CHAPTER 4SPELLS ANDINVOCATIONSIllus. by M. Phillippi108Level: Sorcerer/wizard 1, warmage 1Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minuteYou transform one of your hands intoa mighty fist of living stone, gaininga +6 enhancement bonus to Strengthfor purposes of attacks, grapplechecks, or breaking and crushingitems. In addition, you gain the abilityto make one natural slam attack asa standard action, dealing 1d6 pointsof damage plus your new Strengthbonus (or 1-1/2 times your Strengthbonus if you make no other attacksthat round). You can make the slamattack as a natural secondary attackwith the normal –5 penalty (or –2penalty if you have the Multiattackfeat; see page 304 of the MonsterManual) as part of a full attack action.However, you cannot gain more thanone slam attack per round with thisspell due to a high base attack bonus(+6 or higher).Your fist undergoes no change insize or form, remaining as flexibleand responsive as it would normallybe while under the spell’s effect.Material Component: A pebbleinscribed with a stylized fist design.FLENSINGTransmutation [Evil]Level: Sorcerer/wizard 8Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One corporeal creature; seetextDuration: Up to 4 rounds; see textSaving Throw: Fortitude partial;see textSpell Resistance: YesWhen you cast this spell, you literallystrip the flesh from a corporeal creature’sbody, inflicting incredible painand psychological trauma. Each round,the target takes 2d6 points of damage,1d6 points of Charisma damage, and1d6 points of Constitution damage. Asuccessful Fortitude save negates theability damage, reduces the hit pointdamage by half, and ends the spell. Ineach round when the target creature isaffected, it gets a new save.Flensing has no effect on creatures ingaseous form.Material Component: An onion.FLY, MASSTransmutationLevel: Sorcerer/wizard 5Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One creature/level, no twoof which can be more than 30 ft.apartDuration: 1 min./levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)As fly (see page 232 of the Player’sHandbook), except this spell confersthe power of flight upon all targetedcreatures. Each recipient of the spellmust remain within 30 feet of at leastone other recipient, or the spell endsfor the creature that is separated fromthe others. If only two individualsare affected, the spell ends for both ifthe distance between them exceeds30 feet.FORCE WHIPEvocation [Sonic, Mind-Affecting]Level: Bard 2, wu jen 2Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: A whip of forceDuration: 1 round/levelSaving Throw: Will negates; seetextSpell Resistance: NoThis spell creates a whip of magicalforce that you wield as if you had proficiencywith it. Simply cracking a forcewhip keeps normal animals (but notmagical beasts or vermin) at bay unlessthey succeed on a Will save. Affectedanimals stay at least 30 feet away fromyou for the duration of the spell, asspace permits. On a successful rangedattack with the whip, any normalanimal you strike must succeed on aWill save or become frightened.Against other creature types, you canuse a force whip in combat as if it were anormal whip.Material Component: A small silkwhip.FORTIFY FAMILIARUniversalLevel: Sorcerer/wizard 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Familiar touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes (Harmless)This spell makes your familiar tougher,granting it 2d8 temporary hit pointsand a +2 enhancement bonus to itsnatural armor. It also has a 25% chanceto avoid extra damage from sneakattacks or critical hits (though suchattacks still deal normal damage if successful).Temporary hit points gainedin this fashion last for up to 1 hour.FREEZING FOGConjuration (Creation) [Cold]Level: Sorcerer/wizard 5Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Fog spreads in 20-ft. radius,20 ft. highDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoA bank of freezing mist billows outfrom the point you designate, obscuringall sight (including darkvision)beyond 5 feet. Creatures in the first5 feet of the mist have concealment,while creatures farther inside have totalconcealment.Each round on your turn, the frigidmist deals 1d6 points of cold damageto each creature and object withinit. The freezing fog is so thick that any
