: Zombie eyes
and a pint of brackish
water.
False Sending
Illusion (Glamer)
Level: Clr 5, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round (see text)
Saving Throw:Will negates
Spell Resistance: Yes
The caster contacts a particular creature
with whom she is familiar and
sends a short message of twenty-five
words or less to the subject. The subject
is convinced that the sender of
the message is someone other than
the caster, as specified by the caster.
The caster must be also familiar with
the false sender. The subject can
answer in like manner immediately.
Creatures with Intelligence scores as
low as 1 can understand the sending,
though a subject’s ability to react is
limited normally by its Intelligence.
Even if the sending is received, the
subject creature is not obligated to act
upon it in any manner.
If the creature in question is not on
the same plane of existence as the
caster, there is a 5% chance that the
sending does not arrive. (Local conditions
on other planes may worsen this
chance considerably, at the option of
the DM.)
Arcane Material Component: A short
piece of corroded copper wire.
Fangs of the Vampire King
Transmutation [Evil]
Level: Corrupt 2
Components: S, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster grows vampirelike fangs
that allow him to make bite attacks
with an attack bonus of +10 plus the
caster’s Strength modifier. The caster’s
bite attack deals 1d6 points of damage
and 1 point of Constitution damage.
Corruption Cost: 1d6 points of
Strength damage.
Fiendish Clarity
Divination [Evil]
Level: Clr 7, Demonic 7,
Sor/Wiz 7
Components: V, S
Casting Time: 1
action
Range: Personal
Target: Caster
Duration: 10
minutes/
level
The c a s t e r
develops the
senses of a powerful
fiend. He has
darkvision to a range of
60 feet. The caster can see
in magical darkness as if
it were normal darkness.
He can see invisible
creatures and objects as
if he had a see invisibility
spell cast on him.
The caster can detect
good at will.
Fiendish Quickening
Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S, Fiend
Casting Time: 1 full round
Range: Personal
Target: Caster
Duration: 1 round/level
For the duration of this spell, the
caster’s teleport or teleport without error
spell-like ability is quickened. This
means that the caster can teleport as a
free action and still have time during
the round to attack and/or move. The
caster can use his quickened teleport
or teleport without error once per
round. This spell does not affect
teleport spells in any way, only the
spell-like ability of fiends to teleport
themselves.
Flesh Armor
Abjuration [Evil]
Level: Asn 4
Components: V, S, M, F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level or until
discharged
Prior to casting flesh armor, the caster
flays the skin from a creature of his
size and lays it upon his own flesh,
wearing it like clothing or armor.
Once the caster casts flesh armor, his
skin develops resistance to blows,
cuts, stabs, and slashes. The caster
gains damage reduction 10/+1. Once
the spell has prevented a total of 5
points of damage per caster level
(maximum 50 points), it is discharged,
and the skin slowly rots,
shedding in patches like the skin of a
molting snake.
Material Component: A bit of flesh
torn from the caster’s body during the
casting (dealing 1 point of damage).
Focus: The entire freshly harvested
skin of another creature of the caster’s
size.
Flesh Ripper
Evocation [Evil]
Level: Clr 3, Mortal Hunter 3
Components: V, S, Undead, Fiend
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster evokes pure evil power in
the form of a black claw that flies at
the target. If a ranged touch attack roll
succeeds, the claw deals 1d8 points of
damage per caster level (maximum
10d8). On a critical hit, in addition to
dealing double damage, the wound
bleeds for 1 point of damage per
round until it is magically healed.
Forbidden Speech
Enchantment [Evil, Mind-Affecting]
Level: Corrupt 5
Components: V, S, Corrupt
Casting Time: 1 minute
Range: Touch
Target: 1 living creature
Duration: Permanent
Saving Throw:Will negates
Spell Resistance: Yes
The caster makes it impossible for a
single creature to speak about a single
topic. The topic should be as narrow
as possible for the spell to work properly.
An appropriate topic might be
events that occurred while the creature
was in captivity, the whereabouts
and names of tormentors, the secret
location of a hidden treasure, the password
into a guarded compound, the
command word of a magic item, or
the explanation behind some major
occurrence. Invalid topics include
verbal components of spells, a creature’s
whole life history, or anything
too broad for a reasonable definition
of a single topic. Whether a topic is
too broad is up the DM, who can
double the corruption cost and have
the spell automatically fail if the
caster persists in attempting an
invalid topic. Thus, this can be a dangerous
spell to attempt.
The affected creature cannot communicate
regarding the topic in any
way. Speech becomes gibberish, writing
is reduced to an indecipherable
scrawl, gestures are impossible, and
even telepathy (including detect
thoughts) is scrambled. The creature
has not forgotten the information,
however, and it can be a maddening
occurrence for the creature to be
unable to communicate information
that might be of life-and-death importance
to friends and allies.
Corruption Cost: 1d6 points of
Strength damage.
Glimpse of Truth
Divination [Evil]
Level: Sor/Wiz 3
Components: V, S, Drug
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 hour
The caster sees through the veil of
reality to pose a single question to
nameless malevolent entities that
exist beyond normal consciousness.
The question must be posed such that
the answer is a simple yes or no. The
answer given is correct 75% of the
time. Answers the DM deems too
obscure are never revealed. The spell,
at best, provides information to aid
character decisions. In cases where a
one-word answer would be misleading,
the DM can give a short answer
instead (five words or less).
Drug Component: Mordayn vapor.
Graz’zt’s Long Grasp
Transmutation [Evil]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster causes one of her hands to
detach from her arm. She can control
the hand by thought alone as a free
action. It can fly at a speed of 20 feet
(perfect maneuverability).
On casting the spell, the caster takes
2d4 points of damage, but she is healed
by the same amount when the hand
returns to her arm (unless it is
destroyed or otherwise prevented from
reaching her arm before the end of the
spell). The damage heals normally. As
long as the spell lasts, the floating hand
can deliver any spell with a range of
touch that the caster can cast. The spell
gives the caster a +2 bonus on her
melee touch attack with the disembodied
hand, which functions as if it were
attached to her. The hand can flank targets
as a creature can.
The hand can punch opponents (as
a normal unarmed attack with a +2
attack bonus), or it can grasp things
and move them (with the caster’s
normal Strength). The hand can make
grapple attacks, but it is considered
Tiny.
If the hand goes beyond the spell’s
range, if the caster can no longer see
it, or if she is not directing it, the hand
attempts to return to her on its own,
reattaching to the end of the wrist.
The hand has improved evasion
(half damage on a failed Reflex save
and no damage on a successful save),
the caster’s save bonuses, and AC 22.
The caster’s Intelligence modifier
applies to the hand’s AC as if it were
the hand’s Dexterity. The hand has
2d4 hit points, the same number that
the caster lost in creating it.
Grim Revenge
Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, Undead
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One living humanoid
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The hand of the subject tears itself
away from one of his arms, leaving a
bloody stump. This trauma deals 6d6
points of damage. Then the hand, animated
and floating in the air, begins
to attack the subject. The hand attacks
as if it were a wight (see the Monster
Manual) in terms of its statistics, special
attacks, and special qualities,
except that it is considered Tiny and
gains a +4 bonus to AC and a +4 bonus
on attack rolls. The hand can be
turned or rebuked as a wight. If the
hand is defeated, only a regenerate spell
can restore the victim to normal.
Gutwrench
Necromancy [Evil, Death]
Level: Sor/Wiz 8
Components: V, S, Undead
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The innards of the target creature roil.
If the target fails its saving throw, its
intestines burst forth, killing it. The
intestines fly toward the caster and
are absorbed into her form, granting
her 4d6 temporary hit points and a +4
enhancement bonus to Strength. If
the target’s save is successful, it takes
10d6 points of damage instead.
A creature with no discernible
anatomy is unaffected by this spell.
Heartache
Enchantment [Evil, Mind-Affecting]
Level: Clr 1, Mortal Hunter 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw:Will negates
Spell Resistance: Yes
The caster fills the subject with heartwrenching
sorrow that renders it
incapacitated for 1 round. The subject
cannot move or take actions and is
helpless for that round.
Heartclutch
Transmutation [Evil]
Level: Clr 5
Components: V, S, Disease
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: The heart of one creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The caster holds forth his empty
hand, and the still-beating heart of the
subject appears within it. The subject
dies in 1d3 rounds, and only a heal,
regenerate, miracle, or wish spell will
save it during this time. The target is
entitled to a Fortitude saving throw to
survive the attack. If the target succeeds
at the save, it instead takes 3d6
points of damage +1 point per caster
level from general damage to the
chest and internal organs. (The target
might die from damage even if it succeeds
at the saving throw.)
A creature with no discernible
anatomy is unaffected by this spell.
Disease Component: Soul rot.
Hellfire
Evocation [Evil]
Level: Diabolic 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster creates a small explosion of
brimstone and fire that deals 3d6
points of special diabolic fire damage.
The diabolic flames are not subject to
being reduced by protection from elements
(fire), fire shield (chill shield), or
similar magic.
Hellfire Storm
Evocation [Evil]
Level: Diabolic 7
Range:Medium (100 ft. + 10
ft./level)
Area: 20-ft.-radius spread
As hellfire, except in area and range
and that the spell deals 5d6 points of
special diabolic fire damage.
Hell’s Power
Conjuration (Creation) [Evil]
Level: Blk 3, Clr 4, Sor/Wiz 4
Components: V, S, M, Devil
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 10 minutes/level
The caster summons evil energy from
the Nine Hells and bathes himself in
its power. The caster gains a +2 deflection
bonus to Armor Class, as well as
an upgrade of his existing damage
reduction by /+1 (DR 10/+1 becomes
DR 10/+2, for example).
Material Component: The heart of an
elf child.
Identify Transgressor
Divination [Evil]
Level: Clr 4
Components: V, S, Drug, Location
Casting Time: 10 minutes
Range: Personal
Target: Caster
Duration: Instantaneous
The caster is able to divine the answer
to a single question, as long as the
answer is a single person’s name.
Thus, the question must be a “who?”
type question. For example, “Who
broke into the temple last night and
stole the wand of inflict moderate
wounds?” Questions that cannot be
answered with a single name are not
answered at all.
The base chance for a correct
answer is 70% + 1% per caster level.
The DM adjusts the chance if unusual
circumstances require it (precautions
against divination spells have been
taken, for example). The caster knows
if he didn’t get a correct answer, unless
specific magic yielding false information
is at work.
As with augury or divination, multiple
identify transgressor spells about the
same question by the same caster use
the same die roll result as the first
spell and yield the same answer each
time.
Drug Component: Vodare.
Location Component: An area under
the effect of a desecrate or unhallow
spell.
Impotent Possessor
Abjuration
Level: Demonologist 4, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One possessing creature
Duration: Permanent (D)
Saving Throw:Will negates
Spell Resistance: Yes
The caster renders one creature that
can possess or inhabit other creatures,
or a creature that can move its mind
out of its body, powerless within the
host it currently inhabits. Potential
targets include possessing demons,
malevolent ghosts, and a caster currently
using a magic jar spell. The only
action the subject can take is to leave
the body it currently inhabits. This
spell, in conjunction with imprison
possessor, is one of the best ways to deal
with a possessing fiend.
Imprison Possessor
Abjuration
Level: Demonologist 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One possessing creature and
its host
Duration: Permanent (D)
Saving Throw:Will negates
Spell Resistance: Yes
The caster traps one creature that can
possess or inhabit other creatures, or
one that can move its mind out of its
body, within the creature it currently
inhabits. Potential targets include possessing
demons, malevolent ghosts,
and a caster currently using a magic jar
spell. The possessing creature cannot
leave the body it is currently in,
whether or not it is its own, by any
means.
Imprison Soul
Necromancy [Evil]
Level: Clr 7
Components: V, S, M, F
Casting Time: 1 action (see text)
Range: Medium (100 ft. + 10
ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
By casting imprison soul, the caster
places the subject’s soul in a receptacle,
such as a gem, ring, or some other
minuscule object, leaving the subject’s
body lifeless. While trapped, the
subject takes 1d4 points of Constitution
damage per day until dead or
freed. The rituals to prepare the receptacle
require three days. Destroying or
opening the receptacle ends the spell,
releasing the soul.
To cast the spell, the receptacle
must be within spell range and the
caster must know where it is. The
caster must also know the name of the
target.
Material Component: A portion of
the target’s body (a fingernail, a strand
of hair, or some other small part).
Focus: A Tiny or smaller object to be
the receptacle for the subject’s soul.
Liquid Pain
Necromancy
Level: Pain 4, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 day
Range: Touch
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Over the course of one day, the caster
takes a subject already in great pain—
wracked with disease, the victim of
torture, or dying of a wound, for
example—and captures its pain in
liquid form. This physical manifestation
of agony can be used to create
magic items or enhance spells (see
Pain as Power in Chapter 2). It can
also be used as a potent drug.
Focus: A jar, vial, or other container
for the liquid pain.
Lahm’s Finger Darts
Transmutation [Evil]
Level: Corrupt 2
Components: V, S, Corrupt
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Targets: Up to five creatures, no two
of which can be more than 15 ft.
apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster’s finger becomes a dangerous
projectile that flies from her hand
and unerringly strikes its target. The
dart deals 1d4 points of Dexterity
damage. Creatures without fingers
cannot cast this spell.
The dart strikes unerringly, even if
the target is in melee or has partial
cover or concealment. Inanimate
objects (locks, doors, and so forth)
cannot be damaged by the spell.