creature attempting to move throughit progresses at a maximum speed of5 feet (regardless of its normal speed)and takes a –2 penalty on all meleeattack rolls and damage rolls and a –6penalty on ranged weapon attack rolls(but not ranged spell attack rolls). Acreature or object that falls into thefog from above is slowed, so that each10 feet of mist it passes through effectivelyreduces overall falling distanceby 10 feet.Freezing fog also coats all solid surfacesin its area with a slick, icy rime,and on your turn each round, eachcreature in the area of the fog mustmake a successful Reflex save or fall.A creature that manages to stand mustmake a DC 10 Balance check in orderto move, falling if it fails its save by 5or more. Creatures in a freezing fog can’ttake a 5-foot step.A severe wind (31+ mph) dispersesthe cloud in 1 round. The spell doesnot function underwater.GHOSTFORMTransmutationLevel: Sorcerer/wizard 8Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)You assume a visible, incorporealform like that of a manifesting ghost.You have no physical body while inthis state. You can be harmed only byother incorporeal creatures, magicweapons or creatures that strike asmagic weapons, and spells, spell-likeabilities, or supernatural abilities.You are immune to all nonmagicalattack forms. Even when hit by spellsor magic weapons, you have a 50%chance to ignore any damage froma corporeal source (except for positiveenergy, negative energy, forceeffects such as magic missile, or attacksmade with ghost touch weapons).Non damaging spell effects affect younormally unless they require corporealtargets to function (such as implosion)or they create a corporeal effect thatincorporeal creatures would normallybe unaffected by (such as a web or wallof stone spell).As an incorporeal creature, youhave no natural armor bonus but havea deflection bonus equal to your Charismabonus (always at least +1, even ifyour Charisma score does not normallyprovide a bonus).You can enter or pass through solidobjects while in ghostform, but youmust remain adjacent to the object’sexterior, and so cannot pass entirelythrough an object whose space islarger than your own. You can sensethe presence of creatures or objectswithin a square adjacent to yourcurrent location, but enemies havetotal concealment (50% miss chance)from you while you are inside anobject. In order to see farther from theobject you are in and attack normally,you must emerge. While inside anobject, you have total cover, but whenyou attack a creature outside the objectyou have cover only, so a creatureoutside with a readied action couldstrike at you as you attack. You cannotpass through a force effect.While under the effect of ghostform,your attacks pass through (ignore)natural armor, armor, and shields,although deflection bonuses and forceeffects (such as mage armor) work normallyagainst you. Your nonmagicalattacks have no effect on corporealtargets, and any attack you make witha magic weapon against a corporealtarget has a 50% miss chance, except forattacks you make with a ghost touchweapon, while are made normally (nomiss chance). Spells you cast whilein ghostform affect corporeal targetsnormally, including spells that requireyou to make an attack roll (such as raysor melee touch spells). You can passthrough and operate in water as easilyas you do in air. You cannot fall or takefalling damage. You cannot make tripor grapple attacks, nor can you betripped or grappled. In fact, you cannottake any physical action that wouldmove or manipulate an opponent or itsequipment, nor are you subject to suchactions. You have no weight while inghostform and do not set off traps thatare triggered by weight.You move silently and cannot beheard with Listen checks if you don’twish to be while in ghostform. You haveno Strength score while incorporeal,so your Dexterity modifier applies toboth your melee attacks and rangedattacks. Nonvisual senses, such as scentand blindsight, are either ineffective oronly partly effective with regard to you.You have an innate sense of directionand can move at full speed even whenyou cannot see.GHOST LIGHTNecromancy [Fear, Mind-Affecting]Level: Wu jen 1Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: One Medium or smallerghostly lightDuration: ConcentrationSaving Throw: Will negatesSpell Resistance: YesYou create a ghostly green radianceanywhere within range that shineswith the brightness of a torch andis imbued with unearthly power,causing creatures within 30 feet tobecome shaken unless they succeedon a Will save. The light can be shapedto any Medium or smaller form, andcan move at a speed of 30 feet as longas you maintain concentration on thespell (so that you can shape the effectinto a human form and make it seemto walk or fly, for example). The shapeof a ghost light can be changed at anytime during the spell’s duration as afree action.Material Component: A bit of phosphorus.GIANT SIZETransmutationLevel: Wu jen 7Components: V, S, MCasting Time: 1 roundRange: PersonalTarget: YouDuration: 1 minuteCHAPTER 4SPELLS ANDINVOCATIONS109