For every three caster levels beyond
1st, the caster gains an additional dart
by losing an additional finger: two at
4th level, three at 7th level, four at
10th level, and the maximum of five
darts at 13th level or higher. If the
caster shoots multiple darts, she can
have them strike a single creature or
several creatures. A single dart can
strike only one creature. The caster
must designate targets before checking
for spell resistance or damage.
Fingers lost to this spell grow back
when the corruption cost is healed, at
the rate of one finger per point of
Strength damage healed.
Corruption Cost: 1 point of Strength
damage per dart, plus the loss of one
finger per dart. A hand with one or no
fingers is useless.
Love’s Pain
Evocation [Evil, Mind-Affecting]
Level: Corrupt 3
Components: V, S, Corrupt
Casting Time: 1 actionRange:Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster blasts a lancelike projectile
of greenish-black energy from his
hand, striking a single foe as a ranged
touch attack. The energy does not
harm the subject. Instead, the subject’s
closest friend or dearest loved one is
wracked with pain and takes 1d6
points of damage for every two caster
levels (maximum 10d6). There is no
limit to the distance between the caster
and the loved one, and the loved one
gets no saving throw or spell resistance.
If the loved one is within an
antimagic field, the spell has no effect.
It may take DMs and players a
moment to determine who the subject’s
dearest loved one is. The DM
determines this for nonplayer characters
(NPCs). It is rare (but possible)
that no individual qualifies. In that
case, the subject takes the damage.
Corruption Cost: 1d6 points of Intelligence
damage.
Masochism
Enchantment [Evil]
Level: Asn 3, Blk 3, Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
For every 10 points of damage the
caster takes in a given round, he gains
a +1 luck bonus on attack rolls, saving
throws, and skill checks made in the
following round. The more damage
the caster takes, the greater the luck
bonus. It’s possible to get a luck bonus
in multiple rounds if the caster takes
damage in more than one round
during the spell’s duration.
Material Component: A leather strap
that has been soaked in the caster’s
blood.
Mindrape
Enchantment [Evil, Mind-Affecting]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
The caster enters the mind of a creature,
learning everything that creature
knows. The caster can erase or
add memories as she sees fit and alter
emotions, opinions, and even alignment.
When the caster is done, she
can leave the creature insane (as
described in the insanity spell) or
seemingly unaffected, without any
memory of the intrusion.
Severe changes to personality and
changes to alignment can be corrected
by a break enchantment spell
(although an atonement spell might be
needed as well, depending on circumstances).
Alterations to memories and
subtler thoughts can be restored only
through use of a miracle or wish.
Mirror Sending
Evocation
Level:Mortal Hunter 3, Sor/Wiz 4
Components: V, S, F
Casting Time: See text
Range: See text
Target: One living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
The caster sends her image through a
mirror into another mirror or mirrored
surface that the chosen target
looks into. The caster casts the spell,
then stares into her mirror until the
target sees his reflection in another
mirror, or until the caster tires and
gives up. The caster can see the subject
and his surroundings in her
mirror whenever the subject looks at
his mirror. From the subject’s perspective,
the caster appears to be staring
out of the mirror, replacing the subject’s
own reflection or appearing
right behind him (caster’s choice).
The caster can have her image say up
to one word per caster level before it
disappears, if she chooses. The image
remains for only 1 round. Subjects not
expecting a mirror sending can be
greatly unnerved by this spell.
Focus: A mirror of finely wrought
and highly polished silver costing not
less than 1,000 gp. The mirror must be
at least 2 feet by 4 feet.
Morality Undone
Enchantment [Evil, Mind-Affecting]
Level: Brd 5, Clr 5, Corruption 4,
Mortal Hunter 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonevil creature
Duration: 10 minutes/level
Saving Throw:Will negates
Spell Resistance: Yes
The caster turns one creature evil. The
chaotic/neutral/lawful component of
the subject’s alignment is unchanged.
The subject retains whatever outlook,
allegiances, and outlooks it had
before, so long as they do not conflict
with the new alignment. Otherwise, it
acts with its new selfish, bloodthirsty,
cruel outlook on all things.
For example, a wizard might not
immediately turn on her fighter companion
for no apparent reason, particularly
in the middle of a combat
when they’re fighting on the same
side. But she might try to steal the
fighter’s bag of gems, even using
applicable spells (charm person, suggestion,
and invisibility, for instance)
against her friend. She might even
eventually decide to betray or attack
her friend if there is some potential
gain involved.
Using this spell in conjunction
with a spell such as dominate person or
suggestion is particularly useful,
because it changes what acts are
against a subject’s nature.
Arcane Material Component: A powdered
holy symbol.
Nether Trail
Conjuration (Creation)
Level: Sor/Wiz 1
Components: S, M
Casting Time: 1 action
Range: Touch
Effect: A trail 20 ft. long/level
Duration: 10 minutes/level
Saving Throw:Will negates
Spell Resistance: No
The caster creates a handful of invisible,
nigh-intangible powder that
attracts creatures from the Lower
Planes. The caster can sprinkle this
powder in a trail on the ground. Evil
outsiders who come within 10 feet of
any portion of this trail and fail their
saving throws follow the trail as if
affected by a compulsion effect.
Compelled fiends will follow a
nether trail even into danger. For
example, the trail could lead to a trap,
a holy spell effect, or even a prison
cell. If the danger is obvious, such as a
blade barrier, the compelled creatures
get another saving throw to resist.
A compelled creature only follows
the trail to its end. So, if the trail leads
to the edge of a cliff, the fiend goes to
the edge of the cliff and no farther.
If a creature encounters the trail in
the middle, it instinctively senses
which direction is forward and which
is backward. When the evil outsider
reaches the end of the trail, the compulsion
effect ends, and the creature
cannot be affected by this particular
nether trail again.
The trail can be obscured and
destroyed by anyone who can see
invisible objects. It takes a standard
action to destroy 10 feet of trail, but an
evil outsider must make its saving
throw first.
Material Component: A urine-soaked
holy symbol, which crumbles into the
powder that creates the nether trail.
Night Visitor
Illusion (Shadow, evil)
Level: Sor/Wiz 5, Clr 6.
Components: V, S, M.
Casting Time: 10 minutes.
Range: Unlimited.
Targets: One living creature.
Duration: Instantaneous.
Saving Throw: Will negates.
Spell Resistance: Yes.
This spell creates a shadowy dream visitor that goes
to the target in the night and engages them in
vigorous rumpy-pumpy until they awake in the
morning, exhausted and pleasured beyond the
capacity to seek more.
Those affected by this spell do not gain the benefits
of resting for the night. They regain no hit points,
and spellcasters are unable to prepare spells. Also,
the target is unable to become sexually aroused for a
period of 24 hours.
Moreover, there is a 40% chance that the target will
become pregnant ( regardless of his sex) and will give birth to a tiefling after 9 months of pregnancy. If the target is a male, the birth process kills him. The spell can be lifted with remove curse.
Material Component: A piece of cheese and a
feather to be burned.
No Light
Transmutation
Level: Brd 1, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster creates an area of darkness.
Normal light sources cannot illuminate
the area, but darkvision allows a
creature to see within the area. Light
counters no light (and vice versa), leaving
whatever light conditions normally
prevail in the overlapping areas
of the spells. Higher-level light spells
counter and dispel no light.
Pestilence
Necromancy [Evil]
Level: Clr 8, Drd 7
Components: V, S, Disease
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a particularly
terrible and contagious disease, which
strikes immediately with no incubation
period. The caster infects the subject
with a sickness that deals 1d4
points of Constitution drain each day
until the subject dies. The subject may
attempt a new saving throw each day,
but she must succeed at two saves in a
row to rid herself of the disease (as
with most diseases).
However, the disease, once unleashed,
continues to spread. For the
first day of the sickness, anyone
touching the subject must succeed at
a Fortitude saving throw or fall victim
to the same malady. That victim in
turn becomes contagious on the first
day of her own affliction.
Disease Component: Any disease.
Phantasmal Thief
Conjuration (Creation)
Level: Greed 8, Wiz/Sor 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One object
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
An invisible force, not unlike an
unseen servant, comes into being
where the caster wishes. On the
caster’s turn, this force steals objects
from others as she inaudibly directs it
to (a free action). A phantasmal thief
can only steal from creatures. It
cannot break into locked chests or
steal unattended objects. A phantasmal
thief has a Hide bonus of +20
(useful against those who can see
invisible creatures) and a Move
Silently bonus of +20.
If a phantasmal thief goes undetected,
it can steal any object a creature
possesses but is not carrying or
wearing. Even objects in a bag of holding
can be stolen. It can only steal
objects, bring objects to the caster, or
put them back where they came from.
It can take no other actions. A phantasmal
thief takes 1 round to steal an
object and another round to bring it
to the caster.
A phantasmal thief can only hold
one object at a time; the object
becomes invisible in the grasp of the
phantasmal thief.
The phantasmal thief cannot take an
item if the thief is detected by the
creature it’s trying to steal from (usually
by a Listen or Spot check). However,
the thief, however, can repeat
the attempt next round. It cannot be
harmed in any way, although it can be
dispelled.
A phantasmal thief can also steal an
object from a creature’s hand. It does
this as if it had the Improved Disarm
feat and a +20 Strength bonus. If a
phantasmal thief is used in this way, it
disappears after it brings the stolen
object to the caster.
Material Component: A spool of
green thread.
Plague of Nightmares
Enchantment [Evil, Mind-Affecting]
Level: Corrupt 8
Components: V, S, F, Corrupt
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster can give the subject
demon-haunted dreams so vivid and
frightening that sleep provides no rest
and the subject eventually turns to
suicide. The caster must have a chunk
of flesh from the target and succeed at
a touch attack when she casts plague of
nightmares. If the target fails the Fortitude
save, the spell begins to take
effect. Thereafter, the caster must
chant for 12 hours per week and pay
the corruption cost each week to
maintain the spell.
The subject begins to feel the effect
of this spell the next time he sleeps, as
nightmares of evil gods and demons
plague him. These nightmares continue
each night, and each night the
subject takes 1d4 points of Charisma
damage and gains no natural healing
for that day. When the subject reaches
0 Charisma, he enters a trance in
which he mentally offers his soul to a
demon to be devoured. That night the
subject dies and is beyond even a true
resurrection spell.
The subject gets a new saving throw
each day to resist the spell, and one
success is enough to end the nightmares.
If the spell ultimately succeeds,
the focus disappears, alerting
the caster that the subject is dead.
Focus: A fresh or preserved (still
bloody) 1-ounce portion of another
creature’s flesh.
Corruption Cost: 1d6 points of
Strength damage, taken all at once at
the end of each week.
Power Leech
Necromancy [Evil]
Level: Corrupt 5
Components: V, S, Corrupt
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
The caster creates a conduit of evil
energy between himself and another
creature. Through the conduit, the
caster can leech off ability score
points at the rate of 1 point per round.
The other creature takes 1 point of
drain from an ability score of the
caster’s choosing, and the caster gains
a +1 enhancement bonus to the same
ability score per point drained during
the casting of this spell. In other
words, all points drained during this
spell stack with each other to determine
the enhancement bonus, but
they don’t stack with other castings of
power leech or with other enhancement
bonuses.
The enhancement bonus lasts for
10 minutes per caster level.
Corruption Cost: 1 point of Wisdom
drain.
Pox
Necromancy [Evil]
Level: Corruption 6, Drd 6, Pain 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one living
creature/level, no two of which
can be more than 10 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Subjects take 1d4 points of Constitution
drain. Their skin breaks out in
lesions and takes on a pale yellow
pallor.
Preserve Organ
Necromancy
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Effect: One organ
Duration: 24 hours
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes
The caster preserves a single severed
organ from a living creature so that it
does not decay or rot. Evil casters use
preserved organs as material spell
components. There are ritual uses for
body parts as well.
The organ is kept in the exact state
it was in when the spell was cast. If a
heart is still beating and bloody, for
example, then it remains that way.
Psychic Poison
Abjuration [Evil]
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 50-ft.-radius spread, or one
single object or creature that can
fit in that area
Duration: 1 hour/level
The caster taints an area, creature, or
object so that anyone casting a mindaffecting
or divination spell at the
creature or object or within the area is
subject to a psychic poison (see Table
3–6). The caster may choose any
psychic poison for which he meets
the minimum level requirement.
Arcane Material Component: A bit of
humanoid brain tissue.
Rapture of Rupture
Transmutation [Evil]
Level: Corrupt 7
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: One living creature touched
per level
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With this spell, the caster’s touch
deals grievous wounds to multiple targets.
After rapture of rupture is cast, the
caster can touch one target per round
until she has touched a number of targets
equal to her caster level. The same
creature cannot be affected twice by
the same rapture of rupture. A creature
with no discernible anatomy is unaffected
by this spell.
When the caster touches a subject,
his flesh bursts open suddenly in
multiple places. Each subject takes
6d6 points of damage and is stunned
for 1 round; a successful Fortitude
save reduces damage by half and
negates the stun effect. Subjects who
fail their Fortitude save continue to
take 1d6 points of damage per round
until they receive magical healing,
succeed at a Heal check (DC 20), or
die. If a subject takes 6 points of
damage from rapture of rupture in a
single round, he is stunned in the following
round.
Corruption Cost: 1 point of Strength
damage per target touched.
Reality Blind
Illusion (Phantasm) [Evil, Mind-
Affecting]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration (see
below)
Saving Throw: Will negates
Spell Resistance: Yes
This spell overwhelms the target with
hallucinations, causing him to be
blinded and stunned if he fails the
save. The subject can attempt a new
saving throw each round to end the
spell.
Even after the subject succeeds at
the save or the caster stops concentrating,
the subject is plagued with nightmares
every night. The nightmares
prevent the subject from benefiting
from natural healing. These nightmares
continue until the caster dies or
the subject succeeds at a Will saving
throw, attempted once per night. This
nightmare effect is treated as a curse
and thus cannot be dispelled. It is subject
to remove curse, however.
Material Component: A 2-inch-diameter
multicolored disk of paper or
ribbon.
Red Fester
Necromancy [Evil]
Level: Corrupt 3
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s skin turns red and blisters.
The blisters quickly turn into
oozing wounds. Furthermore, the
subject’s sense of self becomes
strangely clouded, diminishing her
self-esteem. The subject takes 1d6
points of Strength damage and 1d4
points of Charisma damage.
Corruption Cost: 1d6 points of
Strength damage.
Resonating Resistance
Transmutation
Level: Clr 5, Mortal Hunter 4,
Sor/Wiz 5
Components: V, Fiend
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster improves his spell resistance.
Each time a foe attempts to
bypass the caster’s spell resistance, it
must make a spell resistance check
twice. If either check fails, the foe fails
to bypass the spell resistance.
The caster must have spell resistance
as an extraordinary ability for resonating
resistance to function. Spell
resistance granted by a magic item or
the spell resistance spell does not
improve.
Rotting Curse of Urfestra
Transmutation [Evil]
Level: Corrupt 3
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s flesh and bones begin to
rot. The subject takes 1d6 points of
Constitution damage immediately,
and a further 1d6 points of Constitution
damage every hour until the subject
dies or the curse is removed with
a wish, miracle, or remove curse spell.
Corruption Cost: 1d6 points of
Strength damage.
Sacrificial Skill
Enchantment [Evil]
Level: Asn 2, Clr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster gains a +5 bonus on all
Knowledge (religion) checks that
have to do with sacrifices made to
evil gods. See Sacrifices in Chapter 2
for the Knowledge (religion) check
DCs required to gain boons from evil
gods.
Material Component: A lock of hair
taken from an unwilling humanoid.
Sadism
Enchantment [Evil]
Level: Asn 3, Blk 3, Clr 3, Pain 2,
Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 round/level
For every 10 points of damage the
caster deals in a given round while
under the effect of this spell, she gains
a +1 luck bonus on attack rolls, saving
throws, and skill checks in the next
round. The more damage the caster
deals, the greater the luck bonus. It’s
possible to get a luck bonus for multiple
rounds if she deals damage in
more than one round during the
spell’s duration.
Material Component: A leather strap
that has been soaked in human blood.
Sap Strength
Enchantment [Evil]
Level: Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster drains the personal wellbeing
from the subject, who becomes
exhausted. After 1 hour of complete
rest, characters become fatigued
rather than exhausted. A fatigued
character becomes exhausted again if
she does something else that would
normally cause fatigue. After 8 hours
of complete rest, fatigued characters
are no longer fatigued.
Material Component: A long needle
and a tiny glass bottle.
Seething Eyebane
Transmutation [Evil, Acid]
Level: Corrupt 1
Components: V, S, Corrupt
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
(see text)
Spell Resistance: Yes
The subject’s eyes burst, spraying acid
upon everyone within 5 feet. The subject
is blinded and takes 1d6 points of
acid damage. Those sprayed take 1d6
points of acid damage (Reflex save for
half ). Creatures without eyes can’t be
blinded, but they might take acid
damage if someone nearby is the subject
of seething eyebane.
Corruption Cost: 1d6 points of Constitution
damage.
Serpents of Theggeron
Transmutation [Evil]
Level: Corrupt 3
Components: S, Corrupt
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster’s arms turn into serpents
that can be used as natural weapons.
The serpents provide the caster with
10-foot reach. They have an attack
bonus of +10 (plus caster’s Strength
modifier) and they deal 1d8 points of
damage (plus her Strength modifier).
If the caster hits with a serpent, she
has poisoned her foe. The poison deals
1d6 points of Strength damage immediately
and another 1d6 points of
Strength damage 1 minute later. Each
instance of damage can be negated by
a successful Fortitude save (DC 16).
As a full attack action, the caster can
strike with both serpents at her full
attack bonus.
Corruption Cost: 1d6 points of Intelligence
damage.
Shriveling
Necromancy [Evil]
Level: Clr 3, Sor/Wiz 2
Components: V, S, Disease
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The caster channels dark energy that
blasts and blackens the subject’s flesh.
The subject takes 1d4 points of
damage per caster level (maximum
10d4).
Disease Component: Soul rot.
Slash Tongue
Transmutation [Evil]
Level: Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with a
tongue
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject’s tongue gets a thin cut.
The subject takes 1 point of damage
and takes a –1 penalty on attack rolls,
saving throws, skill checks, and ability
checks on the following round due to
the annoying pain.
Slow Consumption
Necromancy [Evil]
Level: Clr 1, Sor/Wiz 2
Components: V, S, Location
Casting Time: 10 minutes
Range: Touch
Target: One living creature
Duration: Permanent (see below)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster absorbs the life force and
physical form from a living subject
and uses it for himself. The victim
must be rendered helpless to cast this
spell upon her. For that day, the caster
heals at twice the normal natural rate
and does not need to eat. The subject,
on the other hand, does not heal naturally
that day and takes 1 point of
Constitution damage. As long as the
caster touches the subject once per
day, he gains the benefits and the subject
takes the Constitution damage. If
the caster does not touch the subject
within 24 hours of the last time he
touched her, the spell ends.
Villains often use this spell on prisoners,
who are sometimes sustained
by lesser restoration spells so they can
serve for years as evil sustenance.
Location Component: An area under
the effect of a desecrate or unhallow
spell.
Snare Astral Traveler
Abjuration
Level: Clr 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Target: One astral creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
This spell allows the caster to attract
and capture an astral creature, as
someone using the astral projection
spell. If such a creature is within
range at the time of casting and fails
its saving throw, it is brought
instantly before the caster and held
motionless and visible for the spell’s
duration. Spellcasters generally
follow snare astral traveler with a more
lasting restraint, such as trap the soul.
If more than one astral creature is
within range, the closest creature is
affected. If that creature makes its
saving throw, the next closest creature
must make a save. This continues
until one creature fails its save or all
have succeeded.
Song of Festering Death
Evocation [Evil]
Level: Brd 2
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster sings a wailing ululation,
requiring a successful Perform
(singing) check (DC 20). If the Perform
check succeeds and the target
fails a Fortitude saving throw, the subject’s
flesh bubbles and festers into
pestilent blobs, dealing the subject
2d6 points of damage each round. If
the subject dies, she bursts with a
sickening pop as steamy gore spills
onto the ground.
Sorrow
Enchantment [Evil, Mind-Affecting]
Level: Brd 1, Clr 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
Grief and sadness overcome the subject.
She takes a –3 morale penalty on
all attack rolls, saving throws, ability
checks, and skill checks.
Material Component: A tear.
Soul Shackles
Necromancy [Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S, F, Location
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes
The caster draws out the soul of a dead
creature and imprisons it within a
specially made talisman. The subject
must have had the talisman in his possession
when he died, or the spell
cannot function.
Henceforth, if the talisman is in the
caster’s possession, she can call forth
the soul of the subject and question it
about what it knew in life for up to 1
round/level each day, asking one
question per round. The soul looks as
it did in life, including the clothing
and equipment it had with it on the
day it died. Answers are clear, complete,
and precise.
If the subject is hostile, or if the
answer to the question was an important
secret to it in life, the subject
gains a Will saving throw. A successful
saving throw indicates that the
spell ends and the soul departs to the
afterlife.
Focus: The talisman that will be the
receptacle for the soul.
Location Component: An area under
the effect of a desecrate or unhallow
spell.
Soul’s Treasure Lost
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
(object)
Spell Resistance: Yes
With a harsh word of power and a
shake of her fist, the caster targets a
single creature. The spell ascertains
the most valuable object currently in
the subject’s possession and disintegrates
it. This spell will not affect an
artifact, but destroys the next most
valuable object instead.
Material Component: A crushed ruby
worth at least 500 gp.
Spider Hand
Transmutation
Level: Clr 1, Drd 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster’s hand
Duration: Concentration (up to 1
minute/level)
The caster detaches his hand, which
transforms into a Small monstrous
spider (see the Monster Manual) that he
controls. The caster can see through its
eyes, and it can travel up to 20 feet per
level away from him. If the spider is
killed or prevented from returning to
the caster, his hand is restored when
the spell ends, but he takes 1d6 points
of damage. If the caster directs the
spider to return to his arm (a moveequivalent
action), then lets the spell
end, he takes no damage.
Spider Legs
Transmutation
Level: Clr 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/level
The caster grows four long spider legs
from the sides of her torso. She can use
these legs to move at a speed of 30 feet,
no matter what the caster’s normal
speed is, as long as she carries less than
her maximum load. The caster can also
use the extra legs to climb on vertical
surfaces or even traverse ceilings as
well as a spider does, with her hands
completely free. The caster has a climb
speed of 15 feet.
A creature with a Strength score of
at least 20 +1 per caster level can pull
the caster off a wall or ceiling.
Spores of the Vrock
Conjuration (Creation) [Evil]
Level: Clr 2, Demonologist 1
Components: V, S, M/DF
Casting Time: 1 full round
Area: 5-ft.-radius, centered on
caster
Duration: Instantaneous
Saving Throw: Fortitude
negates
Spell Resistance: Yes
The caster summons a
mass of spores that fill
the area around him.
The spores deal 1d8 points
of damage to all creatures
within 5 feet other than
the caster. Then they
penetrate the skin and
grow, dealing an additional
1d2 points of
damage each round for 10
rounds. At the end of this time, a
tangle of viny growths covers each
subject. A delay poison spell stops the
spores’ growth for its duration. Bless,
neutralize poison, or remove disease kills
the spores, as does sprinkling the
victim with a vial of holy water.
Arcane Material Component: The
feathers of an avian creature with an
Intelligence score of at least 3 (a
harpy, achaierai, or similar creature).
Spread of Savagery
Enchantment [Evil]
Level: Bestial 8, Clr 9
Components: V, S, M/DF
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft./level radius spread
Duration: 1 hour/level
Saving Throw:Will negates
Spell Resistance: Yes
All living creatures within the area
become hostile to anyone not affected
by the spell, whether in or out
of the area, and regardless of alignment
or former association. They are
likely to attack such
creatures, although they
retain their intellect and
thus retreat or avoid opponents
obviously too powerful for them to
overcome.
Affected creatures are likely to continue
with their normal activities
until presented with someone not
affected by the spell. Subjects of spread
of savagery can identify unaffected
creatures by sight through an instinctive,
supernatural sense granted by
the spell.
Arcane Material Component: Three
drops of brain fluid from a beast.
Steal Life
Necromancy [Evil]
Level: Sor/Wiz 8
Components: V, S, Location
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living humanoid
Duration: Concentration
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster taps into the life force of a
subject and drains it away, adding it to
her own. Each round the caster concentrates,
she deals 1 point of ability
score drain to the subject. Although
the caster can choose which ability
score to drain, she must choose a different
ability score to drain in each
round and cannot choose a score
already drained until she has drained
all the others equally, at which point
the process starts over. Thus, if the
caster drains 1 point of Strength, she
must choose another ability in the
next round and cannot choose
Strength again until she has drained 1
point each of Constitution, Dexterity,
Intelligence, Wisdom, and Charisma.
Then, the caster can drain a second
point of Strength (or any other ability),
but not a third until she has
drained a second point from all the
other ability scores.
If the caster casts this spell on the
night of a full moon, she becomes
effectively one week younger for
every point she drains. (Her age is
reduced, but memories and abilities
acquired during that week are not
lost.) Otherwise, the subject takes the
ability score drain, but the caster gains
nothing.
The subject withers and shrivels as
the caster drains its ability scores.
When the subject’s Constitution
score reaches 0, the subject becomes a
horrid, dry husk and cannot be further
drained. If the caster dies while
concentrating on this spell, all the
subject’s lost ability score points are
immediately regained.
Location Component: An area under
the effect of a desecrate or unhallow
spell.
Stop Heart
Necromancy [Evil]
Level: Asn 4, Clr 4, Sor/Wiz 5
Components: S, Drug
Casting Time: 1 action
Range: Touch
Area: One living humanoid or
animal
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Channeling hatred and spite, the
caster calls upon dark power to give
the subject a massive heart attack. The
subject suddenly drops to –8 hit
points, then –9 hit points at the end of
this round. If someone immediately
makes a successful Heal check (DC
15) or somehow gives the subject
more hit points, she stabilizes. Otherwise,
at the end of the next round, the
subject reaches –10 hit points and
dies.
Drug Component: Baccaran.
Stunning Screech
Evocation [Evil, Sonic]
Level: Brd 3, Demonologist 2
Components: V, S, M, Drug
Casting Time: 1 action
Range: 30 ft.
Targets: All creatures within range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster emits a piercing screech
like that of a vrock demon. Every creature
within the area is stunned for 1
round.
Material Component: Feather of a
large bird or a vrock.
Drug Component: Mushroom powder.
Stupor
Enchantment [Mind-Affecting]
Level: Asn 1, Clr 1, Sor/Wiz 1
Components: S, M
Casting Time: 1 minute
Range: Touch
Area: One helpless creature
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster places one creature already
helpless in a clouded, confused state
that does not allow the subject to think
clearly or take actions. The effect is similar
to being drugged. The subject can
be moved and even forced to walk on
her own if dragged along, but she is
unaware of what is going on around her.
Material Component: A puffball
mushroom.
Suspend Disease
Abjuration
Level: Clr 1, Drd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
This spell keeps a disease already infecting
the subject from harming him
for that day. The disease is in no way
cured, and the subject cannot make a
save to throw off the disease.
Casters who intend to cast spells
with a disease component find this
spell particularly useful.
Material Component: A drop of bile.
Thousand Needles
Conjuration (Creation) [Evil]
Level: Pain 5. Clr 6
Components: V, S, M
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thousand needles surround the subject
and pierce his flesh, worming
through armor or any type of protection,
although creatures with damage
reduction are immune to this spell.
The subject takes 2d6 points of
damage immediately and takes a –4
circumstance penalty on attack
rolls, saving throws, skill checks, and
ability checks for the rest of the
spell’s duration. A successful Fortitude
save reduces damage to half and
negates the circumstance
penalty.
Material Component:
A handful of needles,
all of which have
drawn blood.
Tongue of Baalzebul
Transmutation [Evil]
Level: Clr 1
Components: V, S,
M, Drug
Casting Time: 1 full
round
Range: Personal
Target: Caster
Duration: 1
hour/level
The caster gains the
ability to lie, seduce,
and beguile with a
d e v i l ’s s k i l l . He
g a i n s a +2 competence
bonus on Bluff,
Diplomacy, and Gather
Information checks.
Material Component:
A tongue from any creature
capable of speech.
Drug Component:
Mushroom powder.
Tongue Serpents
Transmutation [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 hour/level or until
discharged
The caster’s tongue becomes a little
but powerful serpent that he may spit
up to 30 feet away. This serpent then
makes a bite attack using the caster’s
melee attack bonus and dealing
damage as a Tiny viper (see the Monster
Manual). The caster may create
one such serpent for every four caster
levels, spitting each one as a standard
action.
At the end of the spell’s duration,
the serpents become bloody bits of
organic matter.
Material Component: A serpent’s
tongue.
Tongue Tendrils
Transmutation [Evil]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 hour/level or until
discharged
The caster’s tongue becomes a powerful
tendril that she may spit up to
30 feet away. This tendril wraps
around a target, lashing it to something
if possible. The tendril makes a
grapple attack using the caster’s
melee attack bonus, dealing no
damage but starting a grapple as a
Small creature with a Strength score
of 20. If the tendril wins the grapple
check, it wraps around a limb or
whatever is appropriate for the foe,
lashing it to any nearby object. Each
tendril has AC 14, 10 hit points, and
a break DC of 24. The caster may
create up to one such tendril for
every four caster levels, spitting each
one as a standard action.
At the end of the
spell’s duration, the tendrils
become bloody bits
of organic matter.
Material Component: A
serpent’s tongue.
Touch of Juiblex
Transmutation [Evil]
Level: Corrupt 3
Components: V, S,
Corrupt
Casting Time: 1 action
Range: Touch
Target: Creature
touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
The subject turns
into green slime over
the course of 4 rounds.
If a remove curse, polymorph
other, heal, greater
restoration, limited wish,
miracle, or wish spell is cast
during the 4 rounds of transformation,
the subject is restored to normal
but still takes 3d6 points of damage.
Corruption Cost: 1d6 points of
Strength damage.
Unheavened
Abjuration [Evil]
Level: Sor/Wiz 2
Components: V, S, Drug
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster grants one creature a +4
profane bonus on saving throws made
against any spell or spell-like effect
from a good outsider. This protection
manifests as a black and red nimbus of
energy visible around the subject. All
celestial beings can identify an unheavened
nimbus on sight.
Drug Component: Vodare.
Unliving Weapon
Necromancy [Evil]
Level: Clr 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Targets: One undead creature
Duration: 1 hour/level
Saving Throw:Will negates
Spell Resistance: Yes
This spell causes an undead creature
to explode in a burst of powerful
energy when struck for at least 1 point
of damage, or at a set time no longer
than the duration of the spell,
whichever comes first. The explosion
is a 10-foot-radius burst that deals 1d6
points of damage for every two caster
levels (maximum 10d6).
While this spell can be an effective
form of attack against an undead creature,
necromancers often use unliving
weapon to create undead capable of
suicide attacks (if such a term can be
applied to something that is already
dead). Skeletons or zombies with this
spell cast upon them can be very dangerous
to foes that would normally
disregard them.
Material Component: A drop of bile
and a bit of sulfur.
Unnerving Gaze
Illusion (Phantasm)
Level: Demonologist 1, Mortal
Hunter 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
The caster makes his face resemble
one of the opponent’s departed loved
ones or bitter enemies. The subject
takes a –1 morale penalty on attack
rolls for the duration of the spell.
Utterdark
Conjuration (Creation) [Evil]
Level: Darkness 8, Demonic 8,
Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-ft./level radius spread,
centered on caster
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Utterdark spreads from the caster, creating
an area of cold, cloying magical
darkness. This darkness is similar to
that created by the deeper darkness
spell, but no magical light counters
or dispels it. Furthermore, evilaligned
creatures can see in this darkness
as if it were simply a dimly
lighted area.
Arcane Material Component: A black
stick, 6 inches long, with humanoid
blood smeared upon it.
Vile Lance
Evocation [Evil]
Level: Blk 4, Clr 3, Mortal Hunter 3,
Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One shortspear
Duration: 10 minutes/level
Vile lance creates a weapon of blackness
that the caster (and only the
caster) can wield with proficiency.
The caster can throw it, but if he does,
the spell ends after the ranged attack
is resolved.
The vile lance is treated in all ways
like a +2 shortspear, except that the
damage dealt is vile damage.
Arcane Material Component: A bone
fragment of a good-aligned creature.
Wall of Chains
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range:Medium (100 ft. + 10
ft./level)
Effect: A wall whose area is up to
one 5-ft. square/level (S) (see text)
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The caster causes a flat, vertical wall of
woven, spiked chains to spring into
being. This wall can be used to seal off
a passage or close a breach, for the
wall inserts itself into any surrounding
nonliving material if its area is sufficient
to do so. The wall cannot be
conjured so that it occupies the same
space as a creature or another object.
It must always be a flat plane, though
the caster can shape its edges to fit the
available space.
A wall of chains is 1 inch thick per
four caster levels. The caster can
double the wall’s area by halving its
thickness. Each 5-foot square of the
wall has 20 hit points per inch of
thickness and hardness 10.
A section of wall brought to 0 hit
points is breached. If a creature tries
to break through the wall, the DC for
the Strength check is 20 +2 per inch
of thickness. Creatures who use a
Strength check to breach the wall
take 1d6 points of damage from the
spikes and barbs covering the
chains.
Material Component: A single link
from an iron chain.
Wall of Deadly Chains
Conjuration (Creation)
Level: Sor/Wiz 4
Saving Throw: Reflex half
As wall of chains, except as noted
above, and the wall sports loose
lengths of spiked chain that strike
anyone within 5 feet of the wall.
Those within that area take 3d6 points
of damage each round.
Wall of Eyes
Conjuration (Creation) [Evil]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range:Medium (100 ft. + 10 ft./
level)
Effect: A wall whose area is up to
one 5-ft. square/level (S) (see text)
Duration: Instantaneous
Saving Throw: Will negates (see
text)
Spell Resistance: No
The caster causes a flat, vertical wall of
living, glistening eyes of all different
sizes and types to spring into being.
This wall can be used to seal off a passage
or close a breach, for the wall
inserts itself into any surrounding
nonliving material if its area is sufficient
to do so. The wall cannot be conjured
so that it occupies the same
space as a creature or another object.
It must always be a flat plane, though
the caster can shape its edges to fit the
available space.
A wall of eyes is 1 inch thick
per four caster levels. The caster
can double the wall’s area by
halving its thickness. Each 5-
foot square of the wall has 10
hit points per inch of thickness
and hardness 5.
A section of wall brought to 0
hit points is breached. If a creature
tries to break through the
wall, the DC for the Strength
check is 15 +2 per inch of thickness.
Any creature touching the wall
must succeed at a Will saving throw
or be held motionless as if affected by
a hold monster spell. The wall magically
consumes held creatures after 10
rounds, disintegrating them and
adding more eyes to its mass.
At any time, from any distance
(even across planes), the caster can
take a standard action to look through
the wall of eyes, seeing in all directions
from the wall as if she were actually
standing there.
Material Component: A single humanoid
eye.
Wall of Ooze
Conjuration (Creation)
Level: Clr 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 action
Range:Medium (100 ft. + 10 ft./level)
Effect: A wall whose area is up to
one 5-ft. square/level (S) (see text)
Duration: Concentration + 1
round/level
Saving Throw: Fortitude partial (see
text)
Spell Resistance: No
The caster causes a flat, vertical wall of
festering, stinking organic ooze to
bubble into being. This wall can be
used to seal off a passage or close a
breach, for the wall inserts itself into
any surrounding nonliving material if
its area is sufficient to do so. The wall
cannot be conjured so that it occupies
the same space as a creature or
another object. It must always be a flat
plane, though the caster can shape its
edges to fit the available space.
A wall of ooze is 1 inch thick per four
caster levels. The caster can double
the wall’s area by halving its thickness.
Each 5-foot square of the wall
has 50 hit points per inch of
thickness and hardness 0.
A section of wall brought to
0 hit points is breached. If
a creature tries to break
through the wall, the DC
for the Strength check is
15 +2 per inch of thickness.
Any creature touching the
wall takes 2d6 points of acid
damage per round from the
corrosive, burning nature
of the ooze. Only the surrounding
material that the
wall initially is conjured to
touch—such as the floor
or an adjoining wall—is immune
to this damage. Furthermore,
a creature that touches the wall
must succeed at a Fortitude saving
throw or be paralyzed by the ooze. The
wall then consumes the creature in
1d6 rounds, digesting it and adding
the creature’s full normal hit point
total to its own.
Arcane Material Component: A bit of
an ochre jelly or gray ooze.
Wave of Grief
Enchantment [Evil, Mind-Affecting]
Level: Brd 2, Clr 2
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 round/level
Saving Throw:Will negates
Spell Resistance: Yes
All within the cone when the spell is
cast are overcome with sorrow and
grief. They take a –3 morale penalty
on all attack rolls, saving throws, ability
checks, and skill checks.
Material Component: Three tears.
Wave of Pain
Necromancy [Evil]
Level: Brd 6, Pain 7
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes
All living creatures within the cone
are overcome with pain and suffering.
They are stunned for the duration of
the spell. A creature with no discernible
anatomy is unaffected by this
spell.
Material Component: A needle.
Were-Doom
Evocation [Evil, Chaos]
Level: Bestial 9, Clr 9, Drd 9
Components: V, S, M
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft./level radius
Duration: 24 hours
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell must be cast at night. Lycanthropy
infects 1d4 humanoid creatures
in the area, designated randomly.
These creatures immediately
change into their animal or hybrid
forms (their choice) and begin savagely
attacking all around them.
To determine the type of lycanthropy
that afflicts a subject, roll on
the following table.
d% Lycanthrope Type
01–25 Wererat
26–60 Werewolf
61–80 Wereboar
81–00 Weretiger
See the Lycanthrope template in the
Monster Manual for more information
on lycanthropy, including how to
cure it.
Material Component: A bit of a lycanthrope’s
fur or skin.
Whirlwind of Teeth
Evocation [Evil]
Level: Bestial 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range:Medium (100 ft. + 10 ft./
level)
Area: 5-ft./level radius cylinder
10 ft./level high
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
The caster creates an
opaqu e a re a o f
swirling energy in
the form of roaring,
screeching
mouths full of
teeth. Anyone
within the
area takes 1d8
points of damage
for every
two caster levels
(maximum 10d8)
from the magically
created biting
mouths and
tearing teeth. The
whirlwind moves as
the caster mentally
directs (as a free
action), with a speed
of 40 feet.
Arcane Material Component:
A handful of
bloody teeth.
Wither Limb
Necromancy [Evil]
Level: Clr 2, Mortal Hunter 2,
Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature with
limbs
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The caster chooses to wither either
the arms or the legs of the subject.
Withered legs force a character to fall
prone and make it impossible for her
to move more than 5 feet per round.
Withered arms make it impossible for
a character to use objects or cast spells
with somatic components, and the
subject must drop anything she was
holding. At the end of the spell’s duration,
the limbs return to normal.
Wrack
Necromancy [Evil]
Level: Clr 3, Mortal Hunter 3, Pain 3,
Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One humanoid creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject is wracked with such pain
that he doubles over and collapses.
His face and hands blister and drip
fluid, and his eyes cloud with blood,
rendering him blind. For the duration
of the spell the subject is considered
helpless and cannot take actions. The
subject’s sight returns when the spell’s
duration expires.
Even after the spell ends, the subject
is still visibly shaken and takes
a –2 penalty on attack rolls, saves,
and checks for 3d10 minutes.
Wretched Blight
Evocation [Evil]
Level: Clr 7
Components: V, S
Casting Time: 1 action
Range:Medium (100 ft. +
10 ft./level)
Area: 20-ft.-radius spread
Duration:
Instantaneous
Saving Throw:
Fortitude
partial (see
text)
Spell
Resistance: Yes
The caster calls up
unholy power to smite
his enemies. The power
takes the form of a soulchilling
mass of clawing
darkness. Only good and neutral
(not evil) creatures are harmed by
the spell.
The spell deals 1d8 pts. of damage
per caster level (maximum 15d8) to
good creatures and renders them
stunned for 1d4 rounds. A successful
Fortitude save reduces damage to half
and negates the stunning effect.
The spell deals only half damage
to creatures that are neither evil nor
good, and they are not stunned.
Such creatures can reduce the
damage in half again (down to one quarter
of the roll) with a successful
Reflex save.
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